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Business Gaming

FICCI-EY Report Claims Online Gaming to Grow at 40% CAGR, Reach Rs. 18,000 Crores in 2022

A 2020 report on India’s Media & Entertainment Sector titled ‘The era of consumer A.R.T. – Acquisition Retention and Transaction,’  released by the Federation of Indian Chambers of Commerce & Industry (FICCI) and consulting firm Ernst & Young (EY) claims that online gaming grew at a rapid 40% growth rate in the year 2020 and the total revenues generated by the sector in the year 2019 was Rs. 6,500 crores (Rs. 65 billion).

The report further claims that out of the Rs. 6,500 crores garnered by the online gaming industry in 2019, transaction-based (including real-money) gaming contributed about Rs. 4,600 crores, while the remaining was contributed by casual games. The total number of gamers in the country are pegged by the report to be around 36.5 crores (365 million).

EY also estimated that amongst various categories of real-money gaming, fantasy sports grew by over 100% in 2019, while poker and rummy grew by around 30%.

The report further forecasts that online gaming would continue to see robust compounded annual growth rate of about 43% over the next 3 years to become a US$2.5 billion dollar industry (about Rs. 18,700 crores) and would account for over 40,000 direct jobs in the country.

It is also reported that the total indirect tax contribution of the online gaming industry in 2019 was estimated to be around 9,800 crores, with the 2022 estimates pegged at around Rs. 28,600 crores.

The FICCI-EY report, which was supposed to be unveiled at the flagship FICCI Frames event this month, was released digitally due to the cancellation of the event in light of the Coronavirus crisis.

The report adds a caveat that its estimates and forecasts have not accounted for the economic impact and disruption caused due to the Coronavirus pandemic.

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Business Gaming

Paytm First Games Stats for 2019: 45 Ml. Users, 485.16 Cr of Winnings and More

Paytm First Games (earlier known as Gamepind) recently released a report called Gamestats 2019, which reported various stats about their gaming app’s performance in the previous year.

As per the report, 45 million users registered on Paytm First Games app in 2019. The platform hosts around 200 games. The biggest amount won by a single Paytm First Games Winner in the year 2019 is Rs. 12.59 crores.

In 2019, the total time spent by gamers on Paytm First Games app was 7700 years, and over 72.5 crore Paytm games were played online.

The three most engaging games on Paytm First Games were Rummy, First Captains and Battle Center. Rummy and First Captains were launched on the platform in February 2019.

Rummy is one of the most popular card games in India. On Paytm First Games, Rummy was played for above 2.3 million hours last year. About 26.25 crore cards were dealt in Rummy on the platform, where Rs. 76.66 Lakhs is the biggest amount won by a single winner in the game in the year 2019. The maximum percentage shares of rummy players on the website hail from Uttar Pradesh, West bengal and Rajasthan.

The app also hosts a fantasy sports game called First Captains. The game’s most preferred captains were Virat Kohli, R. Sharma and M. Dhoni among men, and Deepti B. Sharma, Harmanpreet K. Bhullar and Smriti S. Mandhana among women. The game was played for above 2.8 million hours on the platform. IPL, WC and Kabaddi Championship were the most popular leagues. About Rs. 115 crores were won by players of First Captains in 2019. They created over 1.1 crore teams on First Captains. Uttar Pradesh, West Bengal and Delhi have the highest percentage of players playing this game on Paytm First Games app.

Another popular Paytm game is Battle Center, which recorded above 43.4 million hours of play last year. An average of 23.47 hours per user were spent on the game.

Paytm quiz called Trivia recorded above 1.5 million hours of play in 2019. Last year, the quiz served 45.5 crore questions, to which 65% were answered correctly. Cricket, GK and Bollywood are popular themes on the Paytm quiz game. Delhi, Uttar Pradesh and Maharashtra topped the list with the maximum percentage of Trivia players on Paytm First Games app.

Other casual Paytm games like Ludo, Wheel of Fortune, Tom & Jerry Maze, and Paytm pass the bomb, were played on the platform for over 18.7 million hours.

Paytm First Games is a casual and skill-based gaming platform that was first launched as Gamepind in February 2018. Alibaba-backed Chinese technology company AGTech Holdings Limited and Paytm entered a joint venture and initially invested USD 16 million in the gaming venture.

The gaming website was rebranded, in June 2019, after Paytm’s brand name.

The gaming platform recently raised another USD 20 million from Alibaba’s AGTech and Paytm’s parent company One97 Communications.

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Gaming

Feature: WinZO CEO Paavan Nanda discusses his vision of building a vernacular gaming platform

In this exclusive interview, serial entrepreneur and IIM Calcutta graduate Paavan Nanda, who founded gaming platform WinZo Games discusses his vision of creating a vernacular esports and digital gaming platform that would cater to the needs of tier 2, 3, 4 and 5 cities in India.

Full interview:

Q. You launched the app, earlier branded as TicTok Games in 2017. Can you tell us the idea behind your venture, the rebranding of the product and the response in the past two years?

Paavan Nanda (PN): In 2017, Jio created a great infra in India that got 300 million people from Tier 2/3/4/5 audience for the first time on smart phone and internet. This new audience that was very diverse, was spending ample time consuming content in form of games and videos on their mobile phones. In 2018, there were 6 billion mobile games installed by 300 million people who were clocking on an average 45 mins playing games! This massive engagement was not the best monetized in India, in-app purchases and ad revenues didn’t make a stable business case to this audience.

The Team at WinZO, was most excited about building an online vernacular social arcade gaming platform that was backed by micro-transactions. With an 8-member team, we started our journey in early 2018 and developed a Tier2/Tier3 audience focused product. Focus was  to introduce them to the digital grid where they make their first entertainment transaction.  

Today 30% of WinZO consumers from the Tier 2/3 cities are making their first media and entertainment transaction online. The product is not just for Bharat but is actually build by Bharat. All the translation done on the platform for the vernacular languages and trivia are being done real time by housewife’s, teachers and university students from different part of the country.

WinZO is the first vernacular gaming company to partner with more than 600 housewives, schoolteachers and university students in rural Bharat to empower them by providing a parallel stream of income.

WinZO is one of the fastest growing players in the industry! And we aim to become the world’s largest online arcade gaming platform.

Q. We know that WinZO has seen 10 million installs till date and has set an ambitious target of reaching the 100 million registered users mark. How does the company plan to achieve this? Also, can you throw some light about the numbers generated by WinZO such as active users, monthly revenue run rate and paying user base?

PN: Today, WinZO has 10 million registered users on the platform playing in 10+ languages. These players are playing from 10,000+ cities, towns and  villages across India. Less than 10% of the audience is from Metro/ Top Cities of the country. The average time spent on the app is 45 mins/day. This is more than the time spent watching TV during primetime, you can clearly see a shift in the consumption pattern with great infra kicking in the country.  We see these numbers grow 10X in coming 12 months.

Interesting, UPI and Digital payments have solved for different monetization models for products. We decided to use this to drive micro-payments driven economy. We are already witnessing 130 million micro-transactions/ month. These are very exciting numbers for us. It’s a beautiful evolution of new consumption and paying pattern of the Indian Consumer.

Q. An important feature distinguishing WinZO from other apps has been the availability of games in more than 10 Indian languages, with plans to launch the app in more regional languages. Can you tell us how the response has been to the app in various regional languages and which languages have seen the most activity?

PN: You mentioned it right our entire focus is to build an online place to hang out for the audience coming on smartphone for the first time. We always say it this way, we are building Netflix of Gaming for Bharat, and solving for Bharat is not going to be easy.

One of the most amazing feature of WinZO Games is that, the app being provided in vernacular languages. Adding to that, 80% of our users are playing games in non- English i.e. in their native languages, which makes WinZO a complete social gaming platform where you hang out with friends playing super casual games, use voice chatting, and meet many new people who can speak the same language and have the same gaming interests. Currently the app is functional in  10  languages on  i.e. English, Hindi, Bangla, Tamil, Telugu, Kannada, Gujarati, Marathi, Punjabi and Bhojpuri. We plan to add another 6 languages on the app by March 2020.

The team has spent a lot of time working closely with this target group building a product for them, we are always trying to understand our users better, everyday is a new learning.

Do you know people in T2 cities put money in their PayTM by giving cash to kirana store, and these store owners do this transaction on their behalf for small commission? We also learnt this in our journey. Average time spent by paid players on the platform is 55 mins, with an average overall time spent close to 45 mins. This is a testament of our continuous effort to build a great product.

Q. You had recently announced a $1.5 million fund to support Indian game developers. Can you share some details about the initiatives taken by the fund?

PN: Building the supply side is an ongoing process. We are committed to helping the game developers and studios to believe in building for India, because it makes a business case. This would require an initial support. Any sector requires influx of economy to boom, we had set aside a fund of $1.5 million to support Indian game developers keeping in mind the needs of developers as well as the users.

With this fund we are already supporting and aim to support further by giving content developers a platform to make and showcase their games and at the same time monetize it.

So far, we have received phenomenal responses from the  developers community, and we are already working with few students and gaming studios supporting them to develop games for Bharat. This response was surprisingly not restricted to just India. We will be adding more than 100 games by 2020 on the platform, to make WinZO an entertainment powerhouse.

Q. After the Series A round raised by the company from Kalaari Capital and Hike Messenger, are any more funding rounds in the pipeline? –  Will need your help in answering if we are raising/expectations, etc.

PN: We are creating a product that will tap into a multi-billion-dollar market.  In coming months, we would be responsible for creating a lot of awareness, for educating users, and catering their need to consume personalized content through a single app, becoming the go to place for all entertainment needs.

We are talking about doing this at a very massive scale to the tune of 500 Million people just in India. Reaching in every household, inside every Indian’s smartphone is definitely going to be a very challenging, exciting journey and would need not only capital but also  best talent and an ongoing learning of the consumer needs and behavior.

Q. Speaking of Hike as one of your investors, can you elaborate if there are any other synergies you are looking at any with Hike messenger given that they are also a mobile platform?

PN: Hike being a very personalized app, we are considering many synergies. However, these discussions are still at exploration stage. You can expect some developments soon.

Q. What do you see are the challenges and risks on the legal and regulatory for the online gaming industry?

PN: So far online gaming with money was also seen in context of card games. This inertia was broken to some extent by Dream11, with Fantasy coming out clear in most states. Talking of esports or casual games, this has entered as a legit new category in Asian Games.

Most Indian states, at present, permit engagement in paid games of skills. The Supreme Court has examined the legislative history and intent of Price Competition Act, 1955, and excluded games which are predominantly based on skill from the regulatory purview.

The Nagaland Online Games of Skill Act, 2016, that prohibits gambling but promotes and regularizes games of skill, lists games that qualify as virtual game of skill. The list is exhaustive and includes virtual cricket, virtual pool, virtual carom etc. This indeed would be a persuasive document for all the courts and states.

What is most important is to demonstrate and ensure that dominant factor in the game is skill and not chance. 

Q. Finally, your parting thoughts on WinZO’s expansion plans and vision for the near future and how you see the gaming?

PN: 10 million + user base in a year, this speaks a lot about our aggressive plans, and to capture the next 500 million users who are going to join the smartphone bandwagon by 2023.

At WinZO we are focusing on a very unorthodox way to capture the interest of the users.

With data rates in India cheapest across the globe and affordable Smartphone market growing, India is poised to witness a large chunk of its population shift towards smart phones. All these people are expected to consume the content. video and gaming are the two biggest entertainment channels for the Smartphone users.

We are currently committed to expand our user base in India and create a much-localized experience for the audience that is coming on the digital grid for the first time. We are also looking at a possible expansion in countries with similar economies such Indian sub-continent and South-East Asia.

Categories
Legal & Regulatory

Insolvency petition against Play Games24x7 dismissed

Exclusive An insolvency petition filed by online affiliate marketing company Living Consumer Products Private Limited against RummyCircle and My11Circle parent company Play Games24x7 Private Limited was dismissed by the Mumbai bench of the National Company Law Tribunal (NCLT).

The NCLT proceedings filed by Living Consumer against the online rummy and fantasy gaming company was first reported by Glaws in August this year.

The two-member bench of NCLT while dismissing the petition, noted that since Play Games24x7 had replied to the demand notice sent by Living Consumer and also raised a dispute against the company, even before insolvency proceedings were threatened to be initiated, a petition for initiating Corporate Insolvency Resolution Process (CIRP) cannot be entertained.

The bench noted that corporate insolvency proceedings can be initiated in terms of Section 9(1) of the Insolvency and Bankruptcy Code, 2016 only if the corporate debtor does not respond with a notice of dispute within 10 days of receiving a demand notice from an operational creditor.

The NCLT bench observed that Living Consumer was required to provide marketing leads and drive traffic to Play Games24x7’s online gaming portal and a fee was to paid for the same based on the geographical location of the user.

Living Consumer raised an invoice of Rs. 6.35 crores for the services provided between 1st-15th December, 2018 which was not paid by the RummyCircle parent company.

Play Games24x7 while declining to make the payment served a legal notice to Living Consumer citing fraud in delivering the services.

According to the NCLT order, RummyCircle, during the course of its internal investigation is believed to have found out that its former Chief Marketing Officer, Sachin Uppal, and his immediate kin received Rs. 6.04 lakhs from Living Consumer as well as gift hamper from Living Consumer CEO Amit Vora as a bribe.

Play Games24x7 had further alleged that Living Consumer has made unauthorised use of its brand name and over-stated its fees by fraudulently passing off users from one state as being users of another state, as per a forensic investigation report by Deloitte Touche Tohmatsu India LLP.

Based on these facts, NCLT while rejecting the insolvency petition, noted that the tribunal has not decided on the merits of the claims made by Living Consumer, which can be agitated before an appropriate court of law.

In August 2018, Bhavin Pandya, CEO and co-founder of Play Games24x7 had in his comments on the insolvency case, had alluded to the prevalence of affiliate marketing fraud while declining to comment on the merits of the case.

Reacting to the current order passed by NCLT, Pandya said, “From the NCLT order, it is clear that the case wasn’t decided on merit but because of a pre-existing dispute. The NCLT’s view was to not entertain the matter and therefore dismissed it.”

Categories
Gaming

Winzo Games launches 10 new games on its platform

Ahead of Diwali, real money skill gaming platform Winzo Games has announced the addition of 10 new arcade games like metro surfer, stupid birds, car racing, space hunter, bear run, howzzat, fly balloon and rummy on its platform, taking the total number of games available on the app to over 40.

The company also launched a special feature; WinZO Social- an initiative that helps connect nearby players, top players by their performance and creating gaming challenges amongst random players.

WinZO Social also has its indigenous chat with audio video capability. The company noted that this AI enabled initiative will help WinZO to curate personalized gaming experience for each user.

Commenting on the development, Paavan Nanda, co-founder of WinZO Games, said: “It is really exciting times for Mobile gaming industry in India. The industry is evolving everyday working to build a more conducive mobile gaming ecosystem and changing the entertainment landscape, it is no surprise that the gaming space is getting increased attention and investment, not just from within the industry, but more recently from traditional financial markets and even governments.

WinZO’s social multi-player skill gaming platform clocked 50 million gaming minutes every day and has been able to successfully monetize this engagement. The company is growing 50% month on month. On one hand, large OTTs platforms are struggling to monetize in India, but WinZO is facilitating the first-ever M&E transactions from the T2/T3 audiences.”

Winzo Games claims that their app has seen over 10 million installations till date and an average user makes 20-25 micro transactions per month on the platform. The app is currently available in over 10 Indian languages and the company plans to introduce 6 more languages this year.

Founded as a trivia quiz app two years ago by Zo Rooms and Zostel co-founder Paavan Nanda and Saumya Singh Rathore two years ago, the company recently received $5 million in a Series A funding round led-by venture capital fund Kalaari Capital (which has also funded fantasy sports website Dream11) and Hike Messenger.

The company has set an ambitious target of reaching the 100 million registered users mark in the near future.

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Legal & Regulatory

Kerala HC says online rummy for stakes legality has to be reviewed on case to case basis

A division bench of the Kerala High Court comprising of Justices AM Shaffique and N Anil Kumar on 11th October delivered their order on a bunch of review petitions filed by online rummy website Ace2Three, RummyCircle and Junglee Rummy, challenging the court’s January 2019 order holding rummy for stakes to be an offence of gambling.

The court in its order on the review petitions at the outset admitted that a 1976 notification under Section 14A of the Kerala Gaming Act, 1960, that exempted rummy from the ambit of gambling, subject to the condition that side-betting is not permitted on such games, was not brought to its attention by the counsels arguing the earlier matter.

The existence of the notification and the court’s lapse in ignoring the said notification was first reported by Glaws in June 2016 and reiterated in February 2019, after which the counsels for the online rummy companies brought it up before the court.

The court in its order also alluded to the Supreme Court’s order in State of Andhra Pradesh v. K. Satyanarayana held that it cannot be said that rummy is a game of chance and there is no skill involved in it.

The court however, also noted the observation of the apex court in the order, that if there is evidence of gambling in some other way or that the owners of the house is making a profit or gain from the game of rummy or any other game played for stakes, the offence may be brought home.

KK Ravindranath, Additional Advocate General of the state of Kerala in his submissions noted that although playing the game of rummy is exempted from the Kerala Gaming Act by the 1976 notification, the issue of online gaming/rummy was not under consideration before the court in the original petition.

He further stated that only playing rummy is exempted under the notification and rummy, if played for stakes would amount to ‘side betting’ and offences under the Kerala Gaming Act would be attracted.

The High Court in its order, did not provide any clear answer to the applicability of the Kerala Gaming Act and 1976 notification on online rummy played for stakes. While disposing of the petitions, it noted that the applicability of the notification to online rummy and meaning of the term side betting has to be decided on a case to case basis depending on the manner in which the games are conducted and stakes involved.

The court in its final observations noted: “There is no dispute about the fact that in view of the notification, playing rummy is excluded from the provisions of the Act and in the impugned judgment the Division Bench has also held that the element of skill is predominant than the element of chance. But the question is whether if rummy is played for stakes, will it amount to violation of the provisions of the Gaming Act or not.

We are of the view that this aspect of the matter has to be decided on a case to case basis. What is the manner in which the games are conducted and how it is being conducted through online methods and what are the stakes involved in the matter are all issues which may arise for consideration. If it is just playing rummy without any side betting, the notification protects the parties involved in it. But, in a case where rummy is played for stakes, the issue might be different which has to be dealt with on a case to case basis. Therefore, the application of notification SRO No.1045/1976 will have to be adjudged depending on a case to case basis.

In the result, we do not find any ground to review the judgment. Review petitions are dismissed.”

The Kerala High Court with its order in the review petition has skirted the issue of whether online rummy for stakes can be legally conducted within the state and has consequently created more confusion rather than providing much needed clarity.

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Legal & Regulatory

HC reserves order in Kerala rummy for stakes matter

A division bench of the Kerala High Court comprising of Justices AM Shaffique and N. Anil Kumar concluded hearing all arguments of the state government and online rummy companies on 24th and 26th September, in a clutch of review petitions filed by online rummy websites, RummyCircle, Ace2Three and Junglee Rummy.

The three leading online rummy websites had, through a review petition, challenged a January 2019 order of a division bench of the High Court which ruled that playing rummy for stakes amounted to the offence of gambling under the Kerala Gaming Act, 1960.

It is understood that the online rummy companies argued primarily on the basis of a 1976 notification issued under Section 14A of the Kerala Gaming Act, 1960 that exempts the game of rummy from the ambit of gambling and allows it to be played, subject to the condition that there is no side-betting.

The existence of the notification was first uncovered by Glaws in 2016. However, the Kerala High Court in its January 2019 order, perhaps in error or due to incorrect submission by the counsels of the parties stated that no such notification under Section 14A of the Gaming Act was issued by the state government.

Apart from Supreme Court and High Court precedents ruling rummy to be a game of skill and allowing it to be played for stakes, the online rummy companies’ stand was primarily based on this seeming error of ignoring the specific notification of the state government that was brought to their notice by Glaws.

After several adjournments, the High Court heard these submissions by the online rummy companies on 24th September and heard the contentions of the state government on 26th September, post which it reserved the order.

A written order on the issue is now expected to be given by the court within the next few weeks.

Categories
Legal & Regulatory

Gujarat, Kerala skill gaming matters marred by adjournments

Crucial matters pertaining to the legality of the skill gaming industry: a review petition on whether rummy for stakes can be permitted pending before the Kerala High Court and the letters patent appeal on whether poker is a game of skill in the Gujarat High Court were adjourned without being heard in the past few weeks.

A fresh division bench of the court comprising of newly appointed Chief Justice Vikram Nath and Justice A.J. Shashtri was supposed to hear the appeal against a 2017 single judge bench order ruling poker to be a game of chance on 16th September.

The clutch of petitions filed by Indian Poker Association Secretary KN Suresh, Dominance Games Private Limited, Aman Chhabra and Hotel Ramada, Ahmedabad, however could not be heard on 16th September and are now scheduled to be heard on 4th October, 2019.

Meanwhile, the review petitions filed by filed by online rummy websites Ace2Three, RummyCircle and Junglee Rummy against a January 2019 order of the division bench of the Kerala High Court saw three successive adjournments without much progress.

The matter, last posted on 4th September before a division bench comprising of Justices AM Shaffique and N. Anil Kumar has now been posted for hearing on 24th September, 2019.

It remains to be seen whether the matters on poker and rummy, critical to the skill gaming industry will gain momentum in the next few weeks or see further adjournments.

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Business Gaming

Living Consumer files insolvency petition against RummyCircle

Exclusive Digital and affiliate marketing company Living Consumer Products Private Limited has filed an insolvency petition against online rummy website RummyCircle’s parent company Play Games24x7 Private Limited for alleged non-payment of pending dues.

Living Consumer Products, as an operational creditor, has filed the petition in the Mumbai bench of the National Company Law Tribunal initiating corporate insolvency process against Play Games24x7 for non-payment of dues for goods/services under Section 9 of the Insolvency and Bankruptcy Code, 2016.

The matter came up for hearing on 5th August, 2019 and the NCLT Bench asked Play Games24x7 to file its reply to Living Consumer’s claim by the next day, i.e. 6th August post which a rejoinder could be filed by Living Consumer Products.

The matter has now been listed for further hearing on 11th September, 2019 after all the replies have been filed.

Amit Vora, Director of Living Consumer Products declined to comment on the matter and stated, “As the matter is subjudice, I reserve my comments on this topic.”

Bhavin Pandya, CEO and co-founder of Play Games24x7 while declining to comment on the litigation alluded to the need to curb affiliate marketing fraud.

In an emailed statement he noted, “The affiliate marketing industry in India is rapidly evolving. With the increasing migration of services to the online medium, it is imperative that the online affiliate marketing industry also follows high standards and responsible business practices. One of the challenges faced by advertisers is affiliate fraud at all scales by some small or big online marketing affiliates.

This is not a new problem however in the more mature affiliate marketing industry in the West, both parties, the advertisers and the affiliates have understood the value of working with their interests aligned and therefore are naturally moving towards revenue sharing arrangements. This industry being new in India, these models are yet to evolve on the backdrop or more transparency and willingness to share data between stakeholders.

At RummyCircle and My11Circle, we are constantly improving our systems by running real time data science models to detect affiliate marketing fraud. The Company has also faced issues of misreported acquisition data and is able to now substantiate, with its own data, and take quick corrective action to mitigate losses and clean up the practices at the end of the affiliates. It is not surprising that some operators who look at short term gains, resist the idea of transparency for short term business objectives, however, this is not good for the health of the online marketing industry and eventually will destroy creativity and competition.

Given where the industry is right now, accountability of reporting relevant user information to detect fraud is a challenge due to lack of proper information sharing by the affiliates. The Company however is committed to use technology and data science to improve this industry and hopes that these steps help every stakeholder in the long run. The Company cannot comment on the specifics of a dispute with any vendor that is pending adjudication and it is appropriate to await the outcome of the adjudication process.”

Categories
Business

Paytm First Games to receive $25 million funding: Report

Alibaba Group and One97 Communications Limited backed Paytm First Games (earlier known as Gamepind) is reportedly in talks to raise US$25 million in a fresh funding round that will be led by venture capital firm SAIF partners and an unknown Hong Kong based entity.

In May this year, the company had announced that it had surpassed 30 million registered users on its platform and planned to raise $30 million in a funding round. Last year, Paytm and Alibaba had jointly infused $16 million in the gaming company.

When Sudhanshu Gupta, Chief Operating Officer (COO) of Paytm First Games was contacted by Times of India for a confirmation of the above news, he declined to confirm the development.

Gupta however noted that Paytm First Games has grown manifold in the last one year and has garnered over 30 million registered users. He noted that on an average users spend around Rs. 4,000 per month on the game of rummy and Rs. 400 per month on fantasy sports.

He also stated that the company is clocking around US$ 50 million in revenue, with the focus in the near future being on investing in its technology and hosting e-sports events.Gupta stated that Gamepind is looking to double its team size from the current number of 150.

Paytm First Games offers casual games such as ludo, snake wars, badlands, 8 ball pool as well as skill games such as rummy, fantasy sports, trivia and live quiz on its platform as well as on the Paytm app.