The real-money gaming industry was the most violative sector of advertisement guidelines in 2021-22, and 92 per cent of gaming ads did not adhere to the rules
AIGF represent over 150 members including online gaming companies and game developers across all formats and genres
The company said that the platform also uses methods via gamification to help customers increase users through referrals which helps keep customer acquisition costs lower
EU antitrust chief Margrethe Vestager on Monday described the deal as 'pro-competitive' and that it would kickstart the cloud streaming market
Moreover, under 'Siege Weapons', the number of summoned units of trained auxilia in the Trojan Horse has been changed from 10 to 5
Women, including senior citizens, are participating in the massive spurt in online gaming in the country
The new laptops feature the latest 13th Gen Intel Core processors and NVIDIA GeForce RTX 40-Series GPUs
It was the biggest tax demand notice issued in the history of indirect taxes in India
Sector is growing at twice the pace of filmed entertainment, study shows
The finance ministry will present its view when the GST Council discusses the report of a Group of Ministers (GoM) on online gaming, sources said
The Tamil Nadu Legislative Assembly twice passed the Bill to prohibit online gaming. After it was passed a second time, Governor R.N. Ravi gave his assent
Leading gaming platform CEOs on Monday expressed their grave concerns over the 'extortionist' 30 per cent tax imposed by Google on gaming apps in the country.
With over 300 fantasy sports platforms and about 180 million users, India is the world's fastest-growing fantasy sports market
Majority of men in India love using gaming apps, while women prefer food and messaging apps, according to an analysis of 85 million Android smartphones by Booble AI. Bobble AI report said that despite a 50 per cent rise in the Indian users' time spent over smartphones last year and the participation of women in the workforce rising consistently, only 11.3 per cent of Indian women are using smartphones to access payment applications. In contrast to men, women are least interested in gaming apps. The analysis showed hardly 6.1 per cent of women are active on gaming applications. "Even though the usage of apps by women is low in general, the participation in the usage of communication apps (23.3 per cent), video apps (21.7 per cent) and food apps (23.5 per cent) is comparatively higher. "The concentration of women using payment apps (11.3 per cent) and games (6.1 per cent) was found to be the lowest in comparison to men using these applications," the report said. The research was do
The report by Artificial Intelligence innovation start-up Bobble AI showed that hardly 6.1 per cent women are active on gaming applications
Geofencing refers to the use of GPS or RFID technology to create a virtual geographic boundary, enabling software to trigger a response when a mobile device enters or leaves a particular area
Consumer Online Foundation, a consumer rights organisation, has written to the finance minister to investigate the activities of a cricket collectable and gaming platform, RARIO, for alleged violation of tax laws with respect to cryptocurrencies, an allegation denied by the company. The letter by Consumer Online Foundation (COF) alleged that RARIO is engaged in unfair trade practices that infringe on the rights of consumers. RARIO refers to itself as a company engaged in the buying and selling of digital player cards and does not disclose on its website that it is in reality an NFT and cryptocurrency platform, the COF alleged. However, RARIO said, "We adhere to all the KYC requirements and fully comply with the applicable laws, including taxation." The letter alleged that the company has been engaging in unethical marketing practices and misleading customers in all of its transactions. "Customers purchase player cards in either INR or USD currency, which are loaded into their 'RAR
The report highlights that 64% of paying gamers make in-app purchases; 50% of Indian gamers surveyed are between the ages of 18-30
Transacting users in this IPL is expected to grow by 25-30 per cent, with 60-65 per cent of them coming from tier-II cities and beyond
Branded also produces It's A Girl Thing, an empowerment platform and touring festival for young women and Creator World, one of Asia's newest event platforms for young influencer