Is winning a digital game based on skill or chance? It’s one of the major bones of contention between the government and gaming industry. With digital gaming attracting immense traction, especially since Covid-19 pandemic, it will be one of the key discussion points at the upcoming GATO 2021 – Digital Gaming: The Next Leap summit to be held on September 15.
Also Read: The emotional (and social) benefits of online gaming
Organised by IAMAI and Games 24X7, the second edition of the day-long summit will touch upon the need for having uniformity in regulations across the country, and the way forward for the digital gaming players in the country. Apart from the policy related challenges, the conference will also explore trends, best practices, monetization and marketing strategies, investment potential, scope of cloud gaming and fan engagements and collaborations. Over 50 speakers and 100 brands will be participating in the conference.
Phil Spencer, executive vice president – gaming, Microsoft will be giving the keynote speech this year. A report titled ‘Building Up the E-Gaming Ecosystem of India and the Influence of Smartphones’ will also be unveiled by Jayesh Ranjan, principal secretary, Industries & Commerce (I&C) Department & Information Technology, Electronics and Communications (ITE&C), Government of Telangana.
Also Read: Video gaming | 2020’s most exciting game titles
Other speakers at the conference include Junglee Games’ Kapil Rathee, Mobile Premier League’s Joe Wadakethalakal, Baazi Games, Akshat Rathee of NODWIN Gaming, Manish Aggarwal of Nazara Technologies, Reliance Sports’ former CEO Sundar Raman, Anurag Khurana of NewGen Gaming and Penta E-Sports, Xbox Cloud Gaming’s Rimini Makama, Navnit Nakra of OnePlus India, etc.
The online gaming industry is projected reach a market size of ₹29,000 crore by 2025, states the KPMG report that was released in June. Among the difference segments, online casual gaming has driven the most growth and has been raking in 44 per cent the entire digital gaming revenue, as well as brought in 97 per cent of the total gamers last year, the report stated.
Also Read: MPL's Sai Srinivas is making gaming accessible