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Online Skill Gaming: Boon; Not Bane | Mysuru News

Online Skill Gaming: Boon; Not Bane | Mysuru News
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Online Skill Gaming: Boon; Not Bane - Times of India

Online Skill Gaming: Boon; Not Bane Top Searches Online Skill Gaming: Boon; Not Bane Mediawire / Updated: Mar 9, 2021, 14:30 IST FacebookTwitterLinkedinEMail Online skill gaming has undergone a sea change in the past and it continues to make rapid progress with internet penetration in the remotest of locations. A KPMG – Google study conducted in May 2017 predicted that by the year 2021, the gamer base in India will more than double to reach 310 million. But a zillion misconceptions continue to make people indecisive whether online skill gaming is a boon or a bane. Most people believe that online skill games have ill effects on children and are a waste of time. On the contrary, these games help in children’s development if they limit playing them for just a few minutes (10 minutes for kids aged 3 and 30 minutes for 6-year-olds) every day, according to research. Designed for fun and to give an exciting experience, online skill games have become more than just a leisure acti

Game for Future, a first-of-its-kind initiative to build a responsible Online Skill Gaming ecosystem in Karnataka

An initiative by All India Gaming Federation in association with The Times of India and Vijay Karnataka Bangalore, January 16, 2021: All India Gaming Federation (AIGF), the apex industry body for Online Skill Gaming platforms in India, in association with The Times of India and Vijay Karnataka announce the launch of Game for Future, an industry-first campaign, to build a supportive ecosystem for the burgeoning Online Skill Gaming sector in Karnataka pillared on principles of responsible gaming. The campaign will focus on future opportunities for Online Skill Gaming in the State while also initiating conversations on codifying laws to help meaningfully shape the sector.

Online gaming industry to touch $2 8 billion by 2022 in India: report

Online gaming industry to touch $2.8 billion by 2022 in India: report Premium The findings of the study highlighted that covid-19 has pushed the growth further as users latched on to online gaming platforms in the absence of entertainment options during lockdown. 3 min read Share Via Read Full Story New Delhi: The online gaming industry is expected to grow at a compound annual growth rate (CAGR) of 40% to $2.8 billion by 2022, up from $1.1 billion in 2019, according to a Deloitte India report released on Tuesday. Largely driven by smartphones, affordable data and increasing disposable income, the rapid growth is expected to strengthen the sector’s share of total media and entertainment industry by 4−5%.

Big league awaits Indian online gaming firms in 2021

Big league awaits Indian online gaming firms in 2021 SECTIONS Share Synopsis Fundraising by Indian online gaming firms in 2021 is expected to surpass previous records as investors will look to make the most of people staying online for longer amid the coronavirus pandemic, industry experts say. iStock Bengaluru | Pune: Online gaming companies are looking at an eventful year ahead. Casual games, esports and live streaming are growing at a fast pace as the Covid-19 pandemic-led lockdown brought more people online for longer durations. Gaming has become a popular avenue for entertainment and investors have made big bets on the segment, even as the outlook on real money gaming companies has turned sour with regulatory roadblocks.

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