 With that, ladies and gentlemen, we are going to dive straight into our next panel discussion, which is going to be chaired by Dr. Anirag Bhattra, Chairman, Editor-in-Chief, Exchange for Media Group. We also have illustrious panelists on this discussion. We have with us Roland Landers, President of all India Gaming Federation, Naman Javad, Senior Vice President of Strategy and Operations, MPL, Ishan Arya, Co-Founder of the Esports Club, Philip Wong, Head of Marketing, Esports Players League, Dinesh Sharma, Business Head, Commercial PC and Smartphone System Business Group, ASUS India. They'll be talking about decoding the online gaming market in India. I'm sure you are going to be glued onto your screens. Let's welcome our panelists and moderator. A very warm welcome to all of you. Over to you, Dr. Bhattra. Good afternoon, Mr. Powerpack paneler. Next time we shouldn't do a panel discussion. We should actually play games with the panelists. I think it is very boring to do a discussion. Roland, what kind of forum is this? We're talking about Esports and we are not playing a game, but there's always a next time today we'll do a conversation about it, but maybe next time we'll actually be experiential about it and actually play games. And I mean it when I say it. At the end of the reelection is in gaming. Talking necessarily doesn't produce more gamers or more revenues, but it is important to evangelize this growing domain. And we have today panelists who represent this growing domain and they come from various stakeholder ecosystems. So let me bring in Roland Landers, who is the president at the All India Gaming Federation, Ishaan Arya, who is the co-founder and head of business. He founded a community of e-gamers. We have Dinesh Sharma, who represents a manufacturer, an owner of hardware for the digital economy, so to say. We have Navan Javar, who is the vice president strategy at the MPL. I did a conversation with Sai two hours back. And last but not the least, we have Philip Wong, who is again very active in the e-gaming space. Only Cathy, only problem we have here. We have no women. We should have also women in gaming. We should do a separate session on women in gaming. But let me start by asking Roland. Roland, it's a domain which is growing very fast. This one has been very good for gaming as a business with the IP of Nazara. Clearly, if there is interest in its IP, it is because of the growing nature of the domain and the fact that we're still under-penetrated and hence for the next few years, we are only likely to grow. So I would like you to start by making few predictions about the future. Where is the gaming industry headed in India? And what is the top two, three things that will happen to the gaming industry as we go forward? Hi Anurag, thank you for having me. I, Naman and my other families. Yeah, so we've already been in a good place over the last three, four years actually. The sector itself is not too old. It's only about 12 years old. I'm talking about the online skill gaming industry. But yeah, what we've seen over the last three, four years has been clearly phenomenal growth, really acoustic growth. And that's because of the digital infrastructure and fundamentals being in place. Obviously, where we are looking at today, I have to mention some numbers that we've just shared with EY for the future also is that we are currently at about 320 plus million gamers in the country. And this year, the turnover for the sector will be in the excess of a billion dollars. Clearly, absolutely bang on as far as the projections were concerned over the last three, four years. If I have to look into the near future, this is going to grow next month. Onward, there'll be the IPL again, which we know is the reason for a huge uptake in the number of gamers and participation, especially in the fantasy gaming side format. So companies like MPL now look forward to a huge upside. As far as the business is concerned also, this is going to grow in accordance with the last three, four years. So they'll be easily in the excess of 25, 30% for the overall skill gaming sector. Obviously, there are some challenges which I'm sure you'll bring up later. But we need definite support. The way it is structured is a little that is unwanted as far as the country is concerned. But I'm sure that with our interactions at the age of several stakeholders, we are hopeful that that needed support will come. Okay, Roland, let me bring in Naman first, then bring in Dinesh, Shan and Philippe. Naman, as a leading player, give us what you see happening in the future. Right. So I think industry is very, very well placed. You are seeing on both sides, right? Whether it is developers or whether it is consumers or even from the investing community, you've already mentioned the likes of Masara going IPO. So even the retail investors have shown a lot of confidence on the industry. So I think the critical success factors for scaling and growth is out there. And I would see a lot of developments which are going to happen on multiple fronts. One, of course, we would see a lot more Indian game developers making it big to the overall global scenario. I think that's going to be definitely a marked shift change. That's on the first side. The second I would say is the scale of competitive tournaments is going to really go higher. We would see one of those years which will be an infection point for online skill gaming, both on the casual side and also on the pro side as well. That's the second big, I would say, trend that we can expect. The third is, of course, in terms of, from a brand perspective as well, this industry is going to create a lot more opportunity on the brand monetization side as well. And that's something which is already happening, whether it is live sports or even like the online gaming platforms, but that's only going to kind of scale up as well. So I would say, I think these three really, really look poised to be in India. We do see, I've already mentioned about developers, but even the platform play, someone like MBL as well, and a few of the other platforms that have also come, would start to kind of have a much more global play as well. So that's, again, I think, a fourth big trend that we can kind of see in the future. Thank you, Naman, for being specific. Ishan, again, something that started as a hobby became into a full-time profession and a community that grew. Give us a sense of what is likely to happen in the near future. I think we're moving towards a place where esports competitive video games, they're not looked down upon. They become very much part and parcel of everyday entertainment. And that's something that has been really boosted throughout this pandemic, with more and more people looking for alternate means of entertainment and engagement. You know, this digital medium has really filled that void and thrive. And we've seen that with more and more people participating, more and more people watching events. You know, we started off, we're just about 18 months in. At the beginning of the pandemic, we had about, you know, anywhere between 100 and 200,000 views a month across our esports campaigns. Fast forward to, you know, Feb 2021. We are crossing 1.5 to 2 million views every two and a half, three weeks across our campaigns. That's the kind of growth we've seen. That's the kind of interest being generated here. And now I think the main challenge is, you know, to find a way to create a sustainable platform that gives these players the reasons and incentives to keep coming back, therefore creating value for advertisers, sponsors, investors. Fantastic. And, you know, one of the things is now, I've heard all three of you and the two more panelists coming is that it is growing. There is legitimacy. And clearly, these are early years. So these are the three things I'm hearing from all of you. And considering even fantasy gaming is becoming mainstream, it was looked upon as betting. Let me say it as it is. But it is getting some kind of acceptance if I may use the word. And that is also kind of spurring new users and let me give you two data points. One from investment. The stock market had 2 crore retail investors a year back. The stock market has more than 4 crore retail investors. So what has happened in 20 years has happened in 12 months. If you look at the overseas US retail market, the e-tailing was almost 16% of the overall retail in the US, which is the most advanced e-commerce market. That became 27%. So 16% in 20 years and 11% in 12 months. So clearly, if these numbers are happening in e-tailing, they're happening in the stock market, the e-gaming domain cannot be far behind. So let me now bring Philippe and then bring in Dinesh. Philippe, you're opening comments because you look at India but you look at markets beyond India. So you have a view which is both international and also understands what's happening in India in the Asia aspect. Philippe. Thank you for the introduction, Dr. Anurak. And thank you all the panelists for having me. Philippe Wang from e-sports players ESPL, a little marketing here. Well, we're actually a global e-sports sermon platform that provides across multiple regions. So yes, we have experience with multiple regions, but I think when it comes to the real money gaming fantasy gaming area, I think Roland would really be the expert on this area. But for ESPL in particular, we're focused on building that ecosystem. He mentioned that as well. And through our platform, we actually provide that. So basically what we're aiming to do is build and focus on the grassroots e-sports tournaments and build that kind of platform for players who aspire to reach that e-sports dream. So I think in that area, what we've seen especially for in a global sense, here in India, the community is certainly very competitive, very exciting. But in Southeast Asia, what we've seen, for example, in some of the regions that we're in, the communities are a lot more mature depending on the game title, as well as the country as well. The competitive spirit here is strong, but I think it's good that there's talent development with certain organizations like we've seen T-Mahi and Global e-sports nurture pro talent. But I think a bigger thing that is important is to have more tournaments and more competitions for teams. So I think we have seen how the play style and strategy of teams can skew to a specific direction. So we have observed that teams get used to competing against the same top teams again and again. So having a regional and international tournaments helps expose teams to different competition. And we have seen things like that in Southeast Asia, where a lot of the tournaments are region-wide. So an example of that is the HyperX Elite Cup, which we hosted and organized in Southeast Asia. And that brought over more than 1,500 over teams. And we do this by expanding to more regions. And here in India, we are working with amazing partner TFG e-sports at Paytm First Games. And through that same vein of providing players with competition beyond their own borders, our initiatives like our ESPI Amateur Championship, this is our yearly global tournament focused on providing amateur teams with a platform to broaden their experience and expose their e-sports teams to international audiences. So I think in that sense, building a lot of the bridges and allowing an opportunity for a lot of the teams to also play internationally is an area that I see going forward for India as well. There's been great talent there. But yeah, that's what I see for India in comparison to global areas. Fantastic Philippe Lau, let me bring in Dinesh. Dinesh, clearly India is growing at a pace that we hadn't imagined and we expected COVID to slow down our business and industries. But whether it comes to gaming, it's one of those sectors that has actually got accelerated. Give us a sense of what's happening in this sector through some data points and some trends that you have observed in your role. Sure, Anurad, thanks a lot for this opportunity. Hi everyone and a big hi to all the co-panelists including Aishan again. So couple of key points Anurad, we are the largest gaming brand in the world when it comes to ROG which is a sub-brand within the ASUS portfolio which is called Republic of Gamers. So we are globally number one both on PC side as well as smartphone side when it comes to gamers. And in both PCs as well as smartphones, we are seeing a phenomenal growth when it comes to gaming centric products. So when you actually look at products which are designed for gaming, they are pretty much different from your standard designed products. We're clearly seeing a good growth out there. The factors which are driving the growth have been highlighted by a couple of co-panelists already. One of the key trends that we are seeing is that when the pandemic occurred, obviously you wanted to connect with each other culturally and gaming became a perfect platform to get together and virtually play with each other. So in fact, I would like to say that eSports is trending in a manner that it will become as big as Cricket at a point of time because when we were young, we used to go out and play Cricket every day. What are the youth doing today? They are actually playing an eSports game while they are free, while they are traveling. It's a great stress cluster. So as more and more AAA plus titles are also further coming to larger democratized product segments which are like, let's say smartphones. Apart from having those AAA titles available on PC and consoles, you are seeing a much faster penetration of multiplayer gaming and also one of the big changes which happened in the Indian market is the availability of 4G at very, very economical prices once you came into the play and it democratized high-speed data networks. It led to huge growth in gaming and one big friendship which is also further coming up is essentially 5G. So once 5G comes into the play and already the top-end gaming devices and flagships are obviously 5G enabled, you will have further capability to give even better immersive experience on smartphone gaming than what is available even now. Therefore, that will lead to further surge in gaming adoption, gaming consumption, the time that is being spent on gaming. In fact, all these stats, KPIs, if you were to look at it from an industry perspective, are actually on a very high double-digit growth phase as far as India is concerned. So therefore, if you were to look at all the trends, they are pointing in a direction which indicates that gaming is here to grow quite big when it comes to both smartphones as well as when it comes to PCs. Again, with some data points on the smartphone side, we operate, let's say, in the top-end of the market where we have product sales at about 40K, 45K price points. Even at these price points, by being a gaming-centric product, which is ROG phone, we've been able to grow this year at a much bigger number as compared to last year. And again, this year, we are planning to grow much better than even, so let's say, when I was comparing this year last year, I'm talking about let's say the financial okay. And then if you look at the next year, next financial year, let's say between April to March again, we would again expect a very big growth rate out there as well. On the PCs front, when it comes to gaming-centric PCs, again, on the ROG brand and the Tough Brand, the two brands that we have, we've actually been growing with very, very high double digits. And also, we are seeing the market expand at the segment of gaming PCs in India, expand at a very high double-digit growth rate. So both on the PC side, as well as smartphone side, we were seeing a phenomenally high growth despite the fact that there were some changes which happened recently in the past in the smartphone ecosystem with a major game title going offline. But despite that, the consumers just shifted and they adopted other available options. And still, I can say the indulgence and the fact that they spent equal amount of time gaming that continues. It's just that the game changes, that's all. So that's what we've observed from us. Thank you, Dinesh. Now, let me start this time, Revers. Let me start with really, when we look at the e-sports market, we look at fantasy sports, we look at real money gaming, you look at all these segments. Clearly, international titles are very big. The Indian game developer ecosystem is growing and with the interest in the sector, with the money flowing in this, most of the modern people getting passionate, you'll see more and more games coming out of India, hopefully, and dominating the market. And the beauty about the games is that they are not language-specific, they are international. So do you see Indian games, I want to ask you this question because I wanted, do you see Indian games becoming mainstream when it comes to global success? I think it's certainly possible. And the talent is there, certainly for sure. So we've seen multiple games come out, especially with the hype of e-sports. I, myself, when I was really, really young, that was the number one thing that I just told my parents every day, e-sports is going to be huge, e-sports could be huge. And now it is, right? We're looking at 500 million over audiences, whether it's going to be just a casual game that's being developed in India, or an e-sports game specifically, there is a market for it. We've seen games, for example, in Indonesia, where we've done tournaments, for example, a new title done by Indonesian developers called Lokapala, for example, and we've done a tournament for them before to kind of launch into that sector. So I think, you know, that is the opportunity there. And well, if developers want to try to hand that they got an e-sports title that they want to enter and try it out, they can always speak to ESP out there and have a look at that. That's very diplomatic on the Philippe clearly, but let me start by asking Ishan this time. Ishan, how do we make sure that you talk about passion, you talk about deceptibility, you talk about mainstreaming, how do you make sure that the Indian developer ecosystem produces titles that really go on to dominate in the world? That's how we will become a leader, both in terms of the sport and both in terms of a business. And really it will plow back into the ecosystem to grow the ecosystem. What do you have to say to that? I think the most important thing here is to just note the distinction between the two types of games. Indian developers are very good at what they do. There have been a lot of standout titles of late Raji, to name one in particular, that has been received extremely well overseas. So there's definitely no shortage of talent and capabilities. However, taking that next step to producing a full service game that needs to have a longer lifespan, that needs to have constant content updates, that has that crazy online multiplayer component to it, that requires a whole bunch of different skills and capabilities, which not a lot of developers, I would say, have that much experience in. And not to mention, it requires much more investment to put up the servers and support for a game like that. However, in India, being a country where the technology sector is growing at such a space, we are one of the leading hubs where people look for developmental support. I certainly see it as a possibility, but it's not an easy roadmap to get there, to compete with these college titles. Yes, you need a lot of polish, you need a lot of features and you need a lot of constant support to really make it in that industry and field. Okay, let me bring in Dinesh, Roland and Nishan into the conversation again. First you, Roland, Roland, how do we become a global phenomenon? Indian titles have started to do well, how do we become a global phenomenon in the overall arena? Yeah, I'm not totally equipped to answer that, but yeah, I think I hope Anilasi, Shah and Philly, and even Naman actually, MPL was started by game developers and they drink so well. So really, what I think at a very high level, we all know that globally, is that Indians are very good in technology and creativity. So if you combine the two, obviously, I think it is quite possible to, what I've heard at my role here is that a lot of game development is now happening in India. It's not just outsourced, but these are Indians working on globalized teams and they are big studios who set up shop here and I'm sure with that kind of experience of co-working together, they will be products. Some of the panelists mentioned about certain e-sport formats that are doing well. I know certain cricket games that are doing extremely well. So I'm sure Naman will be better equipped to answer, but that is my take on this particular question. Naman, why don't you answer this and then we'll bring in Dinesh to give his perspective? No, I think, see, let's look at it in terms of why we are now kind of well-placed as well. I mean, earlier the dominant models around monetization purely were kind of, I think, predominantly reliant on ad monetization of a certain extent in app purchases, which then made sense for creating games largely that can kind of make the survival if I can call it for the developers. And that is now kind of changing. Our panelists talked about e-sports. There's of course like competitive gaming, real money gaming, skill-based gaming as well, which has again come as a new monetization model. And that is definitely kind of enabled developers to think about scale. Now when you have that kind of a scale in terms of monetization, you can think about that scale development as well. Because the talent is out there. You have the right art talent, you have the right game design talent, you have the right product management talent to be out there. What was needed was the right impetus in terms of investment, a right distribution model and also right monetization model, which with the coming of platforms like MPL, we've created that ecosystem that can enable these developers to think big. And I think that's markedly one of the biggest change that the industry has seen. What else would actually also enable this? There's a lot of, while we see a bunch of stakeholders giving it legitimacy, I think there are, there is also pockets of perception that is not really kind of working in the favor of the industry, which again kind of impacts the developer itself at the end of the day. Because you're talking about an industry that has clarity in terms of policy, in terms of certain regulations, then you're talking about job creation, you're talking about Indian developers making a mark globally. But that also is critical in the hope to make sure that the sunrise industry does see scale, not just in India, but also global. Okay, Dinesh, your point of view on how to get India to dominate and have a large part and grow the ecosystem in India, even much more than what it has grown now. Sure. See firstly, you know, like from, if you look at the top, at least on the smartphone side, if you look at the top e-sport gaming titles in the world, okay, India is a prime market for them. Because in terms of installed base of customers, whether you look at the monthly active numbers, or let's say you're going to install base of customers from India on these games, they are running an excess of 100 million consumers. So let's say if you know like as Roland earlier spoke about the fact that there are about 320 million gamers in India who will be playing any kind of a game on a smartphone. If you were to look at the big titles, they had installed base of, let's say upwards of 70, 80 million for sure. And you were to look at the top three titles and you were to look at the combined install base in India, it would actually exceed 100 million. And these games are talking about the very immersive games, which are apps for e-sports. Of course, India, Indians typically, you know, like prefer the first player shooter format and we've seen that format really exceedingly well when it comes to adoption of games. So from an ecosystem perspective, Indian developers are very close to the Indian consumers in terms of understanding their need. And they have a very large domestic market readily available to them, comprising of more than 100 million, you know, quite serious gamers. And if you look at the monthly active base also, very serious gamers, they would typically exceed a number of 35 to 40 million in India. Now, this is a very healthy established ecosystem available for Indian game developers to capitalize upon, because they can understand the need better being local, and try and see how they can actually innovate and come up with great phenomenal game, games which might appeal to this audience. And the other good part is that if they're able to appeal to this audience, there is a very large global audience, which is local life, you know, in marketing terms, if I were to call it. And this local like audience would also, you know, they can adopt, you know, what these Indian gamers are adopting, because Indian gamers are pretty much adopted international titles for reasons well covered by our other co-panelists before in terms of the kind of tech and investment that is required to create. So for Indian developers, this is a great opportunity that they can leverage. The good part for them is that 4G is very well established out there, 5G is coming up. The device ecosystem, you know, which is required for supporting good quality of games is also accelerating in terms of penetration very, very fast. And they have a large base of, you know, high performance smartphones and PCs available to them to capitalize upon. So there's a huge opportunity which Indian developers should make use of. From our perspective, also we had, let's say for example, partnership with Unity, which is one of the gaming engines for our products to give additional capabilities on our products. Now, when we were working with Unity, India was also one of the key focus markets for us to develop the meets. And we were doing that, which means there's already a strong base of and focus by even giving engines for the Indian market. So I think the Indian developers have a very good fertile home ground that they should capitalize upon and make use of this opportunity. Thank you. Now, let me bring in Roland. Roland, one of the things is policy risk. How do you bring policy consistency to this industry? Because the more policies consistency you bring in, the more investments it will attract. It will attract legitimate big players apart from entrepreneurial young players who really create this, who have created this domain. So how do you make sure you bring policy, certainty, and in what areas? And the other question is about creating content in Indian languages, which can bring in new set of users as you unlock the value of Indian language gaming content that possibly can bring in the next 100 million to 100 million users. So on these two, I would like your comments, Roland. Yeah, so we'll take the policy thing first. Obviously, at the age of we've been at it for the last five years, and gaming is a state subject. However, the business is entirely digital and online. And hence, there are issues definitely. All the stakeholders barring policy obviously, and mind you, the industry is self regulated, like we do at the age for the sector. The thing is that despite that, it has grown to such a humongous level. Obviously, it's a new sector. It's a sunrise sector. And that is why like, you know, OTT before us or even media entertainment before us, television broadcasting have been self regulated for the longest time. But obviously, you know, we've been approached by a lot of central ministries. We worked, you know, unsolicited manner with them. And they are very eager to support the industry because, you know, it has demonstrated in the last few four years that here's a sector that can really, you know, add value in terms of, you know, drop creation in terms of the taxation to the extract and things like that. Now, you know, but the fact of the matter is it's a state subject. And then, you know, different states interpret online still getting differently. And that's where the issue is. Obviously, as part of our mandate, we work with several states, it's work in progress, we continue to do that. And, you know, most of the time it is a lack of understanding of the sector itself. India is uniquely positioned in that way because, you know, in other countries, they don't have this differentiation between games of scale and otherwise. And that is why, you know, things are a little, things get blurred. And that's why, as you began saying in the beginning, that, you know, fantasy sports was equated with something. But that's the reason why. Now, I think, you know, from the other stakeholder communities, like where big investors, be it, you know, gamers who are adopting gaming practices, all of that, there's been absolutely no problem at all. Number of gamers growing year on year. I'm, you know, recently we did a report with the Naval Capital Advisors. And there's been in the excess of 400 million worth of, you know, MNA that has happened in the sector over the last three to four years. So absolutely no problem, you know, confidence from the investor community. It's just that, you know, definitely we need to look at some national, you know, policy and we are working in that direction which can mitigate this problem that comes from different interpretations from various things. That I think is the answer to the first question. The second one, the second one, obviously, you began by saying, you know, gaming is agnostic, language agnostic, I believe that. And hence. Yes, that is true. But that is more in terms of, you know, a certain kind of audience, but beyond a certain kind of audience, we need to bring in a larger audience than possibly, possibly. So yeah, so obviously when you're looking at, you know, content or, you know, content around gaming, then obviously I think that, you know, when you get into the regional languages and there's a huge, you know, audience that can be brought into gaming, definitely there can be. But really, you know, where we, you know, focus our interest on are in the subscription layer or transactional side of gaming. And there I believe, you know, because it is not looking at, you know, advertising as a source of revenue and creating content around it. I think this form of transactional gaming is really a language agnostic. And, you know, it is shown demonstrated that year on year, there's been a healthy double digit growth in, you know, in the number of gamer uptake. Fantastic. Now, our conference is called Game On. Keep the game on for the next two, three years and take it the game to a next level. I would want to get a closing comment from each one of you on what is that one thing you are doing in your area of influence in what you are doing to make sure that the gaming pie grows. So let me start with Philippe first and go around the house. Philippe. Thank you. Well, for ESPL, I think it's a matter of thinking global, but going local. So what we do at the end of the day is we work with country partners. We've got a franchise model with our platform that's easily sent throughout our regions that we're in. We're in Latin America, South Asia, Southeast Asia, Mina, we're in Scandinavia as well. And I think what we're doing at the moment is through our platform, I'm connecting with multiple country partners who already have an existing community. For example, here in India, we have PTM First Games has amazing large community of gamers who are looking to play esports games in particular as well and engaging with them and connecting them with our larger audience that we are present in the multiple regions that we're in. So what we're doing is connecting players across the world through our platform and giving them that zero to hero journey through our platform, hopefully. Thank you, Philippe, for making the game global and believing in the power of partnerships. Ishan, what are you doing to be able to grow this sector, not just your own sphere of influence, but in some way contributing to the growth of the overall sector? So I think the main objective here is to continue to provide opportunities, right? Because if you look at sports, there are leagues that run throughout the year. There are different levels of competition that players can sort of work their way through as they grow older, right? You've got your school levels, your local levels, district, state, then your amateur leagues, your semi-pro leagues, and then you get picked up by one of the lower divisions, and then you make your way up to the likes of the ISL. So that's what we want to try and create for Esports by providing that platform, by providing that opportunity at several tiers. What this does is not only give them that recurring opportunity to own their skills and to improve, but also to try and create a sustainable job out of it, right? Somebody competing at an amateur or a semi-pro tier, they don't have to worry about competing with the best teams who are competing for the separate tri-school altogether. You look at most organizers, most events, it's just one jumble of teams, it's a free for all, the best comes, and you can probably pick out the names on just one hand, who's going to walk away with 95% of the money, right? We are trying to change that entire approach, change that ecosystem to ensure at every level of competition, there is enough incentive for players so that once there are more players, there is more interest, there are more fans, there are more viewers and that creates more value for your sponsors, advertisers and investors. And you know, Ishaan, with the possibility, I mean, Esports have already been included in Asian Games, there is a very, very real chance very soon that they may be part of next year's Olympic Games, and if that happens, then clearly the competitor, there's nothing more enthralling and engaging than watching a competitor sport and gaming has, is possibly made for a screen. Whether a television screen or a mobile screen on an iPad, you know, the format of the game is such that it attracts audiences, it is accelerating to be part of it by watching it and commenting on it. So clearly that acceleration may take it to the next level. Dinesh and Naman, your final comments. Yeah, sure, thanks. So first of all, as a company, we give the best and the most ultimate weapons to the games. So whether it be your next smartphones or PCs, we give you the most ultimate weapon. But apart from that, when it comes to building up the Esports community, we are taking two major measures. One, you know, we run this tournament called Battle of Gods, which is, you know, for ROG users and every weekend, you know, we have an Esports tournament for ROG for users, which they can participate in and we have a price pool of 50,000 rupees plus for them, which they can win. And we successfully conducted now already two weeks on Battle of Gods 1 and Battle of Gods 2 on the ROG phone. Plus, we've got similar kind of tournaments on the PC side. We also started on the PC side and ROG academy, you know, to train gamers, you know, who are really keen to become Esports players on Esports and make them capable to participate in the Esports tournament. Given the clarity on PC, already on PC, ROG academies started working with the teams that are being trained to become Esports players. And on the smartphone side, we are, you know, we're kind of waiting to see, you know, like how the ecosystem now moves forward, on which, you know, let's say the game platform will become the mainstream Esports game. And then we would like to issue this even for smartphones. So we are working on upskilling. We are working on training of gamers. We are working on giving them the best equipment in the country and the best support to kind of embrace high quality Esports and have, you know, the best possible teams in the world and win global tournaments from India. We also partner very closely with the big gamers in India and we take a lot of their input in terms of what we should do in terms of further product development. So you will see us working, you'll see us actually working with the top gamers on the smartphone ecosystem as well as the PC ecosystem, as well as a lot of tech gurus, you know, who kind of work on product news, etc. Take their inputs to create the best gaming products even going forward. So this is a nutshell about what we are doing. Great. Naman, your final comments. So two customers for MPL, I think a lot of focus is to kind of enable, you know, both of them to scale. One, of course, is on the developer side. So working a lot with bunch of Indian studios and Indian developer ecosystem to kind of help them scale and scale with better and faster monetization. So that's one part of the focus area that MPL focuses on to really, really develop the community. The second on the user side, I think what we've actively also taken is a fair bit of focus on responsible gaming. We do understand the risks that are associated with the industry and we want this to kind of grow and grow sustainably. So I think that's, again, a big charter that MPL has taken and has a clear focus in the next two, three years to promote responsible gaming. And on the third side is ready to, you know, kind of break the myths, right? We just went live with one of our sort of sensitization campaign, if I can call it with hand-to-face, where even one of the Olympic medals back in 96 and we have an Asian Games that is coming up in 22. And the idea there is that, look, I think the medals can be won in both fields, whether it is live sports or, you know, sort of virtual sports. And then this time, yeah, that's, I mean, so it goes by the tagline called Medan Naya Nebat Kheil Vahil. And that's the spirit that we want to kind of embrace and, you know, promote this industry. Thank you so much. We are talking to the pioneers of the gaming industry, catalysts who are making this sector vibrant and making it mainstream and making it exciting both for players, for audiences, for investors, for marketers, for all the stakeholders. So let me congratulate them and say the game is truly on. We're delighted that you could join the exchange for media gaming conference today. And while we are doing this virtually, hopefully next time around, we'll do it in hybrid, physical and online model. Hybrid is a word that gets used a lot. I'm sure it'll get used in gaming too when it comes to large format gaming tournament. And clearly, the beauty about technology and digital is it helps you to scale up without geographical restrictions. And gaming has been a big beneficiary of COVID because the digital acceleration has really helped people get on to gaming and pursue their passion of gaming and the extra time available to them for some of them has gone into gaming. So clearly, the game is on. Congratulations, Roland, for doing the work you've done for this sector over the last four in five years. And I'm sure the work you've done in the last few years will manifest itself in the coming year. So I wish you luck and I look forward to next time playing a game on a show with you. Thank you so much. God bless you and back to you, Cathy. Thank you. Thank you, everyone. Thank you.