Govt Embraces E-Sports, Urges Inclusion Of Gaming Technologies In Education
India is taking the virtual world more seriously. On Tuesday, the central government released draft policies for national and state level to develop India’s animation, visual effects, gaming and comics – extended reality (AVGC-XR) sector.
The new policy wants a new curriculum in schools and colleges to facilitate its “Create in India” campaign so that India’s domestic capacity may be expanded while developing new opportunities.
In addition, e-sports received an official nod from the Indian government. President Droupadi Murmu, in exercise of the powers “conferred by clause (3) of article 77 of the Constitution” updated the rules concerning e-sports. Now, the Ministry of Electronics and Information Technology and the Sports Ministry will include “e-Sports as part of multi-sports events”.
Maximising the potential of tech in India
In addition to the draft policy, India’s Information and Broadcasting Ministry also unveiled a report titled “Realising AVGC-XR Sector Potential in India” that was prepared by a task force.
Of the $260-275 billion global share, India contributes about $2.5-3 billion. “India is emerging as a primary destination for high-end, skill-based activities in the AVGC sector. As per the experts within the media and entertainment industry, the AVGC sector can witness a growth of 14-16{38557cf0372cd7f85c91e7e33cff125558f1277b36a8edbab0100de866181896} in the next decade,” Information and Broadcasting Ministry secretary Apurva Chandra said.
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He added that currently 1.85 lakh people are employed by this sector in India, with an additional 30,000 people who are indirectly employed. By 2030, the sector would need to employ 20 lakh people to grow.
“The draft policies for growth of the AVGC-XR sector, both of national and state level, will be key to aid the growth of the M&E industry in general, and AVGC sector in particular, eventually contributing to India’s growth as an AVGC hub,” Chandra added.
In terms of gaming, India is expected to become among the world’s top markets. In just 2021 alone, the gaming segment grew by 28{38557cf0372cd7f85c91e7e33cff125558f1277b36a8edbab0100de866181896}, touching $1.22 billion. By 2025, this value is expected to shoot up to $3.9 billion.
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The task force recommended the creation of a national AVGC-XR mission with a budget, launching a ‘Create in India’ campaign, setting up a new curriculum in educational institutions, leveraging New Education Policy (NEP) to create awareness, augmenting skilling initiatives, and setting up innovation hubs.
“At a time when gaming and e-sports are emerging as the fastest growing sectors of our economy, it is heartening to see the Government of India taking note of it and taking steps to uplift these sectors with increased regulatory clarity…. This move is also in line with the much-needed agenda to recognise e-sports as an official sport in our country — thereby giving a fantastic boost and a level playing field to today’s e-sports athletes, gaming creators, and the community at large, and further also making e-sports a sunrise sector in India in 2023 and beyond,” said Parth Chadha, CEO and Co-Founder, STAN, a Bengaluru-headquartered blockchain-based e-sports fan engagement startup.
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References
ET Government. (2022c, December 27). AVGC sector in India poised for 14-16{38557cf0372cd7f85c91e7e33cff125558f1277b36a8edbab0100de866181896} growth in next decade: Apurva Chandra, Secretary I&B. ETGovernment.com. https://government.economictimes.indiatimes.com/news/governance/avgc-sector-in-india-poised-for-14-16-growth-in-next-decade-apurva-chandra-secretary-ib/96537028?utm_source=whatsapp_web
PTI. (2022, December 27). Government gives official recognition to Esports. https://economictimes.indiatimes.com/news/india/government-gives-official-recognition-to-esports/articleshow/96550077.cms