Tag: U Cypher

  • Viacom18 to have 360-degree play for e-sports: Sidharth Kedia

    Viacom18 to have 360-degree play for e-sports: Sidharth Kedia

    MUMBAI: Esports is at an early stage of development in the country. It is expected to be the future of entertainment and holds an upcoming opportunity for brands and media to promote, reach digital natives and develop new content concepts.

    Viacom18 EVP & head corp strategy, M&A, data science and deputy chief commercial officer Sidharth Kedia said, “While e-sports is a youth phenomenon today, its growth pattern will reflect the trajectory it has followed in other parts of the world and we will see people starting to play e-sports at a much younger age group. Other OTT players just have e-sports content but we are doing a whole 360-degree play including live, TV and digital.”

    Nodwin Gaming MD Akshat Rathee said, “In about a five-year time, we will be close to the music industry and definitely bigger than all the other industries including comedy.”

    Kedia thinks that e-sports on television doesn’t exist. Though all OTT players including Hotstar, SonyLiv and Voot have delved into some kind of e-sports on digital, the industry cannot be defined because the numbers are too small. “We know the number of people that engage in e-sports. About 90 million people play PUBG in India and 30 million people play cricket game every month. These numbers will start translating into this phenomenon which will be on digital, TV and live,” he added.

    All youth focus brands and technology brands show interest in e-sports. Voot currently has some 100 hours of e-sports content out of which ESL has 40 hours of content.

    “We don’t have an end date to DreamHack since we just started. We believe no one in this country understands both kids and youth better than Viacom does and while television and digital are passive engagement platforms, e-sports is an active immersive engagement platform,” said Kedia.

    The state of sports industry over the next three to five years is estimated to grow by 5.3 per cent in Asia and 9.4 per cent in Middle East and Africa (ME&A) according to PwC Sports Survey 2018. Despite the growth in Asia and ME&A, globally the industry will witness a drop by 10.2 per cent. This is because the market conditions across the industry are stabilising as it transitions from traditional to digital media consumption, with sports leaders continuing to predict healthy growth in absolute terms.

    Viacom18 on television is experimenting and conceptualising with some interesting formats and that will not be just U Cypher that we saw on MTV. “We believe there are 150 million potential viewers of e-sports on digital and that number is only here to grow,” Kedia concluded.

  • Esports on the path to be mainstream in India

    Esports on the path to be mainstream in India

    MUMBAI: The state of sports industry over the next three to five years is estimated to grow by 5.3 per cent in Asia and 9.4 per cent in Middle East and Africa (ME&A) according to PwC Sports Survey 2018. Despite the prediction in Asia and ME&A, globally the industry will witness a drop of 10.2 per cent. This is because the market conditions across the industry are stabilising as it progresses in the transition from traditional to digital media consumption, with sports leaders continuing to predict healthy growth in absolute terms.  

    Adding to this, PwC head-sports business advisory David Dellea said, “Overall, sports leaders foresee stable market growth driven by persistent media and sponsorship revenues as the business models behind them continue to shift towards digital.”

    The report mainly focuses on top 10 sports by growth potential globally; esports is leading the chart this year leaving behind the likes of football. The amount of people around the world who have watched some of the FIFA World Cup this year is 3.4 billion which is nearly half the total world population of 7.6 billion, according to research company GlobalWebIndex. The most watched and followed sports in India, cricket, takes the number 10 position. Overall viewership of Indian Premier League (IPL) across all platforms TV (in-home & out-of-home) and digital in urban + rural audiences was 11.3 billion gross impressions.

    Esports economy is estimated to reach $804.9 million in 2018, which is a 29.8 per cent jump y-o-y from 2017. The growth in terms of revenue is expected to reach $1.58 million by 2022, which is 18.4 per cent compound annual growth (CAGR) from 2018. The drivers of this growth are sponsorship ($500 million, 31.7 per cent of overall revenues), followed closely by media rights ($449 million, 28.4 per cent of overall revenue) and streaming advertisers ($316 million, 20 per cent of the overall revenue).

    An Indian gaming solutions company and creator of e-sports events, Nodwin gaming head Akshat Rathee said, “Esports is already growing in India. One of the biggest testimonies to a market growth of anything is measured by the number of investments done in it. Fundamentally esports is like a sports media marketing property, it’s like the IPL. It is not measured by the number of teams or by prize pool but by media rights auction.”

    The growth in esports economy is substantiated by developments such as publishers (Blizzard Entertainment and Riot Games) introducing franchise leagues, traditional sports (such as the NBA and F1) launching esports competitions and mainstream broadcasters (such as ESPN and Sky Sports) airing esports content over the past year.

    Esports federation of India (ESFI) director Lokesh Suji said, “Esports in India has massive potential, which is yet to be tapped. With improved internet speeds, smartphone penetration, government digital push and highest youth population, there is no reason why India will not be one of the superpowers for esports.”

    Esports for the first time became a part of a major sporting event in 2018 Asian Games Jakarta as a demonstration sports. This was announced by Asian Esports Federation (AESF). 10 Indian gamers qualified for the event.

    “We created history for Indian esports when Tirth Mehta won bronze (Hearthstone) and Karan Manganani was placed 4th (Clash Royale) in Asian Games this year, where esports was a demonstration sport. This is the fuel/trigger point which Indian esports was waiting for, it has boosted the confidence of many people who wanted to get involved in esports but were sitting on the fence (be it the brands, investors, gamers or parents). Gamers who were playing casually have started playing seriously as now they know that they can become esports athletes and build a career in esports,” he added.

    In January 2018, Nazara Technologies invested Rs 767.68 million for 55 per cent of equity share capital of Nodwin Gaming, a company engaged in activities pertaining to eSports in India. Nazara Technologies is a mobile games company headquartered in Mumbai, which is engaged in the acquisition of, value addition to and distribution, of mobile games across emerging markets such as India, Middle East, Africa, South East Asia and Latin America.

    “The viewership market for Indian esports market is 150 million people. We believe that India in 2022 will contribute close to 20 per cent of the overall revenue. India along with China, America and Germany would be the top four esports watching countries in the world. The drivers of growth will be publishers, better teams and better experience between teams,” Rathee added.

    “We need to make the Sachin/Virat of Indian Esports and only then will we have viewership numbers. For that to happen, a lot of work needs to be done at the grassroots level such as skill development and enough opportunities need to be created for an esports athlete to showcase his/her skill not only at the national but also at the international level. Mere participation will not help, we have to win. Any broadcaster who is willing to invest will have to invest in building this sport and if they are only looking at building an event they will eventually fail, which at least we don't want as it will create a wrong precedent,” Suji added.

    If we look at the growth rate by market segment over the next 3-5 years, digital media rights contribute 11.5 per cent to the overall pie. Sponsorship and advertising is the next big thing with 5.5 per cent share followed by licensing and merchandising with 4.8 per cent share.

    India’s first multi-platform, multi-game esports championship was launched by USports in the name of UCypher. The league tied up with MTV for the television broadcast. UCypher’s ambition is to present a platform to talented gamers that help them achieve their maximum potential as well as shape their career in e-sports leagues.

    Many advertisers were part of UCypher in its inaugural season like Amazon, Burger King, Fossil, Gillette, Idea Cellular, Mercedes Benz, Nestle, OPPO, Nivea, Netflix, Philips electronics, P&G, Seagram, United Breweries, Vodafone and Xiaomi technologies to name a few.

    Sony Pictures Network India head-digital business Uday Sodhi said, “Esports is an early stage development; it’s just getting popular with the younger TG. We covered Asian games in Jakarta in which esports was a part. This is an interesting category but still a small category as compared to other sports in Asian games. Yes, it is a developing, fast-growing category but will take some time to build a large following in India in the mainstream.”

    Another Indian esports company, CobX co-founder and CEO Mujahid Rupani said, “Esport already is in the visibility market considering the number of events, price pools that have come into play. Currently, we are six to seven years behind China, but we have the advantage of acceleration. The main thing is that industry support is lacking in India. Global sponsors, who generally fund esports throughout the world, in India have no budgets. The broadcasters in India are interested in esports and they are talking to people. Right now they are at a stage of doing market analysis. The content demand is so much for broadcasting which is not available.”

    “We are watching that space and participating in it. Till the time we don’t have Indian winners and heroes it is very unlikely that the sport will develop. We will continue to look at opportunities to showcase on SonyLiv,” Sodhi added.

    Talking about esports being broadcast on sports channels in India, “I think it’s dependent on them and us to go out and see what kind of IP is put in. We are already in conversation with Star and Sony Ten. We also believe there is some regional focus with someone like Sun TV who can pick up regional rights,” Rathee added. 

    The esports industry is only just picking up in India. Only when it amasses a good amount of fan following or if someone takes up the challenge of building its popularity will there be a speedy growth.

  • eSports viewers to cross 800 mn globally by ’22; India’s share minor

    eSports viewers to cross 800 mn globally by ’22; India’s share minor

    MUMBAI: In a new research, the UK-based Juniper Research has forecasted that unique viewers of eSports (competitive playing of video games) and Let’s Plays content (tutorials and talk-throughs of game content) will reach 858 million by 2022, up from 630 million this year with the Indian sub-continent too being a minority contributor.

    The largest driver and most significant revenue source of the eSports industry has been the use of advertising and sponsorship deals.

    Juniper said that advertising spend will dominate in terms of revenues and spend (accounting for 50 per cent in 2022), with this currently the preferred monetisation strategy. As more non-endemic advertisers come on board, this will only strengthen with a greater number of brands seeking to take advantage of a rapidly growing audience, the report explained.

    The unique viewers forcast has been split by eight key regions, which include North America, Latin America, West Europe, Central and East Europe, Far East and China, the Indian sub-continent, Rest of Asia Pacific and Africa & Middle east. The region which contributes the biggest is Far East and China.

    Juniper Research provides research and analytical services to the global hi-tech communications sector, providing consultancy, analyst reports and industry commentary.

    The report highlighted that instead of having sponsorships from more traditional players in the market such as NVIDIA, the past year has seen increased prevalence of non-endemic advertisers, including brands such as Lynx, Gazprom, Visa, Xfinity, T-Mobile, Taco Bell and Mountain Dew. Juniper believed that this has grown purely due to the audience size and scale seen at major tournaments.

    “While some brands show links to traditional gaming culture, i.e food and drink brands, others are more commonly associated with traditional sports sponsorship, ie Gazprom, and their branching into eSports shows belief that this will also become a major sporting industry,” the report stated, adding, “The issue is that eSports has been a volatile industry for a number of years, having previously had periods of growth and interest. In the mid 2000s, for example, where hype spiked, before furore around the market died down, only to be rejuvenated from 2010 onwards.”

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    Meanwhile, eSports arrived in the Indian sub-continent later than other western countries and also regions in Asia like China. However, it has been announced as a medal event in 2022 Asian Games, which is a testimony to its rapid growth in this part of the world.

    Indiantelevision.com’s research shows that U Cypher promoted the first multi-gaming platform on TV for eSports competitions in India. It comes under U Sport, which is founded by media tycoon-turned-angel-investor Ronnie Screwvala and his partner Supratik Sen.

    U Cypher’s ambition is to present a platform to talented gamers that helps them achieve their maximum potential as well as shape their careers in e-Sports leagues.

    When Indiantelevision.com spoke to eSports experts in India, one of them said, “The combined eSports and gaming market is estimated to be Rs 3,900 crore with more than 2,000 teams consistently participating in tournaments across India and abroad with over 500 million players worldwide. The industry has a number of major tournaments throughout the year with viewership in the tens of millions.”

  • U cypher scores 26 mn views, 2.3 mn engagegemnts & 9.2 lakh fans in season one

    U cypher scores 26 mn views, 2.3 mn engagegemnts & 9.2 lakh fans in season one

    MUMBAI: The Indian E-Sports scenario just had a boost with season one of U Cypher with MTV, India’s first Multi-Game Multi-Platform E-Sports Championship, that premiered on MTV earlier this year. Backed by Ronnie Screwvala along with Supratik Sen, the first season of India’s premier E-Sports championship saw over 2.3 million engagements and built over 9.2 lakh fans on social media over the course of the campaign, a strong force to the aim of having E-Sports recognized a mainstream discipline called E-Sport.

    Being the first E-Sports series in India, packaged for serious gamers as well as casual gamers, the course of the campaign included various marketing pieces which received tremendous response across the country. The U Cypher with MTV campaign received a total of 26.3 million video views. They also created a first of its kind E-Sports music video ‘Hum Gamer Hain’ which garnered 10 million views as well as international e-sports fame. Apart from this, they even looped in popular social media influencer, Jose, to curate a video which garnered over 133k views.

    Aside from creating a positive perception amongst the target group through television, the digital episodes have skyrocketed with the first episode garnering 119k views till date. 80% of the audiences for season one was between 10-24 age group which came from cities across India including cities like Srinagar, Guwahati and Dehradun. This goes to show how the sport has its roots across India and has got a tremendous boost, thanks to this platform.

    Commenting on the success, U Sports, Founder, Ronnie Screwvala said, “The first season of U Cypher was an absolute delight for gamers in India. The campaign, primarily digital, succeeded in building perception in the minds of the audiences that E-Sports and U Cypher are the next big phenomenon to hit India. We already received over 1600 quality player’s participation requests for the next series. We have opened doors for talented players and are only moving in a positive direction to making many, many careers.”

    U Sports, CEO & Co-Founder, Supratik Sen added, “The overall project and campaign did phenomenally well to garner such fantastic response for a first of its kind televised E-Sports experience. The strategy was a tough ask to capture not only the heavy gamer, but also the casual gamers towards the series. Our plan was strategized keeping all audiences in mind, from metro cities to tier 2 markets and the response only reinforces the fact that we are in the right direction! The next instalment in U Cypher will be announced soon, which will be bigger and will have lots more to watch out for!” 

    In its first season, U Cypher had 6 teams, with 14 members in each team. Each episode included two teams face off across titles like DOTA 2 and CS: GO on PC, Real Cricket on mobile and Tekken 7 on PS4 with a prize pool of a whooping INR 51 Lakhs. All U Cypher episodes and gameplay are digitally available on usports.in, Voot, YouTube, YouTube Gaming and Twitch.

  • U Cypher with MTV: a stunnig finale concludes with team yakshas taking the inaugural season’s title

    U Cypher with MTV: a stunnig finale concludes with team yakshas taking the inaugural season’s title

    MUMBAI: Boosting the E-Sports scene in India, the intense, gruelling 34-day U Cypher championship finally ended with team Yakshas bagging top honours. They defeated the Sherdils in a thrilling match that went into overtime, a befitting season finale. Kicked off as an intense month-long championship on India’s No. 1 youth brand, MTV, U Cypher finale was a special 90-minute episode that witnessed the two teams battle it out to a cliff-hanger finish. Team Yakshas emerged as the ‘Naye Superstars’ of virtual gaming and were crowned U Cypher with MTV Champions for the debut season.

    The finale started off with an easy win in Tekken 7 for Hans from Sherdils, who has remained undefeated throughout the tournament. The next game, CS:GO, was also won by team Sherdils to bring their score to 8 points, half-way through the match. The Yakshas upped their game soon after to pick up wins in both DOTA 2 as well as Real Cricket 17, bringing the match to a tie. The tie-breaker toss went in favour of the Sherdils who chose CS:GO as the decider game. Relentless focus and shrewd strategizing from the Yakshas saw them win the match in the third overtime 22-18, to be crowned U Cypher Season 1 Champions.

    The first season of U Cypher saw some incredibly talented players, as well as great team-work across all teams. Hans bagged the Most Valuable Player of the championship. Shubham More won 9 out of 10 games in Real Cricket 17, both teams Yakshas and Yodhas won 7 out of 10 DOTA 2 matches, while Akramaks won 8 out of 10 CS: GO matches played in the tournament.

    In the overall standings, Yakshas and Sherdils were followed by the Marksmen and Akramaks in third and fourth place respectively.

    Vivek “Acrid” Gore, the winning team Yakshas’ Captain, says “It’s a dream come true to win one of the biggest E-Sports tournaments in India. U Cypher has been a life-altering moment for all of us. The championship was very well organized and felt like an international tournament. The key moments for Yakshas were working on strategies together, practising and making new friends for life. We were focused and had only one aim right from the beginning, to become the champions for the first ever season. I look forward to being back in the next season.”

    U Sports, Founder, Ronnie Screwvala comments “I would like to congratulate Team Yakshas who constantly proved themselves to arise the reigning champions that they are today. Also, a word of appreciation for the other teams who put up an amazing fight till the very end. They may have lost the tournament but have won all our hearts with their skill, passion and determination. Our endeavour was to give talented young E-Sports athletes an audience with the country and raise awareness for E-Sports to be recognized as a sports discipline. U Cypher in its first season itself met with great interest across the country and made the world take notice. Hope the fans enjoyed the series.”

    Commenting on the conclusion of the show, Viacom18, Head – Youth, Music and English Entertainment, Ferzad Palia said, “Pulling off a totally new genre on television was a big challenge for us but the kind of response we have garnered for a first of its kind, multi-platform, multi-game E-Sports championship is beyond anything we ever imagined! Over the past one month, U Cypher with MTV has changed the E-Sports scenario in India. The overwhelming response has assured us that India is ready for such format, and we hope to continue bringing such cluster breaking content to our viewers. As we close the first season of the show, we would not only like to congratulate Team Yakshas for a fantastic win, but also the other teams who have contributed in the overall success of the season.” 

    U Sports, Co-founder and CEO, Supratik Sen says “The highly competitive nature and high-speed spectacle of the sport made U Cypher a thrilling experience for players and viewers across the world. Our aim in introducing E-sports and positioning it as a new sport has garnered worthy traction from various places worldwide. Season one set the benchmark high with team Yakshas victory. My commendations to team Yakshas and all the player in the tournament. They are all E-sports Superstars. The viewers have perceived the show well and our inbox is flooded with requests to participate in the next season. We hope the nation had a great game with U Cypher season 1. We’ll be back soon with more on the next season.”

    U Cypher as a championship has gathered momentum in India. It has laid the foundation to break the stereotype, thus changing the perception that was and that E-Sports in India is now becoming a long-term career prospect for gamers as it is internationally. The aspiration is to nurture the sport and motivate budding young gamers giving them a platform to showcase their talent and compete at the international level.

  • U Cypher begins new innings for e-sports in India

    U Cypher begins new innings for e-sports in India

    MUMBAI: The Indian e-sports scene is all set for a major revamp as U Sports, one of the newly formed sports business companies in India, launched U Cypher, the country’s first multi-platform, multi-game e-sports championship that started airing on MTV 19 January onwards.

    “U Cypher took around two years to plan, which includes thinking about a nice game, searching and auditioning the right team, spreading the right word and also licence tie-ups,” said U Sports CEO and co-founder Supratik Sen. The execution took another six months.

    U Sports focuses on some main sporting disciplines: kabaddi, football, e-sports and motorsports. The company also owns the UMumba team in the Pro Kabbadi League.

    “Motorsports is in the planning stage and a lot of infrastructure needs to be created on the racing track. We want to make it like a tourist destination sport, we don’t want to stick to a place and make racing tracks,” said U Sports founder Ronnie Screwvala. “The planning is in two stages, starting with global and local experts and bike riders to talking to three or four top bike companies in the world in their interest, and support from the state government for the infrastructure,” he added. 

    U Cypher’s ambition is to present a platform to talented gamers that helps them achieve their maximum potential as well as shape their career in e-sports leagues.

    “The first season is not live but recorded because we wanted the non-gamers to understand it well,” said Screwvala. “On the digital front, our deal is revenue sharing and with MTV it is content exchange and airtime sales. On the print side, we will have some ads on The Times of India and Hindustan Times.” 

    The first season of U Cypher has six teams, with 14 members in each team, competing for a total prize money of Rs 51 lakh. The combat zone orbits around four games, namely Counter Strike: GO and DOTA 2 on PC and Tekken 7 on PS4 and Real Cricket 2017 on mobile. The championship is available digitally on U sports.in, YouTube, Twitch, and Voot. Season one consists of 35 episodes.

    Sen said that the company has tracked closed to 200 tournaments pan India, in various colleges fest, cafes and small areas. U Cypher will be a bi-annual tournament with total investment of Rs 20-25 crore.

    The combined e-sports and gaming market is estimated to be Rs 3900 crore with more than 2000 teams consistently participating in tournaments across India and abroad with over 50 crore players worldwide.

    “The difference between U Sports and other sports companies in India today is that some of them are into a single sport, some are the team owners in a league and some of them own a league but we are a combination of all these elements,” Screwvala added.

    The gamers have been divided into six teams for the league—Yakshas, Yodhas, Sherdils, Crusaders, Marksmen and Akramaks. Most of the gamers for the first season are from Mumbai.

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  • U Sports launches India’s first ever Multi-Platform Multi-Game E-Sports Championship – U Cypher with MTV

    U Sports launches India’s first ever Multi-Platform Multi-Game E-Sports Championship – U Cypher with MTV

    MUMBAI: The Indian E-Sports scenario is all set for a major revamp as U Sports, one of India’s biggest sports business companies in association with India’s No. 1 Youth Brand, MTV, announces the premiere of their all new month-long championship, U Cypher with MTV. Premiering today, on 19th January, the show will air every day from 10pm to 11pm on MTV.

    Backed by Ronnie Screwvala (Founder, U Sports) and Supratik Sen (Co-Founder & CEO, U Sports), the Indian E-Sports scenario is all set for a major revamp with U Cypher with MTV. The league is a first of its kind, multi-platform, multi-game E-Sports championship which comprises of 35 episodes. In its first season, U Cypher with MTV will have 6 teams with 14 members in each team. Each episode will have two teams face off across titles like DOTA 2 and CS: GO on PC, Real Cricket 2017 on mobile and Tekken 7 on PS4 with a prize pool of a whooping INR 51 Lakhs. The final four will play knockouts to determine the winners.  

    Ronnie Screwvala, Founder, U Sports said, “There has been an enthusiasm for E-Sports sparkling under the surface in the country for far longer than what is known. U Cypher with MTV provides a platform for talented gamers to achieve their maximum potential and build their career in E-sports. The players have been meticulously picked from the Top E-sport Tournaments and teams from Pan India. The digital and broadband revolution has changed the game for this sport. CS and DOTA have had 20 million downloads in the past 10 years in India. And that’s a huge number for something that’s only starting to fully surface.”

    Commenting on the association with U Sports Viacom18, COO, Raj Nayak said, “E-Sports is growing fast worldwide. Not only that but the annual consumption of E-Sports content stands at almost over 3.7 billion hours across various platforms which are largely digital. Closer to home, in India the gaming market is estimated to be over USD 600 million. Given the potential one can see, we at MTV are excited to be the first and only media network in the country to showcase an E-Sports League on television! We are delighted to partner with U Sports to craft a new tomorrow today through the launch of our exciting and one of a kind new property – U Cypher – only on MTV!”

    U Sports, Co-Founder & CEO, Supratik Sen said, “We are all set to showcase the biggest E-Sports championship on television with U Cypher with MTV. This will be the rise of a new batch of athletes and U Sports will look to give the best E-Sports athletes a chance to showcase their abilities. E-Sports is growing at a rapid pace andhas been announced as a medal event in the 2022 Asian Games. E-Sports is moving from being a hobby to an actual career option and its high time we saw the potential in it.”

    Viacom18, Head – Youth, Music and English Entertainment, Ferzad Palia said, “E-Sports has found immense number of takers in India thanks to it being home to the world’s largest youth population and the world’s second largest internet user base. Keeping this in mind, it was thus a natural step for us at MTV, the brand with the ultimate word on the youth in India, to invest in a one-of-a-kind show ‘U Cypher’ that takes E-sports out of bedrooms of gamers & gaming arcades and into living rooms through television. A truly unique concept, will see gamers – who have hitherto been known only in select circles – taking on other gamers across multiplatform, multiplayer games in a specially designed arena. At MTV, we have always taken pride in being trendsetters for the youth and thus are thoroughly excited to bring a brand-new concept which will allow viewers to witness the creation of completely new kind of superstars!”

    E-Sports and the gaming market is estimated to be over USD 500-600 million with more than 2000 teams consistently participating in tournaments across India and abroad. U Cypher delves into the culture of E-Sport and finds a world of intense competition and massive opportunities.

    The episodes and gameplay will also be available digitally on Usports.in, MTV, Voot, YouTube, YouTube Gaming and Twitch. MTV has also planned an extensive digital plan to promote the show in addition to promotions across the Viacom18 network channels