Tag: e-sports

  • GEMS: Experts on the future of live streaming in India

    GEMS: Experts on the future of live streaming in India

    MUMBAI: Live streaming technology has come a long way since its inception, and live stream viewers in India are on the rise. From conventional mainstream sports to e-sports, gaming, and online entertainment, live streaming has been used successfully in India in order to bridge the gap between new technology and traditional formats. There are about two dozen streaming services in India like Twitch, Mixer, YouTube Gaming and Hitbox, to name a few; digital subscriptions had risen by 50 per cent to Rs 3.9 billion in 2017, and are expected to hit Rs 20 billion by 2020.

    Watch the session here:

    During GEMS 2020, industry leaders and experts – Pocket Aces founder Anirudh Pandita, Rooter Sports Tech founder & CEO Piyush Kumar, game caster Raman Chopra and The E-sports Club co-founder Ishan Arya – discussed the future of live streaming in India.

    The rise of live casting

    Live streaming took off when Hotstar began streaming the IPL live in 2016. It has quickly gained ground since then, with the rise of popular game casters like Dynamo, CarryMinati, ScoutOP, and others. What started as a hobby for these YouTubers soon helped them rack up millions of followers, while also spreading the live streaming bug far and wide.

    Raman Chopra started doing live streams by watching gamers on YouTube and Twitch. From being on the platform just two days a week, he started playing games every day. Initially, the gamer had a minuscule audience but it grew quickly and today, he has over 2 lakh 74 thousand followers. Just like Chopra, there are many gamers in India who have made live streaming a fully-fledged career.

    With the growing popularity of live streaming, digital entertainment companies like Pocket Aces are helping streamers build their careers and make a profit. Founder Anirudh Pandita said the company has witnessed a whole new breed of content creators cropping up. For instance, there has been a marked rise in the number of game casters on YouTube in the last few years.

    To cater to this segment, they’re focusing on building interactivity between gamers, streamers, and audiences through their digital streaming platform Loco. The challenges are many, but so are the rewards, and the team’s developing features and tools around it, said Pandita.

    Read more stories from GEMS

    “We know talent very well; we have built some of the biggest live streams on our platform. We also know how to monetize the content, that is how we have built Pocket Aces. It was a very natural offering that we could provide to game streamers,” he further added.

    Boosting viewership and scaling

    In the live streaming industry, tournament organisers play a big part when it comes to promoting competitive multiplayers. E-sports platform The E-sports Club believes in building an ecosystem where gaming is conducted in a sustainable and scalable manner that is ideal for both sponsors and players.

    The Esports Club co-founder Ishaan Arya highlighted that the viewership and excitement level around game casting has increased. As an e-sports organizer, Arya found out that the only way to encourage gamers to participate is by giving them real-life experiences. The company has grown from one event at a time to organising events on a daily, weekly and monthly basis.

    Arya said: “The daily-weekly engagement for our content is growing massively. For instance, a campaign we did six months ago fetched us over half-a million views, and on the other hand, for another campaign that we did three weeks ago, we have already touched a million views.”

    ‘Live streaming next best option to real-life experience’

    On similar grounds, Rooter Sports Tech is a social platform that connects sports fans and engages them during live sporting events. It launched its audio and video feature with the start of IPL and world cup matches in 2019. And for the company, the streaming business has been building up for the past 18 months.

    Read more stories on Gaming Industry

    Rooter Sports Tech founder & CEO Piyush Kumar said 2019 was a challenging year as the company was deciding to move into sports content. He focussed on building a technology that works in real-time and streaming appeared to be the best option. The reaction of fans that happens in real-time is altogether a different experience because the maximum reaction comes when the match is live. 

    “YouTubers and Instagrammers used to do commentary here and there to develop some audio-video content so they reached out to us. We built a set up where there are ten languages and different sets of commentators, which has now grown to 100 current commentators while the match is ongoing. It all happened with the help of UGC (User Generated Content),” he explained.

    The Covid2019 pandemic led Kumar to think that the logical extension of this product would be to get into the gaming content. He pointed out that 70 to 80 per cent of content in gaming comes through streaming. He built the entire technology in the month of June, and in the last three months, it has scaled massively. The company has added 1.5 million users on its app on a monthly basis. 

    Monetising content: Experts debate

    In Kumar’s opinion, streaming has a well-developed monetisation model. 90 per cent of the revenue made by all the key players is through monetization and the rest 10 per cent is through advertising.

    “The system works by paying good publishers to create content for your platform. Firstly, we monetise through advertising which we started last year. So, we have a certain pipeline, brands and partnerships. Post this you provide them the distribution model; it could be on both apps and websites. Like Paytm and Samsung are some of your partners so we decide how to distribute them there. Eventually, take them to a level where they can monetise their content,” he said.

    He went on to say that though YouTube has lots of features, it is not customized for Indian audiences.

    Reports state that in the next three years, streaming will become 10 to 15 percent of revenue share of the overall gaming market. But more than monetisation, it is important to create engagement that attracts advertisers, put in Pandita.

    In a similar vein, Arya said that he believes it is about giving value to sponsors who are investing money. In fact, he has increased the prize money of players by 33 per cent to motivate them.

    The panellists came to a common conclusion: that e-sports and gaming is completely different from entertainment, where content could be published weekly. But when it comes to live streaming, the content needs to be created on a daily basis.

  • The world of Indian e-sports, according to Nodwin Gaming’s Akshat Rathee

    The world of Indian e-sports, according to Nodwin Gaming’s Akshat Rathee

    MUMBAI: Perhaps because people have been stuck in their homes due to the Covid2019 pandemic, the e-sports industry is bigger and bolder than ever before. For many gaming platforms, user engagement was at an all-time high during the lockdown and even now, the revenues are continuing to pour in.

    Nodwin Gaming MD Akshat Rathee, an avid e-athlete himself has revolutionized the e-sports industry in India and has almost single-handedly expanded the company to the middle east and south Africa. In a virtual fireside chat with indiantelevision.com founder, CEO and editor-in-chief Anil Wanvari, Rathee spoke at length about e-sports in India and the international market and the challenges faced by the industry.

    Online games have three key segments: casual games, e-sports, and real money games (RMG) that are basically skill-based online games played for stakes. However, Rathee said that there is no clear bifurcation between games in India, anything that is digital and has competition is termed as e-sports by people. This is not the case in the US or UK.

    He also highlighted that outside India, the law is clearer on what constitutes gambling, skill-based games and real money gaming. He explained: “In terms of practical implications, an American or European customer is worth far more than the Indian one. But during the pandemic, physical events were cancelled and that impacted the value of sponsorship more in the western world.”

    In India online viewership counts for a lot, said Rathee, citing PUBG live streams that millions tune into. “Even after the ban, the entire segment has grown… In the 45 days since the downfall of PUBG in India, a lot of other games have cropped up,” he observed.

    According to Rathee, game publishers did really well during the Covid2019 pandemic. “New games were being discovered, games like The Fall Guy started becoming very popular. Apart from this, game casters benefited a lot but the algorithms did not favour the smaller players in the market,” he added.

    Read more news on Gaming Industry

    Answering Wanvari’s question on how to clear the clutter and mess that has mucked up the e-sports and gaming ecosystem, Rathee opined that bringing in clear and well-defined regulatory measures is the only option.

    “Having a differentiated definition of the word e-sports that is as per Indian regulation and doesn’t apply to the rest of the world will not work. E-sports is a speed competition. Just because a person has more money doesn’t mean he can play twice. The e-sports game needs to be fair as well so that everyone gets equal opportunity to win the competition,” he explained.

    Rathee defined e-sports as something that has physicality of results. It is the physicality of moves and actions that is the differentiator between the results of the participants. For instance, chess.com clearly mentions that chess is not a sport but a game. He further added, 

    “E-sports are and need to be dependent on publishers. We are the world’s first sports category that is owned by someone from the very beginning. Owner of Kings belongs to Tencent, Bluehole owns PUBG, while Call of Duty is an Activision entity. So it is someone’s property – everything about the game, from the IP, data, rules, players and to the systems belongs to them,” he clarifies.

    Rathee went on to say: “Another important thing is to understand the business of sports. The question arises – is e-sports a B2C business anywhere in the world without the publisher?” In his opinion, e-sports has always been a B2B business, for the simple reason that a sports organization is making money from sponsorship and media rights.

    The gaming industry is at a watershed moment where the youth, information and technology, finance and IT ministry are actively making plans to regulate the sector. But there exists the roadblock of censorship and data privacy. The gaming industry is also stuck between the state and central government over GST issues. Rathee asserted that while the gaming industry is valued at less than Rs 10,000 crores, it’s like the goose with the golden egg for the government – precisely because it holds sway over the millennials and Gen Z, as well as the future of social media.  

    Rathee argued that it is not easy to remove one country from the ecosystem. China also has a regulatory body that makes it mandatory for companies to license the games.

    “China is in a position to ban many e-sports and games because they run the ecosystem. China already has a regulatory body which could say that you have to license games through us without which we won’t let you do it. Due to the fragmentation of the internet, the Middle East is raising concern over their cultural sensibilities. So, it is a very thin line if you put a regulatory framework in place that can be exploitative,” he shared.

    At the end, the question raised is whose interest you are working for. “It is important to have a proper regulatory body in place so that the industry grows,” he emphasised.

    It is high time the industry developed a strident voice of its own, declared Rathee, because most of the world outside India often looks at mobile gaming and mobile e-sports as second-class citizens to the e-sports ecosystem.   

  • GEMS | Monetisation, improved experiences required to level-up e-gaming in India: Dhaval Ponda

    GEMS | Monetisation, improved experiences required to level-up e-gaming in India: Dhaval Ponda

    NEW DELHI: Gaming and e-sports is swiftly going mainstream in India and for the industry, it’s only onward and upwards from here. PUBG ban not withstanding, the sector is giving stiff competition to major sporting events while simultaneously attracting broadcasters, aggregators, players, and viewers – all the markers of a robust ecosystem of growth and success. 

    However, there are still certain areas that need work in order to fully tap into the industry’s potential. At the first Gaming, E-sports, and More Summit (GEMS), presented by indiantelevision.com and AnimationXpress.com, co-powered by Tata Communications, this hot-button issue was taken up and thoroughly examined by industry experts.

    Opening the two-day-long virtual summit with his keynote address, Tata Communications global head media and entertainment Dhaval Ponda shed light on the emerging trends, growth drivers, and barriers impacting the Indian e-sports and gaming industry. 

    Read more news on gaming industry

    While the Indian gaming crowd is growing at a faster click than the global community, it is still not getting the right monetisation and publishing support within the country, says Ponda. Indian gamers today make for 15 per cent of the global total but the domestic market size is less than 1 per cent in value. Indian game publishers are only 3 per cent of the global value. 

    Though he insisted that things have started improving since 2018, there is still a lot of work that needs to be done in the sector of broadcasting and monetisation.  

    “We are seeing that e-sports gaming content is now being treated by these broadcasters as good as tier-1 traditional sports, and is being watched by millions of viewers. So, you (broadcasters) are also going to attract the same rights-holding fee that you would charge from tier-1 sports, like cricket and football,” stated Ponda.

    Broadcasts will not only be crucial to gauge interest and get tongues wagging about e-sports,but also sustain andreinforce the community, he explained.

    He added that the platforms also need to consider what else they can do beside streaming e-sports live to grab eyeballs, and make it an wholesome experience for viewers as well as the gaming community. “If you are investing, try and understand how you can be unique in your content. Ask yourself if you can have content outside of just gaming,” said Ponda. To drive his point home, he added: “For example, the way you document the NBA champions. Everyone knows where the player was born, what their history is.”

    Read more news on Tata Communications

    Ponda insisted that a similar culture needs to be developed for players in e-sports and gaming categories too. “People want to know who they (the players) are and where they are coming from. It is the sort of content that also sustains engagement and active viewership.” 

    User-experience is also going to be a crucial factor in promoting and supporting the community. “The digital infrastructure needs to grow leaps and bounds in terms of broadband and mobile internet availability. Furthermore, a sound cloud architecture, transcoding infrastructure and CDN infrastructure is required to have a good viewing experience,” he said.

    Artistic and technical talent for the game development side is quite crucial too, Ponda pointed out, and suggested that the industry take inspiration from gaming studios in LA, London, and south Korea to finetune the culture within India. 

  • GEMS: Designing the next level of gaming and e-sports in India

    GEMS: Designing the next level of gaming and e-sports in India

    NEW DELHI: The gaming and e-sports industry in India is quickly levelling up, Covid2019 possibly being the biggest booster augmenting its growing popularity amongst the masses and advertisers alike. With more and more people spending increased time on these virtual platforms promising thrill, excitement, fun, and also lucrative career opportunities, the industry is staring at a massive boom. 

    Albeit, there are some underlying issues related to data safety, screen timing, the nature of the games, and some peculiar nationalist sentiments to be addressed, and a growth plan to be charted that can offer the most to all stakeholders involved; from technicians to designers, to players, to aggregators, to advertisers, and to the viewers. 

    Indiantelevision.com and AnimationXpress.com will, therefore, be facilitating the process of direct communication amongst all the people involved in the process with its proprietary gaming, e-sports, and more summit, GEMS. The summit is co-powered by Tata Communications.

    The two-day virtual conference will bring together the biggest gaming studios, game developers, broadcasters, OTT platforms, streaming giants, pro players, brands, and agencies to discuss the next level of this raging saga. 

    Read the whole agenda here 

    Our speakers will include the likes of Trinity Gaming founder and CEO Abhishek Aggarwal, Nodwin Gaming director Akshat Rathee, Reliance Entertainment Digital CEO Amit Khanduja, Pocket Aces founder Anirudh Pandita, ESPL CEO Michael Broda, and Parle Products Pvt Ltd sr category head marketing Krishnarao S. Buddha, among many others. 

    You can register here for the sessions.

  • PUBG Ban In India: What’s next to fill the void?

    PUBG Ban In India: What’s next to fill the void?

    KOLKATA: The Indian government’s move to pull the plug on PUBG mobile along with other 117 Chinese apps may have come as a rude shock for game aficionado. But gamers aren’t losing sleep over it. Many are quickly reskilling themselves to train guns, strategies, and experiment on other applications. However, it has also left a question for the brands which were investing on these platforms to target younger consumers, media planners seem less worried about the void. The game is banned on mobile, however the desktop version is still available.

    Tech giant Tencent has lost nearly $34 billion of its market value within two days after the news surfaced. According to a report from Sensor Tower, PUBG has more than 175 million installations from India alone which accounts for 24 per cent of the total installations worldwide. The estimates clearly indicate that India was a huge market for the multiplayer battle royale game.

    “The PUBG ban in India is a great opportunity for Indian and international game developers to win some ground. This is an opportune time for the developers of Fortnite, Call Of Duty, and on local soils, Rogue Heist to ramp up their infrastructure so that they can handle the surge of new users that they will start seeing,” Zoo Media CTO and Noesis.Tech founder Siddharth Bhansali says.

    Dentsu Webchutney associate creative director Zubin Jauhari also speaks about the games like Call of Duty. “For brands that are exclusively seeking gaming collaborations, there are games like Call of Duty that they could look to along with some Indian brands as well, he opines. The immediate reach in terms of audience and other engagement metrics will naturally be lower, for the near future,” he opines.

    India has a huge potential for esports. As per the recent industry reports, the industry was pegged at Rs 6,200 crore in 2019 and is slated to cross Rs 25,000 crore by 2022. Experts are witnessing a four-fold growth in the coming days in this sector which clearly indicates a huge opportunity.

    “I believe this move affects Tencent more than anyone else, with several reports on how Tencent’s market value dropped right after the ban was announced. PUBG had a massive following in India, but this move will affect the e-sports industry only momentarily. It opens up the doors for competitor apps to try and capture the market and is a fantastic opportunity for the Indian gaming industry to try and fill the void,” Jauhari adds.

    As soon as the news of the ban on PUBG mobile was announced, Bollywood actor Akshay Kumar announced the launch of a multi-player action game called ‘Fearless And United-Guards’ or FAU-G. The game has been developed by nCore, a mobile games and interactive entertainment company, based out of Bengaluru. It is expected to by out by October end.

    The industry appears to be upbeat about the homegrown apps as it sees a great opportunity. Several reports suggest that the number of people playing online games is set to cross 300 million. The number has grown on the back of affordable internet and members joining from tier 2 & 3 cities.

    “Currently, India is the no.1 country in terms of game downloads, but when it comes to revenue, a significant portion of this revenue is going outside the country. When we talk about digital goods, it is very easy for gaming companies which are settled abroad to add India to their market strategy, there is not much additional infrastructure that they need to invest in. However, if the gaming industry in India was to be dominated by homegrown apps, you can imagine the kind of ecosystem and the employment opportunities that it could generate,” Hitwicket VP-growth & co-founder Keerti Singh says.

    While many experts are drawing similarity with TikTok’s ban as there are hardly any homegrown mobile gaming apps in India unlike short-video platforms. The names emerging as alternatives are Call of Duty(COD) Mobile, Free Fire, Fortnite, Valorant, however, none of them is developed by Indian organisations.

    On the other hand, influential gamers of PUBG are probably busy developing their skills and building followers for their craft on these alternative platforms. Bhansali is of the view that brands need to act quickly to tap into gamers who are building a name for themselves on these alternative battle royale style online multiplayer games so that they can continue engaging this lucrative demographic.

    “Streamers now will shift to other games. The only one that can replace PUBG mobile is Call of Duty mobile and that everyone is playing right now, all the big creators. Free Fire is also an option but the quality of gameplay is very bad for Free Fire. It’s basically a bit childish game. Conversions will definitely go to Call of Duty Mobile,” Trinity Gaming India founder COO Shivam Rao says.

    TSM Entity team manager Sid Joshi also brings up an important point. According to him, banning PUBG mobile will not substantially help other games to grow other than of the same genre. It is barely going to help PC or console gaming as “a Cricket fanatic does not turn into Football enthusiast overnight.” However, Joshi adds that the gamers between the age of 19 to 25 will keep experimenting with similar games as many of them are stuck at home.

    LXG e-sports and broadcasting director Kiran Noojibail also thinks on similar lines. “PC and console games are not going to have any significant impact as PUBG Mobile’s main audience were smartphone users,” opines Noojibail. However, he does not see any alternative yet in similar genre also.

    Against the backdrop of a sinking economy, it is going to be very difficult as shifting to other game needs re-skilling. At the time of TikTok ban, influencers could land on another similar platform with the same set of skills.

    No one can presume exact losses. “Obviously the move will impact the streamer community but as far as the people we manage are concerned, they are not complaining about it, as the decision is in the larger national interest. Everyone is in support of that. As far as brand integrations and partnerships are concerned, we are assuming that they will take a hit but it is still too early to say how big the losses would be,” Rao says.

    He further adds that the major impact will be on the e-sports industry including the tournament organisers, people who are interested in lineups, boot camps and others who had tie-ups with the teams. “Those concerned groups also have to pay salaries to their players. Along with that, platforms and startups like Loco, Rio will be the worst impacted,” Rao mentions.

    Noojibail also shared the same thought. He says, “A number of tournaments were also lined up which would affect the organisers’ revenue badly. Even sponsors have to re-strategise their plans. It will take at least take a couple of months before the storm calms a bit. It is a very substantial loss for the industry”.

    (With inputs from Mansi Sharma)

  • “Esports content consumption will grow 3x by 2021”: Nodwin Gaming’s Lalita Nayak

    “Esports content consumption will grow 3x by 2021”: Nodwin Gaming’s Lalita Nayak

    After her degree in English Literature from Ramnarain Ruia College, Lalita Nayak went on to work with some of the biggest brands including Times Group and JP Morgan for brand strategies and advertising, sponsorship and more.

    As she mentions, she has been a marketer for a large portion of her career and has driven operations at some respected positions. Having seen the axiomatic paradigm shift with the advent of digital, she is a seasoned marketer with valuable experience. A few months back, the marketing veteran joined NODWIN Gaming as the head of sales and marketing to drive the brand to further success after a stint of almost six years with CNBC-TV18 as the head of marketing (west).

    Esports being a fairly new industry is already turning heads. According to a market research report, the global esports market is expected to grow from $1.09 billion in 2019 to $1.11 billion in 2020 at a growth rate of 2.16 per cent. The slow growth in 2020 is mainly due to the economic slowdown across countries owing to the COVID2019 outbreak and the measures to contain it. The market is then expected to grow and reach $2.11 billion in 2023 at CAGR of 23.82 per cent. North America was the largest region in the esports market in 2019. The Asia Pacific is expected to be the fastest-growing region in the forecast period.

    Indiantelevision.com group’s Krishanu Ghosal spoke to Lalita Nayak to get an idea on what to expect out the market and NODWIN Gaming. She was precise and insightful about best marketing practices and her newfound love for the gaming and esports industry.

    Edited excerpts:

    Let’s talk esports, this is your foray into esports, what do you feel about the transition?

    You’re right. I’ve not worked with the esports industry before. Earlier I used to work for television and news and I’ve worked with a few renowned media houses. In both places, the audiences were very mature and evolved. Gaming or esports has a very different audience. The audience is diametrically opposite. The consumption of esports-related content is mostly done by an age group and almost 60 per cent of our audience is in that specific age bracket. I won’t say they are mostly but they are primarily in the 16 to 24 age group.

    If you could elaborate a little more on that?

    Today’s 11 to 24-year-old age group hardly watch TV; they are all on OTT platforms they are all consuming digital content. The generation after that I am not even sure, they will be even more specific, I think. So, my audience majorly stays on a platform like YouTube. It provides interactive entertainment. You are sitting and watching stuff on YouTube and reacting to it live. Esports has grown over the past few years in India. It’s not just about active views but about active interaction with the game. They are no longer sitting and watching they are actually commenting on it.

    What about the audience?

    This audience has a mind of its own, this audience believes that they understand the world and they also want to change the world. So, there is a big difference and this is, of course, connected to the next generation, the future. The next set of entertainment sport will be coming from this sector is what I believe.
    .
    What are your views on the Indian esports scenario as opposed to the southeast Asian or the western counterparts?

    The southeast Asian (SEA) counterparts have developed a lot. So, in places like Thailand, the Philippines, they have an evolved set of audience. There is a vast difference in the scenario between SEA and India because their audiences consume far more digital entertainment. We have other issues such as huge parts of our country surviving on 2G network.

    What do you think can be done to make Indian esports much more lucrative for brands?

    Firstly, it is the comparison that the marketers make between traditional activation of a brand vs esports. Esports is a very niche industry where we need specific branding to people who understand gaming and are strategy-oriented. This consumer base has a very stoked up interest and they have very particular preferences. So, our first interaction is to make them understand the fan base.

    The second thing about esports is that there is a lack of standardisation. For example, when the tournaments arrive, everybody proclaims that they are the largest tournament in the world. Is that really true? So, those things create an imbalance in the market because the contradiction is there.

    What about the shift in marketing paradigm?

    Most marketers need immediate results and in esports that cannot be. It will take time. That doesn’t mean it will take two decades but it is a bus that nobody should miss. When I started my career around 2013-14, digital was something that didn’t exist. It was two or three per cent of the marketing budget. Today in esports it is almost 100 per cent. For other brands from 30 per cent in March, it has gone to 80 per cent. Esports is something you don’t want to live without. It is a bit more complicated with much more novelty. It is an industry full of people with a lot of passion, who love challenges and gaming. I am talking about people who are not just a part of this industry, I’m talking about people who are actually viewing and playing.

    Let’s talk about viewership.

    Our viewership has gone up by 50 per cent in the last four months. In fact, recently I was talking to one brand and it was astonishing. They told me that there is a group of people of a particular age group about 14 to 24. They were either studying or playing games. They were not even watching a lot of content because there was no new content coming out on OTT platforms. Recently in the last month, we’ve started posting fresh content. Every day we were streaming live for three to four hours over the last three months.

    So, the pandemic has been kind of a boost for you as well?

    Well, yes, there has been a massive reach for us. Let me put it this way, it has been a catalyst. So, what may have happened a year later has happened a year earlier. See, what happens is when you’re involved in work or you’re going to the office, you think there is a schedule. But when you’re sitting at home and you’ve watched every new thing that has come on OTT platforms and your child is playing a game, you would like to join.

    What according to you should be the role of an esports marketer catering to the Indian market?

    Esports marketer is a combination of a conflict manager and a community manager. You should provide the right brand solutions and ensure that you speak regularly with your consumers. My audience has very less tolerance level but I will say that their tolerance for inefficiency is very low. They could judge you as inefficient so you have to ensure that you put out the right content every time.

    Do you see more brands coming into the Indian esports ecosystem in the next one year? 

    I see that if a brand is not a part of this yet, they will inevitably be curious about it.

    How is the market in terms of languages, the regional ones?

    Our viewership in Hindi far exceeds English. It is no longer an elitist game and that’s why there has been an upsurge in Hindi shoutcasting as well. We have started getting branches from our service providers that we need to put out content in other languages. So, we are now branching out in other languages like Hindi and Tamil as well.

    How do you tackle the challenges for the stakeholders of the industry?

    I am extremely proud to tell you that our teams are evolved and evolving a lot. They have very smart mechanisms and knack to ensure that such problems are not created. We have ensured that we value a particular rule. As I mentioned, there is a lack of standardisation. So, every time it brings in new challenges, we are learning and evolving. We craft a smart enough solution and we solve it first. We try to solve them before things get out of hand. To answer your question, there is a standardisation issue but most of it is often smoothened out by our teams.

    Taking everything into account, the pandemic, user count increasing, participation, more deals for everybody, where do you see Indian esports in the next two years?

    The industry is evolving so quickly that we are trying to catch our breath. Inevitably right now, the digital content space is taking up a major percentage of the nation’s content consumption. I have a feeling that the percentage right now that is esports occupied is going to double or triple go higher in the following year. The viewership, which is perhaps right now huge, will only grow. Live streaming something is yet to be recognised by a lot of marketers and is something we need to engage with.

    (The article is sourced from https://www.animationxpress.com) 

  • NODWIN Gaming and Airtel announce partnership to take e-sports in India to the next level

    NODWIN Gaming and Airtel announce partnership to take e-sports in India to the next level

    MUMBAI: NODWIN Gaming, South Asia’s leading e-sports company, announced a partnership with Bharti Airtel to further grow e-sports in India. The partnership has been kicked off with the launch of Airtel India ESPORTS TOUR, which is the first and largest property of its kind in this segment.

    Airtel India ESPORTS TOUR will also have a national ranking and awarding system for Indian e-sports players based on their year-long performance across top tournaments, and this will be used as a base to create a points table for all participants, an official press statement states.

    Airtel India ESPORTS TOUR will initially cover all NODWIN tournaments across gaming titles of PUBG Mobile, CS:GO, Clash of Clans, FIFA, etc. The coverage will extend to all iconic NODWIN tournaments such as the India Premiership by NODWIN, DreamHack India, The Northeast Cup, KO Fight Nights, and PAN Fest. This will also cover NODWIN operated tournaments such as the PUBG Mobile Pro league in India.

    NODWIN Gaming founder and managing director Akshat Rathee says, “NODWIN Gaming believes that by binding the elements of independent tournaments into a single storyline we will give rise to a new culture in the competitive world of Indian e-sports. The teams and players will now look up to perform throughout the year rather than focusing on a few big standalone tournaments in a year.”

    At the end of the annual tour, the final leader-board across games will be presented to recognise and reward the winners at an award show celebrating the key players in the ecosystem, the e-sports athletes, the teams, the talent, the best plays, etc. 

    The broadcast of the Airtel India ESPORTS TOUR will be available on Airtel’s digital platforms and help with taking this emerging format to newer audiences.

    Bharti Airtel chief product officer Adarsh Nair says: “We are thrilled to partner with NODWIN to unlock the potential of e-sports in India. Airtel is an enabler of digital lifestyles in emerging India and youth are at the core of our brand proposition. We look forward to a deep and long term collaboration with NODWIN as we embark on this exciting digital journey.”

    Initially, the Airtel India ESPORTS TOUR will be seeded by NODWIN in its extensive tournament network and will aspire to be a platform where all tournaments will carry an agreed weightage independent of the organizer. The ecosystem will allow the flexibility of choice for players to play what they want and when they want.

  • ESP Properties: Sports and entertainment trends 2019

    ESP Properties: Sports and entertainment trends 2019

    MUMBAI: ESP Properties, GroupM’s sports and entertainment marketing agency announced its Top Sports and Entertainment Trends for 2019 on 26 February 2019.

    ESP Properties India business head Vinit Karnik said, “2019 will be a year for sports and entertainment. With Cricket on our minds for more than half the year, brands would want to revolve their game around the sport and the athletes. While e-sports is also becoming big, it has come a long way, and it is only expected to get bigger. With almost 20 per cent of share of spend expected in digital, ad spends in sports and entertainment marketing is expected to grow and evolve.”

    Cricket to dominate media and mind measures in 2019

    Cricket is in full swing in H1 2019 with Team India moving bases from Australia to New Zealand post the ODI series and following it up with hosting Australia in February to play ODI’s & T20’s. Then comes Vivo IPL and ICC Cricket World Cup, making Virat Kohli and his boys the talk of the town for the first six months in 2019 and literally monopolizing consumer eyeballs and advertising money. 2019 will break all records of cricket consumption on TV and Digital. With the ICC World Cup in England & Wales and considering our love for London, Indians will break all worldwide records of traveling overseas to watch sports and boost the sports tourism economy. With such a start to the year dominated by cricket, emerging leagues may have to reset themselves to make their presence felt and stay relevant.

    Embrace the athlete, embrace their stories

    One of the biggest marketing trends of this year is storytelling and we expect talent to unlock maximum value in 2019. Sporting landscape, led by cricket, will see the true value of talent beyond the top cricketers being unlocked. Audiences not only want to be taken on a journey, but they also want to connect with brands. Brands which can use Athlete and their storytelling power will garner massive interest from fans and advertisers owing to mass media exposure via TV and one-to-one engagement through social communities, rediscovering their true value. Federations and leagues will carefully evaluate talent contracts in terms of talent usage rights for self, sponsor activation and scope of the engagement. With social media becoming the primary engagement platform, the right balance between personal and public imagery will be most talked and debated in 2019. One can’t rule out a policy for talent on national duty for social media engagements and media appearances. This space will be super exciting in 2019, hence watch this space closely…

    Definition of ‘sellable’ content to be rejigged by newer monetization models

    Experimental content is facing challenges to release in large scale formats like cinemas. With newer digital platform and content taking center stage, storing telling will be redefined with a lot of experimentation and fresh feel. For example, content series like Lust Stories and Love, Per Square Foot has managed to harvest a completely new group of audience via digital only release. This trend is expected to continue with many more such content prices seeing a ray of hope to see the light of day.

    Broadcasting platforms to lean on data-driven insights and player access to engage and build fans

    While traditional broadcast passed on Gold Standards of Content from linear to non-linear platforms, best practices in Consumer Engagement will move from non-linear to linear platforms. For example, Watch ‘n’ Play on Hotstar during Vivo IPL 2018 has redefined Consumer Engagement norms for the traditional linear broadcaster(s) to follow. Moreover, increasing insistence on player access as a ‘Sponsorship Right’ in the sporting ecosystem is bound to blur lines of personal endorsements. With professional sporting ecosystem in India being over a decade old, advertisers have started looking at ‘Sponsorship’ as a one-stop solution to media exposure and talent access.

    Mobile Gaming to take center stage in the competitive CPU dominant Professional E-Sports World

    Globally, professional E-sport competitions are primarily held on a computer and consoles and mobiles take a backseat. In India, we’re witnessing a different trend where tournaments being held on the mobile, courtesy – PUBG on mobile with DAU of approx. 10mn+ which is more than any other game in the world across any platform is already giving gamers in India almost half the prize money of an E-Sports League India and this is only going to further grow. There will be so many more mobile E-Sport tournaments which will be seen in the coming future.

  • 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