Tag: PUBG

  • Emirates Esports Federation & ITW forge alliances to launch EGL

    Emirates Esports Federation & ITW forge alliances to launch EGL

    Mumbai: The Emirates Esports Federation & ITW Global have joined forces to introduce the EGL (E-Gaming League), a global Esports League, which is scheduled to take place in UAE during April 2024. With a lucrative prize pool, the first-of-its-kind league will offer Indian gamers the platform to prove their mettle on the international stage.

    Slated to be a multi-title league, the EGL will onboard 6 Franchises as Team Owners that will be competing across various titles like DOTA, PUBG, etc. Player selection will be conducted by franchises through drafts, marking a pioneering move as the league becomes one of the first to embrace a franchise and draft format.

    This initiative represents a significant global effort to establish an Esports league modeled after the successful structures seen in traditional sports leagues.

    Speaking on the creation of EGL, Emirates Esports Federation president Sheikh Sultan Bin Khalifa Bin Shakbout Al Nahyan said, “The Emirates Esports Federation under the National Sports Council was set up to ensure the consistent development of Esports in the UAE in a fair and regulated manner. The EGL will revolutionize the Esports industry and go a long way in achieving our goal of creating a space where publishers, players, organizers & brands can come together and co-exist harmoniously to further bolster the future of Esports in the region.”

    The tournament will feature a perfect blend of international global players and emerging talents from across the Middle East, UAE, India, China, South-East Asia, Europe, and the USA. Aspiring players will undergo a rigorous selection process, with multiple rounds of qualifiers scheduled for February and March 2024.

    “Asia is one of the fastest-growing Esports markets currently and with Indian gamers participating in this league, this league will provide country’s talented esports athletes with the platform to showcase their ability amongst the best-of global Esports talent. We are excited about the potential of this league and look forward to creating an event that will truly change the trajectory and contribute to the growth of Esports,” added Sheikh Sultan Bin Khalifa Bin Shakbout Al Nahyan.

    The top-ranked amateurs and future players emerging from these qualifiers will then be drafted into each franchise through a player auction or draft.

    ITW Global, the co-owner of the league is set to bring the concept to reality, Nayeem Khan ITW said, “ITW has been working in the business of sports for the last 15 years and we pride ourselves on understanding the market with an eye on the future, we have always believed in the potential of Esports and are very excited to partner with the Emirates Esports Federation to bring EGL to the fans and players. We look forward to launching EGL India on the same concept in October 2024”.

    The “India Games Market Report 2023” report by Niko Partners states that the number of gamers in India across all platforms is forecast to reach 444 million in 2023, up 12.1% YoY, and reach 641.2 million in 2027, growing at a 5-year CAGR of 10.1 per cent.

    EGL will leverage the growing prominence of Esports in India and focus on bringing tried and tested, successful sports formulas like the franchise setup seen in the IPL to the Esports arena.

    Anticipated to commence in April 2024, the inaugural edition of EGL will be preceded by pre-event build-up activities starting in February in the UAE.

  • Spectatr & GRID Esports boost Asia’s largest Esports fantasy platform

    Spectatr & GRID Esports boost Asia’s largest Esports fantasy platform

    Mumbai: Spectatr, provider of a plug-and-play Esports fantasy solution, and operator of the largest fantasy Esports platform in India (FanClash) has partnered with GRID Esports to power their fantasy offering with official, in-depth Esports data and boost its global expansion.

    Spectatr is the B2B vertical of FanClash, an India-based Esports fantasy operator leading the Esports adoption in the country. Backed by renowned investors such as Alpha Wave Global, Peak XV and Info Edge with a funding of $40 million, the company aims to revolutionise fan engagement solutions worldwide to build a global fantasy Esports network.

    This strategic partnership will leverage GRID’s official data to ensure the most entertaining live Esports fantasy experience for Indian fans and power Spectatr’s global expansion in the B2B fantasy space. The unique game-agnostic technology of GRID Data’s Platform will enable seamless integration of live data from games such as CS:GO, DOTA 2, PUBG, BGMI and Valorant while maintaining the same high quality, speed, and granularity of data across all titles.

    Commenting on the association and its impact on the Indian Esports landscape, Spectatr co-founder Rishabh Bhansali said, “As the Esports audience in India continues to expand and mature, we at Spectatr are thrilled to collaborate with GRID to usher in an unparalleled era of engaging Esports fans. Together, we aim to craft immersive experiences beyond conventional limits, enabling viewers to participate actively. This partnership is set to elevate the excitement for esports enthusiasts, and we eagerly await its realization!”

    GRID Esports is a leading game data platform specialized in sourcing, managing, and distributing live game data and is also the first Esports data company to receive the IBIA Data Standards accreditation. The company takes pride in offering data coming only from official sources through their direct partnerships with high-profile rights holders such as Riot Games, KRAFTON, WePlay, or PGL and powering over 350 commercial clients with official data feeds. These data-driven insights will provide fans with a deeper understanding of the game and its mechanics.

    “Esports fantasy is one of the fastest-growing forms of esports fan engagement in the world. FanClash has developed an impressive live Esports fantasy offering over the last two years for which official Esports data is critical to ensure the best experience. We are thrilled to partner with Spectatr and power a global expansion of their state-of-the-art solution with our official live data,” said GRID Esports chief sales officer Mikael Westerling,

    According to the ‘Global Fantasy E-Sports Market, Analysis, Size, Share, Trends, COVID-19 Impact, and Forecast 2022 To 2029’ report by Global Market Vision, the global Fantasy Esports Market is expected to grow from USD 6.45 billion in 2022 to USD 12.87 billion by 2030 at a CAGR of 12 per cent.

    This partnership between Spectatr and GRID Esports will pave the way for enhanced interactions and propel the growth of competitive gaming in India.

  • Global app downloads totalled 36.1 bn in Q4 2021

    Global app downloads totalled 36.1 bn in Q4 2021

    Mumbai: Global app downloads reached 36.1 billion in Q4 2021, a 2.7 per cent year-over-year increase on Google Play, according to the latest data published by Sensor Tower.

    The mobile app space is still in a state of transformation amid the ongoing global pandemic. While categories such as shopping, finance, and entertainment dominated the download list, others too bounced back amid the pandemic lockdowns across the world. 

    According to Sensor Tower’s Q4 202 Store Intelligence Data Digest, finance and tools were among the quarter’s top categories with 39 per cent and 26 per cent year-over-year growth on Google Play, respectively. However, cryptocurrency and investing apps gained momentum with non-fungible tokens (NFTs) emerging as a top trend.

    Instagram had its best quarter since at least 2014, with installs up 10 per cent from its previous high in Q32021. Instagram was Meta’s first app to take the top spot since Whatsapp in Q42019. 

    The last quarter was also the second time in the past two years that Tik Tok was not the top app by worldwide downloads. The last app to surpass Tik Tok in a quarter was Zoom in Q2 2020.

    Meanwhile, record-breaking eight mobile games, including PUBG Mobile from Tencent, Honor of Kings from Tencent, and Genshin Impact from miHoYo generated more than $1 billion globally from the App Store and Google Play in 2021. PUBG Mobile, localised as Game For Peace in China and Battlegrounds Mobile in India, and Honor of Kings rank as the number one and number two revenue-generating mobile titles worldwide this year, accumulating $2.8 billion each, up nine per cent and 14.7 per cent year-over-year, respectively. 

  • Krafton launches PUBG successor Battlegrounds Mobile India

    Krafton launches PUBG successor Battlegrounds Mobile India

    Mumbai: South Korean video game company Krafton has officially launched Battlegrounds Mobile India in the country, a successor to the popular mobile game PUBG that was blocked by the government last year. Battlegrounds Mobile India is meant to be a replacement for PUBG Mobile.

    Krafton announced the launch via an official post on Facebook. “Fasten your seatbelts and get your squads ready, we welcome one and all to the official launch of BATTLEGROUNDS MOBILE INDIA!,” the post reads. “We would like to express our sincere gratitude to all the fans in India who have been waiting for the official launch of Krafton’s BATTLEGROUNDS MOBILE INDIA. As of July 2, 2021, thanks to your support, BATTLEGROUNDS MOBILE INDIA has been officially released.”

    The new mobile game, developed exclusively for gaming enthusiasts and fans in India, had received 40 million pre-registrations that went live on May 18, 2021, the company said in a statement.

    PUBG Mobile was one of the more than 200 Chinese apps banned in India last October following the Galwan Valley clash with China. Battlegrounds Mobile India had recently also stirred controversy over the alleged misuse of Indian players’ data by sending it to servers in China. The company, at that time, had said it will continue to closely monitor and protect any data being transferred to “unexpected and restricted IP addresses”. The company had also said it is working to fully comply with the Indian laws and regulations.

    “We at Krafton are delighted to introduce Battlegrounds Mobile India for our fans in India today. Designed exclusively for our Indian fans and gamers, Battlegrounds Mobile India will provide a superlative gaming experience,” Krafton Inc CEO CH Kim said speaking on the launch of its new game, as mentioned by PTI.

    “This is just the beginning of a series of new content, collaborations, and esports tournaments coming users’ way and the company will strive to ensure that fans and community in India can fully enjoy the battlegrounds experiences”, he added.

    Krafton recently also made its first India investment in Mumbai-based game live-streaming startup Loco. The company was among the multiple investors in the startup’s first-ever fundraising.

  • 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.

  • #MediaMinds2 | IGL founder-CEO Yash Pariani talks about evolving e-sports ecosphere in India

    #MediaMinds2 | IGL founder-CEO Yash Pariani talks about evolving e-sports ecosphere in India

    NEW DELHI: Covid2019 turned out to be a rather interesting and better time for the e-sports ecosystem, leading to large jumps in user numbers as well as tournament viewership and Yash Pariani’s Indian Gaming League was one of the beneficiaries there. 

    In the third episode of Media Minds 2, Pariani sits down to talk about how the lockdown led to a rise in the popularity of e-sports and catalysed the way for its further growth, going ahead. 

    Speaking about the same, Pariani shares, “Casual games will definitely see higher traction compared to your expert first-person shootouts or your strategy games; that has got the highest number of traction during the lockdown. Ludo will be number one, second will probably be PubG and followed by Call of Duty. I would say these three games, based on our platforms and statistics have seen the largest growth as well.”

    On his future plans for IGL, Pariani quips, “Eventually, our goal is to have multiple best teams with our roster but for that, we wanted to first identify all the players. So, within the nearby future, we want to ensure that we have multiple tournaments occurring where we are able to give casual gamers a chance to actually prove their worth and climb our leaderboards. Based on that, we will be able to help identify who are the consistent players that are performing better than others and then establish and help those players and curate an international future for them as well, as a career option so that they can take part and represent India in future tournaments.” 

    Watch the complete episode here:

  • Pocket Aces’ Loco upgrades its product offerings

    Pocket Aces’ Loco upgrades its product offerings

    National, 1st April, 2020: Pocket Aces, India’s leading digital media entertainment company, announces a major product update for its gaming app, Loco. Dedicated to democratizing gaming entertainment, Loco will now allow its users to stream on the app, with a specific focus on gaming. This will make Loco one of the earliest entrants in the game streaming space in India.

    The games that streamers on the platform are streaming include the likes of PUBG, FreeFire, Call of Duty etc. The platform will continue to offer its hypercasual gaming and interactive trivia, where it has hosted over 2,000 quizzes with multiple branded games.

    Commenting on the new version of Loco, Anirudh Pandita and Ashwin Suresh, Founders, Pocket Aces said, "In 2018, we launched Loco with two daily quiz shows and within a year, we expanded our services to include hyper-casual gaming. Today, users spend over 30 minutes per day on the app. As the next step in fulfilling our commitment towards building a long lasting gaming and esports ecosystem in India, we are now adding game streaming to our platform. This major update empowers gamers to entertain India and display their skills in different popular games, right from the comfort of their homes. In the coming months, we will roll-out an exciting array of new features and original gaming content.”

    Loco, in association with Fnatic will exclusively live stream #GamingForGood, a PUBG Mobile charity tournament that will take place from 3rd to 5th April’20 between 3pm-9pm. This is an initiative taken to raise funds and help some of those affected due to the currently ongoing COVID-19 pandemic. Top 20 teams from the South Asian PUBG MOBILE circuit will compete for prizes totalling to INR 3.5 lakh, which will be donated to charities that teams pick.

    According to FICCI and Ernst & Young's report titled, 'The era of consumer A.R.T', India's online gaming segment grew 40% in 2019 to reach INR 65 billion and is expected to reach INR 187 billion by 2022, at a CAGR of 43. There has been a significant increase in the number of online gamers, from 183 million in 2017 to 365 million in 2019.

    Since inception, the platform has seen more than 22 million gaming hours spent by users, 3 million cash prize winners and has successfully rolled out more than 2,000 quizzes. Loco is currently available on Android and iOS platforms, and it has a highly engaged community of 2.2 lakh on Facebook, 1.9 lakh on Instagram and 60k on Twitter.

  • Of  gaming and opportunities, a look into the Indian esports ecosystem

    Of gaming and opportunities, a look into the Indian esports ecosystem

    MUMBAI: Esports is a fairly new buzzword in the country. While esports tournaments have been a part of the country’s gaming ecosystem for quite some time, in the past couple of years, the popularity has surged high enough to attract international attention and now many are scrambling to get a slice of it.

    Back in 2018, the ecosystem witnessed a number of significant tournaments like ESL One, DreamHack and COBX Masters and according to Esports Observer, the prize money given out across all tournaments was around Rs.3.5 crore. However, 2019 brought in a major shift in paradigm; the prize money grew by 180 per cent to around Rs. 10.7 crore.

    With the advent of more prospects in an industry which is just blooming in the country, more enthusiasts are being attracted. These young individuals from across the country want to get into this industry, however, not just  as esports athletes which is the common perception, but in other disciplines too.

    “I am from Kerala and shifted to Mumbai in 2012. Although I was a gamer, I found a completely different scenario, when it came to gaming, in Mumbai. Initially, I played Counter Strike, at small LAN events as bigger tournaments were not around that time,” says 26 year old Nishant Murlidharan.

    While Murlidharan was still pursuing his engineering back at that time, he enjoyed gaming and wanted to give a shot at content creation as well. He initially created a channel, uploaded some whimsical videos of himself playing and eventually stopped uploading after a while as the viewership did not measure up to much.

    After a brief hiatus, he continued gaming and started streaming on YouTube and met with mediocre success even after graduating and securing a job as a data analyst. Eventually he got into playing PUBG, the PC version. Soon he received a lot of support from the Indian PUBG community on discord, however, that too was limited.

    The break came in April 2019 when he published a montage video of some of his best plays and it caught the eyes of some of the major Indian PUBG pros including Scout, who reacted to the video on his channel. Post that, Murlidharan started amalgamating subscribers in bulk. Fast forward to now, he is a full time streamer and also plays with a team of PUBG PC players and has some impressive tournament achievements to his name. He also has a streaming partnership with Gaming Monk.

    His YouTube channel called iFlicks has a following  of around 70,000  subscribers (iFlicks is also his gamer tag).

    Although, Dota 2 and CS:GO have been the stars of the esports ecosystem, in India specifically, there’s an evident shift that is being seen. Tencent’s PUBGM or PUBG Mobile has dominated in 2019 in terms of prize pool in the country. A super Esports title like Dota 2 is experiencing a decline in viewership leading to teams dropping their rosters. However, it might not be very surprising. As the paradigm shifts largely from PC to mobile given the availability of smartphones and viewership accessibility, the majority share of tournaments, events and eventually prize pool is poised to shift into the mobile segment as well.

    For  long-time Indian gamers, the shift came as a little challenging because mobile esports is very new but the good news is that it is gaining popularity by the day. However, not every player is already adept when he or she has to switch platforms. The dynamics of gameplay and controls change drastically which switching from console or PC to mobile entails, especially when you are not playing casual games. However, it has not deterred them from adapting and exploring opportunities.

    “I am a PC gamer. I started with Call Of Duty 4 in 2011 and I played that game for about seven years consecutively,” says Pratik Mehra, the coach of Fnatic India PUBGM team.

    Although he hails from a PC background, he is coaching the mobile team of one of the most premium esports organisations in the world.

    Why?

    After winning multiple national and international events of PUBG PC, Mehra saw an opportunity in the mobile segment as it had more audience, prize-pool and overall opportunities.

    Says Mehra: “I didn’t know how to play on mobile. However, because in PUBG 30 per cent is shooting and other 70 per cent is your strategy, your location, etc., I had an edge. I was the IGL (in game leader) of my team, who brings the team together and makes the shot calls. I am using my experience as a coach here. I will be guiding them about the strategies and more.”

    For now, he says, he will continue streaming and creating content and also hone his skills on mobile and once he masters that he would stream PUBGM as well.

    The appointment of a coach somewhat portrays the upward scale of the Indian industry. A handful of organisations or teams in India have had coaches for esports teams, let alone for a mobile title. A monthly earning of a coach can be somewhere between Rs 20,000 to Rs 60,000, depending upon the title and the organisation. PUBGM has around 20 to 25 tier 1 teams in India and is evidently leading the market in terms of player-base and viewership. However, other titles are also enthusiastic about getting a slice of the market.

    In 2019, Garena conducted its first tournament in India for the title Free Fire titled Free Fire India Today League with a total prize pool or Rs. 35 Lakh divided among top 10 teams. The event was inaugurated by the Union Minister for Youth Affairs and Sports Kiren Rijiju.

    Other titles like Clash Royale and most recently Call Of Duty Mobile are around as well.

    As more titles are entering the esports ecosystem of the country, so are the opportunities.


     
    30 year old Kiran Noojibail is the director of esports and broadcasting at LXG and one of the more prominent Indian shoutcasters (the person who gives commentary about the gameplay). Says he “I played Dota semi-professionally from the year 2007 to 2010. Back then there was barely any scope in terms of tournaments and the ones that were there had a registration fee and you would get something very minimal if you win, mostly a refund of your registration money if you were the runners up. Hence there was no means of making this a proper full-time profession.”

    Going under the tag of ‘Shadeslayer,’ Noojibail casts multiple number of games ranging from Overwatch, Dota 2, Counter Strike Global Offensive and even PUBG.

    He further continues, “After I completed my engineering and finished my work in 2015, I wondered what I could do. I was a trained public speaker; I had very good knowledge of Dota from the time when I had played it. I decided to give a shot at casting and started doing so in April 2015. That’s when I started working on my first gig as a shout caster.”

    Since then he has casted some of the major tournaments across India  and overseas.

    The payment for shoutcasters in the country can vary on certain aspects like talent, event and model. While at some events, they are paid in terms of the entire event they are also paid in accordance to matches, or even rounds.

    With the advent of mobile, Noojibail says that the competition has increased in the market. As the audience grows to a sizebale number, the more tournaments will be around and more talented people from across the country will join the scene.

    However, it also brings in more opportunities in other spectrums of the industry as well. Just like any other industry, the general profiles of cinematographers, post production crew, event agencies, designers, community managers, public relation individuals, marketing individuals, business development executives, social media handlers and many more will continue to increase.

    Devesh Kabdwal has been instrumental in the earlier-mentioned COBX Masters. He donned the hat of VP media and marketing for COBX Gaming and even managed the company’s flagship team, Signify. Managing two teams of CS:GO and Dota 2 respectively, he said that even though the market is shifting into mobile first, the ways of managing a team and tailoring an esports brand remain the same.

    Both of Signify’s teams had a fine run during their tenure and dominated the scene in India, however according to Kabdwal, they had always aimed at competing in the South East Asian scene which is much more matured in terms of the PC market.

    Said he, “Managing a team aspiring to be a formidable presence in the South East Asian scene alongside trying to create a brand came with challenges, but it has always been exciting.”

    However, according to him, since the viewership was not as colossal as it is now thanks to mobile, it was a challenge to convince brands to get in. As the PC market has limitations in its audience base, it has been traditionally hard to get the mainstream brands onboard, however mobile poses a much more lucrative ecosystem.

    Just like traditional sports, esports in itself brings opportunities for athletes, irrespective of their traditional educational degrees. Pressure from parents to lean into a rather mainstream profession after completing education is somewhat a norm of Indian households. And in that line of competition, esports or rather ‘gaming’ does not hold a candle.

    For some though, it was pure passion that took them ahead in the scene.

    Akshay Dhodi, now 26, began playing professionally when he was 18. He dropped out of school when he was in the ninth standard, owing to some family issues. He spent his days playing Dota 2 in LAN cafes despite his parents nagging him about how he was wasting his time, his life away. He paid off his cafe bills by helping others reach higher points in games and from college and cafe tournaments. In 2011, he got an offer to join Team Buriza in Hyderabad and he has not looked back since.

    He joined the Asus ROG  team and became one of the better known players of the Indian Dota scene. Recently after leaving ROG, he is playing for a team named Whoops!, and is looking for a sponsorship.

    Says he, “[Even though mobile is dominating] I am trying to increase my MMR (Match Making Rating) in Dota 2 and my sole focus is on this game. If the future does not bring much to me from this title, I might consider moving to some other title.”

    An esports athlete in India gets around Rs 20,000 to Rs 50,000 as salary, depending on the organisation. However that is just for PC games. If sources are to be believed, Indian mobile esports players are getting paid somewhere between Rs 60,000 to Rs 1 lakh, which is considerably higher than their PC counterparts.

    However, it does not come as a surprise as more viewership generates higher ROI.

    Esports and gaming in general is solidifying its place in the Indian market. Quite a few international biggies are already eyeing the market if reports are to be believed. 2020 will be an enormously critical year for the Indian scene. After dominating the US charts, COD Mobile will try to cement its position in the mobile-loving country. Albeit it will be hard to chip away PUBGM's already existing brand loyalty, it will not be impossible to make a dent to start with. This in turn will  force  Tencent to up its game further in the country.

    While DreamHack open has already been confirmed for 2020, no other major tournaments have been announced.

    As esports and content around it starts penetrating further into regional feeds, the viewership is likely to increase manifolds and hence the awareness. As a result, brands would be willing to invest more for visibility in a youth dominated country.

    As far as Indian Esports go, you ain’t seen nothing yet! Watch out for the wave!

     http://www.animationxpress.com/index.php/latest-news/of-gaming-and-opportunities-a-look-into-the-indian-esports-ecosystem   

  • 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.

  • Movie Partnership PUBG – URI: The Surgical Strike

    Movie Partnership PUBG – URI: The Surgical Strike

    MUMBAI: Movie promotions broke new ground when URI: The Surgical Strike, produced by RSVP (Ronnie Screwvala Productions) Movies, became the first Indian movie to join hands with PUBG Mobile to launch a surgical strike on Pochinki, one of the largest and most popular towns in the game’s maps. The event, which was conceptualized and deployed by Publicis Entertainment, took place on 6 January 2019 with a large number of PUBG enthusiasts taking part.

    Talking about the decision for the tie-up with the game, Pashan Jal, Marketing Head RSVP, said “The movie and the game were a natural fit as both are based on teamwork, precision, survival skills, remote communication, and strategy. What’s more the game has players being airdropped into Pochinki, just like our para commandos who did the surgical strike. With Uri: The Surgical Strike being the first big release of 2019 and PUBG Mobile being one of the top games in the world, we thought this was a match made in entertainment heaven. We feel proud that it is the first Indian film to tie-up with the game.”

    Pranay Anthwal, Executive Director, Publicis Entertainment, said, “We have always tried to push the envelope when it comes to movie promotions. So, when RSVP movies gave us the brief for Uri, we knew that a regular installation or a fan-interaction activity won’t cut it. Our challenge was to dial up the surgical strike and the gameplay on PUBG was completely in sync with the action in the movie. And since millions already play the game, we thought of getting Vicky Kaushal, the lead of the movie, to play the game and talk us through the experience of making the movie.”

    Speaking about the activity, Saurabh Mankhand, Vice President & Business Lead of the Campaign said, “The brief was clear – dial up the mission and help fans experience a para commando’s journey during the strike. Through our research, we found out that PUBG Mobile was a platform that matched most of our requirements. The gameplay resembled a surgical strike – being airdropped into danger, strategizing survival, teamwork, combat style – and thus was a natural fit. To further amplify the activity, we got Vicky Kaushal to play the game live with the top gamers, and other players who were selected through a contest.