\"\"
<\/span><\/figcaption><\/figure>NEW DELHI: Slouched on a bean bag Saturday afternoon and tapping the smartphone screen in lazy elegance reminiscent of Laxman’s ‘very, very special’ silken drives through the covers, you might actually end up making more money than many of the IPL gladiators braving the maddening stress of a suffocating safety bubble. You might even have a fan club the likes of King Kohli or ABD had taken decades to build.

Welcome to the El Dorado of mobile gaming<\/a>.

Should you have the Midas touch, you can make up to Rs 60,000 per match in e-cricket, while a state-level champ in India’s biggest sporting discipline goes home with just Rs 15,000.

So, celebrity e-sportsmen Dynamo, MortaL, and the very famous CarryMinati, today have net-worth between Rs 14 and Rs 22 crore, with YouTube followers of up to 26 million. No wonder, they are bagging top brand endorsements and sponsorship deals.

Popularity of gaming, including e-sports, has surged through the pandemic that has restricted mobility beyond home. The category expanded 12% in 2020, even as the growth was curtailed by a ban on
PUBG<\/a>. But after the pandemic, there was an increase of 90% in the number of people playing esports, while viewership doubled to 17 million, hosted across 14 broadcast platforms.

The
online gaming<\/a> segment expanded 18% in 2020 to reach Rs 7,700 crore, said a FICCI-EY report. The number of gamers should reach 440 million by 2022, from about 360 million last year.

India’s gaming industry is slated to become 10 times larger than all other entertainment businesses put together in the next five-seven years, according to Nitish Mittersain, CEO of
Nazara Technologies<\/a>.

But potential gamers are battling with multiple challenges. They include the lack of awareness about the ecosystem, absence of affordable infrastructure and misgivings about gaming as a serious profession.

To be sure, e-sports will be a medal event in the 2022 Asian games. The
International Olympic Committee<\/a> has for the first time, this month, announced a global esports tournament, the Olympic Virtual Series (OVS), which will be held in the lead-up to the Tokyo Olympics.

“Currently, esports is not formally recognised by the sports authority or the Indian Olympics Association,” said Sai Srinivas, Co-founder and CEO, Mobile Premier League (MPL).

“In the absence of this, esports athletes cannot avail the benefits including scholarships, sports quotas and others that athletes in traditional sports get. This in turn limits the number of people who can take up esports as a full-time professional activity, thus making it non-inclusive,” he said.

India’s top gaming companies, though, are leaving no stone unturned to incentivise real talent and broadbase the ‘gaming’ participation.

MPL said mobile esports is the best way to democratise esports, with skill gaming enabled by availability of affordable mobiles and cheap data. It recently launched the MPL
Digital<\/a> Scholarships to award deserving esports athletes with financial support.

Gaming hardware brand Asus launched the ROG Academy to equip players with ASUS ROG products and have access to professional support from the academy’s coaches and experts.

Nodwin Gaming, Nazara Technologies’ esports arm, said it works closely with the amateur players to help them perform better in the professional circuit.

“Apart from tournaments, we also curate games on the popular online market Steam and roll out listings of casual and competitive games every now and then,” said Akshat Rathee, co-founder and MD, Nodwin. “We try our best to guide newer gamers and players with programmes, content and forums that are focused on career building in esports.”

Digital entertainment company Pocket Aces said it aims to boost the talent pool for the 2022 Asian Games in Hangzhou.

“For new streamers, we provide unmatched training including personal attention through our creator relations team, masterclasses from experienced streamers,” said Anirudh Pandita, Founder, Pocket Aces. “We organized daily practice matches and monthly professional league tournaments, which adhere to global standards of infrastructure, professionalism and skill-level.”

Amazon<\/a> saw a 2X rise in sales across categories while Asus said the gaming laptop segment has grown by 90-100% in 2020 and will further rise by 40-50% this year.

“Interestingly, customers are moving toward high-end products like gaming laptops and are investing in more expensive accessories,” said Akshay Ahuja, Category Leader – Consumer Electronics & Personal Computing,
Amazon India<\/a>.
<\/body>","next_sibling":[{"msid":82363962,"title":"Can raise $1 billion by June, Vodafone Idea tells lenders","entity_type":"ARTICLE","link":"\/news\/can-raise-1-billion-by-june-vodafone-idea-tells-lenders\/82363962","category_name":null,"category_name_seo":"telecomnews"}],"related_content":[],"msid":82364075,"entity_type":"ARTICLE","title":"Online gaming industry touches Rs 7,700 crore: Study","synopsis":"The online gaming segment expanded 18% in 2020 to reach Rs 7,700 crore, said a FICCI-EY report. The number of gamers should reach 440 million by 2022, from about 360 million last year.","titleseo":"telecomnews\/online-gaming-industry-touches-rs-7700-crore-study","status":"ACTIVE","authors":[{"author_name":"Himanshi Lohchab","author_link":"\/author\/479253129\/himanshi-lohchab","author_image":"https:\/\/etimg.etb2bimg.com\/authorthumb\/479253129.cms?width=100&height=100","author_additional":{"thumbsize":false,"msid":479253129,"author_name":"Himanshi Lohchab","author_seo_name":"himanshi-lohchab","designation":"Journalist","agency":false}}],"analytics":{"comments":0,"views":2039,"shares":0,"engagementtimems":6516000},"Alttitle":{"minfo":""},"artag":"ETTelecom","artdate":"2021-05-03 08:54:06","lastupd":"2021-05-03 08:54:06","breadcrumbTags":["online gaming","Amazon","International Olympic Committee","Digital","Gaming","online gaming industry","Amazon India","pubg","Nazara Technologies"],"secinfo":{"seolocation":"telecomnews\/online-gaming-industry-touches-rs-7700-crore-study"}}" data-authors="[" himanshi lohchab"]" data-category-name="" data-category_id="" data-date="2021-05-03" data-index="article_1">

网络游戏产业触摸7700卢比:研究

2020年网络游戏市场增长18%达到7700卢比,FICCI-EY报告说。玩家的数量应该达到4.4亿到2022年,从去年的3.6亿人。

Himanshi Lohchab
  • 2021年5月3日发表在08:54坚持
阅读: 100年行业专业人士
读者的形象读到100年行业专业人士
新德里:懒洋洋地豆袋一个周六的下午,利用智能手机屏幕在慵懒的优雅让人想起Laxman非常特别的柔软驱动器通过封面,你最终可能会赚更多的钱比许多的IPL角斗士冒着窒息的发狂的压力安全泡沫。你甚至可以有一个粉丝俱乐部的克里金或ABD花了几十年。

欢迎来到埃尔多拉多的移动游戏

如果您有点石成金,可以弥补Rs 60000年e-cricket每匹配,而印度最大的体育学科的国家级冠军回家只有15000卢比。

广告
所以,名人e-sportsmen发电机,凡人,非常有名的CarryMinati,今天14和Rs 22卢比之间的净值,YouTube多达2600万的追随者。难怪,装袋顶级品牌的支持和赞助协议。

流行的游戏,包括电子竞技,通过大流行猛增,已经限制流动性之外。类别在2020年增长12%,尽管经济增长被禁令限制PUBG。但是大流行后,增加了90%的人数玩的电子竞技,虽然收视率倍增至1700万,托管在14日播出平台。

网络游戏部分在2020年增长18%达到7700卢比,FICCI-EY报告说。玩家的数量应该达到4.4亿到2022年,从去年的3.6亿人。

印度的游戏产业将成为10倍大于所有其他娱乐企业未来five-seven年,根据Nitish Mittersain,首席执行官Nazara技术

但潜在的玩家正在与多个挑战。它们包括对生态系统缺乏认识,缺乏负担得起的基础设施和担忧游戏作为一个严肃的职业。

可以肯定的是,电子竞技将会是一个事件在2022年亚运会金牌。的国际奥林匹克委员会,本月首次宣布一个全球性的电子竞技赛事,奥运虚拟系列(ov),将在东京奥运会前夕举行。

广告
“目前,电子竞技不是正式承认体育机关或印度奥林匹克协会,”赛斯说,联合创始人兼首席执行官,移动英超(MPL)。

“没有,电子竞技运动员不能利用的好处包括奖学金、体育配额和其他运动员在传统体育。这反过来限制的人数可以占用的电子竞技作为一个全职的职业活动,从而使它non-inclusive,”他说。

印度最大的博彩公司,被翻了个底朝天真正激励人才和broadbase参与游戏。

MPL说移动的电子竞技的最好方法是民主化的电子竞技,启用了技能游戏的可用性的可负担得起的和廉价的手机数据。它最近推出了MPL数字奖学金授予值得的电子竞技运动员与金融支持。

游戏硬件品牌华硕推出了罗格学院与华硕罗格产品和装备玩家获得专业学院的教练和专家的支持。

Nodwin游戏,电子竞技的手臂,说Nazara技术与业余球员紧密合作,帮助他们在专业电路的表现也更好。

“除了比赛,我们也牧师在受欢迎的在线游戏市场蒸汽和推出上市的休闲和竞争游戏,不时地“说Akshat Rathee, Nodwin联合创始人兼医学博士。“我们尽力引导新玩家和玩家与规划,内容和论坛专注于职业建筑在意大利。”

数字娱乐公司的口袋ace表示,旨在增加人才储备为2022年亚运会在杭州。

“新飘带,我们通过我们的创造者提供无与伦比的培训包括个人关注团队的关系,针对来自经验丰富的飘带,“说学历Pandita,创始人口袋ace。“我们每日练习比赛和每月组织职业联赛比赛,坚持全球标准的基础设施,专业和上面临了失业。”

亚马逊跨类别2 x增加销售量而华硕表示游戏笔记本电脑市场增长了90 - 2020年的100%,今年将进一步增加40 - 50%。

“有趣的是,客户正在向高端游戏笔记本电脑和投资更昂贵的配件,“阿卡什Ahuja表示类别的领袖——消费电子产品和个人电脑,亚马逊印度
  • 2021年5月3日发表在08:54坚持
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\"\"
<\/span><\/figcaption><\/figure>NEW DELHI: Slouched on a bean bag Saturday afternoon and tapping the smartphone screen in lazy elegance reminiscent of Laxman’s ‘very, very special’ silken drives through the covers, you might actually end up making more money than many of the IPL gladiators braving the maddening stress of a suffocating safety bubble. You might even have a fan club the likes of King Kohli or ABD had taken decades to build.

Welcome to the El Dorado of mobile gaming<\/a>.

Should you have the Midas touch, you can make up to Rs 60,000 per match in e-cricket, while a state-level champ in India’s biggest sporting discipline goes home with just Rs 15,000.

So, celebrity e-sportsmen Dynamo, MortaL, and the very famous CarryMinati, today have net-worth between Rs 14 and Rs 22 crore, with YouTube followers of up to 26 million. No wonder, they are bagging top brand endorsements and sponsorship deals.

Popularity of gaming, including e-sports, has surged through the pandemic that has restricted mobility beyond home. The category expanded 12% in 2020, even as the growth was curtailed by a ban on
PUBG<\/a>. But after the pandemic, there was an increase of 90% in the number of people playing esports, while viewership doubled to 17 million, hosted across 14 broadcast platforms.

The
online gaming<\/a> segment expanded 18% in 2020 to reach Rs 7,700 crore, said a FICCI-EY report. The number of gamers should reach 440 million by 2022, from about 360 million last year.

India’s gaming industry is slated to become 10 times larger than all other entertainment businesses put together in the next five-seven years, according to Nitish Mittersain, CEO of
Nazara Technologies<\/a>.

But potential gamers are battling with multiple challenges. They include the lack of awareness about the ecosystem, absence of affordable infrastructure and misgivings about gaming as a serious profession.

To be sure, e-sports will be a medal event in the 2022 Asian games. The
International Olympic Committee<\/a> has for the first time, this month, announced a global esports tournament, the Olympic Virtual Series (OVS), which will be held in the lead-up to the Tokyo Olympics.

“Currently, esports is not formally recognised by the sports authority or the Indian Olympics Association,” said Sai Srinivas, Co-founder and CEO, Mobile Premier League (MPL).

“In the absence of this, esports athletes cannot avail the benefits including scholarships, sports quotas and others that athletes in traditional sports get. This in turn limits the number of people who can take up esports as a full-time professional activity, thus making it non-inclusive,” he said.

India’s top gaming companies, though, are leaving no stone unturned to incentivise real talent and broadbase the ‘gaming’ participation.

MPL said mobile esports is the best way to democratise esports, with skill gaming enabled by availability of affordable mobiles and cheap data. It recently launched the MPL
Digital<\/a> Scholarships to award deserving esports athletes with financial support.

Gaming hardware brand Asus launched the ROG Academy to equip players with ASUS ROG products and have access to professional support from the academy’s coaches and experts.

Nodwin Gaming, Nazara Technologies’ esports arm, said it works closely with the amateur players to help them perform better in the professional circuit.

“Apart from tournaments, we also curate games on the popular online market Steam and roll out listings of casual and competitive games every now and then,” said Akshat Rathee, co-founder and MD, Nodwin. “We try our best to guide newer gamers and players with programmes, content and forums that are focused on career building in esports.”

Digital entertainment company Pocket Aces said it aims to boost the talent pool for the 2022 Asian Games in Hangzhou.

“For new streamers, we provide unmatched training including personal attention through our creator relations team, masterclasses from experienced streamers,” said Anirudh Pandita, Founder, Pocket Aces. “We organized daily practice matches and monthly professional league tournaments, which adhere to global standards of infrastructure, professionalism and skill-level.”

Amazon<\/a> saw a 2X rise in sales across categories while Asus said the gaming laptop segment has grown by 90-100% in 2020 and will further rise by 40-50% this year.

“Interestingly, customers are moving toward high-end products like gaming laptops and are investing in more expensive accessories,” said Akshay Ahuja, Category Leader – Consumer Electronics & Personal Computing,
Amazon India<\/a>.
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