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Thums Up Charged_Gamified

Strategy · Urban Youth · India · 35 pages · added 2026-08-26

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.

E-GAMING THE NEW MVP OF SUBCULTURES
Cover

E-GAMING THE NEW MVP OF SUBCULTURES

E-gaming represents a powerful modern subculture in India that Thums Up Charged can leverage to engage young consumers.

WELCOME TO THE ARENA
Agenda

WELCOME TO THE ARENA

presents the structure of the presentation, covering the Indian gaming landscape and exploring potential strategic alignments for the STING brand.

REAL DEAL OR JUST HYPE?
Divider / Transition

REAL DEAL OR JUST HYPE?

Questions whether a market trend or concept represents genuine value or merely short-term hype.

INDIA : THE GLOBAL GAMING GROUND ZERO
Data / Research Finding

INDIA : THE GLOBAL GAMING GROUND ZERO

India represents one of the largest global gaming markets with over 560 million online gamers spending an average of 3.1 hours per week.

1 insight from this page
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.
MASSIVE RIGHT?
Divider / Transition

MASSIVE RIGHT?

Acknowledges the overwhelming complexity of a new landscape before introducing a structured breakdown.

THE GAMING ECOSYSTEM CONSISTS OF A FEW FORCES THAT MAKE IT SUPER COMPELLING
Context / Problem

THE GAMING ECOSYSTEM CONSISTS OF A FEW FORCES THAT MAKE IT SUPER COMPELLING

The gaming ecosystem is defined by seven key driving forces that make the landscape uniquely compelling.

The Building Phase
Competitive Landscape

The Building Phase

Outlines the core building phase of the gaming industry ecosystem by highlighting the key developers and publishers involved.

The Indian Gaming Menu
Competitive Landscape

The Indian Gaming Menu

Categorises the Indian gaming ecosystem into five key segments from real money and casual games to midcore, hardcore, and sports titles.

Top Games
Data / Research Finding

Top Games

Battlegrounds Mobile India and Free Fire lead the mobile gaming market in India with 100M+ players each, significantly outscaling competitors like Clash of Clans and Call of Duty Mobile.

THIS THRIVING LANDSCAPE HAS CREATED A WHOLE NEW COMPETITIVE CATEGORY OF ESPORTS
Page 10 Open full size
Data / Research Finding

THIS THRIVING LANDSCAPE HAS CREATED A WHOLE NEW COMPETITIVE CATEGORY OF ESPORTS

The rapid expansion of the gaming landscape has created a booming competitive esports market projected to exceed 1.5 million professional gamers by 2025.

1 insight from this page
finding The number of professional gamers in India is projected to exceed 1.5 million by 2025.
The Competitive Zone
Page 11 Open full size
Audience Insight

The Competitive Zone

Esports athletes represent high-stakes competitive icons within youth culture, elevated from casual gamers to modern gladiators.

1 insight from this page
insight Esports athletes are viewed by youth culture as modern gladiators rather than just gamers.
The Competitive Zone
Page 12 Open full size
Competitive Landscape

The Competitive Zone

India's competitive e-sports landscape is rapidly expanding, highlighted by a record cumulative prize pool of Rs 30-35 crore across online and offline tournaments in 2023.

1 insight from this page
finding In 2023, the Indian e-gaming sector saw a record cumulative prize pool of Rs 30-35 crore across online and offline tournaments.
But it’s not limited to players
Page 13 Open full size
Cultural Insight

But it’s not limited to players

Gaming has evolved beyond active players into a spectator culture with massive growth in content viewers and fandoms.

1 insight from this page
insight Gaming has evolved into a spectator sport, with the audience for gaming content in India expected to reach 85 million by 2025.
The Entertainment Hub
Page 14 Open full size
Data / Research Finding

The Entertainment Hub

Mobile esports has achieved massive global and regional viewership, establishing live streaming platforms as key hubs for reach.

1 insight from this page
finding Mobile esports viewership is significant, with the BGMI Series 2023 in India reaching 26.81 million hours watched.
The Entertainment Hub
Page 15 Open full size
Execution / Activation

The Entertainment Hub

Gaming creators command massive audiences through entertainment, skill, and community, making them ideal partners for brand activations.

1 insight from this page
insight Gaming creators are highly attractive to brands due to their ability to command entertainment, skill, and community.
While young men still hold the mantle of the biggest majority in the category, gamer girls have emerged as disruptors
Page 16 Open full size
Audience Insight

While young men still hold the mantle of the biggest majority in the category, gamer girls have emerged as disruptors

Female gamers are emerging as category disruptors who exert broader cultural influence beyond gaming, driven by a desire for gender equity and inclusion.

1 insight from this page
insight Female gamers are emerging as a disruptive force in the gaming category, driven by a desire for gender equity and inclusion.
NOW THAT WE'RE ALL CAUGHT UP, LET'S GET TO WHAT MAKES IT EXCITING FOR
Page 17 Open full size
Divider / Transition

NOW THAT WE'RE ALL CAUGHT UP, LET'S GET TO WHAT MAKES IT EXCITING FOR

Serves as a transition slide shifting the focus of the presentation to why the opportunity is exciting for the brand Charged.

WE SHARE A SIMILAR ANCHOR AUDIENCE
Page 18 Open full size
Audience Insight

WE SHARE A SIMILAR ANCHOR AUDIENCE

The platform and brand share a highly aligned anchor audience centered on young men aged 18 to 34, expanding into teenage and rural segments.

1 insight from this page
finding The core gaming audience is predominantly young males aged 18-34, with a growing segment of teenagers and rural users.
OUR CONSUMERS SHARE SIMILAR MOTIVATIONS
Page 19 Open full size
Audience Insight

OUR CONSUMERS SHARE SIMILAR MOTIVATIONS

Target consumers share driving motivations centered around spontaneous self-gratification and personal autonomy.

Their GAMING motivations
Page 20 Open full size
Audience Insight

Their GAMING motivations

Gamers are driven by five distinct motivators: achievement, immersion, downtime, social competition, and stress relief.

1 insight from this page
insight Gamers are motivated by a desire for achievement, immersion, downtime, social competition, and stress relief.
Their ENERGY DRINK motivations
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Audience Insight

Their ENERGY DRINK motivations

Consumers drink energy drinks driven by five distinct motivational drivers spanning mental escape, physical performance, social status, community connection, and mental concentration.

OUR CONSUMERS ARE OBSESSED WITH THE VOICES OF GAMING
Page 22 Open full size
Audience Insight

OUR CONSUMERS ARE OBSESSED WITH THE VOICES OF GAMING

Brands should actively build culture alongside gaming creators rather than relying on passive logo placements.

1 insight from this page
recommendation Brands should focus on co-creating culture with gaming creators rather than using passive sponsorship methods like logo placement.
REASONS TO ENGAGE
Page 23 Open full size
Audience Insight

REASONS TO ENGAGE

Entertainment is the primary motivator for audience engagement, followed by stress relief, community feeling, skill development, and game discovery.

1 insight from this page
finding Entertainment is the primary driver for audience engagement in gaming, followed by tension release, community, skill building, and game discovery.
GAMING FT.STING
Page 24 Open full size
Divider / Transition

GAMING FT.STING

Introduces a strategic territory or campaign section combining Sting Energy with gaming.

Execution / Activation
Page 25 Open full size
Execution / Activation

Execution / Activation

Sting connects with gaming audiences by activating across sponsored esports tournaments, live-streamed competition events, and game-integrated branded product packaging.

HOW DO WE ACTIVATE THIS ECOSYSTEM?
Page 26 Open full size
Divider / Transition

HOW DO WE ACTIVATE THIS ECOSYSTEM?

Frames the next phase of the strategy around activating the Valorant gaming ecosystem through targeted micromoments.

BE PRESENT AND RELEVANT IN THEIR MOMENTS
Page 27 Open full size
Audience Insight

BE PRESENT AND RELEVANT IN THEIR MOMENTS

Brands need to be present during key consumer micro-moments when gamers are watching gaming streams or inspired to play.

1 insight from this page
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 28 Open full size
Strategy / Big Idea

BE PRESENT AND RELEVANT IN THEIR MOMENTS

Brands can build relevance with gaming viewers by tapping into specific moments when they want to share content or discuss strategies.

BE PRESENT AND RELEVANT IN THEIR MOMENTS
Page 29 Open full size
Strategy / Big Idea

BE PRESENT AND RELEVANT IN THEIR MOMENTS

Brands can achieve relevance by engaging gaming viewers during specific key moments of purchase intent and community connection.

OPENING THE BOTTLE OF OPPORTUNITIES
Page 30 Open full size
Divider / Transition

OPENING THE BOTTLE OF OPPORTUNITIES

Introduces the next section of the presentation focusing on thought starters and strategic opportunities.

SHOWING THE SYNERGY THROUGH TWO WAY FANDOM
Page 31 Open full size
Strategy / Big Idea

SHOWING THE SYNERGY THROUGH TWO WAY FANDOM

The slide outlines a strategy to build brand fandom by expressing specific personality traits—power, boldness, and a winning mentality—through themed content.

1 insight from this page
recommendation The agency recommends building brand fandom by expressing specific personality traits through content themes.
BUILDING CATEGORY NECTARS THROUGH A GAMER MATRIX
Page 32 Open full size
Audience Insight

BUILDING CATEGORY NECTARS THROUGH A GAMER MATRIX

The target gaming audience is segmented into three tiers—Gaming Bros (50%), Mass Enchanters (30%), and Elite Gamers (20%)—each mapped to specific influencer creators and brand communication objectives.

1 insight from this page
finding The gaming audience is segmented into three tiers: Elite Gamers (20%), Mass Enchanters (30%), and Gaming Bros (50%).
BEING A PART OF DIGITAL CULTURE
Page 33 Open full size
Execution / Activation

BEING A PART OF DIGITAL CULTURE

Thums Up Charged can integrate into digital culture by positioning itself within relaxed, friendly gaming streams featuring popular streamers like ClutchGod and Shadow.

2 insights from this page
insight Energy drinks function as a social accessory during gaming sessions.
recommendation Position the brand within group gaming streams to engage with audiences.
EXTENDING THE FOOTPRINT
Page 34 Open full size
Execution / Activation

EXTENDING THE FOOTPRINT

Extend the campaign footprint within the gaming ecosystem through in-game character co-creations, curated event spaces, streamer-distributed digital assets, and Valorant esports trading cards.

2 insights from this page
idea Create custom digital assets and trading cards for popular games like Valorant featuring esports athletes.
idea Co-create characters with game publishers for titles such as BGMI, Indus Royale, and Mobile Legends.
LET'S DISCUSS
Page 35 Open full size
Thank You / Closing

LET'S DISCUSS

Invites the audience to discuss the proposed 'READY.SET.CLUTCH' campaign strategy and concept for Charged.

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