Nazara CEO on India's Gaming Industry

Nazara CEO on India's Gaming Industry

Assessment

Interactive Video

Business, Information Technology (IT), Architecture

University

Hard

Created by

Wayground Content

FREE Resource

The transcript discusses the impact of COVID-19 on the esports business, highlighting a negative effect due to the lack of offline events and sponsorships. Despite this, the company expects significant growth, driven by the expanding Indian gaming market. The discussion also covers regulatory challenges, particularly in advertising and betting, which are not expected to impact the company significantly. The company plans to grow through mergers and acquisitions, focusing on edutainment, game development, and expanding esports in Africa and the Middle East.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the primary reason for the negative impact on the esports business during COVID-19?

Lack of offline events and sponsorships

Increased competition

Decrease in online gaming

Regulatory changes

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which market is expected to grow at 30-35% CAGR according to the transcript?

Japan

China

United States

India

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What new initiative is being launched to boost esports viewership in India?

Battleground Mobile India on linear TV

New esports gaming console

Esports tournaments in schools

Partnership with international gaming companies

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does the company view the impact of regulatory changes on offshore betting companies?

It will increase competition

It will have no impact

It will negatively affect their business

It will benefit Indian skill-based gaming companies

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What regions are being targeted for expansion in the company's M&A strategy?

North America and Australia

Europe and South America

Asia and Europe

Africa and Middle East