Asia
Nazara: Major Tailwinds for the Gaming Industry – Union Budget 2022
The below information will be attributed to Manish Agarwal, CEO, Nazara Technologies Ltd.
Some of the salient points for the development of the gaming industry mentioned in the Union Budget 2022:
I. AVGC Taskforce to be set up to carve the way ahead for the Gaming Industry
Welcome move by the government to promote AVGC (Animation, Visual Effects, Gaming, and Comics) by setting up task force to seek recommendation to create the way forward. As we know, India presently commands around 10% of the global AVGC market and has the potential to reach 20-25% by 2027. This taskforce will facilitate employment for the youth, build domestic capacity to serve the Indian markets and also meet global demand.
II. 5G auctions to happen in 2022 leading to innovations in the Gaming sector
A very encouraging timeline for the gaming sector set by Hon’ble FM on the 5G spectrum auctions in 2022 to enable the launch of services within FY 22-23. Advent of 5G in India will drive the momentum in the gaming industry even further and enhance gaming experiences due to factors like higher data speeds, lower latency, and technologies like Virtual Reality and Augmented Reality.
III. Facilitating partnership with states in SEZs to ensure greater alignment with key industries – Gaming focused SEZs to encourage infrastructure and talent pool development
Replacing the Special Economic Zone (SEZ) Act with new legislation that would enable states to become partners in becoming development hubs is a crucial and well-timed move. For the gaming industry, such partnership with states on SEZs would help strengthen the supply base of animation and production studios and encourage development of the existing animation and gaming capacity. It will also lend focus on evolving a concept of infrastructure sharing as well as making available a talent pool in India, for our country to grow as hub for the global gaming ecosystem.
IV. Cryptocurrency incorporation in the tax net
By bringing crypto and NFTs under the tax net by proposing to tax virtual assets at 30%, the government has indirectly accorded recognition to these digital assets which is a positive step. We are hopeful that provided with and implementation of the necessary regulatory measures cryptocurrency may be soon legalized in India.
V. Launching Digital Rupee – Spur in Micro-transactions
The introduction of the Central Bank Digital Currency (CBDC) using blockchain technology will spur micro-transactions and could be the solution for the low in-app purchases that the Indian gaming market currently witnesses.
The announcements on virtual assets and CBDC signal the progressive mindset of the government and is a huge confidence booster for welcoming innovations in the disruptive space of the metaverse and Web3.0.
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Asia
GRA Renews Singapore Pools Licence for Five-year Term
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The Gambling Regulatory Authority (GRA) has renewed the licence of Singapore Pools (Private) Limited (Singapore Pools) to conduct betting operations, gaming and lotteries under Section 54 of the Gambling Control Act 2022 (GCA). The tenure for the licence will be five years with effect from 25 October 2025, following GRA’s assessment that Singapore Pools has fulfilled the requirements under Section 54 the GCA.
The post GRA Renews Singapore Pools Licence for Five-year Term appeared first on European Gaming Industry News.
Arnold Hur
Thirteen Leading Universities Partner with Gen.G for its Practicum Abroad Programme to Prepare Students in Seoul for Esports Careers
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Global esports and gaming organisation Gen.G announced that it has partnered with thirteen distinguished universities across the US to participate in the Gen.G Practicum Abroad programme, which offers students the opportunity to take part in an intensive, three-week programme to study in the heart of the esports industry in Seoul, South Korea.
The thirteen institutions are: Conestoga College, Augustana University, Buena Vista University, Illinois College, Manchester University, Seton Hall University, Shenandoah University, Syracuse University, St. Thomas University, University of Kansas, Maharishi International University, Randolph-Macon College and University of Hawai’i.
“This is our most ambitious program since the launch of our Gen.G Practicum Abroad program, bringing together some of the best universities in the country to expand their educational programs on campus. The students will be fully immersed in Korea with hands-on experiences to give them a 360-degree view of the esports industry,” said Arnold Hur, CEO of Gen.G.
Gen.G professionals will lead the Gen.G Practicum Abroad programme, which includes custom esports programming, mentorship by industry professionals, special lectures, industry “lunch-and-learns,” and professional networking, all while immersing students in Korean culture and its history in esports. Students will also visit competitive organisations and gaming publisher studios.
The post Thirteen Leading Universities Partner with Gen.G for its Practicum Abroad Programme to Prepare Students in Seoul for Esports Careers appeared first on European Gaming Industry News.
Asia
PAGCOR Enforces Accreditation for All iGaming Service Providers by 2026
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The Philippine Amusement and Gaming Corporation (PAGCOR) has given gaming affiliates, developers and support service providers until early 2026 to comply with its newly implemented B2B Accreditation Framework, a regulatory system that formalises participation in the iGaming supply chain.
Companies that submit applications by December 31, 2025, will qualify for a three-year initial accreditation, while unaccredited foreign content providers face removal from licensed platforms after March 31, 2026.
The framework, which took effect on October 2, sets mandatory accreditation requirements for all third-party entities providing gaming content, systems or technical support to PAGCOR-licensed operators.
Accreditation covers several categories, including gaming affiliates, game content providers (GCPs) and support service providers (SSPs). Gaming affiliates may act as aggregators that distribute multiple game titles to operators, while GCPs are developers or studios supplying electronic game software or live-streamed content.
Accreditation is valid for two years from the date of PAGCOR Board approval, an increase from the previous one-year term.
Foreign data or content streaming providers that fail to secure accreditation by the March 2026 deadline will have their content deemed “non-compliant and unauthorized.” They may appoint a Philippine-registered company or a PAGCOR-accredited Gaming System Administrator as their exclusive distributor instead of setting up a local office.
PAGCOR has warned that licensed operators using unaccredited service providers may face sanctions.
The post PAGCOR Enforces Accreditation for All iGaming Service Providers by 2026 appeared first on European Gaming Industry News.
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