Tag: e-gaming

  • GUEST COLUMN: Online gaming is India’s fastest growing digital entertainment

    GUEST COLUMN: Online gaming is India’s fastest growing digital entertainment

    Mumbai: Entertainment has become democratised and accessible as a necessity for all walks of life in India. In today’s ‘Digital India,’ the average Indian has found solace in some form of online gaming at some point in time during the day. There are various types of gamers, ranging from hyper-casual to strategic games to real-money gaming. The surge in the online gaming ecosystem in India has validated that Indians have definitely selected online gaming as a medium of entertainment. The common motivation to entertain across OTT and gaming remains constant across all media, old and new: it is a temporary escape from reality.

    The pandemic saw an unprecedented increase in gaming activity, especially on old favourites like ludo, carrom or any other classic board game on their mobile to enjoy playing with friends and family. The soon-to-be multi-billion dollar online gaming industry has a lot to offer in terms of the diversity of products, services, technological developments, job opportunities, and more.

    Although it still faces perspective biases in India from key sections of society on issues ranging from addiction to taboo, the behavioural shift of the consumer is here to stay. There are valid concerns surrounding the stigma of gaming being harmful or dangerous owing to investments of time or money, depending on the segment of the users, and the ecosystem will need to work with key government stakeholders to address that.

    Needless to say, anything in excess has adverse effects, be it binge eating, shopping or gaming. This brings in the need for higher levels of self-control from a user, which can happen if more power is shifted to the user’s hands. Spain has recently mooted the idea of making it mandatory for all real-money gaming businesses to ensure that players select options on time and money limits at the beginning of every week so that they stick to their limits. Since it is hard to unilaterally shift power back to the players owing to a conflict of business interests, there is a need for regulations and policies to force operators to do so.

    These issues don’t necessarily stem only from real money gaming, as there have been numerous reported unfortunate incidents of young children and families being impacted by other forms of online gaming, such as first person shooter games. India will need to come up with some kind of framework to address various segments of the gaming ecosystem to ensure that these businesses remain a mode of entertainment and not an unaccounted escape from reality. Having said that, there are some self-regulatory bodies that are proactively trying to keep operators in check by adhering to certain standards of integrity, transparency, and responsible play for users. While these are the right steps in the right direction, there needs to be more to follow.

    With significant financial integration in online gaming, cyber fraud, foreign capital flow, the nature of advertisements, etc., have been major pain points to solve. Industry players have been on their toes and have put these issues much ahead of anyone on their radar. Like every growing industry, there is a need for incubation and support rather than rejection. In terms of annual mobile game app downloads, India leads the global charts behind China. The sector is a significant contributor to the economy and is set to create more than 12,000 new job opportunities by 2023. While the industry is mature and has put self-regulatory measures in place, it is important to build and develop a robust framework in collaboration with the government, not only to sustain, boost, and track growth but also to check irregularities and unfair practices that are detrimental to the Indian gamer.

    The author of this article is Head Digital Works vice president – business strategy Siddharth Sharma.

  • India gaming market poised to reach $6-7 billion by 2025: Report

    India gaming market poised to reach $6-7 billion by 2025: Report

    Mumbai: The Indian gaming market is poised to reach $6-7 billion in value by 2025, according to a report by the Internet and Mobile Association of India (IAMAI) with OnePlus and RedSeer. India is currently home to over 400 million mobile gamers and the number of gamers is estimated to grow to 650 million by 2025. Currently, mobile gaming dominates the Indian gaming industry, contributing more than 90 per cent to the $1.8 billion gaming market, and is expected to further grow to generate $6-7 billion value by 2025, the report said.

    Mobile gaming dominates the Indian gaming industry, contributing more than 90 per cent to the $1.6 billion gaming market. As per the report, it is expected to grow further to generate a $3.9 billion value by 2025.  The number of mobile users is also estimated to grow from 430 million to 650 million by 2025, it added.

    “We are at the cusp of a gaming revolution and the gaming ecosystem is working towards user-friendly smartphones and leveraging 5G technologies,” said the principal secretary of the Telangana government’s department of industries and commerce and information technology Jayesh Ranjan. The report was released by Ranjan, along with the joint secretary of the ministry of electronics and information technology Saurabh Gaur.

    “The gaming sector has underlined the significance of affordable smartphones with capable hardware. I am happy that, parallelly, work is going on to make phones more user-friendly for gaming by leveraging 5G technology, developments in AI/ML, and hardware manufacturing,” he added.

    According to the report, 40 per cent of hardcore gamers pay for their games with an average spend of Rs 230 per month. The Covid-19 pandemic has accelerated the organic growth of digital games as mobile app downloads grew by 50 per cent and user engagement went up by 20 per cent, the study says. The increased gaming time has spurred the growth of hardcore gamers in India, even as casual games remain the most popular genre in India.

    Gaur voiced support for creating games for the Indian audience, based on Indian culture. “The [global] gaming industry can be matched with electronics, and consoles could be manufactured in India,” he said.

    Indian gaming has leapfrogged into the mobile gaming era due to the rapid increase in smartphone penetration in the country, with large console and PC games now being curated for mobile platforms. The industry is also attracting huge investment interest, with nearly $1 billion being invested in the sector in the last six months.

    Smartphones have become more affordable and pack strong hardware that is equipped to run games which may require medium to high specifications. This has opened accessibility to more immersive gaming for the masses, with smartphone OEMs also increasingly focusing on incorporating dedicated gaming features on their newest devices and launching gaming-specific phones.

    “Over the past few years, the e-gaming industry in India has grown tremendously, driven by the rising avenues for digitization promoted by the flagship initiative of the government, the Digital India program, and improved accessibility centered around innovation and affordability by OEMs,” said OnePlus India vice president, chief strategy officer and head of India sales, Navnit Nakra who was also present on the occasion. 

    Speaking on the occasion, Qualcomm vice president and president Rajen Vagadia Rajen Vagadia highlighted how efforts are being undertaken to nurture esports and ensure that it is seen as a field that can be taken up professionally as well.

  • U Sports aims to launch Indian e-sports federation

    U Sports aims to launch Indian e-sports federation

    MUMBAI: With an aim to make India a serious player globally, U Sports founder Ronnie Screwvala and its co-founder and CEO Supratik Sen are discussing with the Ministry of State, Youth Affairs and Sports India to form the official e-sports federation of the country.

    Screwvala is likely to be the president of the association. It will be the governing body for all Indian e-sports events and interact with partner nations. The aim is to encourage, organise, educate and train e-sport athletes. He says, “We believe there is tremendous talent in India. By forming an official Federation, we want to provide e-sports athletes the ratified government support they need to compete at global or international levels and to also evolve a structured and fair e-sports competition. Now international markets like the US formally  distinguishing e-sports as an official sport and granting visas for professional e-sports players, and  universities announcing athletic scholarships to e-sports players, India is not far away from recognising this sport and its players as a career option.”

    This body will represent India and promote e-sports for 206 million gamers, 10 million serious gamers and 300 million e-sports fans across the world. The ultimate aim is to create bodies at state levels to get the ambition going at the grassroot level.

    Sen added, “This sport is a global phenomenon and India is not far behind. We have the talent, and the passion and with an official body, these athletes will only get encouraged to showcase their talent. This Federation will help widen the player base and allow people to see the bigger picture of the sport.”

    E-sports is officially announced as an exhibition sport in the 2018 Asian Games and is listed in the 2022 Asian Games in China.

    Also Read:

    U Sports launches India’s first ever Multi-Platform Multi-Game E-Sports Championship – U Cypher with MTV

    U Cypher begins new innings for e-sports in India