Tag: online gaming

  • Loco becomes the first Indian streaming platform to broadcast FIFA Pinnacle events

    Loco becomes the first Indian streaming platform to broadcast FIFA Pinnacle events

    Mumbai: Game streaming platform Loco on Friday has signed a broadcast agreement with FIFA, football’s international governing body to bring the centrepiece of the FIFA esports experience – FIFAe World Cup 2022, FIFAe Club World Cup 2022 and FIFAe Nations Cup 2022 to fans across India.

    Loco becomes the first and only Indian based game streaming platform to team up with FIFAe. It will localise the streams and broadcast the live streams for the three tournaments, which are set to be aired between 14 and 30 July.

    Loco has also recently signed exclusive streaming deals with other top publishers and game titles in the country, as well as international entrants to the Indian market, holding its position strong as the country’s leading game streaming platform.

    Commenting on the collaboration, Loco founders Anirudh Pandita and Ashwin Suresh said, “eSports has become the most watched category in India, after Indian cricket, and we are really happy to partner with one of the most prestigious organisations in the world, FIFA, to bring together an innovative new category of esports, FIFAe. It is a landmark year because we have the Indian team competing in the FIFAe Nations Cup and we hope they will inspire a generation of new gamers! Loco has broken viewership records with many popular game titles with innovative categories finding a suitable home on the platform, we are confident that we will provide fans an unforgettable experience with FIFAe.”

    In June 2022, history was made when India qualified for the FIFAe Nations Cup 2022. This achievement by the Indian eFootball team of Charanjot Singh, Siddh Chandarana and Saransh Jain, who led India as the country beat Korea Republic and Malaysia in the playoffs, has led to massive excitement both among FIFA fans as well as the wider esports community in the country. To further accelerate awareness in the Indian gaming community and with fans beyond the existing FIFAe community, Loco will be hosting multiple watch parties with the country’s top game streamers.

    The current season of FIFAe, will aggregate all FIFAe competitions under one event, while preserving their respective identities. The three-week long FIFAe finals that kicked-off from 14 July, will go on till 17 July, with the FIFAe World Cup which focuses on the best individual players from across the globe. The qualifiers will battle it out for ultimate fame, and the world’s biggest individual prize in FIFA esports – a whopping prize pool of four crore rupees.

    The second tournament commencing from 20-23 July, will host the FIFAe Club World Cup, which brings together the best clubs in the world to showcase their game-play and compete before a global audience, for a prize pool of Rs 2.4 crore.

    This year’s events will close with the prestigious FIFAe Nations Cup, which will run from 27-30 July. Teams will represent their nation and compete against each other for a total prize pool of Rs 3.2 crore.

  • Content consumption on OTT apps increases the growth of smartphone users, finds ZEE5 Intelligence Monitor research

    Content consumption on OTT apps increases the growth of smartphone users, finds ZEE5 Intelligence Monitor research

    Mumbai: Over 50 percent of smartphone users in the metros are planning to replace their gadgets within the next six months, according to a research conducted by the OTT platform ZEE5.

    In its fourth edition knowledge series ‘ZEE5 Intelligence Monitor’ report, the video streaming platform highlighted the latest trends prevailing in the Indian smartphone industry.

    The ZEE5 research discovered the consumption of an exciting and wide variety of content on OTT apps is another new driver for this upward movement. The post-covid trend is to grab the latest model; with latest features’ scoring well above price as the key motivator.

    The research also found that brand reputation, features and technology are the leading factors that determine consumers’ preferences. Moreover, two out of five viewers intend to purchase a phone which costs Rs 30,000 or above; with a higher tendency among the 35-44 age group. Besides uncovering the fascinating new consumer behaviour and the contrasting preferences between metro and non-metro consumers in their smartphones’ purchase and usage, the ‘ZEE5 Intelligence Monitor – Smartphones Consumer Insights and Trends Report’ also highlighted the symbiotic relationship between smartphones and OTT platforms.

    Launching the report, ZEE Entertainment Enterprises chief operations officer – revenue Rajiv Bakshi said, “By deep diving into the smartphones segment, we have unearthed amazing new insights on user behaviour which can lead the brand marketers to attract millions of customers eager to upgrade and replace their smartphones. We hope this report will act as a guidebook for marketeers and smartphone brands and serve to be distinctive for the industry at large. Marketers and business leaders can use these findings to make smarter business decisions and hyper-target campaigns utilising the ZEE5 platform to connect with audiences in 12 languages.”

    The report also said that 70 per cent of the non-metro respondents are inclined to buy their next smartphone online. The research revealed that men are more brand conscious and have twice the share of women consumers in the Rs 50,000+ segment. Women appear price and deal-conscious & dominate the Rs 10,000 segment.  

    ZEE5 Intelligence Monitor report also uncovered transformative consumer behaviour, attitudes, and aspirations across multiple industries ranging from e-commerce, EdTech, and online gaming to smartphones, presenting an unmatched opportunity to advertisers to access a hyper-enriched predisposed audience cohort across multiple demographics and geographies.

  • ESPL to continue association with Tiger Shroff for Esports league season 2

    ESPL to continue association with Tiger Shroff for Esports league season 2

    Mumbai: ESports Premier League (ESPL) on Monday announced to continue its association with actor Tiger Shroff as the face of franchise-based Esports league for the second consecutive year. 

    Along with the partnership extension, ESPL has also roped in Global smartphone brand TECNO Mobile as presenting sponsor and India’s leading streaming platform, LOCO as their exclusive digital broadcast partner for ESPL Season 2.

    Tiger’s association with ESPL season 2 is expected to further bolster the positioning of the league. In the last season, Tiger’s video of cheering esports athletes garnered more than a million views on YouTube.

    TECNO Mobile is promoting TECNO Pova 3 through ESPL which started on 15 June.

    Speaking on the association with Tiger Shroff, ESPL director Vishwalok Nath said, “Tiger Shroff played a key role in making ESPL a household name in its first season. His popularity and fan following among the youth and millennial audiences helped us to engage and influence gamers across the country. His star power also helped push Esports to the mainstream. We are delighted to extend our fruitful association with Tiger in the second season. I’m confident that Tiger’s strong connection with the audiences will help us greatly in achieving our aim of revolutionising the Indian esports ecosystem.”

    Shroff added, “I am glad to continue my partnership with India Today Gaming for ESPL Season 2. Esports has seen an explosive growth across the country. ESPL is a great platform for esports athletes to showcase their talent on the national stage. I am happy to be part of this undertaking to grow the esports industry while encouraging the esports players and the gaming community.”

    The second edition of ESPL kickstarted on 15 June as this year’s league has been engaging gamers from across the country in high-voltage action of the most popular battle royale game, Battlegrounds Mobile India (BGMI).

  • First Partners wins communications mandate for Games24x7

    First Partners wins communications mandate for Games24x7

    Mumbai: First Partners has won the communications mandate for Games24x7. First Partners will be responsible for managing the brand reputation for Games24x7.

    Founded by New York University trained economists Bhavin Pandya and Trivikraman Thampy in 2006, Games24x7 is one of the fastest-growing online gaming companies in India with more than a hundred million users. Backed by marquee investors like Tiger Global, The Raine Group, and Malabar Investment, the company specializes in using behavioural science, technology, and artificial intelligence to provide a best-in-class playing experience across all its platforms.

    Speaking on the partnership, Games24x7 director communication Neha Singhvi said, “The online skill-gaming sector has witnessed an upward trend in the last few years and as the pioneers in the industry, we were looking for a communications partner who can provide a fresh and innovative approach for powerful storytelling.”

    “We look forward to collaborating with the dynamic communication team at First Partners and using their domain knowledge & expertise in developing strategic campaigns that stand out before relevant industry stakeholders,” she added.

    Atul Ahluwalia, Founding Partner, First Partners, said, “We are excited to partner with Games24x7 in shaping the emerging category of skill based digital games in India. This sunrise sector needs a holistic mix of expertise in reputation management, business outcome communication, and advocacy to get its due which our team at First Partners finds stimulating.”

  • Shah Rukh Khan enjoins users to play responsibly in new A23 campaign

    Shah Rukh Khan enjoins users to play responsibly in new A23 campaign

    Mumbai: With IPL 2022 around the corner, online multi-gaming platform A23 India has launched its latest marketing campaign with brand ambassador Shah Rukh Khan. The A23 ad spot will air across the broadcast channel Star Sports and streaming platform Disney+ Hotstar, starting 26 March.

    The campaign includes two TVCs in which the Bollywood actor persuades users to play responsibly while respecting their immediate surroundings i.e. – spending time with their families instead of being on their phones and focusing on dinner while at the dinner table. 

    Head Digital Works founder and CEO Deepak Gullapalli said that as one of India’s leading multi-gaming platforms, it is imperative for them to spread the importance of responsible gaming. “Self-exclusion from time to time is instrumental when it comes to striking the right balance. We are confident that our brand ambassador driving this message for us will help us maximise the idea of responsible gaming even further, thus encouraging a healthy environment for all,” added Gullapalli.

    The upcoming third advertisement in the series will highlight the importance of selecting the right playing XI for fantasy cricket on A23. 

    The A23 gaming platform that has a wide reach across India perfectly complements the IPL which is a household name in India, across audiences in different languages, said the brand in a statement. “Keeping this in mind, the advertisements have been curated to reach every household and will run in seven languages – Hindi, Bengali, Marathi, Tamil, Malayalam, Gujarati, and Kannada,” it added.

    A23 has recently built a multi-gaming platform and combined its existing online rummy platform of over 30 million users using state-of-the-art software created on a custom-built architecture, according to the brand.

  • Non-metro locations emerging as hotbed for online gaming: Report

    Non-metro locations emerging as hotbed for online gaming: Report

    Mumbai: With the advent of technology, the online gaming industry has been growing aggressively for the last couple of years. Today with 433 million gamers, India is home to the world’s second-largest online gaming market by volume. To understand the changing dynamic of the e-gaming industry, ZEE5 has released its Intelligence Monitor report on online gaming consumer insights and trends. 

    The report aims to get a deeper understanding of the changes that are influencing the landscape basis of a consumer survey by ZEE5.

    The objective is to gauge the changes in consumption patterns and consumer attitudes in India based on a survey conducted with ZEE5 viewers in over 146 cities. Let’s look at the report’s findings to understand expected and asynchronous e-commerce industry trends.

    According to ZEEL chief operations officer – revenue Rajiv Bakshi, entertainment and gaming have a symbiotic relationship owing to the mind space both occupy amongst consumers. “We have lots of female leads hailing from almost every market in India. Marketers can leverage their popularity to build stronger relationships with their audience,” said Bakshi talking about how “ZEE5 can be a partner to the e-gaming brands in building trust among prospective customers. “ZEE5 has a lot of actionable insights already available to them such as their current aspirations, what they are consuming, and how they are spending their time that will be helpful to the e-gaming players in connecting with these audiences.”

    Following are the findings from the ZEE5 report:

    Online gaming cuts across demographics and cohorts.

    The report reveals that 59 per cent of survey participants are presently involved in online gaming. If we talk about the demography, 57 per cent of females prefer playing online games against 60 per cent of males. A significant reason behind this shift is the democratisation of affordable smartphones and internet penetration. Another eye-catching data point discovered in the research is the number of games users play. The survey reveals that 58 per cent of the audiences have more than three games installed on their phone at a time. Seeing the data findings, Gaussian Network CEO   says, what we currently see is just the tip of the iceberg as far as online gaming in India is concerned. With a massive user base that cuts across demographics, the ability of gaming brands to tap and monetise it will determine the future.

    Consumers’ gaming habits evolved sharply during the lockdown

    The report also reveals that lockdown has fueled the online gaming industry’s growth significantly. This brought a significant shift in the ways audiences engage in entertainment and recreation activities. Undoubtedly the pandemic followed by a series of lockdowns brought in-person socializing to a grinding halt, and people were left with limited options for entertainment. If we go by the survey, more than 50 per cent of the respondents registered an increase in their online gaming consumption, with over 53 per cent of respondents playing online games at least five times a week. Three out of every four respondents play at least one and half hours every day, stated the report.

    Games24x7 head of digital marketing Vatsal Shah also agrees that the online gaming industry has seen a massive spike in engagement since the pandemic. “In addition to traditional entertainment content, gaming emerged as a leading form of recreation led by growth across parameters of consumption and engagement,” he said.

    Online gaming has grown across genres

    Coming to the gaming genres, the report found that the audience’s preference is evenly split between casual, fantasy, and multiplayer games. While male audiences indicate a preference for fantasy sports and multiplayer games, female participants prefer casual gaming.

    TV and OTT platforms influence the consumption of online gaming

    The ZEE5 Intelligence Report also highlighted that the propensity of consumers interacting with one game increases once they see an ad. And it’s no hidden fact that advertising builds trust and brand recall value in the minds of the consumers. But how can e-gaming brands advertise when platforms like playstore don’t allow fantasy and real money games to be listed. Here comes the advantage of the OTT platforms.

    Interestingly, TV and OTT platforms have been the major influencers to boost online gaming consumption. The report stated that one out of two gamers are likely to try a new game after watching an advertisement on TV or OTT. As the gaming industry matures and gamers open up to new and innovative concepts, we can expect exciting collaborations and crossover developments in the space that could unlock substantial value, adds Bakshi.

    Non-metro locations are emerging as a hotbed for online gaming.

    One of the most critical findings of the report is the growth of online gaming in non-metro locations. According to the survey, the growth in non-metro locations outstripped metros. While 63 per cent of non-metro users played at least five times a week, 39 per cent of the respondents played for more than 60 minutes, with the corresponding number for metros at 43 per cent and 37 per cent, respectively. At the same time, non-metro audiences have a higher frequency of playing online games.

    As far as the genre is concerned, fantasy gaming is taking the lead in non-metro locations. Surprisingly, 39 per cent of the respondents preferred online fantasy sports games.

    The survey by ZEE5 is sufficient to prove how gaming has now emerged as a pan-India phenomenon. Experts believe while some challenges persist, the increased exposure and accessibility to online gaming among users augur well for the industry. However, for gaming companies, particularly those involving real money, their inability to advertise due to regulatory restrictions remains a considerable hurdle to raising awareness among the consumers.

  • Karnataka HC order will pave way for progressive policy on online gaming: Industry

    Karnataka HC order will pave way for progressive policy on online gaming: Industry

    Mumbai: The Karnataka high court on Monday struck down the amendments to the Karnataka Police Amendment Act in 2021 that prohibited certain online gaming activities in the state.

    The judgement comes as a relief for online fantasy sports and online gaming companies such as Dream11, Mobile Premier League, Games24X7 and Ace2Three who had suspended operations in the state after the ban came into effect on 5 October last year.

    In October, the state government had prohibited and criminalised playing of games of skill including online games by risking money or otherwise by amending the Karnataka Police Act, 1963.

    The provision was challenged by Skill-gaming industry body All India Gaming Federation, fantasy sports industry body Federation of Indian Fantasy Sports and real money gaming firms such as Mobile Premier League, Games24X7, A23, Junglee Games, Gameskraft and Pacific Games who moved the high court against the law.

    The high court on 22 December reserved its judgement in the case after concluding the hearings from a series of petitioners that included industry associations, gaming companies and individuals who had challenged the constitutional validity of the state’s new online gambling law that came into effect on 5 October.

    On Monday, the division bench comprising chief justice Ritu Raj Awasthi and justice Krishna S Dixit declared certain provisions of the Karnataka Act number 28/2021, to the extent the provisions pertaining to regulate online gaming activities, “to be ultra vires to the Constitution of India.”

    All India Gaming Federation CEO Roland Landers welcomed the judgment that comes in succession of the positive judgements for online skill gaming by the Kerala and Madras HC in 2021. “With the FM’s announcement of AVGC task force that will give a major boost to the game development sector, we look forward to bringing in massive employment, through direct and indirect jobs and becoming a meaningful contributor,” he said.

    Games24X7 vice president corporate and regulatory affairs Dinker Vashisht, said he hopes that these judgements nudge state governments to frame progressive policy and regulatory structure for this sunrise sector.

    Witzeal founder and CEO Ankur Singh too welcomed the order enabling the industry to resume business in Karnataka and provide gaming platform to users. “This move is in line with the initiatives proposed by the FM in the Union budget to set up an AVGC task force and will further help in giving a much-needed push to gaming companies and developers,” he added.

    “I am sure all state governments will also support the industry to realise its true potential, both for employment opportunities and revenue generation which can also be a big contributor to the GDP,” said Baazi Games co-founder and COO Puneet Singh. “This will also boost the investor sentiment towards the segment.”

    PlayerzPot co-founder Mitesh Gangar said it will pave the way for all brands to start its operations in Karnataka. “The state contributed to a sizable chunk of user base and revenue for us and this ban uplift will allow our users to come back to skill-based gaming,” he added.

    India is the fifth largest online gaming market globally with 80 million skill-based gamers in 2020 which is expected to grow to 150 million by 2023 according to an EY-All India Gaming Federation report. The sector is expected to generate revenues in excess of $3 billion by 2025.

  • National Poker Series set to return with second edition on 6 March

    National Poker Series set to return with second edition on 6 March

    Mumbai: National Poker Series (NPS) India is set to return with its second edition on 6 March. The series has announced a prize pool of Rs 18.5 crore for 84 tournaments across 15 days. Homegrown poker platform PokerBaazi.com will continue as the hosting partner for the NPS.

    This year’s edition will see #IndiaKhelegaPoker as its theme, calling out the c enthusiasts across the country to celebrate the game. The tournament series offers both new and experienced poker players an equal chance to win gold, silver, and bronze medals, as well as the renowned title of national poker gold medalist, said the statement.
     
    Additionally, NPS Podium finishers will get to play the world’s biggest international poker event in Las Vegas, USA, it added.

    “After the huge success of its first season, which saw a record-breaking entry from across the demographics and geographies, we are all excited and set to welcome the new players with the launch of the second edition of NPS,” said Baazi Games (parent group of PokerBaazi.com) founder and CEO Navkiran Singh. “This series is all about establishing poker as a sport in India while unveiling the hidden poker talent this country has to offer.”

    With 252 medals on the line to be awarded to podium finishers in all 84 tournaments and three NPS Podium medals for the three finishers with the highest medal tallies, this year’s NPS will yet again have Golden Rush as one of its marquee events.

    The qualifier tournaments, also known as satellite tournaments, have already commenced from 15 January, paving a path to play and win tickets to NPS events.

  • Games24x7 onboards Rajat Bansal as chief technology officer

    Games24x7 onboards Rajat Bansal as chief technology officer

    Mumbai: Amazon Lockers’ former head of engineering Rajat Bansal has joined online gaming company Games24x7 as chief technology officer (CTO).

    A key addition to the company’s leadership team, Bansal will be responsible for outlining and implementing the company’s technological vision and ensuring that the technological resources are aligned with the business needs, said the company in a statement.

    He will be spearheading technology and will be responsible for delivering creative strategies to maximise tech innovation and provide an intuitive gaming experience to players, it added.

    “Rajat will bolster our already market-leading technology infrastructure to accelerate growth and innovation at Games24x7. We are delighted to welcome such a remarkable leader amongst us,” said Games24x7 co-founders and CEOs  Trivikraman Thampy and Bhavin Pandya in a joint statement.

    With an enriching experience of over two decades, Bansal has an illustrious track record in the technology industry. In his tenure at Amazon, he served in the Amazon Prime Video team before joining the leadership team for Amazon Lockers. Prior to Amazon, he served at Naukri.com as EVP and Hike messenger as CTO.

    “Games24x7 has had an outstanding journey so far, disrupting the sector with constant tech innovations,” said Rajat Bansal on his new aasignment. “I am excited to join Games24x7 at this pivotal phase, as it plans on deploying newer technologies and developing robust services across its products.

  • 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.