Professional Documents
Culture Documents
PROJECT
E-Sports Industry- Online Gaming in current era
Submitted By – Group 1
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, and it is
predicted to grow at a CAGR of approximately 22% from 2019-23, reaching
Rs. 424.5 billion.
In India, consumer demand for content is driving the increase. Around 2023,
original content’s demand will have increased to about 3k hours/year, up from
1.18k hours in 2020.
Around 2023, it is predicted that selected short video platforms would account
for 25% of overall internet video viewing time.
Viewing of regional content on OTT platforms is predicted to overtake common
language (Hindi) consumption by 2025, which contributed 45 percent of
cumulative time of viewership in 2020.
By 2020, there will be 356 million mobile video watchers, thanks to the
increment in the number of smartphones.
In 2020, the gambling sector of India was worth $930 million, and by 2024, it is
estimated to be worth $3.8 billion.
The Ministry of Information and Broadcasting received Rs. 4,071.23 crore in the
Union Budget 2021, while Prasar Bharati received Rs. 2,640.11 crore
Press Council of India, the Films and Television Institute of India (FTII), and the
Indian Institute of Mass Communication had budgets of Rs. 20 crore (US$ 2.76
million), Rs. 58.58 crore, and Rs. 65 cr. , respectively.
Under the category of social services, an amount of Rs. 2,921.11 crore was set
aside for broadcasting.
Rs. 971.26 crore was spent on information and publicity.
SES S.A. inked a fresh deal with capacity of nine-transponder in India for its
satellite named SES-8 in July 2021. The firm has secured a multi-transponder
arrangement under the Department of Space (DoS), with NewSpace India Limited
(NSIL), which is a Central Public Sector Enterprise.
Market Opportunities
Increased Investment
FDI inflows into the information and broadcasting region (counting print media)
showed up at $ 9.5 billion between April 2000 and March 2021.
The Union Budget 2021 raised the money distribution to independent associations
like the Press Council of India (Rs. 20 crores in FY22 versus Rs. 8.9 crore in FY21). FTII
(Films and Television Institute of India) (Rs. 58.58 crore (US$ 8.10 million) in FY22,
contrasted with Rs. 49.40 crore (US$ 6.83 million) in FY21.
Strong Demand
India's web clients are relied upon to arrive at 900 million by 2025, higher from
around 622 million in the year 2020, according to a report published by IAMAI and
Kantar Research, with a CAGR of 45 percent between 2020 and ‘25. The AVoD
sector (said as advertising-based video on demand), according to a FICCI-EY report,
is estimated to expand at a Compounded annual growth rate of 24 percent to
achieve US$ 2.6 billion around 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, determined to give a
dynamic institutional framework and a three-level complaint redressal structure for
news distributers and OTT stages. The public authority has lifted the FDI cap from
74% to 100%.
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. While growth in revenue will be headed by
smartphone-based actual-money gaming applications across all sections, 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.
San Francisco Shock was a $1.56 million hit for Activision. During the pandemic,
Blizzard's capacity to keep their Overwatch League and Call of Duty League tasks
working was imperative in keeping the North American esports area significant.
By building up a system and moving to web competitions, NRG's umbrella groups
had the option to bring home a colossal amount of cash. The Overwatch League's
Season 3 bosses, the San Francisco Shock, won $1.55 million out of an all out
prize pool of $3.05 million throughout the customary season and end of the
season games. The Shock won most of the prize cash in the finals, overcoming
the Seoul Dynasty 4-2.
Team Liquid: $1.46 million - Like Virtus.pro, Team Liquid's prize money in 2020
came primarily from CS:GO and Dota 2. Like G2, Liquid has diversified its team
portfolio and makes money from a variety of games. Consider the prize pool:
$414K for Team Liquid's Dota 2 team, $292K for CS:GO, $95K for Starcraft II, $83K
for Player Unknown's Battlegrounds, $81K for League of Legends, $75K for
Hearthstone, $64K for Fortnite, and $49K for Arena FPS. Because of its multi-title
strategy, Liquid has been able to maintain its elite rank in esports, earning more
than $9 million in prize money as the second biggest earner last year. Team Liquid
will make the most of its CS:GO opportunity.
Conclusion
• Across all client touchpoints, the IoT and personal consumption revolution will
generate a significant opportunity for automated decision making. Wearables,
interactivity, AI and machine learning, social media, location-based services, and
other technologies will be required of business executives. Gaming and esports are
becoming increasingly popular.
During the outbreak, esports and video games will benefit from an increase in fan and
user numbers. Teams, leagues, athletes, and promoters turned to esports competitions
using popular video games and simulations of "real-life" events to keep spectators
engaged and fill airtime when sporting events were cancelled early in the crisis.
Virtual events ranging from auto racing and basketball to cycling and even
horseracing drew millions of viewers.
In the meantime, income from video games have nearly doubled in the last five years.
The increase of in-game microtransactions and advertising, paired with new releases
from big and small publishers, is putting the industry on course for another record
year. The big gaming platforms will introduce new consoles in late 2020, fuelling
enthusiasm and demand well into 2021. Serious and casual gamers will be kept
interested by new cloud-based game streaming services, as well as improved mobile
experiences and virtuous feedback loops supplied by industry-focused social and
streaming media companies. Streamers and video providers will also benefit as a
result of this.
Each of these themes emphasises the significance of industry leaders altering their
strategies in 2021 to account for unexpected market opportunities and threats.
Systemic flexibility is the only option to survive and thrive in extreme settings when
disruption is continuous. As a result of the COVID-19 crisis, leaders in the media and
entertainment industries were compelled to activate transformation plans, cut
implementation deadlines, and experiment at breakneck speed.
Companies that can manage a broad ecosystem of in-house talent and external
partners, and pivot rapidly and confidently, will be successful in 2021 and beyond.
References