Professional Documents
Culture Documents
PROJECT
E-Sports Industry- Online Gaming in current era
Increased Investments..................................................................................................4
Strong Demand............................................................................................................4
Policy Support.............................................................................................................4
Opportunities that are appealing..................................................................................4
Challenges 5
Priorities in technology................................................................................................5
Increase the security of your content............................................................................5
Allow for cross-product interactivity............................................................................6
Suggestions 6
Conclusion 10
References 11
Present situation of the segment
OTT (over-the-top) and digital
In 2020, India's digital media sector was valued at Rs. 234.9 billion (US$ 3.16
billion), and it is predicted to grow at a CAGR of 22% from 2019 to 2023,
reaching Rs. 424.5 billion (US$ 5.72 billion).
In India, consumer demand for content is driving the increase. By 2023,
demand for original content will have increased to about 3,000 hours per year,
up from 1,187 hours in 2020.
By 2023, it is predicted that selected short video platforms would account for
25% of overall internet video viewing time.
Regional language consumption on OTT platforms is predicted to overtake
Hindi consumption by 2025, which accounted for 45 percent of total time spent
in 2020.
By 2020, there will be 356 million mobile video watchers, thanks to an increase
in the number of smartphones.
In 2020, the Indian gambling sector was worth $930 million, and by 2024, it is
estimated to be worth $3.8 billion.
Markets for broadcasting
• The Ministry of Information and Broadcasting received Rs. 4,071.23 crore (US$
562.80 million) in the Union Budget 2021, while Prasar Bharati received Rs.
2,640.11 crore (US$ 364.96 million).
• The Press Council of India, the Films and Television Institute of India (FTII), and
the Indian Institute of Mass Communication had budgets of Rs. 20 crore (US$ 2.76
million), Rs. 58.58 crore (US$ 8.10 million), and Rs. 65 crore (US$ 8.99 million,
respectively.
• Under social services, Rs. 2,921.11 crore (US$ 403.81 million) was set aside for
broadcasting.
• Rs. 971.26 crore (US$ 134.27 million) was spent on information and publicity.
• SES S.A. inked a new nine-transponder capacity deal in India for its SES-8
satellite in July 2021. The firm has secured a multi-transponder arrangement with
NewSpace India Limited (NSIL), a Central Public Sector Enterprise (CPSE) under
the Department of Space (DoS).
Market Opportunities
Increased Investments
FDI inflows into the data and broadcasting area (counting print media) arrived at $
9.5 billion between April 2000 and March 2021.
The Union Budget 2021 raised the cash allocation to autonomous organisations like
the Press Council of India (Rs. 20 crore (US$ 2.76 million) in FY22 vs. Rs. 8.9
crore (US$ 1.23 million) in FY21). FTII (Films and Television Institute of India)
(Rs. 58.58 crore (US$ 8.10 million) in FY22, compared to Rs. 49.40 crore (US$
6.83 million) in FY21.
Strong Demand
India's internet users are expected to reach 900 million by 2025, up from 622
million in 2020, according to a report published by IAMAI and Kantar Research,
with a CAGR of 45 percent between 2020 and 2025. The advertising-based video
on demand (AVoD) sector, according to a FICCI-EY report, is expected to expand
at a CAGR of 24 percent to reach US$ 2.6 billion by 2025, up from 0.38 percent in
2019.
Policy Support
The Information Technology (Intermediary Guidelines and Digital Media Ethics
Code) Rules 2021 were published on February 25, 2021, with the goal of providing
a progressive institutional system and a three-tier grievance redressal framework
for news publishers and OTT platforms. The government has lifted the FDI cap
from 74 percent to 100 percent.
Opportunities that are appealing
The media and entertainment industry in India is predicted to be worth between
US$ 24 and US$ 100 billion by 2030.
According to a FICCI-EY report, television will remain the largest segment in
the M&E industry, rising at a CAGR of 7% to Rs. 847 billion (US$ 12.01
billion) by 2023.
The number of OTT viewers in India increased by 47 percent between 2020 and
2021 as a result of "stay at home" laws, enhancing market prospects for content
platforms and app developers in the country.
Challenges
In India, esports is a rapidly rising sector. There is a lot of excitement surrounding the
sport, and it is quickly gaining popularity. There are, however, certain substantial obstacles
it must overcome. The following are the most significant challenges that the Indian
eSports sector will face in the future:
Priorities in technology
Suggestions
Regulatory Implementations -
Ethical Gaming -
By 2025, the number of online gamers in India will exceed 500 million, making it the third
largest M&E industry in the country. o While revenue growth will be led by mobile-based
real-money gaming applications across all verticals, including Esports, fantasy sports, casual
gaming, and other games of skill, the segment will increase across all verticals.
Practical examples
Esports is a popular and professional form of video game competition that is growing
in popularity by the day. It is a well-organized multiplayer video game competition that takes
place between professional game players. Since the beginning of the video game era, India
has had a number of teams in the top ten.
India's Top 10 ESports Teams
Orange Rock is a PUBG Mobile team from India that is owned by Pole To Win
International (PTW). The team is ranked first in India and is competing in the
competition. Bharat "Ribbiz" Reddy serves as the team's manager. The team's total
earnings are $125,706.
TSM Entity is a well-known squad that is currently ranked second in the
tournament. The squad has a record for placing sixth in the PUBG Mobile
tournament, winning $14,500 and $26, 781 in prize money.
Celts are one of the top three teams in India, as they finished 9th in the PUBG
Mobile Club Open. The award of $10,500 was won by one of the top teams. The
team's earnings are $55,222.
Total Gaming (Free Fire) is a company based in India that has entered the Free
Fire market. It was signed as The Mafia's. FozyAjay is the team's captain. The
team's total profits are $91, 879. The team has a net value of $49,692.
The Fnatic (PUBG Mobile) team is made up of members from India and the
United Kingdom. Nimish "Nemo" Raut is the team's manager, and Wouter
Sleijffers is the team's CEO. The team has a net value of $24,384.
Conclusion
References
5 major challenges facing the Indian esports industry. PR Fire. (2021, June 30). Retrieved
facing-the-indian-esports-industry
https://assets.ey.com/content/dam/ey-sites/ey-com/en_in/topics/tax/india-economic-
pulse/2021/ey-india-economic-pulse-february-2021.pdf
Brand India. IBEF. (n.d.). Retrieved January 8, 2022, from https://www.ibef.org/news/indian-
esports-industry-expected-to-grow-four-folds-to-rs-1100-crore-by-2025-report
How esports industry is rapidly growing in India? DNA India. (n.d.). Retrieved January 8,
growing-in-india-2899339
https://www.ibef.org/research/newstrends/india-s-online-casual-gaming-segment-to-
grow-at-29-cagr
Online, B. W. (2021, June 28). The esports industry clocked Rs 3 billion in FY21: FICCI-EY
https://www.financialexpress.com/brandwagon/the-esports-industry-clocked-rs-3-
billion-in-fy21-in-2019-ficci-ey-report/2279835/
Pti. (n.d.). Indian esports industry expected to grow four folds to Rs 1,100 crore by 2025:
https://www.freepressjournal.in/business/indian-esports-industry-expected-to-grow-
four-folds-to-rs-1100-crore-by-2025-report