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Indian Esports Athletes and Industry bats for Esports Recognition as a Sport ahead of next year’s Asian Games

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Esports has exploded in popularity over the last few years in India. Esports (Electronic sports) is a competitive sport where esports athletes use their physical and mental abilities to compete in certain genres of video games in a virtual, electronic environment. Recently, the Indian DOTA 2 team produced a power-packed performance to clinch the bronze medal at the first-ever Commonwealth Esports Championship. The Indian Dota 2 team, comprising Moin Ejaz (captain), Ketan Goyal, Abhishek Yadav, Shubham Goli, and Vishal Vernekar, defeated New Zealand by 2-0 in a best-of-three format in Birmingham (6-7 Aug 22).

As esports is going to make its debut at the Asian Games 2022, earlier in 2018 it was there as a demonstration title when our esports athlete Tirth Mehta won a bronze medal (Hearthstone). The Asian Games 2022, originally scheduled for September this year, will now be held from September 23 to October 8, 2023. With the conclusion of the ESFI’s National Esports Championships in April 2022, India’s 18-member esports contingent for the Asian Games 2022 was finalised.

  1. FIFA22 – Charanjot Singh and Karman Singh Tikka
  2. Street Fighter V – Mayank Prajapati and Ayan Biswas
  3. Hearthstone – Shikhar Choudhary and Karthik Varma
  4. League of Legends – Captain Akshaj Shenoy, Samarth Arvind Trivedi, Mihir Ranjan, Aditya Selvaraj, Aakash Shandilya and Sanindhya Malik
  5. DOTA 2 – Captain Moin Ejaz, Krish, Abhishek Yadav, Ketan Goyal, Darshan and Shubham Goli

Before this big tournament, for India to become an Esports nation, the game needs to be recognised as a Sport and build a solid grassroots structure in the country which can result in bringing more laurels to the country in competitive gaming. The same is advocated by esports athletes and industry players:

“After winning the medal at the Commonwealth Esports championship in Birmingham, it’s high time that esports should be recognised as a sport. Esports athletes need their due recognition and support from our government and help us in providing better facilities, coaches, health physios and all other things which other sports athletes get as getting a medal for the country need proper support.” said Indian DOTA 2 team captain Moin Ejaz

“With the medal wins at Asian Games 2018 & now at Commonwealth Esports Championship, the time has come to recognize esports as a sport. The potential of Indian esports and our athletes cannot be ignored and its recognition becomes more critical before the Asian Games 2022 (scheduled next year), this will open up doors for investments & opportunities which will lead to training & skill development of our athletes. It is encouraging to see our Hon’ble Sports Minister Shri Anurag Thakur ji launching a mobile video game “Azadi Quest: Heroes of Bharat & Match3” in line with India’s celebration of Azadi Ka Amritmahotsav, following should be recognition of esports as a sport” said Mr Lokesh Suji, Director, Esports Federation of India & Vice President of the Asian Esports Federation (AESF)

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Charanjot Singh, FIFA 22 athlete who will represent India in the next year’s Asian Games said “Recognising esports as a sport will help a lot. This can lead to esports having a proper framework, facilities and opportunities for everyone. This will automatically lead to the growth of the Esports industry as well. More athletes would want to join in and want to represent the country at global stages.”

“It was a big achievement for India on winning the bronze medal in Commonwealth Esports. To make the industry more aligned, there should be information shared and communication between the government and stakeholders who have been investing in the Esports Ecosystem in India and including athletes and organizations. In order to have a healthy ecosystem, young athletes should also be given education in order to learn about the legal and financial nitty-gritty of Esports apart from the basic necessities of training, financial support and mental & physical well-being.” said Rohit Jagasia, Founder & CEO of Revenant Esports

“It will definitely help the players get more exposure and all the support players need from the government and from their family itself. Getting the right infrastructure and hardware is one of the most important aspects of preparing for the Asian Games. Players will show more dedication towards the games which will definitely give us top results in upcoming games too. We are already doing so much better and this would definitely be a big step for esports athletes.” said Mayank Prajapati, Street Fighter V athlete who will represent India at Asian Games 2022 on how recognising Esports as a sport will help the esports athletes before the next year’s Asian Games.

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Hacksaw Gaming and DraftKings Score Again in Ontario

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2023 saw Hacksaw Gaming go live in West Virginia and New Jersey and now we have made our long-awaited entry in Ontario, Canada. Securing this trio has hit new heights and hopes for further successes throughout the rest of this year.

DraftKings Casino entered the iGaming market in Ontario in May of 2022 and partnered with Hacksaw Gaming in the back end of the same year. As Ontario’s regulated iGaming market only went live in April of 2022, the pair have given an outstanding performance with effective launch strategies and expansive footing in North America.

Apart from gaining an unprecedented reach across regulated markets, the mobile-friendly format of Hacksaw Gaming games can be visited on phone or tablet via the DraftKings Casino app. Boasting an impressive online casino’s selection of over 300 games, DraftKings now welcomes Hacksaw Gaming favourites such as Chaos Crew, Mines, Omnom and Boxes.

“The benchmarks we have set as a partnership are remarkable and we are ready to take on more challenges continuing into 2024,” the Chief Executive Officer for Hacksaw Gaming, Marcus Cordes, said.

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Exploring Canada’s video Game Market: Survey Insights

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Technology has become a great source of entertainment to many. Video games particularly have garnered interest from all demographics. In Canada, the gaming industry has experienced significant growth, fuelled by increased accessibility to gaming platforms and the growth of online gaming communities.

Statistics indicate that a large percentage of Canadians are engaged in gaming activities, whether it be playing console or PC games, mobile games, or online multiplayer games. The popularity of video games extends beyond leisure pastimes, with many Canadians participating in gaming competitions, attending gaming conventions, and consuming gaming-related content on platforms like Twitch and YouTube.

The number of video game users in Canada reflects how broad the sector is, from mobile games to digital video games, download games and live streaming. In 2024, the gaming sector will see millions of users in each of these categories. Statista projects 13.38 million users for digital video games and 7.35 million users for online games respectively. It estimates that revenue in the Canadian video game market is expected to reach US$3,925.00m in 2024, so it is no surprise to observe the increasing popularity of the sector.

Well-known online casino provider BetVictor has compiled some key points from major surveys detailing the video game market to give further insight into its makeup and potential. The gaming culture in Canada is growing, which means the type of games and genres will grow along with the sector. Statista recently conducted a survey of 1 576 respondents aged 18 – 64 who are avid video game players, with telling results. ​​In December 2023, a survey about preferred video game genres in Canada revealed the top four genres as being Action, Action – adventure, Adventure and casual games accounting for 31% of respondents’ preferences.

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David Winter, Marketing Manager at BetVictor notes that “We’ve seen a steady increase in the popularity of action-themed and adventure-themed slots and many providers are exploring how to expand further into this market.”

The popularity of Action games such as platform and fighting games can be attributed to various factors, such as: social interaction, accessibility and inclusivity, social appeal, and cultural influence. With such a diverse audience, all these factors are crucial to understand the appeal of Action games.

In the digital age, gaming has transcended mere entertainment to become a cornerstone of culture, and nowhere is this more evident than in Canada. From coast to coast, a diverse community of gamers is thriving, reflecting the country’s inclusive spirit and passion for technology. Whether it’s the casual gamer enjoying a quick session on their smartphone or the dedicated enthusiast meticulously building a custom gaming PC, Canada offers a welcome haven for all kinds of gamers.

Diving deeper into the Statista results, Strategy games accounted for 29%. This shows us that players have a strong interest in tactical and decision-making games. While role-playing (RPG) and sports games garnered 22% each, simulation and shooters trailed slightly behind at 21% and 20% respectively.

MMO (massively multiplayer online games), as well as MMORPGs (massively multiplayer online role-playing games) and MOBA (multi online battle arenas) came in at 13% and 8% respectively, representing a significant but niche following. With such a diverse array of preferences, the survey underscores the multifaceted nature of interests among Canadian gamers. It highlights the need for game developers to cater for a wide range of genres and gameplaying styles in the Canadian market.

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From action shooter games to role-playing adventures, the industry has something for every gaming enthusiast in the Canadian market. Overall, the popularity of video games in Canada reflects a growing cultural phenomenon, where gaming has become a mainstream form of entertainment and a significant aspect of modern-day leisure activities.

Statistics anticipate a compound annual growth rate (CAGR) of 7.10% for 2022-2027, resulting in a projected market volume of US$24.52bn by 2027. Canada’s online gaming market is experiencing a surge in popularity, with a surging number of Canadian players engaging in immersive virtual reality experiences.

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iGaming Ontario Seeks Proposals for a Centralized Self-exclusion Solution Until April 24, 2024

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iGaming Ontario (iGO) is currently seeking proposals for Ontario’s centralized self-exclusion solution for igaming from now until April 24.

Partnering with iGO on this multi-year project offers a unique and exciting opportunity for forward-thinking and innovative organizations prepared to make a lasting positive impact on the igaming landscape in Ontario. Interested organizations can visit iGaming Ontario’s dedicated procurement page on MERX to review all NRFP details and prepare their submissions for this high-profile initiative.

The successful bidder will develop a system that:

  • Integrates seamlessly with all Ontario igaming operators’ systems, including Ontario Lottery and Gaming Corporation (OLG)’s igaming site.
  • Provides anyone 19+ with easy access to create and manage their self-exclusion profile.
  • Implements Know Your Customer (KYC) identity verification, registration, renewal, and reinstatement processes that are intuitive, simple, and offer supporting information.

How to Participate in the Bidding Process?

The Centralized Self-Exclusion (CSE) Solution, along with other iGO current and past bid opportunities, can be found on iGO’s MERX page.

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Have a question?

Use the question and answer tool provided on iGO’s MERX page to submit any questions you might have. Please note that iGaming Ontario will only entertain questions about open bidding opportunities in accordance with government directives.

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