Tag: Gaming ecosystem

  • Trinity Gaming forays into South India, announces partnership with Blind Esports

    Trinity Gaming forays into South India, announces partnership with Blind Esports

    Mumbai: Homegrown gaming talent management company Trinity Gaming has strengthened its influencer’s management portfolio by signing Blind Esports, which is known to have the best e-sports rosters and content creators on board in the southern part of the country.

    With an aim to provide the best talent management services to the dynamic professional players of the team, the partnership will create opportunities to connect them with brands and support them in monetising their craft, said the statement.

    “We have always strived to provide the best of services to our content creators and helped them financially to stabilise their career in gaming,” stated Trinity Gaming co-founder and CEO Abhishek Aggarwal. “We are extremely delighted to have professional players of Blind Esports on board as it will open more opportunities not only for the esports team but also for Trinity Gaming as we will be able to explore deeper bonds in the southern part of India as an agency.”

    Blind Esports have emerged champions in some of the biggest esports tournaments including BGMI titles in Thug Invitational, Nimo TV Cup, KPL season 3, and were the finalists in PMCO Fall Split 2019 and, Free Fire titles in FFCO 2021 and Booyah Summer League 2021. The team also finished fourth in the India Cup Open in Call of Duty Mobile.

    Trinity Gaming will help Blind Esports creators to not only grow but also provide them with graphic assistance, PR, educate them about social media presence, outreach and engagement, and how to benefit from all such activities both monetarily as well as establishing themselves in the gaming industry, said the company in a statement. 

    The agency will educate the talents to develop the best content for audiences, facilitate brand deals for the influencers, and get notable attention for both brand and influencers, it added.

    “We have always been aiming to partner with an esports talent management sector to provide better opportunities to our players and we are delighted that Trinity Gaming would be helping us in carrying forward that vision for our team. We aim to create a national footprint for ourselves and our players and creators,” said Blind Esports owner Arjun Suresh, who is popularly known as ‘Blind Satan.’

  • Octro Inc’s TeenPatti sees 800% growth in paying users in 2020

    Octro Inc’s TeenPatti sees 800% growth in paying users in 2020

    KOLKATA: Octro Inc has reported that its game TeenPatti witnessed 800 per cent growth in paying users in 2020. The virtual card game has held on to its leadership position since its debut. Octro has been creating Made in India leisure options for the world at large, thereby gaining a strong foothold within the Indian gaming industry with a projected user base of more than 700 million gamers in India by 2022.

    First released in 2013, the game played with virtual money is enjoyed by a group of three to six people who use a 52-card pack without jokers. The game also comes in variations like 6 Patti, TeenPatti Battle, 3-2-1, Private Table, etc. Private table feature on Octro TeenPatti was most loved in the past few months as it allowed players to connect with their family and friends in leisure hours while dealing with constraints posed by social distancing in Covid times.

    The growing popularity of online games has given a whole new boost to the gaming ecosystem, leading to the sector purported to be worth more than $1 billion today, according to a Google-KMPG report.

    Octro Inc CEO Saurabh Aggarwal said, “At the intersection of sports and entertainment, Octro, with games like TeenPatti, has created a scalable leisure option for Indians and has taken casual gaming to the next level. We deeply appreciate this love showered on our games and are thankful to these players. This motivates us to aim higher and we at Octro are committed to create more such leisure options that have potential to be loved not only in India but globally.”

    Aggarwal further added, ‘In 2021, we do hope that the Indian government creates a favourable regulatory regime for foreign investment to come into India both for online gaming and real money gaming. This will result in significant employment opportunities, Made in India games and tax contribution to exchequer.”

    Real money games and skill based gaming are emerging frontiers in India for not only social connect and scalable leisure options but also for the potential to create shareholders in a value chain that comprises a new set of gamers, immersive metaverse, gaming tournaments with prize money and hence, viable career option.

    Globally, the e-sports and video gaming market have already outpaced their contemporaries in the film and music businesses with what is expected to be a $300 billion annual industry by 2025 according to industry sources. India with nearly 400+ e-gaming start-ups is a very important market and one that has great potential for growth and development.

  • GEMS: Psyche of Indian gamer

    GEMS: Psyche of Indian gamer

    KOLKATA: With a spurt in consumption during the lockdown, gaming is projected to only grow further. Although the gamers are majorly young and male till now, the users are gradually emerging across demographics.

    While a story of the rapid surge in online gaming is playing out, there are certain areas which need to be looked at more carefully. Google Play India business development manager Sharan Tulsiani shared insights on the ecosystem to fill the gaps in understanding.

    Who are the gamers? How they discover content?

    It is a cliché but the rapid expansion in smartphone adaptation, mobile broadband has definitely led the industry to maturation. At the same time, 70 per cent of users with devices with more than two gb ram, sharp fall in data cost, higher usage of UPI payment methods have also played a major role, Tulsani elaborated.

    Citing a survey conducted by Google, he added that 62 per cent of Indian gamers are of 18-25 years age group, 64 per cent are male, 65 per cent are single and 45 per cent are students. The demographic ratio is almost similar for the game buyers. 18-24 years age group accounts for 67 per cent and males account for 72 per cent of buyers.

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    For the discovery of new games, Tulsiani stated that the play store has emerged as the most important source for users, YouTube social media networks being other important channels. The users go to the play store for ratings, reviews and access videos on YouTube to understand graphics. However, Indians prefer to watch local influencer videos rather than global ones.  Word of mouth is also a very strong source as Indian games are far younger compared to other parts of the world and hence more impressionable.

    “Consumers are hungry for quality content. They also look at gaming as aspirational recreation. Thus when it comes to the functional reason behind gaming, the storyline, game design, graphics are super important for selection,” he added.

    Moreover, building social experiences and community management is critical to retaining users as well. He said that social experience needs to be part of core UX. Along with plain multiplayer experience, leaderboards and asynchronous multiplayer allow interaction too. He also added that audio and video chat while playing are very popular in India.

    Developers also need to take note of the barriers to payments. 63 per cent payment related issues are caused by lack of awareness, concerns over personal information sharing. As a solution to this, Tulsiani suggested that simple measures like a visual guide for users on how to make payments. He further added that simple in-game or social media banners go help in closing the awareness gap.

    However, the awareness gap is not the only reason to prevent gamers from paying for games. 57 per cent of users lack value perception, which stood out as another reason. Some of them are worried about spending more money than the planned budget, many others want to want for a discount or sale. More significantly few gamers feel it is not worthy to spend money on.  

    According to Tulsiani, lowering the price point is not sufficient enough to convert them as paid users. As Indian consumers are value-sensitive, creating clear value for in-game items and the economy is a necessity. In addition to that, the primary aim should be converting “never spenders”.