Mr Singh, who is from the city of Chandigarh, in northern India, is indicative of a country that increasingly really likes computer games.
Last year, there were 421 million people in India who played online games, according to a report in April by accountancy group Ernst & Young.
This big growth is said to have been fuelled by the coronavirus lockdowns giving people more leisure time, and the increased availability of affordable smartphones and cheap internet data packs - 90% of Indian gamers use their phones rather than a computer or games console.
Mr Suji adds: "We think the prospects of esports is very bright, especially in the years ahead where we’re expecting more corporate support for our young players.
As for the firms that are affected by the new tax, in terms of collective revenues, they are currently three times larger than the esports and casual gaming sectors.
Companies will have to rethink the unit economics and business models to ensure that player retention and profitability are still achievable in this new normal."
The original article contains 969 words, the summary contains 174 words. Saved 82%. I’m a bot and I’m open source!
This is the best summary I could come up with:
Mr Singh, who is from the city of Chandigarh, in northern India, is indicative of a country that increasingly really likes computer games.
Last year, there were 421 million people in India who played online games, according to a report in April by accountancy group Ernst & Young.
This big growth is said to have been fuelled by the coronavirus lockdowns giving people more leisure time, and the increased availability of affordable smartphones and cheap internet data packs - 90% of Indian gamers use their phones rather than a computer or games console.
Mr Suji adds: "We think the prospects of esports is very bright, especially in the years ahead where we’re expecting more corporate support for our young players.
As for the firms that are affected by the new tax, in terms of collective revenues, they are currently three times larger than the esports and casual gaming sectors.
Companies will have to rethink the unit economics and business models to ensure that player retention and profitability are still achievable in this new normal."
The original article contains 969 words, the summary contains 174 words. Saved 82%. I’m a bot and I’m open source!
deleted by creator