Tag: eSports

  • Cornerstone Sport signs exclusive streaming deal with Loco

    Cornerstone Sport signs exclusive streaming deal with Loco

    Mumbai: Esports team GodLike Esports has inked a deal with streaming and esports platform Loco.

    Cornerstone Sport, the management agency of GodLike Esports, facilitated the deal to provide live streaming rights for GodLike’s BGMI, Free Fire, and CODM rosters to Loco. “The two companies will join forces to develop new forms of creative live content that can be delivered to fans in a new and innovative way,” said the statement.

    “GodLike is one of the most popular teams in the Indian esports ecosystem and we’re happy to be building a long-term relationship with them,” said Loco co-founders Ashwin Suresh and Anirudh Pandita. “Cornerstone Sport has shown a great commitment towards building the gaming talent ecosystem and we look forward to doing more deals with them to grow the talent pool in India.”

    “As India’s top gaming streaming platform, Loco is the perfect partner for a team like GodLike to expand their footprint across the country,” said Cornerstone Sport COO Jogesh Lulla. “We are elated to have facilitated this collaboration which is definitely going to lead to a lot of exciting content and developments in the near future.”

    “For us, as a team, we’ve had an inclination towards Loco since the very beginning,” said GodLike Esports founder Chetan Chandgude. “This partnership is an exciting one for us as we now get the opportunity to work with Loco as collaborators, who are also content creators and thus can work towards building something even more engaging for gaming fans in India.”

  • 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.

  • Nodwin Gaming set to launch Chess Super League

    Nodwin Gaming set to launch Chess Super League

    Mumbai: South Asia-based esports company, Nodwin Gaming is teaming up with chess streamer Samay Raina and chess media company ChessBase India to launch a new online chess league – Chess Super League (CSL). The online esports league is also the first property announced by Nodwin Gaming, an independent subsidiary of Nazara Technologies after the acquisition of the gaming business of OML Entertainment for Rs 73 crores. 

    The first season of the Chess Super League will run between 8-11 pm from 11 to 17 October featuring six top Grandmasters across the globe. It will include the top six players in both men and women categories from India as well as junior categories. The six teams of six players each will give viewers an opportunity to see players come together to battle for a prize pool of a whopping Rs 40 Lakhs.

    The teams will be spearheaded by franchise owners who will support and represent their squad through the Chess Super League. The franchise owners of the debut edition include Tanmay Bhat, Raftaar (Kalamkaar), Zakir Khan, MortaL (S8ul), Biswa Kalyan Rath, and PayTM Insider CEO Shreyas Srinivasan. These franchise owners will act as ambassadors and will be the torchbearers for their teams for the entirety of the league, it said in a statement on Tuesday.

    “Chess Super League is a testimony to the fact that gaming, eSports, and comedy have significant synergies and shall come together in a big way. It is a sampling of many such collaborations between the different forms of gaming entertainment that the world will see,” said Nodwin Gaming MD Akshat Rathee.

    The league will be broadcast on Samay Raina’s YouTube channel and will feature ChessBase India CEO Sagar Shah and Samay as the hosts and commentators. “Indian chess is on the rise and experts all across the world have dubbed India as the next powerhouse in the world of chess. We have many strong players and young talents. This online league will give more exposure and opportunity to Indian players, especially the youngsters,” said ChessBase India founder Sagar Shah.

    The league will see Grandmasters like Ding Liren, Hikaru Nakamura, Anish Giri, Teimour Radjabov, Hou Yifan (the strongest female player in the world), Muzychuk sisters, Nana Dzagnidze, Alexandra Kosteniuk, and others.

  • Loco launches ‘Loco Originals’ with ‘Charcha with Thugwa’ season 3

    Loco launches ‘Loco Originals’ with ‘Charcha with Thugwa’ season 3

    Mumbai: Live game streaming platform Loco is strengthening its footprint with the launch of Loco Originals. The platform announced season 3 of the popular chat show ‘Charcha With Thugwa’, hosted by a popular streamer, 8Bit Thug (Animesh Agarwal). 

    The previous seasons of ‘Charcha With Thugwa’ were aired on Thug’s official YouTube channel showcasing a lineup of gamers who shared their experiences in the esports world. The latest season will be exclusively available on the Loco app with fresh episodes dropping every Saturday, starting 17 July.

    In this season, Thug will be seen indulging in candid conversations with top-of-the-line gamers and streamers like Mortal, Jonathan, Dynamo, and many more, over the eight episodes. Gillette has chosen to be the brand partner for Season 3 recognizing the synergies between the target audiences of both brands.

    “With game streaming and esports, we are witnessing the rise of a completely new category in entertainment and at Loco, we are excited to serve this ecosystem,” Loco founders Anirudh Pandita and Ashwin Suresh said in a joint statement. “While we are just getting started on our library for Loco Originals, our goal remains to engage gamers and viewers on the platform, and Charcha With Thugwa – Season 3 aligns with that objective seamlessly. With more exciting content in store for gamers, we are hopeful to see a surge in users on the platform.”

    “Having started ‘Charcha With Thugwa’ in 2019, I have had the chance to interact with some of India’s featured gaming icons and it has truly been an enriching experience for me,” 8Bit Thug said. “Leveraging this first of its kind, gaming talk show, we were able to tap into the potential fan base of gamers and gain momentum for this rapidly scaling industry in India. I am super excited to partner with Loco for this season as it will help us target relevant audiences, present on the platform. I am looking forward to the latest season presented by Gillette, which has a bigger lineup of gamers and more insightful conversations into our universe of gaming.”

  • Nazara Technologies to acquire gaming agency Publishme

    KOLKATA: Nazara Technologies Limited announced that it has signed a binding term sheet to acquire a majority stake in Arrakis Tanitim Organizasyon Pazarlama San. Tic. Ltd. Sti (Publishme), the largest mobile game publishing agency in the Middle East and Turkey.

    Nazara will invest an amount of around Rs 20 crore for acquiring 69.82 per cent stake by way of primary and secondary transaction through its subsidiary.

    Publishme is a full-service games marketing and publishing agency which works extensively with gaming publishers in Turkey and the MENA region. Nazara’s offerings are already present in India and across emerging and developed global markets such as Africa and North America. With this acquisition, Nazara expands its international footprint in the freemium segment. It will aim to build local execution capabilities cutting across key growth segments namely, freemium, gamified learning and esports.

    Publishme CEO Özgür Özalp says, “We are delighted to join Nazara and lead the company’s foray in the MENA region. MENA is one of the fastest growing gaming markets, with an estimated market size of $4.8bn and has over 160mn gamers in the region (of which 100mn are mobile gamers). Our alliance with Nazara offers a unique blend of network, global reach and local capabilities to further the growth of the gaming industry in the region. With this, Publishme, will become a full-fledged publisher in the MENA region.”

    Says Nazara Founder & Jt MD, Nitish Mittersain, “MENA is a key geography for us and this acquisition will help us in establishing ourselves as a key player in the region. We are excited to have someone with deep regional knowledge and capabilities like Özgür and his team join the ‘Friends of Nazara’ network.”

    The ‘Friends of Nazara’ network comprises of established gaming companies in which Nazara holds majority stakes and works actively with existing founders and management teams to rapidly achieve scale. These companies include Nodwin Gaming and SportsKeeda in esports, Next Wave Multimedia, developer of World Cricket Championship (WCC), the largest mobile-based cricket simulation game and Paper Boat Apps, developers of the popular gamified learning app Kiddopia.

  • ESPL ropes in Tiger Shroff as brand ambassador for its Esports league

    New Delhi: The Esports Players League (ESPL) has roped in Bollywood actor Tiger Shroff as the brand ambassador for its first-ever franchise-based Esports league – ESports Premier League. The inaugural edition of the league began on 16 June.

    The league is powered by Infinix Mobile as the presenting sponsor. While Esports has seen an exponential rise especially during the lockdown, it’s for the first time that an esports league has partnered with Bollywood to make it mainstream. The collaboration aims to nurture an ecosystem that Esports in India like never before. The league will leverage the actor’s popularity and strong influence on the dynamic millennials and Gen-Z. 

    Sharing his excitement Tiger Shroff said, “I am really excited to collaborate with ESports Premier League. This opens a tremendous opportunity to recognize the growing talent in Esports in India. As the world’s first franchise-based model in Esports, ESPL will surely help in putting India first on the global map. Esports fans and gamers are shaping the future of entertainment and sports. And I’m glad to represent this force of the future.”

    The registrations for the league have already commenced and the preliminary rounds will engage in a highly competitive contest as eight teams will be chosen in the third round who will go on to contest in the grand finale.

    ESPL director, Vishwalok Nath said: “One of the major goals for ESPL has been to reach out to every millennial and gamer in the country andour purpose of having Tiger Shroff onboard has been to create a much deeper connect and grow the gaming community. We hope this association will also further our initiative to intensify the mission of taking Esports to the next level in India.”

    Hyderabad team has been bought by Chequered Flag Sports—a consortium between Sirish Kumar, Prasad Mangipudi, and Aashwij Ravula—and the team has been named as Hyderabad Hydras. Hyderabad is the first city that will witness the proud owners in the inaugural edition of ESPL. There will be more teams representing cities including Delhi, Mumbai, Chennai, Kolkata, Bengaluru, and states like Punjab, and Rajasthan in the upcoming league, A tie-up with Garena to create an exclusive gaming platform for their most popular battle royale game Free Fire in India.

    The matches will be streamed on OTT giant Disney+ Hotstar alongside official YouTube and Facebook channels of India Today and Aaj Tak and its websites. Due to the COVID-19 pandemic, Season one will be held virtually over two and a half months. It will also feature a prize pool worth Rs. 25 lakhs where the winner takes home a sum of Rs. 12 lakhs while second and third-placed teams will take home Rs. 6 lakhs and Rs. 3 lakhs, 

  • Football transfer expert Fabrizio Romano joins hands with Sportskeeda

    New Delhi: Global sports and esports news website Sportskeeda has announced a collaboration with Italian football expert Fabrizio Romano, ahead of an action-packed season for football fans across the globe.

    Starting now, Sportskeeda’s readers will be treated to in-depth analysis and exclusive transfer news of some of the biggest names in the industry, said the website. Fans can also enjoy football breaking news, previews, features, and post-match analysis.

    Fabrizio Romano is currently one of the most trusted voices in the football community, with over six million followers across social media platforms. The Italian transfer pundit also had a special message for fans after confirming his collaboration with the news website.

    “So happy to announce that I will be collaborating with Sportskeeda to share some of my transfer news with you,” Fabrizio said. “Thank you for this opportunity!”

    This is Fabrizio’s first collaboration with an Indian sports platform, and Sportskeeda will now provide its readers with a steady stream of exclusive content in the 2021 transfer window, said the website in a statement.

    Sportskeeda Football, senior content manager, Ashwin Hanagudu said, “We are thrilled to work with Fabrizio. We wanted to give our readers, across the globe, a unique experience befitting a true fan.”

    Founded in 2009, Sportskeeda is the go-to platform for hardcore fans. It covers sports like Football, Wrestling, eSports and Gaming, MMA, NBA, NFL, Cricket, and more. The platform serves 200 million annual and 50 million monthly users, serving fans across India, US, Canada and the UK.

  • Brands respond with optimism, as pandemic throws up new challenges

    Brands respond with optimism, as pandemic throws up new challenges

    KOLKATA: The absence of live sports during the pandemic has not only been felt by fans, but by brands and advertisers alike. Even when the games returned, they remained restricted to empty stadiums with players inside a bio-bubble. Despite the challenges, sport is not losing its charm even during these uncertain times, especially cricket.

    So it was no surprise, when the much-awaited Indian Premier League (IPL) broke all viewership records after its return last September. The 13th edition of the cash-rich league breathed life into the distressed advertising sector which was hit hard by the extended lockdowns. Eventually when the tournament returned this year in April, the hopes were high. But they came crashing down, when the league had to be suspended midway amid the worsening situation in the country, battling it’s worst ever health crisis.

    While the Board of Cricket Control in India (BCCI) is still looking for another window to finish the rest of the tournaments, advertisers remain optimistic. If the next window is in September later this year, the consumer sentiment will be at its peak, opined DDB Mudra Group Integrated Media country head, managing partner Rammohan Sundaram. The chances of reaching out to a bigger audience will increase as more people are expected to watch. So, it would be more positive for business compared to March, Sundaram added.

    He was speaking at ‘Brands and live sports in the pandemic times’ organised by Indiantelevision.com, moderated by founder, CEO and editor-in-chief Anil Wanvari and attended by Havas Media Group India CEO Mohit Joshi, upGrad India CEO, Arjun Mohan, Mobile Premier League (MPL) corporate development, investors relation SVP Joe Wadakethalakal and DDB Mudra Group Integrated Media country head, managing partner Rammohan Sundaram.

    “It was the right decision to not run IPL 2021 that time, as it would have appeared very tone-deaf,” said upGrad India CEO Arjun Mohan. “By the time it returns, the mood of the nation will change. upGrad can look forward to creating campaigns around it.”

    “Keeping aside the economic situation and the mood of the country in the pandemic, I think the big breach was in regards to the bubble which should not have ideally happened. IPL is not ready to handle the pandemic situation in India,” Sundaram added.

    Havas Media Group India CEO Mohit Joshi also agreed it was a good decision to take off IPL while bio bubble security was already broken. However, he noted that IPL is a very big component of P&L, it builds a strategy for the entire year. Overall, the sports genre is itself important for the agency.

    Mohan also agreed that any brand that is advertising in India cannot ignore sports. Fundamentally, the way upGrad looks at live sports is the reach and width it offers, so it prefers Cricket. The brand has tried multiple other sports too like the English Premier League (EPL) which has very loyal committed fans.

    However, the scale of those sports does not give many reasons for the brand to invest now. When a brand’s objective is to achieve reach through various campaigns, cricket qualifies for now. He also noted that Kabaddi may reach there in the future.

    Mobile Premier League (MPL) corporate development, investors relation SVP Joe Wadakethalakal shared the increasing interest among the e-sports platform to engage with sports that have the broadest reach. So it focuses primarily on cricket for brand-building activities. It also finds value in international cricket if team India is involved.

    Joshi said that he has been fortunate enough to have clients who go beyond Cricket. For example, Tata Motors associated with Kabaddi for its trucks. However, ROI and investment were very different indeed. But even brands invest in other sports, the spends are largely skewed towards cricket.

    “We are planning to launch a sports marketing division. There is a holistic approach that one needs to take to understand what sporting events can deliver,” Sundaram added.

    However, all the experts agreed that brands should be agile in these uncertain times. Rather than planning for the entire year, the agencies and brands should look at a month or even for two weeks. “One has to be short-term focused with a long-term strategy,” Joshi summed up.

  • Game on: PUBG returns as Battlegrounds Mobile India

    Game on: PUBG returns as Battlegrounds Mobile India

    NEW DELHI: It’s ‘winner winner, chicken dinner’ time again as popular mobile gaming phenomenon PUBG is all set to make a comeback in India, in a new avatar. The game’s South Korea-based developer Krafton has officially announced the relaunch of the game, now rebranded as Battlegrounds Mobile India.

    While Krafton has not revealed the exact date of the launch, it has assured that the multi-player game will be available to play soon. The official website of Battlegrounds Mobile India has already gone live and the company has also released an official teaser of the game.

    Ever since the government imposed ban last year, PUBG fans have been playing a game of Schrödinger’s cat, as the game developers teased a relaunch every now and then without any concrete details to offer.

    Battlegrounds Mobile India, a battle royale experience, will have a period of pre-registration before the launch. The game will be available to play only in India. Krafton will collaborate with partners to build an esports ecosystem while bringing in-game content regularly, starting with a series of India specific in-game events at launch, to be announced later.

    With privacy and data security being a top priority, Krafton will be working with partners to ensure data protection and security at each stage, the company said in a statement. “This will ensure privacy rights are respected, and all data collection and storage will be in full compliance with all applicable laws and regulations in India,” it added.

    Even though gameplay and other related details are yet to be revealed, the privacy policy and terms of service for the game, published under its new website by Krafton, detail at great length how Battlegrounds Mobile India is approaching its widest base of to-be users – minors, or any gamer under 18 years of age. These details include limitations in terms of duration of gaming, maximum daily spending limit and parental consent.

    According to the Battlegrounds Mobile India privacy policy, gamers under the age of 18 will only be able to play the game for a maximum of three hours per day. Krafton has also restricted the maximum spending limit in the game down to Rs 7,000 per day. The two limits likely seek to address controversies that had surrounded PUBG Mobile prior to its ban, in terms of the levels of addiction that it stirred among gamers playing the title in the country.

    With this, Battlegrounds Mobile India looks set to begin its journey in the country again. The title will be up for pre-registrations soon, and open access will follow soon.

  • Gaming revenue surged 20% in 2020, audience more diverse: Essence report

    Gaming revenue surged 20% in 2020, audience more diverse: Essence report

    MUMBAI: Last year, the world stayed at home. Outdoor divertissements like live sports and events, and catching a movie at the multiplex were off the table, owing to the Covid2019 pandemic. People had to find new ways to distract themselves from the grim reality; apart from online video streaming, gaming saw a marked uptick in adoption. In fact, 2020 was a breakthrough year for the gaming industry, with revenue spurt of 20 per cent over the previous year, according to a report published by global media agency Essence, a part of GroupM.

    The 'Gaming in the 2020s: Reach, rewards and the new meditation' report is aimed at brands and will help marketing heads understand the full scale of the opportunity presented by this up and coming category, and what they can expect to gain from their efforts. 

    "In recent years, the gaming sector had been steadily growing in note amongst the marketing community but was yet to become a mainstream consideration. It had neither been seriously appraised for its reach potential nor wholeheartedly embraced as a lever for driving brand connection," wrote Essence in their study report. 

    The report stated that an enforced focus on home entertainment and folks spending more time with their children due to the shelter at home guidelines has played a crucial role in elevating the popularity of the gaming sector. 

    Contrary to the previous belief, the Essence report suggested that gaming is not just confined to young people –  it is considerably more diverse, and 83 per cent of all women, and 85 per cent of all men can be classed as gamers. The study report also noted that a massive 71 per cent of 55-64 year-olds engage in the gaming space. 

    "Mobile gaming, in particular, has broad appeal across genders and age groups, and it’s here that older generations certainly feel most comfortable," the report claimed. 

    One of the many effects was a huge increase in exposure to and exploration of gaming, resulting in a greater understanding of its appeal amid widespread news coverage of family-friendly, stand-out titles such as Animal Crossing. All of a sudden, gaming exploded into the general consciousness of consumers and marketers alike. 

    Essence suggested two main reasons for brands to engage, which in turn determine how building gaming touchpoints into the communications plan should be approached. 

    · Incrementality for non-endemic brands — gaming touchpoints should be evaluated in line with any other video, display or out-of-home opportunity.

    · Building equity in the service of growth —  gaming touchpoints can be leveraged in the service of campaigns that are not specifically relevant to the genre, just like all kinds of campaigns can sit happily on the cinema screen, for example.

    Key highlights of the report 

    The global gaming market was valued at $151.55 billion in 2019 and is expected to reach revenue of $256.97 billion by 2025. The pandemic helped spur a revenue surge of 20 per cent to $179.7 billion in 2020.

    For marketers engaging with the gaming sector for the first time, there is an appreciation that gaming is not a ‘channel’ but a form of entertainment around which a unique set of consumer behaviours have been built. These behaviours are broad and exhibited across a hugely fragmented space, inclusive of vastly differing devices, platforms, locations and types of content.  

    NewZoo estimates that the global audience for esports – organised forms of competitive gaming using tournaments or leagues – totalled 495 million in 2020 and will rise to 646 million in 2023, with around 45 per cent watching at least once a month. 

    Beyond esports, streaming has been harnessed by individual players who also broadcast their gaming to live audiences. Users typically employ one of three major platforms, which vary in popularity around the globe. YouGov claims that 49 per cent of Indian gamers engage with YouTube Gaming.

    When it comes to the choice of engaging with rewarded ads versus making an in-app payment, a vast majority of mobile gamers prefer consuming the ad. However, as per a proprietary Mobile Annoyance study conducted by Essence India, mid-game banner ads scored the highest on the Annoyance Index when compared to a range of other mobile ad formats (served both in-game and across other types of publisher content).