Category: Gaming

  • FanCode to present Dream11 Super Smash 2022-23 live in India

    FanCode to present Dream11 Super Smash 2022-23 live in India

    Mumbai: FanCode announced the exclusive live stream of New Zealand Cricket’s ‘Dream11 Super Smash 2022-23’ (men’s & women’s) in India. The tournament starts on Friday at Bay Oval, and will witness six men’s and women’s teams play 32 matches each, until 11 February 2023. The league will be streamed live and exclusively on the FanCode mobile app (Android and iOS), the FanCode TV app, Amazon Fire TV Stick, Jio STB, Samsung TV, and through the web at www.fancode.com.

    The 18th edition of the men’s event comprises six teams, namely the Auckland Aces, Canterbury Kings, Central Stags, Northern Brave, Otago Volts, and Wellington Firebirds. All eyes will be on players such as Finn Allen, Mitchell Santner, Tom Bruce, Tim Seifert alongside Ross Taylor & Lockie Ferguson and others who will look to replicate their international cricket form. Excitement will reach the pinnacle, as the three-time winners and defending champions Northern Brave will look to replicate their last year’s win.

    Since the 2018–19 season, the competition has run alongside the Women’s Super Smash. The fifth edition of the tournament will witness six women’s teams take on each other – Auckland Hearts, Canterbury Magicians, Central Hinds, Northern Brave (W), Otago Sparks, and Wellington Blaze. The reigning champions, the Wellington Blaze, are also the most successful team in the history of the T20 League. The league will witness players such as Suzie Bates, Sophie Devine, Amelia Kerr, Amy Satterthwaite, Jess Kerr, Lea Tahuhu, Leigh Kasperek, and others going head-to-head. Women’s Super Smash will serve as an opportunity to put their names on the auction tables for the inaugural Women’s IPL auction and also as an ideal preparation for the ICC Women’s T20 World Cup 2023.

    FanCode is curating a comprehensive and immersive digital experience aimed at revolutionising how fans consume sports, beginning with the ability to select data and analysis of choice via interactive overlays while viewing the live stream. Fans will also be able to rewatch and relive any moment from the game almost in real-time.

  • FanClash announces partnership with AMD Skyesports Championship 4.0 

    FanClash announces partnership with AMD Skyesports Championship 4.0 

    Mumbai:c has announced its collaboration with JetSynthesys’ Skyesports for AMD Skyesports Championship 4.0. This partnership is a step in the right direction for both organisations to reignite the CS:GO and Dota 2 ecosystems and revive these esports game titles.

    The AMD Skyesports Championship 4.0 Finale is scheduled to happen on 24 December, 2022, at the Bombay Exhibition Center, NESCO at Goregaon, Mumbai, with top personalities from Southeast Asia and India in attendance. This premium esports and gaming IP will also offer a host of esports events, music shows, and meet-and-greets, among other activities, for the gaming community. There is a strong focus by FanClash on fan engagement, including opportunities for fans to connect with their favourite esports stars through fantasy and in-person events.

    The competitions in CS:GO and Dota 2 featured open-for-all qualifiers, providing a #PathToPro for aspiring players. Besides the bragging rights and the spectacular trophy, the winners also stand a chance to win from a total prize pool of $10,000 in CSGO, while there is $15,000 on the line for Dota 2.

    FanClash co-founder Richa Singh said, “Dota 2 was historically one of the most popular esports games in India, behind only Counter-Strike: Global Offensive. However, the rise of mobile esports in the country has led to a shift in focus away from PC-based games like Dota 2 and CS:GO. This partnership with Skyesports will help revitalise the esports ecosystem. We are excited about the potential for on-ground events and opportunities for fans to engage with their most beloved celebrities.

    Skyesports founder & CEO Shiva Nandy said, “The Skyesports Championship was introduced in 2019 and since then has grown to become a household name in the Indian gaming industry. This year, we are proud to expand its horizons even further with the on-ground event in Mumbai and by welcoming teams from Southeast Asia. The open-for-all on-ground event and esports competitions will enable even more engagement opportunities with fans, especially with FanClash joining as the official Fantasy partners.”

  • FanCode acquires exclusive streaming rights for the HSBC World Rugby Sevens Series 2023

    FanCode acquires exclusive streaming rights for the HSBC World Rugby Sevens Series 2023

    Mumbai: Digital sports fan destination FanCode announced that it has acquired the exclusive rights to live-stream the HSBC World Rugby Sevens Series 2023 (men’s & women’s) in India.

    The will be played across Asia, Africa, North America, Australia, and Europe until May 2023, and will witness over 400 action-packed matches across 11 tournaments hosted live and exclusively on the FanCode mobile app, the FanCode TV app available on Android TV, Amazon Fire TV Stick, Jio STB, Samsung TV, and through the web at www.fancode.com.

    FanCode is curating a comprehensive and immersive digital experience aimed at revolutionising how fans consume sports, beginning with the ability to select data and analysis of choice via interactive overlays while viewing the live stream. Fans will also be able to rewatch and relive any moment from the game almost in real-time.

    The 2023 edition will tour Hong Kong, Dubai, Cape Town, Hamilton, Sydney, Los Angeles, Vancouver, Singapore, Toulouse, and London for 11 men’s and seven women’s events. The participating nations include Argentina, Australia, Canada, Fiji, France, Great Britain, Hong Kong, Ireland, Japan, Kenya, New Zealand, Samoa, South Africa, Spain, Uganda, Uruguay, and the USA. The series will be played in two groups going head-to-head to reach the playoffs.

    The stakes surrounding the current tournament will be at an all-time high, with the top four position holders securing their tickets to Paris 2024. With the conclusion of the Hong Kong and Dubai events, South Africa and Australia are currently leading the charts in the men’s and women’s series, respectively. The teams are now battling it out in Cape Town across 48 matches scheduled between 9-12 December.

  • dentsu’s ‘Fame for the Game’ report: The place of brands in the gaming economy

    dentsu’s ‘Fame for the Game’ report: The place of brands in the gaming economy

    Mumbai: Brands can gain a lot of value from their participation in the gaming economy. dentsu Gaming has published its ‘For the Game’ report in association with AnimationXpress.com which surveys how brands play a vital role in the gaming culture.

    This report discovers how brands can position themselves in the gaming culture, be accepted by gamers, and resonate with them. Gamers evaluate brands not only based on their products and marketing but also on their involvement in the gaming experience and community.

    According to CCSxGWI data, people can have conflicting feelings about brands’ presence in gaming. On one hand, 32 per cent of respondents believe it is acceptable for brands unrelated to esports to sponsor teams or events. In contrast, intrusive pop-ups and ads are a major source of annoyance for 27 per cent of users.

    Responding to gamers’ motivations and frustrations is one of the most effective ways to add value to the gaming experience or community.

    With 61 per cent of respondents believing that women should be encouraged to play games, brands can sponsor female streamers to promote a more diverse and inclusive space.

    When a game becomes too expensive to progress, 28 per cent of respondents are frustrated, and 23 per cent are frustrated when game interest declines.

    With the meteoric rise of streaming, gaming has moved beyond the realm of individual play to engage audiences. It has evolved into a primary channel for vibrant fandoms, a culture-shaper, and a source of limitless opportunities for marketers.

    Media is a powerful vector for brands looking to connect with gaming audiences and better align with gaming culture.

    Brands can actively shape gaming culture by designing or co-designing immersive experiences that leverage innovative technology, their intellectual property, and the intellectual property of renowned gaming third parties.

    The report suggests that brands must genuinely understand gamers, starting with their motivations. Rather than rushing in, a brand should take incremental steps to build a durable and credible presence for the community, bringing value through experiences both within and outside games. Successful brands are the ones that learn from and evolve with this always-changing world.

  • 32 per cent of Indian gamers play daily and 52 per cent play weekly: says ‘For the Game’ report

    32 per cent of Indian gamers play daily and 52 per cent play weekly: says ‘For the Game’ report

    Mumbai: In an extravagant affair, dentsu Gaming launched its gaming report ‘For the Game’ in collaboration with Indiantelevision.com. The launch took place at The Lalit, Mumbai on 2 December.

    Gaming as an industry has grown by leaps and bounds in India and is now being considered as a serious profession. In the last couple of years all kinds of genres of gaming have seen an uptick from real money to casual gaming, fantasy gaming, e-sports seem to have found their share of users as well as revenue.

    Looking ahead, gaming arguably offers the best glimpse into the immersive experiences the metaverse promises, and with it, the future of connectivity. Fueled by an ever-growing community of virtual reality (VR) developers and the wider availability of 5G, popular intellectual properties (IPs) will pave the way for mainstream adoption of virtual experiences, both within and beyond gameplay.

    The report, ‘For the Game’ demonstrates, using a novel method for the market, that motivation-based segmentation is the most pertinent and efficient way for marketers to comprehend gamers deeply and to acquire insightful information for creative and media planning.

    It proves that gaming is a prime environment for brands looking to attract audience attention through quantifiable measurement. The report also looks at how focusing constantly on added value, authenticity, and proximity to gamers may help one develop a continuous brand presence in the gaming industry through time and across contexts.

    Carat India CEO & dentsu Gaming India lead Anita Kotwani said, “Gaming’s growing cultural impact, combined with the promise of the metaverse, has generated endless opportunities for advertisers. With the meteoric expansion of e-sports and streaming platforms, gaming has shifted from solitary play to spectator sport. Gaming platforms are now the main avenue for social connections and self-expression. One cannot follow the cookie-cutter approach anymore given the fluidity & dynamism of the industry.”

    She added, “dentsu Gaming offers the minds and tools necessary to create and develop strategies that are relevant to the culture, promote it and graduate the brand to be a cultural icon itself. dentsu Gaming was created to deliver the tremendous expansion of gaming needs to our clients through creative partnerships, products, and solutions. We bring together enthusiastic, diversified expertise to help brands add incremental value through mutually beneficial relationships with game publishers and partners. dentsu has access to in-depth gamer audience information via priority data and analytics. Our CCS (Consumer Connection Systems) data platform has been boosted by data fusions of unique bespoke gaming surveys as well as the GWI (Global Web Index) Gaming survey, providing us with advanced gaming audience data from across 24 markets.”

    According to the report’s findings, there is a game for everyone. In varying degrees, gaming is consumed across age groups as there is some or the other game available on some or the other device. People can choose their own devices, genre, and platform. The choices are virtually unlimited.

    The COVID-19 pandemic has acted as the biggest recruiter in the gaming pool. Around 45 per cent of the Indian population started playing games during this period. Cheaper internet and one’s need to kill time and connect with people were the biggest drivers.

    ‘Real Money Game’ revenues currently constitute 57 per cent of market size but future growth is projected to be driven by in-app purchases growing at a 34 per cent CAGR. There were 120 million paying users in FY’ 22, which represents a whopping 24 per cent conversion rate.

    Gaming-related content is on its way to be mainstream content. Gaming-related web series, merchandise, fashion, and music are all indicators of gaming culture making its way into the day-to-day lives of people.

    Across the nine global markets used in the report’s segmentation, CCS x GWI data shows that 34 per cent of gamers play daily and 46 per cent play weekly. Whereas, in India, 32 per cent of gamers play daily and 52 per cent play weekly.

    People across generations exhibit gaming habits. Among Gen Z gamers, 24 per cent play daily and 40 per cent weekly, while among millennials, the levels are 24 per cent and 38 per cent respectively. Among Gen X gamers, 17 per cent play daily and 35 per cent weekly. This implies, the gamer audience is spread across generations which predominantly plays once a week.

    Gamers are not media isolated. They watch and follow a lot of content on TV as well as online TV. They spend around 28 hours a week on the medium.

    Casual gamers make up the largest cohort in the gaming audience pool. They mostly prefer smartphones as their gaming device. They choose to play puzzles, trivia, 3match, and especially board games like ludo, scrabble, UNO, etc. They are not into spending a lot of money on gaming but are prone to In-App micro transactions to progress their game.

    E-sports in India has evolved as a new form of entertainment. The scope for brands to associate with e-sports is massive and the receptivity from the gaming community is also high. Gamers understand that brands & sponsors are vital for the e-sports industry to go big. The fan following of e-sports is on the rise as the tournaments are only becoming bigger and more intense. The demand for updates and content has exploded in recent times and social media has been one of the key factors for driving that in the country. Fans love to follow their favorite players (47 per cent) and teams (41 per cent) for a particular game and genre they are interested in or play themselves.

     AR/VR (Augmented Reality/Virtual Reality) in India is still at a nascent stage. The challenge in the market is due to high cost and lack of exposure and experience. Contrary to smartphone apps made in India, the apps and technology that employ AR and VR are also underdeveloped.

    The rapid rise of gaming in India has also affected the education and learning industry. A lot of education and coaching centers have now incorporated animation, game development, coding, etc. in their curriculum and offerings. Even the apps and education formats are gamified to engage the students and assist them in learning.

    Gamers are passionate about gaming-related stuff but are also quite interested in fashion, fitness, and food.

    Gaming as a habit is an expensive hobby. On average, a hardcore gamer spends Rs 6500 (approx) on accessories and peripherals to enhance the gaming experience.

    Please click here for the entire report.

  • dentsu’s GEM awards: Gaming, e-sports and metaverse shine all the way through

    dentsu’s GEM awards: Gaming, e-sports and metaverse shine all the way through

    Mumbai: In a star-studded event held at The Lalit, Mumbai, on 2 December, dentsu Gaming in partnership with Animation Xpress launched The Gem Awards to honour excellence throughout the gaming, e-sports, and metaverse industries. These awards are to celebrate the talents that influence and advance the medium and culture of gaming and technology. In addition to games and e-sports, the GEM Awards will also recognise the individuals and organisations that changed digital culture and had a positive social impact through the invention of ground-breaking Web3 applications, NFTs, and metaverses.

    For the first edition of The Gem Awards, the jury members included an interesting mix from the e-sports, gaming, and digital industry – Indiantelevison.com Group founder, CEO and editor-in-chief Anil NM Wanvari, Penta E-Sports founder & CEO Anurag Khurana, Guardian Link co-founder & chief technology officer Arjun Reddy, Punnaryug Artvision founder & AVGC Forum – FICCI chairman Ashish Kulkarni, Holy Cow Productions founder & director Goutham Dindukurthi, SuperGaming communications manager and writer Rishi Alwani and Sharmilee Daru PR and 4WD Gaming founder Sharmilee Daru.

    Gaurav Gambhir aka D-Cypher of Gully Boy fame also performed magnificently at the event. We all know him as the beatboxer in Gully Boy’s ‘Asli Hip Hop’ and ‘ Jingostan Beatbox’; he is a well-recognised name in the underground hip-hop community, a celebrity beatbox trainer and a part of Mumbai-based hip hop collective, Bombay Lokal.

    In the category of gaming genres, which had four sub-categories, the best casual game was put in place by Playbae called In My Shadow; the best hyper casual game was prepared by Weloadin Studio for Dessert DIY; the best midcore game was awarded to Zatun for its project Down and Out; and the award for the best hardcore game was given to Voidpeak Games Pvt. Ltd.

    The technical category had four sub-categories. The best gaming promo was prepared by Wayu Digital Studio for its project Mukti, and by GameEon Studios for its task on Mumbai Gullies; the best game direction was done by Lucid Labs for Possessions; the best art direction was executed by Xigma Games for The Bonfire 2 Uncharted Shores; and the best score/music was put in place by AbracaDabra Software Solutions for Tanhaji – The Maratha Warrior, and Frostwood Interactive for Forgotten Fields.

    The special awards category had several sub-categories. The gaming studio of the year was XSQUADS Tech Private Limited; the best gaming institutes were ICAT and Chitkari; the best male gaming content creator of the year (jury base) was Mortal; the best female gaming content creators of the year (jury base) were Savage Girl and Payal Dhare (Payal Gaming); the best male gaming content creator of the year (fan base) was Scout; the best female gaming content creator of the year (fan base) was Kaash Plays; the upcoming game of the year (Indie) was by Ogre Head Studio for Yodha; the best Indie gaming studio of the year was Xigma Games; the best brand integration was executed by Creative Galileo for Creative Galileo Kids Early Learning App; the best brand game collaboration was by Reliance Games (Zapak Games) for Little Singham Tide Turners Plastic Challenge; the best use of gamification by brand in a campaign was done by Creative Galileo for Creative Galileo Kids Early Learning App; the best e-sports brand collaboration was by 7Sea Esports for Gillette X 7Sea Invitational.

    The popular e-sports title (PC) was awarded to Riot Games; the popular e-sports title (mobile) was The Pokémon Company. The best influencer agencies were 8Bit Creatives and Trinity Gaming India.

    The powering the ecosystem: special mention awards category had various sub-categories. The best movers & shakers investors: (early stage) were Jet Synthesys; the best movers & shakers investors (late stage) were Lumikai; the best gaming ambassador of the year was Jonathan “Jonathan” Amaral for Gillette Get Your Game Face On; the best mover & shaker government entities was the Telangana government; the best movers & shakers gaming were Gameberry Labs.

    The e-sports category, too, had numerous sub-categories. The best players include Harsh “Goblin” Paudwal (SouLGobLiN) and Ganesh “SkRossi” Gangadhar. The best teams include Global Esports. The best production was executed by NODWIN Gaming for Battlegrounds Mobile India Master Series 2022. The best tournaments were put in place by 7Sea Esports for Gillette 7Sea Invitational, and Skyesports for Skyesports Champions Series. The best broadcast platform was LOCO. The best coach was Rahul ‘Osmium’ Sharma for 7Sea Esports. The best organiser was Skyesports. The best shoutcasters were MambaSR and Spero-Piyush. The best commercial was NODWIN Gaming for Battlegrounds Mobile India Master Series 2022. The best indigenous sports game of the year was put in place by Nautilus Mobile for Real Cricket.

    The Meta Awards category had six sub-categories. The best debut in the metaverse was by Immersive Gamitronics Studios Pvt Ltd for Partynite – India का अपना Metaverse. The best avatar design was put in place by Metapolis for M-Genesis. The best innovative NFT project was by STAN for Esports Athletes & Gaming Creators. The best metaverse project was by Immersive Gamitronics Studios Pvt Ltd for Partynite – India का अपना Metaverse. The best blockchain-based game was made by SuperGaming for Tower Conquest (web3 game) and was also awarded to the game – Born To Die. The best web3 start-up was Indi.gg.

    The coveted partners for this event, which was initiated by AnimationExpress.com and executed by ITV2.0 Productions, were dentsu Gaming (the event’s presenting partner), Rockstar Games (an associate partner), Metapolis (a technology partner), Zapak and Reliance Games (industry partners), and BenQ (a support partner).
     

  • MPL bans over a million accounts in 2022 to reinforce transparency and fairplay on the platform

    MPL bans over a million accounts in 2022 to reinforce transparency and fairplay on the platform

    MUMBAI: Mobile and skill gaming platform MPL has banned over a million user accounts to continue to provide a secure and fair gaming experience to the users. The step has been taken by the company to remove players who did not comply with the rules and resorted to unfair means to manipulate gameplay results in their favour.

    Some of the key reasons that led to the user accounts getting blocked include using multiple accounts by the same user to access the platform, uploading fake or doctored KYC documents, using unauthorized payment means like stolen cards and cheating during the gameplay by using any hacks or collusion techniques. It is important to note that these are not temporary suspensions and MPL has permanently banned these users from the system.

    MPL added that it has robust security measures in place that enables them to effectively identify and ban the fake accounts within a short span of them being created. The company also uses best in class technology practices that enables detection of fraud accounts at a granular level which includes identification of the devices used to create the accounts. Once a user is blocked, typically they tend to create a new account using different email ids. However, with the help of advanced technology, MPL identifies these unauthorised login attempts made using the same device and permanently revokes their access. This ensures fraudulent gamers to be suspended and removed from the platform, allowing genuine players to join tournaments with confidence. 

    MPL said that its security initiatives have recently been recognised by the Shield Trust Certification, which attests that the platform has more than 96.57 per cent genuine users and a user to device ratio of 1 : 0.9568 which is an exceptional trust standard in the industry. Shield is a global risk intelligence company and the certificate considers a company’s trust profile and assesses key risk metrics such as the number of genuine users, user-to-device ratio, and the prevalence of malicious tools used on a given platform. With a trust score of 95.95 per cent, MPL has become the world’s first multi-gaming company to acquire this certification after fulfilling the vital requirements of Shield’s Trust Check, which renders it the most credible and a safe platform for gaming enthusiasts. 

    MPL vice president of security and compliance Ruchir Patwa said, “At MPL, providing the highest degree of protection against fraud is our topmost priority and we are committed to offer the users a secure and unhindered gaming experience. This move is aligned to our player-first approach and also highlights MPL’s zero tolerance towards users who resort to illegal practices in order to alter gameplay results and gain an unfair advantage. With initiatives like this, MPL is poised to continue being a safe and user-friendly platform that is trusted by the users.”

    MPL has also announced multiple initiatives to further the player-first approach and foster a safe and risk free gameplay experience for the users. As a part of this, the company launched a bug bounty program that has been designed to reward security researchers up to Rs 10 lakhs for successfully identifying a valid vulnerability on the platform. The bug bounty program also allows researchers to report any possibility that can give a player an unfair advantage. 

    To provide a risk free gaming experience, MPL had recently launched India’s first ever multi-game Loss Protection policy through which gamers can claim a refund of up to 100 per cent of the net loss that they may have incurred after playing 10 gameplay sessions with specified thresholds. Available on some of the top titles, this initiative empowered users to enjoy their favorite games without worrying about losing money.
     

  • 28% GST on online gaming will not affect taxation on e-sports, video games

    28% GST on online gaming will not affect taxation on e-sports, video games

    Mumbai: In its last meeting, the GST Council took the decision to levy a 28 per cent tax on the total bet placed at entry level for each gaming session from October 1.

    As per media reports, this recently proposed 28 per cent goods and services tax (GST) on online games involving real money will not affect the taxation on e-sports, such as FIFA and League of Legends, or leading titles on PlayStation, Xbox, and Nintendo platforms.

    The higher tax rate will be applicable only on pay-to-win games, such as fantasy sports, rummy, and poker, which have the scope of monetary gains.

    E-sports and video games which are intended solely for entertainment and do not include betting, gambling, or any money transactions, will continue to be taxed as earlier. As of now, such e-sports and games, which are meant for entertainment, call for 18 per cent GST.

    As per the rules, there will be a distinction between games involving monetary gains and games or sports that are meant solely for entertainment.

    Media reports suggest that some top players of the video gaming industry had approached the finance ministry and sought clear differentiation to eliminate misconceptions arising from the terminology. Some of these entities brought up the unconnected association between e-sports and gambling, betting, and similar activities.

    E-sports has been recognised by the Information Technology (Intermediary Guidelines and Digital Media Ethics Code) Rules and the same should be clarified for taxation purposes, as mentioned in a media report.

    In its previous meeting, the GST Council approved upon inserting the definition of online gaming: “An offering of a game on the internet or an electronic network and includes online money gaming.” 

    “Online money gaming” is likely to mean “games where players pay or deposit money or money’s worth, including virtual digital assets, in the expectation of winning money”.

    Additionally, a new provision is also expected to be included for online money gaming offered by a person located outside the taxable territory. The person will be included under the ambit of Integrated GST.

    The framework could also include a “specified actionable claim” to encompass betting, casinos, gambling, horse racing, lottery, and online money gaming.

    An amendment in this regard to the Central GST Act is expected in the ongoing monsoon session of Parliament. Despite a few days left in the session, the proposed draft Bill seeking the amendment is yet to be listed. The Centre can circulate an Ordinance and also move a supplementary business list in the case of special legislation.

    After the Council meeting, Union finance minister Nirmala Sitharaman specified that the provision to enforce higher taxation on online gaming would likely be considered in the ongoing parliamentary session. She also urged states to amend their laws as soon as possible for timely implementation.

    Some of the major players of electronic games purely for entertainment purposes include Sony, Microsoft, and Activision Blizzard. Some of the large players in the online money games space include Dream11, WinZO Games, and Nazara Technology.

  • Global Esports onboards NUMBER as the title sponsor for BGMS 2023

    Global Esports onboards NUMBER as the title sponsor for BGMS 2023

    Mumbai: One of the largest esports organisations in India, Global Esports announced a partnership with NUMBER, a premium smart wearable and gaming earbuds brand, as the Title Sponsor for their BGMI roster ahead of BGMS Season 2. Global Esports are the defending champions from season one having defeated big teams, such as  GodLike, Orangutan, and SouL to lift the grand trophy.

    NUMBER is known for making specially designed gaming earbuds to support a true gaming experience and very recently launched its Super Bud Pro Series to mark the return of competitive mobile gaming in India. As part of this exclusive collaboration, the NUMBER logo will proudly feature on the centre of the Global Esports team jerseys for the duration of BGMS 2023. The month-long sponsorship aims to showcase the strong correlation between Esports and technology, reflecting the mutual passion for pushing boundaries and setting new standards in their respective fields.

    Global Esports co-founder Rushindra Sinha said, “We are thrilled to onboard  NUMBER as our title sponsor for BGMS 2023. Their commitment towards delivering well-designed high-quality  products at an affordable price aligns with our vision to deliver at the highest stages and take the Indian gaming  industry to the next level.”

    NUMBER  CEO & founder Jigar Mehta said “At NUMBER, our objective is to provide gamers with the best-in-class gaming audio accessories so that they may start their journey in esports with the right equipment. Esports is a strongly growing community in India and we strive to support this growth with our new and first-of-its-kind partnership with Global Esports. We are thrilled to partner with a leading organisation such as Global  Esports who are also the winners of BGMS 2022. With this partnership, we mark our journey into the esports world and  are here to stay, play & win the journey.”

    BGMS 2023 is set to kick off on 4 August 2023, with 24 Indian teams participating. It will be broadcast live on Star  Sports Network and Rooter at 9.30 PM IST. This will be the second season hosted by Nodwin Gaming and Star Sports and features a prize pool of Rs 2,10,00,000 (over $250,000). The contest will span over 22 days and will be a LAN  event broadcasted in Hindi, Tamil, and English.

    Being one of the 14 invited teams to take part in the tournament, GE aims to use this opportunity to showcase the talent of their newly built BGMI squad that will be led by Mayavi, the coach and analyst for their lineup. Last month,  Global Esports unveiled its complete BGMI roster, which included their most recent signing BGMI start player MAVI as  IGL for their new squad.

  • Tapping the Untapped: How the Indian Esports Industry is Reaching Out to a New Market for Brands

    Tapping the Untapped: How the Indian Esports Industry is Reaching Out to a New Market for Brands

    Mumbai: The esports industry in India has been on rapid growth over the past few years, with a growing number of gamers, esports enthusiasts and game developers across the nation. Esports, which refers to competitive gaming, has emerged as a mainstream form of entertainment, attracting millions of viewers, and generating significant revenue globally. In India, the esports industry is estimated to be worth over $2.5 billion by 2025, and brands are increasingly recognizing the potential of this untapped market to reach out to a diverse and engaged audience.

    Although esports and online gaming have been around for some time, there has been a recent surge in interest from investors, developers, and gamers alike. Contrary to popular belief, the last decade has seen a significant increase in the popularity of esports, particularly among millennials and GenZ in India. As a result, brands are taking notice and showing more interest in the industry. Investors and developers are leveraging the growing popularity of esports and online gaming to potentially reap lucrative returns. This trend reflects the evolving landscape of the gaming industry and its increasing appeal to both players and investors in India.

    One of the key reasons why the Indian esports industry is attracting attention from brands is its massive and diverse audience base. Esports appeals to people of all ages, genders, and backgrounds, and it has a particularly strong following among the youth population. According to reports, around 90% of esports enthusiasts in India are aged between 15 and 26 years, and this demographic presents a lucrative market for brands looking to engage with the younger generation.

    Brands are leveraging the immense popularity of esports among the 15 to 26-year-old age group by utilizing various marketing channels to connect with this audience. One highly effective approach is through sponsorships and partnerships with esports tournaments, teams, and players. Tournaments like the Indian Gaming League (IGL), ESL India Premiership, and Challenger League South Asia draw in millions of viewers, providing a prime opportunity for brands to showcase their products and services to an actively engaged audience. Brands can opt to sponsor entire tournaments, teams, or individual players, gaining visibility through logos on jerseys, banners, and social media promotions. This allows brands to raise brand awareness, expand their reach, and establish meaningful connections with potential customers.

    Most of the brands are working with influencers and content creators in the esports industry, apart from sponsorships, to establish connections with their desired audience. Esports influencers and content creators have a substantial following on platforms like YouTube and Instagram and wield significant influence over their fans’ purchasing choices. Brands are partnering with esports influencers to produce sponsored content, such as gameplay videos, reviews, and tutorials, which enable them to showcase their products or services in a genuine and captivating manner. This approach helps brands access the esports community and foster brand loyalty among gamers.

    Another avenue that brands are exploring in the Indian esports industry is product placement and in-game advertising. Esports tournaments and games provide opportunities for brands to feature their products or services in the virtual world, reaching a captive audience. For example, a brand could have its logo displayed on virtual billboards within the game or have its products integrated into the gameplay itself. This form of advertising allows brands to seamlessly integrate their offerings into the esports experience and create memorable brand associations with gamers.

    Furthermore, brands in the Indian esports industry are also exploring product placement and in-game advertising as marketing avenues. Esports tournaments and games offer opportunities for brands to showcase their products or services within the virtual world, reaching a captive audience. For instance, brands can have their logos displayed on virtual billboards in the game or integrate their products into the gameplay. This type of advertising enables brands to seamlessly integrate their offerings into the esports experience, creating lasting brand associations with players. 

    In conclusion, brands are recognizing the growth potential of esports as a spectator sport and are capitalizing on it. Esports tournaments draw millions of viewers online and offline, with esports gaining mainstream popularity as a form of entertainment. Brands are leveraging this trend by sponsoring esports broadcasts, creating branded content, and running advertisements during live streams or on social media platforms. In India, the viewership of esports is projected to grow significantly, offering brands a vast opportunity for reach and engagement.

    The author of this article is Orangutan co-founder Jai Shah