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Future Of Contesting And Gamified Online Quiz Streaming Apps
Contesting apps and gamified quizzes are here to stay and witness a growing market in India and globally
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With games like HQ Trivia (in US and now in UK), reportedly having up to 2 million people log into the game on their smartphone to watch-participate in the live video stream of the quiz show or the millions winners in China or platforms such as BrainBaazi, TRIVIA 360, WinZo in India, managing huge traction on to their platforms; goes on to establish the fact that contesting apps and gamified quizzes are here to stay and witness a growing market in India and globally, too.
It's a new trend in the world of the mobile gaming market, providing improved user engagement alongside entertainment for the END USER. However, how the companies will sustain the traction and monetize, remains questionable.
With India projected to have 470 million smartphones and 735 million Internet users by 2021 and Indian online gaming market, estimated to be $1 billion by 2021 as per industry reports and the Indian digital advertising industry, estimated to reach Rs 18,986 crore by 2020; and with the push being given by brands on Digital advertising - Contesting platforms, live quiz apps and live video streaming game shows will influx the market in a big way, embedding commercials through games. We are already seeing a trend in the direction, to an extent.
Another big reason is driving entertainment is driven online (mobile) contest, games, quizzes and surveys in India: is the young population, ease and almost free access to the Internet and entertainment-seeking behaviour along with increased spending of time on mobile and surfing by people.
Larges scale adoption of the Internet in the age group of 25-40 years, coupled with higher propensity to play online contests and game, is and will see an upsurge in online contesting platforms, gaming and video-driven applications with a focus on entertainment and free wins.
This reflects a growing market and traction for mobile-driven Contesting Platforms, Live Quiz Apps and Live video streaming driven contest shows with multiple-choice questions just on the lines of TV game shows.
Likewise, social media focused contest apps and gamified live quiz /survey apps, promise not only entertainment with offers and wins to Users but also a more engaging way for brands and celebrity to connect with end USERs.
In India, there are several companies working in the contesting app segment with multiple-choice questions format, just on the lines of TV game shows such as mChamp Entertainments, that runs contests, survey and video quizzes etc. on celebrities and brands - giving free -recharge, free top-up, movie tickets, mobile handsets etc. The platform showing 100,000+ installs on play store reportedly manages to sustain approx. 15-18K people playing every day on its platform with each playing user spending over 20 minutes every day.
Similarly, campaigns such as 'Predict and Win' on WahCricket.com being run in sync with the IPL indicate the increased interest of the end USER towards such online entertainment is driven contests and gamified quiz and live video streaming platforms.
Virtual Reality and AI are also, now playing increased roles into gaming and contesting platforms and the growing local developer ecosystem working on offering localized contest and games coupled with the rapid penetration of smartphones and Internet along with slashing of prices, be it the handset or data connectivity and with mobile gaming becoming part of daily lives of more than one-third Indians, (40% men and 35% women play mobile games at least five days a week); brands are now increasingly challenged to look out for platforms where they can manage a more engaging attention of the USERS. What better than to go for - Live Video and Gamified Online Quiz Streaming Apps and Contesting platforms for increased USER engagement along with offering entertainment and freebies and connecting directly with the end users.
Disclaimer: The views expressed in the article above are those of the authors' and do not necessarily represent or reflect the views of this publishing house. Unless otherwise noted, the author is writing in his/her personal capacity. They are not intended and should not be thought to represent official ideas, attitudes, or policies of any agency or institution.