 We have another session coming up which is going to be a case study on gaming and marketing possibilities. To do so may I please welcome and invite Mr. Amitthej, General Manager, Marketing and Customer Journey, Mercedes-Benz India. A very warm welcome to you. Yeah, thank you so much for that short introduction and first of all, even before I start, I must thank IfuMedia and all the participants for giving us this opportunity to be here and also join with my colleague, David, who's helping me on the presentation. He is basically responsible for gaming, so I would say he's an expert of the topic. I was present at the conference before only and I was witness to the panel discussion that happened and also the previous talk that was there. It was only beneficial to me in terms of a lot of knowledge and I could actually make out that the gaming industry is going in absolutely right direction and there are so many facts and figures that one could hear that only goes to build up the confidence as a marketer for me. In my short presentation, I'm going to focus on more of strategy and the marketing approach to it. Of course, there are certain details that we have from our internal analysis as well as researchers. First of all, I would say that gaming as a perception, probably from our point of view, is not an area that we have ventured too much in India, but yes, globally it has already started to be taking on board and it's no more a child's play. It's definitely much more evolved, a matured platform wherein if you just have a glance at the figures wherein around $165 billion industry and it's actually overwhelming. Because of the accessibility, because one can actually get onto the gaming from the place of his own convenience, it has become so popular that the industry is going at such a rapid pace. Also, our understanding is about, around say 50% of the gaming is contributed from mobile phones and at the same time, I would say that with today's cloud technology, it has basically only been contributing to expanding the gaming world. And that basically becomes gaming a very convenient platform for engagement. If you else your accessibility, it also, if you go to see the kind of popularity the gaming world has right from your pubgies to clash of clans, etc., wherein what is the reason behind it? It's basically, it's easily accessible. Anybody can just get onto it. From there to your professional gaming, I think it's more of the engagement that people are finding interesting day by day and that's the reason I think we also believe that it's the platform that one has to be going next. So if I move to the next one, yeah, here basically what I'm trying to say is some figures with our internal analysis wherein the age group for gaming is very, very young. So around 85% of the audience is around 18 to 34 years old. 34% of them are they are more fans with full-time careers. So that means these people alongside managing their own careers, successful entrepreneurs, they have their own businesses, they still manage gaming because of course it consumes a lot of time. Then you also have around 32% of them are into higher income bracket. So maybe the maybe the conceptions around gaming that somebody who doesn't somebody who's into gaming is not a successful professionalism myth. These are very, very highly successful professionals and they're still managing their passion for gaming. And I heard on the panel that in India I think 40% is the audience which is a female female audience for gaming. Globally the figures are around slightly skewed around 71% is what our understanding is male dominated target audience. Now at the helm of esport, these are all very, very highly educated tech savvy kind of millennials at present. They belong to very effluent backgrounds. They understand what gaming means. They understand the facts figures analytics behind it. They are extremely modern. They want to be, they want to be in the area where they actually have they have found their own passion. And this also is somewhat similar to our own target audience. So the traditional brands, if you see like us or maybe say Cope, Red Bull, everybody is entering gaming globally. The reason is we have kind of overlap of that target audience. And this also is probably because the online gaming works is very, very similar to any other sport traditionally has been working. So it is layered. There are people who are the sponsors. There are teams which are professionals. There are amateurs. There are people who enjoyed only watching it. There are people who really like to participate. And as a brand, we are taking the cognizance of the same and we understand that this could be definitely a way to go ahead. So we go to the next one. Here basically as regards to the Mercedes Benz environment, globally we have a type with online gaming. In 2019, I think we had one on-ground event with ESL at Mumbai. I and David, both of us were part of that event. And it was quite a good success. However, of course, I mean, I feel that, you know, the target audience needs to be slightly more matured for the luxury brand in India. However, we are on set of getting into gaming in India as well. When we saw that during the time of pandemic, the on-ground events were not happening. For example, Formula One was a big challenge and Mercedes Benz is known for its seventh year undisputed championship at the Motorsport Formula One. And that's where we shifted on to online Formula One as a sport. And it gained immense, you know, immense viewership. The figures tell me around say 30 million people were watching this online and our best of our race drivers were actually participating there. Apart from that also, you know, we are also, you know, working on say GT racing, etc. in terms of simulators and how to take them online from on-ground. That also is happening parallelly so that it's globally being, you know, viewed very, very seriously. As regards to a future, now being a car company, the gaming has to have some integration definitely with the car. So if you see a picture on extreme right, it's basically something that we are working upon is in car gaming. And recently in one of the forums, it was announced, of course, it is at a development stage. So imagine you are stuck in a traffic jam and then you don't have much to do and you can play a game on your, you know, the console of the car. I mean, it's going to be really cool. So this is probably the technology where we are looking at and in future, when autonomous driving also comes in, frankly, you just have to tell your car to take you from point A to point B, and then all you have you are left with doing in a car is probably play a game. But of course, at a conceptual level and still being worked upon. That said, I have a short, very short promotional film. If we could play that. Legends run wild. Worlds is their battleground. Each one unique with astonishing power. In a league of unstoppable master warriors, glory, we breathe it. We have each other's battles. Battles are not one alone. Legends, icons of the new generation. Yeah, so that is how, you know, an integration of gaming along with the right set of product presentation was just one of the examples that I wanted to show. Coming to my last slide, it's basically now what are we trying to do here in India? So as I already mentioned, we associated globally with ESL and the first event happened at Mumbai 2019. And unfortunately, after that, it couldn't continue because of the obvious reasons. But as I said, right now, the audience needs to be little more in place for the luxury karma. However, we definitely see a future with online gaming and we would like to think about this as a platform as regards to a little different aspect and a different virtue for gaming. So what you see in the center, there is an image where a gentleman is actually teeing off the golf game of golf. We have a 20 year old property called Mercedes Trophy, which is a corporate golf tournament for our customers and potential customers, extremely top end exclusive experience. And we had to unfortunately discontinue it last year due to pandemic. But this year, we thought that we should take it at a different level and give a little different kind of an experience. So we have taken it online. Online, as in it's going to be a simulator where the customers will come to Mercedes Benz showroom. They will play a round of golf and the winners from there, they will be entitled to play on-ground tournament, which is a national final and they can further go to represent the team India at Germany. And this for a golfer, it's a very big, what do you say, peg or very big thing to look forward to. Now, why am I mentioning particularly this topic here is though it's not a pure bread online gaming, however, it is somewhere very, very close in the same area, wherein there is a physical interaction. Also, there is a digital interaction. And this is how I think a marketer can make the best use of both of these environments. The way ESL was organized, where in physically, people were present on ground. We had our product displays there. We could interact with the people and that's how we can look at. Similarly, Mercedes Trophy with its physical kind of an avatar, wherein we can get to interact with our customers. They can come, they can see our products. They will be hosted at the dealership so that there is a product integration. At the same time, they can play a game on a simulator. The scores will be calculated online. They get their analysis, etc. So it's a different level and it's a different thought in the similar area. That's the reason I wanted to kind of appraise the round as to what as a luxury brand we are also trying to do. Going forward, it's going to be, as I mentioned, it seems to be quite promising as a platform that we definitely look forward to. And we would like to experiment here. Definitely, we would like to study the platform a little more. Ensure that it's right now getting matured for the kind of target audience and then we would like to venture into it. And as regards to our presence in terms of online gaming in India, as I already mentioned, it's right now it is limited to global types extension in the local markets and that's how we are looking at it. But yeah, overall, I would say as a marketer, I am quite positive about online gaming and its deployment in the country. So I think that's more or less from my side. And yeah, that's it. If you should have any questions, I'm happy to answer. And thank you very much again once again for this opportunity and having us here. Thank you. Thank you so much, Amit. That was a wonderful presentation. Unfortunately, because of the capacity of time, we can't do questions, but we'd definitely like to thank you for your time and sharing these insights here with us on the first ever edition of E4M Game On. So thank you once again. Thank you so much. Have a nice day. Thank you.