Bengaluru: Inspired by the rapid pace of growth in the Indian esports<\/a> sector, Animesh Agarwal, an esports professional, decided to move from just playing games to becoming an entrepreneur. The 25-year old, who launched a gaming talent agency recently, now divides his time between his gaming talent agency and attending invitation-only esports tournaments<\/a> globally.

Esports, which takes the form of organised, multiplayer video game competitions, particularly between professional players who are playing individually or as teams, is broadcast live for interested audiences, much like athletic sporting events.

“Covid-19 really helped the gaming industry a lot because the only form of leisure apart from OTT platforms was gaming. We saw a huge surge of people following us across YouTube, Instagram, Loco,” Agarwal said. “Since we are very optimistic about how 2021 would be for gaming, we are going heavy with investments that we are putting into our company.”

Agarwal’s rise from a professional player to an entrepreneur over the last three years points to the growing prominence of
esports in India<\/a>, where viewership doubled to 17 million in 2020. At the same time, the prize pool for esports grew about 25-30%, according to industry estimates.

The ecosystem consists of players, tournament organisers, streaming platforms and brand sponsors—much like cricket and basketball. Unlike traditional sporting events, these tournaments can be played online too with referees.

Consultancy KPMG estimates that the audience for esports will exceed 130 million by 2025. Recently the Olympic Council of Asia (OCA) included esports as a medal sport for the first time at Asian Games 2022.

Global gaming firms eye India opportunities
<\/strong>
Global gaming firms, such as Activision, Garena and Supercell, which publish
Call of Duty<\/a>, Free Fire<\/a>, and Clash of Clans<\/a>, are lining up to invest in India’s esports ecosystem after PlayerUnknown's Battlegrounds (PUBG) had to exit late last year due to the Indian government's clampdown on Chinese or China-associated apps.

Consumer and electronic brands are increasing budgets for sponsoring these tournaments, said industry executives who estimate that the highest prize pool in India was Rs1.5 crore and lowest has been Rs 1,000.

“We are at most a couple of years behind (the US and China),” said Anirudh Pandita, founder of Pocket Aces, which owns game-streaming platform Loco. “PUBG had really set up the market. Now other publishers have seen that and that is why you see companies like Activision invest. They are looking at the market and saying there is real potential here.”

Activision did not respond to queries emailed by The Economic Times.

\"In the aftermath of the pandemic, mobile esports and streaming witnessed a significant surge in user base as people had more time on hand. In order to cater to this audience, multi-gaming platforms, streaming players and telcos have started to invest in esports tournaments to capture or engage their users,\" said Girish Menon, partner and head-media and entertainment at KPMG in India.

India has seen brands—including Mountain Dew, Poco, Qualcomm, Logitech, Airtel, Dell, Acer, Coca-Cola, and Oppo—sponsoring esports tournaments and teams in the last two years.

The increase in commercial interest is spurring greater interest in esports as a viable career option, according to industry executives. Sidharth Kedia, group CEO at esports company Nodwin Gaming, said that despite the cut in advertising budgets in 2020, the percentage contribution for esports has increased.

Several companies that are part of the burgeoning esports ecosystem in India approached the government recently seeking a sports categorisation for the sector, and to separate it from online casual and real money gaming.

“Esports is the only sport that can outrun cricket easily. We need government support to recognise it as a sport and not mix it with online gambling,” said Lokesh Suji, director of Esports Federation of India, who estimates there are 200 million esport enthusiasts in the country. “The biggest benefit of sports categorisation will be getting parental approval. Our athletes have a short shelf-life and peak at the age of 15-19.”

Underscoring the growing interest in this category, Winzo, a real-money gaming platform, is organising online tournaments for esports such as Free Fire and Call of Duty. The platform, which regards esports tournaments as a source of content creation, also streams these events on YouTube.

“Esport players have longer session durations and deeper engagement (compared to casual or real-money card games),” said Saumya Singh Rathore, co-founder at WinZO, who estimates that of the 60 minutes spent on the platform by a mobile gamer, a third or about 20 minutes is spent consuming content.

“Esports is the next big thing and India is warming up to it gradually,” Rathore said.

Real-money gaming platforms such as Winzo and MPL also categorise casual online games such as chess, carrom, and pool as esports—a practice that is unique to the Indian esports sector-- and also hosts online tournaments for these e-games.

Sai Srinivas, Co-founder and CEO at Mobile Premier League (MPL), estimates that “in the next 5-6 years, an incredible number of digital athletes will emerge from India and win medals”. The company held a total of 432 speed chess, carrom, and pool tournaments last year. “As data becomes cheaper and devices become more accessible, the best way to enable physical sports is through digital sports,” he said.
<\/p><\/body>","next_sibling":[{"msid":81265736,"title":"India\u2019s new social media rules seen echoing globally","entity_type":"ARTICLE","link":"\/news\/indias-new-social-media-rules-seen-echoing-globally\/81265736","category_name":null,"category_name_seo":"telecomnews"}],"related_content":[{"msid":"81264332","title":"eSports1_iStock","entity_type":"IMAGES","seopath":"tech\/technology\/esports-is-the-new-rage-in-the-indian-arena\/esports1_istock","category_name":"Esports is the new rage in the Indian arena","synopsis":false,"thumb":"https:\/\/etimg.etb2bimg.com\/thumb\/img-size-561016\/81264332.cms?width=150&height=112","link":"\/image\/tech\/technology\/esports-is-the-new-rage-in-the-indian-arena\/esports1_istock\/81264332"}],"seoschemas":false,"msid":81265790,"entity_type":"ARTICLE","title":"Esports is the new rage in the Indian arena","synopsis":"Viewership of esports in India doubled to 17 million in 2020 while prize money pool grew 25-30%, according to industry estimates.","titleseo":"telecomnews\/esports-is-the-new-rage-in-the-indian-arena","status":"ACTIVE","authors":[{"author_name":"Megha Mandavia","author_link":"\/author\/479233258\/megha-mandavia","author_image":"https:\/\/etimg.etb2bimg.com\/authorthumb\/479233258.cms?width=250&height=250&imgsize=29846","author_additional":{"thumbsize":true,"msid":479233258,"author_name":"Megha Mandavia","author_seo_name":"megha-mandavia","designation":"Assistant Editor","agency":false}}],"analytics":{"comments":0,"views":136,"shares":0,"engagementtimems":680000},"Alttitle":{"minfo":""},"artag":"ETtech","artdate":"2021-03-01 08:15:34","lastupd":"2021-03-01 08:16:49","breadcrumbTags":["eSports in India","free fire","esports tournaments","Call of Duty","india esports industry","eSports","Clash of Clans","online gaming","Internet"],"secinfo":{"seolocation":"telecomnews\/esports-is-the-new-rage-in-the-indian-arena"}}" data-authors="[" megha mandavia"]" data-category-name="" data-category_id="" data-date="2021-03-01" data-index="article_1">

电子竞技是印度竞技场的新风潮

收视率的电子竞技在印度2020年翻了一番,达到1700万,而奖金池增长25 - 30%,据业内估计。

此举使Mandavia
  • 更新2021年3月1日08:16点坚持
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班加罗尔:灵感来自于快速增长的印度人的电子竞技电子竞技职业部门,Animesh Agarwal,决定从玩游戏成为一个企业家。25岁,最近发起了一项游戏人才机构,现在分别在他的游戏人才机构和参加接风宴电子竞技比赛在全球范围内。

意大利以组织的形式,多人游戏比赛,尤其是职业球员之间玩单独或团队,对感兴趣的观众直播,就像运动体育赛事。

广告
“Covid-19真的帮助游戏产业很多,因为唯一的休闲形式除了奥特平台游戏。我们看到一个巨大的人跟着我们在YouTube, Instagram,疯子,”阿加沃说。“自2021年我们非常乐观是游戏,我们会重投资,我们将到我们公司。”

Agarwal从职业选手的崛起一个企业家在过去三年里指出的重要性与日俱增电子竞技在印度在2020年,观众人数翻了一番,达到1700万。同时,电子竞技发展的奖池约25 - 30%,据业内估计。

生态系统包括球员,比赛组织者,流媒体平台和品牌sponsors-much喜欢板球和篮球。不像传统的体育赛事,这些可以在线玩的比赛裁判。

咨询公司毕马威估计,电子竞技将在2025年超过1.3亿的观众。最近亚洲奥林匹克理事会(亚奥理事会)包括首次作为勋章的电子竞技运动在2022年亚运会。

全球游戏公司眼印度的机会

等全球游戏公司动视暴雪,Garena超晶胞,发布使命的召唤,免费的火,家族的冲突,正在排队投资印度的电子竞技PlayerUnknown后生态系统的战场(PUBG)去年年底退出由于印度政府的打压中国或华联合应用。

广告
消费者和电子品牌增加预算资助这些比赛,业内高管说估计,印度最高的奖池Rs1.5卢比和最低1000卢比。

“我们最多几年背后(美国和中国),“说学历Pandita,口袋ace的创始人拥有game-streaming发疯的平台。“PUBG真正建立市场。现在其他的出版商已经看到,这就是为什么你看到像动视公司投资。他们正在看市场,说这里是真实的潜力。”

动视暴雪没有回应查询邮件的经济时期。

“大流行后,移动的电子竞技和流媒体见证了重要用户激增,因为人们有更多的时间。为了迎合观众,连续多平台、流媒体播放器和电信公司开始投资于电子竞技比赛捕获或参与他们的用户,“Girish Menon说,合作伙伴和head-media毕马威(KPMG)和娱乐在印度。

印度等品牌激浪,少,高通,罗技,Airtel戴尔、宏碁、可口可乐和Oppo-sponsoring电子竞技比赛和团队在过去的两年里。

商业利益的增加刺激更大兴趣的电子竞技作为一个可行的职业选择,据行业高管。集团首席执行官Sidharth基迪亚电子公司Nodwin游戏,说,尽管2020年削减广告预算,电子的贡献比例增加。

几家公司的蓬勃发展的电子竞技生态系统接近政府最近在印度寻求体育部门分类,并单独从在线休闲和真钱游戏。

“电子竞技是唯一的运动,可以轻易逃脱板球。我们需要政府的支持认可作为一项运动,而不是用网上赌博,”说Lokesh苛性碱水,印度的电子竞技联盟主任,世卫组织估计有2亿的国务委员爱好者。“最大的好处体育分类会得到父母的同意。我们的运动员有保质期比较短,15 - 19岁时达到顶峰。”

Winzo强调这一类的兴趣增长,网上真钱游戏平台,组织等的电子竞技比赛免费火和使命召唤。作为电子竞技比赛的平台,内容创作的源泉,也流这些事件在YouTube上。

“国务委员球员会话持续时间更长和更深入的接触(休闲或真正的钱卡游戏相比),”辛格环球游拉索尔教授说,在WinZO创始人之一,世卫组织估计,60分钟花在平台上的移动游戏玩家,第三个约20分钟是在消费内容。

“电子竞技是下一个大事件和印度逐渐是热身,“拉索尔教授说。

真钱游戏平台如Winzo MPL也归类休闲网络游戏如象棋、台球撞击后弹回,池esports-a实践独特的印度的电子竞技行业——也为这些e-games主机在线锦标赛。

赛斯,联合创始人兼首席执行官在移动英超(MPL)估计,“在未来5 - 6年内,令人难以置信的数量的数字来自印度和赢得奖牌的运动员将会出现”。公司举办了一场共有432速度象棋、台球撞击后弹回,池去年锦标赛。”数据变得更便宜和设备变得更容易,使身体运动的最好方法是通过数字运动,”他说。

  • 发布于2021年3月1日15点坚持
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Bengaluru: Inspired by the rapid pace of growth in the Indian esports<\/a> sector, Animesh Agarwal, an esports professional, decided to move from just playing games to becoming an entrepreneur. The 25-year old, who launched a gaming talent agency recently, now divides his time between his gaming talent agency and attending invitation-only esports tournaments<\/a> globally.

Esports, which takes the form of organised, multiplayer video game competitions, particularly between professional players who are playing individually or as teams, is broadcast live for interested audiences, much like athletic sporting events.

“Covid-19 really helped the gaming industry a lot because the only form of leisure apart from OTT platforms was gaming. We saw a huge surge of people following us across YouTube, Instagram, Loco,” Agarwal said. “Since we are very optimistic about how 2021 would be for gaming, we are going heavy with investments that we are putting into our company.”

Agarwal’s rise from a professional player to an entrepreneur over the last three years points to the growing prominence of
esports in India<\/a>, where viewership doubled to 17 million in 2020. At the same time, the prize pool for esports grew about 25-30%, according to industry estimates.

The ecosystem consists of players, tournament organisers, streaming platforms and brand sponsors—much like cricket and basketball. Unlike traditional sporting events, these tournaments can be played online too with referees.

Consultancy KPMG estimates that the audience for esports will exceed 130 million by 2025. Recently the Olympic Council of Asia (OCA) included esports as a medal sport for the first time at Asian Games 2022.

Global gaming firms eye India opportunities
<\/strong>
Global gaming firms, such as Activision, Garena and Supercell, which publish
Call of Duty<\/a>, Free Fire<\/a>, and Clash of Clans<\/a>, are lining up to invest in India’s esports ecosystem after PlayerUnknown's Battlegrounds (PUBG) had to exit late last year due to the Indian government's clampdown on Chinese or China-associated apps.

Consumer and electronic brands are increasing budgets for sponsoring these tournaments, said industry executives who estimate that the highest prize pool in India was Rs1.5 crore and lowest has been Rs 1,000.

“We are at most a couple of years behind (the US and China),” said Anirudh Pandita, founder of Pocket Aces, which owns game-streaming platform Loco. “PUBG had really set up the market. Now other publishers have seen that and that is why you see companies like Activision invest. They are looking at the market and saying there is real potential here.”

Activision did not respond to queries emailed by The Economic Times.

\"In the aftermath of the pandemic, mobile esports and streaming witnessed a significant surge in user base as people had more time on hand. In order to cater to this audience, multi-gaming platforms, streaming players and telcos have started to invest in esports tournaments to capture or engage their users,\" said Girish Menon, partner and head-media and entertainment at KPMG in India.

India has seen brands—including Mountain Dew, Poco, Qualcomm, Logitech, Airtel, Dell, Acer, Coca-Cola, and Oppo—sponsoring esports tournaments and teams in the last two years.

The increase in commercial interest is spurring greater interest in esports as a viable career option, according to industry executives. Sidharth Kedia, group CEO at esports company Nodwin Gaming, said that despite the cut in advertising budgets in 2020, the percentage contribution for esports has increased.

Several companies that are part of the burgeoning esports ecosystem in India approached the government recently seeking a sports categorisation for the sector, and to separate it from online casual and real money gaming.

“Esports is the only sport that can outrun cricket easily. We need government support to recognise it as a sport and not mix it with online gambling,” said Lokesh Suji, director of Esports Federation of India, who estimates there are 200 million esport enthusiasts in the country. “The biggest benefit of sports categorisation will be getting parental approval. Our athletes have a short shelf-life and peak at the age of 15-19.”

Underscoring the growing interest in this category, Winzo, a real-money gaming platform, is organising online tournaments for esports such as Free Fire and Call of Duty. The platform, which regards esports tournaments as a source of content creation, also streams these events on YouTube.

“Esport players have longer session durations and deeper engagement (compared to casual or real-money card games),” said Saumya Singh Rathore, co-founder at WinZO, who estimates that of the 60 minutes spent on the platform by a mobile gamer, a third or about 20 minutes is spent consuming content.

“Esports is the next big thing and India is warming up to it gradually,” Rathore said.

Real-money gaming platforms such as Winzo and MPL also categorise casual online games such as chess, carrom, and pool as esports—a practice that is unique to the Indian esports sector-- and also hosts online tournaments for these e-games.

Sai Srinivas, Co-founder and CEO at Mobile Premier League (MPL), estimates that “in the next 5-6 years, an incredible number of digital athletes will emerge from India and win medals”. The company held a total of 432 speed chess, carrom, and pool tournaments last year. “As data becomes cheaper and devices become more accessible, the best way to enable physical sports is through digital sports,” he said.
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