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None › Ready-to-drink › Thums Up Charged
Thums Up Charged_Gamified
This deck proposes a strategy for Thums Up Charged to engage with the rapidly growing e-gaming subculture in India. It analyzes key ecosystem players, gamer motivations, and competitor activations to introduce campaign thought starters.
What this deck argued (19)
Insights
insight
Esports athletes are viewed by youth culture as modern gladiators rather than just gamers.
“Esports athletes aren't just gamers; they're gladiators, battling it out for global glory”
page 11
insight
Gaming has evolved into a spectator sport, with the audience for gaming content in India expected to reach 85 million by 2025.
“It’s a spectator sport”
page 13
insight
Gaming creators are highly attractive to brands due to their ability to command entertainment, skill, and community.
“With their command on entertainment, skill, and community, gaming creators have lured brands to seek them out”
page 15
insight
Female gamers are emerging as a disruptive force in the gaming category, driven by a desire for gender equity and inclusion.
“While young men still hold the mantle of the biggest majority in the category, gamer girls have emerged as disruptors / They are driven by a cultural shift towards equity and inclusion, breaking gender norms in the name of belonging and exerting influence on categories that make up their vibe”
page 16
insight
Gamers are motivated by a desire for achievement, immersion, downtime, social competition, and stress relief.
“They play to level up their skills and gain a sense of appreciation / For the WIN / They are in search of a different reality to reinvent their life / For the IMMERSION / For the DOWNTIME / They play to cocoon and prefer to be left alone in their own sphere / They play to fuel their competitive streak while building their social life / For the HYPE / They play to unwind and fight their mundane daily lives / For the REVIVE”
page 20
insight
Energy drinks function as a social accessory during gaming sessions.
“Energy drinks are a third or fourth wheel during moments of friendly banter carving a place during gaming sessions”
page 33
Findings
finding
India has the world's second-largest base of gamers, with over 560 million online gamers spending an average of 3.1 hours per week.
“560 M + ONLINE GAMERS IN INDIA SPEND AN AVERAGE OF 3.1 HOURS PER WEEK”
page 4
finding
The number of professional gamers in India is projected to exceed 1.5 million by 2025.
“The number of pro gamers is set to cross 1.5M by 2025”
page 10
finding
In 2023, the Indian e-gaming sector saw a record cumulative prize pool of Rs 30-35 crore across online and offline tournaments.
“in 2023 organisers disbursed a cumulative prize pool of Rs 30-35 crore in both online and offline tournaments, the biggest in India's e-gaming history”
page 12
finding
Mobile esports viewership is significant, with the BGMI Series 2023 in India reaching 26.81 million hours watched.
“India's BGMI Series 2023 hit 26.81 M hours”
page 14
finding
The core gaming audience is predominantly young males aged 18-34, with a growing segment of teenagers and rural users.
“YOUNG MEN BETWEEN THE AGES OF 18 AND 34 WITH TEENAGERS RISING IN THE RANKS WITH MORE THAN 70% OF IT’S GAMERS BEING UNDER 34 YEARS, OUR GAMERS ARE YOUNG MALES, DRIVEN AND INCREASINGLY RURAL”
page 18
finding
Entertainment is the primary driver for audience engagement in gaming, followed by tension release, community, skill building, and game discovery.
“SKILL BUILDING ENTERTAINMENT DISCOVERING NEW GAMES COMMUNITY TENSION RELEASE REASONS TO ENGAGE”
page 23
finding
The gaming audience is segmented into three tiers: Elite Gamers (20%), Mass Enchanters (30%), and Gaming Bros (50%).
“20% / ELITE GAMERS / Agency in the category / Jonathan Gaming / 30% / MASS ENCHANTERS / Cross affinity conversations / Mythpat / 50% / GAMING BROS / Building resonance / Clutch God”
page 32
Recommendations
recommendation
Brands should focus on co-creating culture with gaming creators rather than using passive sponsorship methods like logo placement.
“It’s not about slapping a logo on a jersey and calling it a day. It’s about building the culture with creators”
page 22
recommendation
Brands must be present during specific consumer micro-moments, including watching, playing, sharing, discussing, buying, and connecting.
“BE PRESENT AND RELEVANT IN THEIR MOMENTS”
page 27
recommendation
The agency recommends building brand fandom by expressing specific personality traits through content themes.
“Making the brand a geo tag in this space by actualizing category specific elements of the brand’s personality through content themes Power Bold Winning Mentality”
page 31
recommendation
Position the brand within group gaming streams to engage with audiences.
“Position Thums Up Charged in group streams with key players in the space that stream with their friends and engage with their audiences during these streams.”
page 33
Ideas
idea
Create custom digital assets and trading cards for popular games like Valorant featuring esports athletes.
“Create custom ownable digital assets that can be distributed by Streamers #ChargedCards Create unique trading cards for the popular games like Valorant with integration of esports athletes”
page 34
idea
Co-create characters with game publishers for titles such as BGMI, Indus Royale, and Mobile Legends.
“Co-create characters with publishers for games like BGMI, Indus Royale, Mobile Legends”
page 34
Classification
- Industry
- —
- Category
- Ready-to-drink
- Brand
- Thums Up Charged
- Work type
- Strategy
- Audience
- Urban Youth
- Market
- India
- Year
- —
- Author
- —
Tags
Workspaces
File
Text and vision coverage
35 pages
35 rendered
35 read visually
8 invisible to text extraction