So hello everyone again, this is the third session for open source education track and there will be a talk by Fernando Colione who will share his experience with virtual training in the past two years and will give us some tips and tricks. So a little bit about Fernando, he is an agile coach and trainer at Red Hat with more than 17 years experience in project management and coaching. So welcome Fernando. Alright, thank you, Nora, hello everyone. So yeah, just before I will hand it over to you, I just wanted to mention that if you have guys any questions during the presentation please feel free to use the Q&A section. So now hand it over to you. Alright, thanks Nora. So hello everyone, I'm here today to maybe help you to recognize the great virtual training and I will start things off a little bit differently, right? I will ask for your help. So hopefully you have your mobile phone next to you or if you don't want to use mobile phone you can use maybe just a browser but I would like you to go to slido.com, use the number on the screen 582124 and please tell me one word for you that reflects a great virtual training experience. I'm really hoping that this will work and I'm really hoping that something will pop up in the screen. So I will give you a minute or so, just go to slido.com and try to, okay, I see, great. Engagement, interaction, interactivity, self-directed, simple, hands-on with examples. Alright, interesting. So engagement and interaction seems to be what people are interested in, more short, simple, valuable, accessible. Alright, so great 16 people joined, more people are joining, I'll leave this open just to see. You will have another question later on, so I will ask for your inputs as well. So great, so I can see that interaction and engagement seems to be important before putting fun. Alright, excellent. Alright, thanks for that. So, well, that's me. For you that don't know, I am Brazilian and I have been living in the Czech Republic for the last almost six years now and I work at Red Hat. I'm an agile coach or agile practitioner. That's one side of my job where I am helping Red Hat technical teams to embrace, to adopt agile practices. And the other side of my job that I'm really passionate about is related to training delivery. I'm the training delivery lead in my team and my focus as a training delivery lead is really to help design, help deliver training that can improve how product development teams at Red Hat work, but also any team or any person at Red Hat that is interested in what we offer, we are there to help. And just to give you an idea of what we accomplished in the last, I don't know, three, four years, I will share this slide because it helps you to see how the talk goes. So we as a team, we have now nine training offerings and two of those training offers were really created last year. So brand new. And we delivered more than 150 classes in the last four years and more than 1,700 Red Haters participated in our classes. In the beginning, everything it was really face to face, meaning we had classes like in the map here, people went to Australia, I was fortunate enough to go to Israel, to China to deliver training. By the way, that's me on the right hand corner over there. And it was face to face, but everything changed two years ago and everything went to virtual. And when I say here virtual training, we are talking about instructor led virtual training. So from face to face, instructor led to instructor led, but in the virtual environment. So there is a trainer there, everything online. So that's kind of the idea. And that's why I'm talking here about virtual training because we adapted everything in our offerings to the virtual environment. And we have been having some success, I would say. But coming back to the part here about the great virtual training, I will start with one question to you, to you, right? And the question is, have you ever felt like this in a training or workshop before? Right? And maybe it really goes a little bit against of what you said in the beginning, right? So the interaction or engagement, because this does not seem like engagement, right? So you were there in which you thought it would be this great training, this great workshop, but you're just there listening and listening to the students, listening to the trainer or teacher or instructor go through for two hours in a row, those 152 slides, full of text, by the way, all of the text is over there. So not a lot of interaction, not a lot of engagement. I don't know if you had this experience before. I certainly had. And to be honest, four years ago, I had a lot of interaction, a lot of engagement. I certainly had. And to be honest, four years ago, I was one of this like trainers, right?  People were just listening, not a lot of engagement and interaction. But actually, that's not where we want to go. That and that's the idea here of the thinking about the great virtual training. And if I give you these two options, right? Option A and option B, please write it in the chat. Which option do you think is correct? Option A or option B? Probably, and hopefully you are putting that option A is the correct one. And this is very powerful, right? So if we know that 70% of the people that enroll in a class, in a training workshop, already know something about the topic, it should change how that training, that workshop, that class should happen, right? Because if people know, it means that they can discuss, they can share experience, right? So it changes and should be the same right here, right now. 70% of the people here already know something about virtual training. So you have knowledge, you have some experience about the topic and we should use that to our advantage if we are developing workshops and training. And you as a participant should know that as well because then it goes back to what you mentioned in the beginning, part of engagement and interaction. So I would like to, again, ask for your help here because we do have some challenges in the training environment, specifically with the virtual classes. So again, going to the Slido, that hopefully you are having it open, could you maybe rank for you what is maybe the top challenges with the virtual classes that you have experienced? So it's your own perspective, right? So first, second, third, fourth, and fifth. Some of the challenges that I faced, so I put it here. So go to Slido and let's see some of the things moving here. Lack of focus and lack of engagement. So I will wait a little bit more for more people to join here and see how things will change. I'm really interested to see what is the top one or nine people. First time we had 16 people, so I will wait a little bit more. Lack of engagement is winning. So that is a challenge. Top one, multitasking number two, lack of focus. Interesting, the use of new tools go into the last position. All right, so these are a few of the challenges that we face in training and it's even more problematic in the virtual environment. So let me jump into the next slide. So thanks for the interaction here. So as you can see, lack of engagement would be one of the main challenges in the virtual environment, but of course in class, face to face, it would be the same. I'm very interested to see that use of new tools came up at the last place. So thanks for your participation. Yeah, so these are the challenges that I usually face in the virtual classes. Lack of engagement is pretty much what I asked you in the beginning. So it's just the teacher or the trainer just talking and you are just there listening and hopefully, hope that you don't fall asleep during the training. And well, that's definitely a big problem. Multitasking is also a big problem and it's even more problematic in the virtual environment because it's a lot easier to just open a new web browser and or get your phone or check your emails while you are in a virtual training. So it's a lot easier just to maybe work while you are in a virtual training. So it's a lot easier to multitask and it is a challenge. The part of the camera is being on and off from a training, from a trainer perspective. It's a little bit more difficult just because we don't know if the person is actually there. We don't see body language. We don't see anything. We have no idea. So we don't even know if the person is actually there in the class. The part of the lack of focus is just because in the virtual environment, usually we are at home. So there are distractions. People have kids. So they might need to do something with the kids or something happened in the house. They need to do it. Maybe you have that package to be delivered. And it happens right in the time of the class. So it's really distracting. So it's difficult. And of course, we have the use of new tools when we go to the virtual environment. And we need to take that into consideration as well because we were going to use video platforms and we might use collaboration tools. And it might be difficult for some participants. And we need to take that into consideration. And with these challenges so that I faced, I think I was able to overcome them in a good way with trying to focus on two main things. And they are really simply breakout rooms in our environment and just thinking about different activities. Breakout rooms because we want people to discuss and work in smaller groups and different activities so that the people are engaged and they interact with one another and actually do stuff. And when we think about breakout rooms, so you can think about Zoom, Google Meet, even Ring Central Meetings, but I don't know if everyone would have access to it. They are not free at least. I know that for breakout rooms, they don't have free capability. This is the open source education track. So just showing that there is this free platform out there, web platform called JITSE that you can have your meetings. And as of December of last year, they enabled breakout rooms capability. So it's a good tool, free tool for people to use if you don't want to use or you can't use Zoom, Google Meet or any of these platforms for training. So it's out there. And the same with different activities. So usually, we can use Miro, Jemboard, Google Jemboard. But there are alternatives, open source alternatives, free alternatives out there like diagrams.net, open board, Scully draw, so that people can have different activities, so free as well. Things to consider. But going to the question that actually I want to answer for you, how to recognize a great virtual training. So these are maybe the key takeaways for you as a participant or if people here are teachers or trainers in the virtual environment.  So there is no stress about the virtual learning environment. It needs to be the best way possible prepared before. So people go into the class, they don't are stressed out when they join. A good or a great virtual training will have participants working in small groups. So that's why breakout rooms are very important.  So it's very important that participants do something and we move away from this idea of teachers or trainers only speak and participants only listen. Because 70% of the people that go into a class already know something about the topic, so they can share their experiences. Well, the focus is not on the collaboration tools. So a great virtual training will not focus their effort on the collaboration tools, rather on the discussion, rather on the activities. The collaboration tool is there just kind of to help maybe put some things into writing or something like that. And the great virtual training should have a variety of activities so that people are engaged, focused, and they interact with one another. Exactly what the words that you put in the beginning. And just to finalize here, how do you recognize a great training in general? So instructor-led, face-to-face or virtual, think that participants should be actively doing something throughout the class. And the learning outcomes for whatever training you're joining are actually actions.  And not just by the end of this class, I will or you will learn or you will understand, because these are not observable behaviors. As a trainer, I cannot observe you understanding, unless you discuss, unless you do something, and then I can see if you understand or not. And a great training, participants are really learning what they need to learn. So if you go to a two-hour workshop about a topic and you spend the first 30 minutes just going through how the collaboration tool that you're going to use for that class works, something might not be aligned well. Because if you're never going to use that collaboration tool again, so we should be focusing on what participants really need to learn. And these all comes together with they need to apply what they are learning after. So we prepare a workshop or prepare a training. Because after the training, they will do something with it. They will apply in their job. They will apply in their project. So that's how really we should be thinking from generally for what a great training could be. And all of the ideas that I shared, some of the concepts that I talked here, actually came from this great book from Sharon Bowman, Training from the Back of the Room. And to me, it was a life changer in terms of training. The way I perceived it and the way now how I do it. So this is just something for you to maybe help with your next virtual training, how you will recognize it. And that's it from my side. I think I'm on time. Are there any questions? Yes, please feel free to ask. I see some questions. Yes. So are there any hints that the training will be great on before the training starts? You select a pay for it. So great. Before the training starts, I'm usually looking about the learning outcomes. So if I want to go to a training, I already look at the learning outcomes. And if I see the learning outcome is just saying, you will learn or you will understand this, it tells me that maybe there's not going to be a lot of interaction and engagement. And I also look from the other way. So if I see that in the training abstract or what they are saying they are going to offer, there will be activities throughout. So kind of a hands-on way of thinking that for me is actually looking quite good. And if the trainer is a training from the back of the room certified trainer. So I would be 100% sure that the training would be focused on engagement and interaction and people participating. So hopefully that helps answering. Thank you. So there is another question. Trainings are often divided between listening sections and small group activities, both enforces the pace. Do you have experience or opinions about incorporating self-paced section? Yeah, so the shorter, the better. So what usually happens is that we will have a part where we need, as a trainer, teacher, present some concepts. That's for sure where we are talking. The thing to consider is that, well, we as human beings, we're not going to pay attention for an hour. Our brain might be paying attention for 10 minutes. And that's it. After that, we're starting to just think about other things. So usually what I try to do is that part of the concepts where I speak is usually focused on 10 minutes, really 15 minutes at the most where I'm talking presenting a concept. And right after that comes an activity. It can be a 1, 2, 3, 5 minute activity, simple activity, just to reinforce what I presented. And then people are discussing already that. So just divide it into shorter segments, what you could present in an hour. You just divide in shorter segments. And after this shorter segments, let the people do something with what you presented. Thank you. We have another question. So what are the techniques to work with speakers' voice so that he does not sound like he was partying last night too late? So what are the techniques? Can you repeat the question? Techniques? Yeah. No, but I didn't understand the end of the question. What are the techniques to work with speakers' voice so that he does not sound like he was partying on a party last night too late? There is no way that you can control that, right? Because that seems like a bad assumption. Maybe the person is partying too late last night, or maybe the person is sick. So I don't know. It's a difficult assumption to reply to. Maybe the person is partying too late. Maybe the person is sick. Maybe the person didn't sleep well. And the voice changes. OK, thank you. I cannot answer that question. Sorry. OK, another question just came. What were the biggest challenges in starting Tutor's Tech? And what were the problems you had to face, and how did you solve them? I think the problems initially for me was really that I was really focusing initially on really slides and just me sharing information. Really exactly what I showed in the beginning here. And for me, it was OK. But what I started doing gradually is just implementing what I shared here, right? So activities, the ways that people interact. And I just got into a facilitator kind of mode where I'm just guiding people's sharing experiences. And I think it's been successful. Fernando, thank you very much.  For those of you who would like to continue the discussion, so please, you can move to the Work and Adventure platform. You can meet him there. Or right now, there is a 30-minute break, so there will be guided coffee tasting. So feel free to move to anywhere you would love to. So thank you, Fernando, once again. All right, thanks, everyone.


And look at you today.  I mean, isn't this amazing? How can one cell over time become you? This is all possible because of the cell's unique property to divide. All sexually reproducing organisms started off as a single cell inside their mother's body. So let's explore cell division in this video. And in cell division, we mainly focus on the division of the genetic material that resides inside this nucleus. So this circle inside the bigger circle is the nucleus. And this is the cell we are discussing about. Now as I just said, we focus mostly on the division of the genetic material or we call it the DNA. Now when we talk about the genetic material, people often get confused with the terminologies.  Now do they all mean the same thing or are they different? So let's get these terminologies together. Let's begin with the DNA. What is a DNA? So a DNA is a double helical structure. DNA or deoxyribonucleic acid can be compared to a recipe book. A recipe book that holds the recipe to form you. It is a very long strand that has a lot of different information. Now this huge book is divided into several chapters. So let's pick out one chapter that starts here and ends here. And this chapter has the recipe to form your eye color. And then maybe another chapter which lies here speaks about what your height will be. And the technical term for these chapters that I'm talking about is gene. So a gene is nothing. It is just a small part of the DNA strand that has the information of a particular characteristics of your body. Now as we already discussed that this DNA strand is huge. If we calculate the length of all the DNA strand inside the nucleus, it comes around 1.8 meters. It is that long and we know it resides in nucleus, right? And the diameter of the nucleus is somewhere around 6 micrometre. So to fit this long strand of DNA inside this tiny nucleus it has to be coiled and compacted, right? So to coil and condense this DNA strand it is wrapped around special kind of protein called the histone protein. Okay so these are histone proteins and around these histone proteins this DNA strands are wrapped several times. Finally giving it this bead on a string kind of appearance and we call this structure of the DNA as the chromatin. Now this bead on a string structure which we call chromatin can condense even further. It condenses to form something called the chromosome. So I hope I made the picture clear that chromosome and chromatin are the same thing. They all mean the DNA strand at their different level of condensation. Alright now that we got our terminologies clear we know what a chromosome is. Let me tell you that the chromosome number is species specific. That means when we say that the chromosome number of human is 46.  That means for the whole of Homocipiens and it will never change. Or if we talk about some other species for example the chimes that has 48 chromosomes it will remain the same for all the chimpanzees. And let's talk about a plant now the pea plant has 14 chromosomes. And talking about my favorite pet the dog they have 78 chromosomes. So the point I want to drive home is that every species has their unique chromosome number. And even though a cell divides it has to maintain that chromosome number in the newly formed cells. Okay so all these years all we learned about division or dividing something is to equally divide something into two. I mean if we consider a cell or a nucleus of a pea plant that has 14 chromosomes and we are asked to divide this into two equal cells what will we do? We will divide it into two cells that will have seven chromosomes each right. And if these cells are further divided we will get another two cells from each of them with 3.5 chromosomes each. And this way the number of chromosomes will decline with each division. But this does not happen in cell division even though a cell divides it maintains the number of chromosomes it had in the initial dividing cell or we call this the parent cell. The cell that divides we call it the parent cell and the newly formed cells are called the daughter cells. Okay and even in the daughter cells the chromosome number is maintained. All the daughter cells will have the same number of chromosomes as that of the parent cell. But now the question is how is that even possible? If we are dividing it it should get reduced to half. But how is this number of chromosomes maintained? Now how about you pause the video and think about it for a moment. Alright so here is what happens. Before dividing into two cells this 14 chromosome duplicates inside the parent cell. This 14 chromosomes make a copy of itself and then when it divides give one copy to each daughter cells. And this process of cell division is given a special name it is called mytosis. Now let's go back in time and look at the cell that grew and developed into you. Let's see how mytosis took place in that cell. So this is that cell that finally made you. This is you okay.  Now showing the division of each of these chromosomes would be difficult. So we will pick just one chromosome pair out. This is one and this is another one. Now why do you think I have given them separate colors? Well that is because half of your chromosomes have come from your mom and half from your dad. And how did that happen? Well we will talk about that in a minute. But for now remember that we have taken one pair of chromosome or two chromosomes out from the very first cell of yours. Now let's see how these chromosomes divide. Each chromosome will form a copy of itself and initially they will stay attached at one point. Okay now both these chromosomes will slowly start to separate. Their point of attachment will break and they will go their separate ways. Well the picture will be more clear if we make the cell membrane around them. Okay so here you go. Each of these move their separate ways and then a cell membrane is formed around them forming two separate cells. So this is how even after cell division the number of chromosomes in the parent cell which was two chromosomes remain the same even in the daughter cells. Again in the daughter cells we get to see two chromosomes each and even the cell size remains the same. And this is how from one cell millions and millions of cells were formed and gave rise to what you look like today. Okay now we knew how this cell divided. Are you not curious to know how the cell came into existence in the first place? Well you would say that hey come on we know that the egg cell of our mother fused with the sperm cell of our dad and then it gave rise to this particular cell. We call it the zygote. Okay but then tell me one thing egg is a human cell. That means it would have 46 chromosomes right and same as the case with the sperm cell. It's a human cell and we learned that human cells have 46 chromosomes in it. Now when egg and sperm cell fused it would add up the chromosome number inside it. It would give rise to 92 chromosomes inside that cell inside the zygote we are talking about. But we just saw that the zygote has 46 chromosomes. How is that even possible? Well the answer lies in the type of cell division through which these special cells eggs and sperms are formed. They never undergo mitosis. Instead they undergo another type of cell division called meiosis. Now let's see what this meiosis is. And even here we will start with a pair of chromosome which just like mitosis will divide. But the unique thing here is that they share a part between them and this process is called crossing over. Now we don't need to go into the depth of it. Just remember that they cross section or share sections between them and why do they do that? So that there is mixing of genes so that variation takes place in nature. Now after crossing over it gets divided into two separate cells. Now these chromosomes they break apart and they are divided into four different cells. Now I want you to carefully look at the daughter cells that we got at the end of meiosis. We started off with a parent cell that had two chromosomes and look at the daughter cells now. They all have just one chromosome in them. This is the beauty of meiosis. In this process the chromosome number get reduced to half. And we need exactly this process to form eggs and sperms in the body. So that when the male and female gametes or the eggs and the sperms fuse they can form a cell, a zygote with the required number of chromosomes for that particular species. Alright so with this we have learned about two very important kind of cell divisions mitosis and meiosis. Now let's quickly talk about the very prominent differences between the two. In mitosis from one parent cell at the end we get two daughter cells. So at the end of mitosis we get two daughter cells. Whereas in case of meiosis at the end of meiosis we get to see four daughter cells. So at the end of meiosis we see four daughter cells. Now let's talk about the number of chromosomes. At the end of mitosis the daughter cells has same number of chromosomes or equal number of chromosomes as that of their parent cell. But in case of meiosis we saw that the chromosome number is reduced to half in case of daughter cells. So we write chromosome number is reduced to half. Now the third difference is that meiosis takes place only in cells that gives rise to sex cells. That means it takes place only in cells that forms gametes. Gametes are eggs in case of women and sperms in case of men. So meiosis is the process that takes place only for the formation of gametes that is only for the formation of eggs and sperms. Whereas mitosis is the process that takes place in all body cells except for the sex cells. All body cells. For the growth of your body, for the repair of your tissues, for replacing the old cells it is mitosis that is always in action. Okay now you can pause the video and look at the images of both mitosis and meiosis and try to recall what all happened in the different stages of cell division.


gentlemen, we're going straight into our next panel discussion, which will talk about how mobile is revolutionizing gaming in India. Charing this session is Mr. Naval Ahuja, co-founder Exchange for Media. We have with us a stellar panelist here on this platform. I'd like to welcome Mr. Rajan Nawani, Vice Chairman and Managing Director, JetSynthesis. Mr. Siddharth Roy, Chief Operating Officer, Hangama Digital Media. Mr. Varun Mahna, Founder and CEO of Dungal Games, and Mr. Nitin Goel, Country Manager, Indian Subcontinent, Game Loft. So very warm welcome to all of you. And I'd leave this screen to you, Mr. Ahuja, to take the discussion forward. Thank you, Khyati, and a warm welcome to all the panelists. Thank you for joining us. Thank you for taking time out. I know Siddharth has a hard stop at 3.15, so we'll keep the panel crisp and short. Let me get straight into it. Gaming has become a huge area of interest. And to those of you who are listening, let me just share two or three pointers. One of the key reasons gaming has become so big is that globally, gaming earns more money than all the other entertainment media put together. That's how big globally gaming is. And naturally, the inference we draw from there is that India has also headed the same way. So relatively, it's a smaller industry, but guess what? One of the reports that I saw yesterday said by the end of this year, which is this financial year or the coming financial year, FY22, we'll have 500 million gamers in India. That's a huge number. And just like Vinith just said, 80% of people who have mobiles in India are already gaming. So from a pastime activity, which was seen as only kids would do to then graduating to people who had access to only PC and consoles, gaming truly has gone mainline. It's gone mass. And COVID naturally has given it a very big fillip. So we are here to discuss how mobile has really given the gaming world a huge massive win in sales. And on the other side, what are the challenges yet to be overcome? So let me start with Siddharth. It is an obvious one that penetration of mobile has really helped pick up of gaming habit in India. The mobile penetration is huge. People are accessing games on their mobiles. And as we know, now the need for a PC or console has gone away. People have decent quality smartphones which can be used for gaming. Beyond these obvious pointers, what are the two or three other things in which mobile is really helping the gaming ecosystem lift up? Thanks, Naval. Thanks, Exchange for Media for giving us, giving me a chance to be part of the panel. I believe overall, anything to do with gaming and the fact that India is one of the youngest countries in the world, I mean, it is completely correlated in that sense. The fact that India is expected to be over 800 plus smartphone base, that's a very, very large and potent play with regards to connectivity. And then gaming being brought in as a entertainment construct in that sense. Any kind of data, in any way you slice it, you would see that 75% to 80% of consumers who pick up a device and get connected are looking at some form of entertainment. And gaming becomes in that sense a very, very default entry point. And casual gaming in India is a very large play keeping in mind. We have a young country, propensity to pay may be low, but they are willing to consume advertising to be able to consume casual gaming in that sense. So all of that links to what even Vinit spoke about prior to this, which was listening to his data sets. It's all ongoing well, because when you even talk about eSports, it's actually a set of games that drives that entire ecosystem. And consumers are consuming all formats of gaming, be it immersive, be it casual. And that's driving that opportunity. In India, the advantage is the fact that as younger consumers are coming online, there is definitely a format of consumption that is being driven. With people being locked in COVID, there were over 45 to 50 million new consumer gaming consumers that came in in FY21 itself. That was because other formats of entertainment was not necessarily because if you look at film entertainment or you look at music which comes out of our movies, if content is not being released, then what's the kind of content that consumers are consuming? So that's one. The second big play out has been time spent. And that has been increasingly growing, exponentially growing. Any kind of data set that you read, people are talking about roughly about 8 and 1 half hours per week of casual gaming happening on mobile devices. Binge consumers are gaming as much as three hours a day. All of that is reflective of a certain sense in direction that is being created. So in a nutshell, as an opening statement, it's great timing. The fact that there is a community out there that is consuming gaming, does Indian gaming community, both from the developer standpoint and the publisher standpoint, have the ability to go out and put out products which became sustainable business playouts in the future. Yeah, fair point, Siddhartha. I'll come to you in a short while on that. Just to buttress your point, yesterday again, the report I'm talking about in-movie presented a report which said time spent, weekly time spent on gaming is three hours, seven minutes. And that compared to three hours, 42 minutes and television was four hours. So as you imagine, gaming is already up there in terms of time spent with other media. And very soon India is possibly going to be the second highest number of gamers in the world. So that's a huge number. Nitin, let me come to you and ask you, as a gaming company, of course you are, I'm sure you're bullish on India, what's happening, but what are some of the challenges in the market that you see when it comes to scaling up? You know, it's like how the mobile story in India started 20 years back. The initial adoption was very fast, but for the market to kind of get to a stage where monetization is possible really well, it's a long time. So what are the challenges that you foresee coming in the way? Thanks, Nalo, for the invite. Yeah, with respect to just coming straight on to the point, with respect to the challenges that you are actually talking about, with respect to the gaming in the Indian market, there, we have been like present in the market for almost like 15 years. And one of the things that we have identified with the mobile gaming as fact is the element of disruption, which actually it has gone through over the last 15 years. Like then being the part of like the global company and earlier having worked with the AI, what we actually witnessed like massive disruption which happened across in like 2010 when Google and Apple came into the market. But that actually eventually helped the mobile ecosystem evolve to the state where in today like the mobile gaming is the biggest source of revenue generation when you look at the overall gaming space. Or when we look at the Indian market from the mobile gaming perspective, what we have identified as the biggest challenge is the monetization for us. Like so while they have been like a neighbors which are falling in place in terms of like the initial issue that I remember I say in 2010 when we used to have and I used to prepare presentations where we used to talk about like the data connectivity being a big, big issue. We had just like 15 million GPRS connected devices at that point in time to today like we are talking about like 700 million users who are connected. That has actually helped, as in a sense like in terms of growing the usage, there are more players now we're talking about the different set of numbers which come across like about the users like some say 300 million, some say 350 but that's a massive number to talk about. And another aspect that you actually identify is basically the availability of the quality handsets. So which is also a good enabler which has happened which is actually drawing in a lot of people actually towards more hardcore gaming now. And there have been certain positive developments that we have seen across over the last two years. I would say there's a lot of learnings which are coming across through some of the work done by the competitors in the market. We are also in our way trying to absorb those kind of things which the people are trying to do. However, for us like the biggest challenge I would say is the fact we tend to actually compare also with the European markets or the Western markets or the U.S. market. And in terms of like the realization per user is much higher than what you actually derive out in the market. And second that we also identify as one of the big challenges is the retention among the users, right? So that's another big issue considering the fact the game sizes that we have also be a bit heavier in size. I think like two gig in class which we identify as one of the issues when it comes to retention among the gamers on their side and DCA significant chance coming across. So these are the kind of things that we need to address on our side. And I believe the potential is massive. There are new monetization mediums which are evolving in the market. And it's somewhere as an organization as a pair we have to think and adapt ourselves into the new evolution which is happening across in terms of monetization. Like just to give you an example I say you have these cases of real money gaming aspect which is actually doing massive out here in India. I think that could be one of the things to look at. So just to put it in perspective I was looking at our numbers. India R4 is less than a dollar right now per gamer. Globally that average is almost $65. So there is naturally a very big ground to cover and let me bring in Rajan. We've had a chat about what kind of gaming world ecosystem is evolving in India. How do you think that there are some of the ways in which this gap between Indian R4 per gamer versus the global one can be covered over the next few years? Yeah, thanks. Now it's a pleasure to be here with you for this forum. You know I think you raise a point that I think everyone in the gaming industry is trying to find an answer to. And I think the best way to really look at it is how do you really look at the journey or the lifetime value of a gamer around the game? And I think the way we've looked at it particularly is that we went pretty aggressive and invested across the entire ecosystem because being able to catch a casual gamer and work the journey with that casual gamer to being a mid-core gamer and then to become a professional gamer through eSports is one way in which we have looked at the journey of the gamer. So that really takes care of the value you can derive from the gamer as a consumer of your product or any other entertainment product. So that's what I think. The second angle to this is the entire brand sponsors, endorsement, all the other industries that can benefit from this gamer and this user. And I think that one is a big one to get unlocked in India because if we look at it until now, the entire area of advertising as well as sponsorship, et cetera on the gaming side has been subpar compared to anywhere in the world. And even otherwise, it's a very negligible number. I mean, digital itself is a very insignificant number when it comes to the total marketing dollars that are spent but growing rapidly. So I think there, the models that will come in because of this multi-format, multi-platform ways that the same gamer is monetized, can become a big difference that will happen in the future. I think gaming from a media angle is also becoming a very strong aspect today. So advertisers are really looking at that in case audience. Again, what you just said, right? The time spent by a gamer is very clearly indicative of what value advertisers will derive. The key problem has of course been, we've not had like a bark on the digital world earlier when those ratings came up and now there are other challenges and issues around that in a country like India. So how do you really validate the impact that brands are having on through these platforms? Where are the credible publishers? Where are the localized content? So I think it's absolutely a long journey and in the relative scope of the gaming industry as you've actually pointed out, it's about 1%. Even if you just take the traditional gaming industry which is comprised of mobile, PC and console, PC and console, we completely messed up. But I think with 5G and with other technologies that are going to drive this, the key change, novel is the social aspects that gamers have found coming out of the pandemic. I mean, so many gamers have made new friends in the pandemic through gaming community. So I think it's the new social way. So there are many aspects to gaming that are thriving. But we are all at a sub-parts, a lot of catch up to do. And I think how we fuel this as an industry is something that we all probably need to work together. And I think that's something that we are trying to do, work with government, work with other industries, stakeholders, as well as the community that's going to shape this. And I think the monetization, the value creation are all things that we're definitely going to follow. And we're already seeing trends towards that. Yeah, I think perception built up is an important part of what you sell to advertisers, gaming as I mentioned at the start has always been seen as a very casual, non-serious activity in which people don't very seriously engage. But I had two eye-opening statements made yesterday or data points to me, which is that in India, almost 40% of the population that is gaming is women. So that's a very important key number for advertisers to remember. And the other aspect about gaming also is that the advertising that you're serving inside of games a large number of people are choosing to consume that advertising because of the fact that you don't want to pay to skip that advertising. And hence the recall of those ads is very high. So I think these are two important data points that some advertisers might be missing and it might need reinforcement. Let me ask, now jump across to Varun. Varun, you are a co-founder of a gaming company and I'm sure, I mean, Nazara has been a sort of fast-breaking company in the domain and the IPO doing well, really augurs well for the industry. But how do you think the gaming industry can cover this path from being in a nascent stage when it comes to monetization to start delivering value for shareholders? Thanks, Naval. Thanks for the introduction and pleasure to be on the panel. The stage where we are with the Indian gaming industry, you rightly said we're at the nascent stage. The utmost importance right now as a gaming operator is to educate the users, educate the masses about what really is gaming. So there is a perception between gaming and gambling. There is a slight confusion as to what is what. So it's important to clearly differentiate what is gaming and what is gambling. It is important from an operator point of view to keep driving the point that, you know, there is a stark difference between gambling and gaming. And hence we have to get that taboo out in the people's mind that this is something which is wrong, this is something which has bad connotations. Traditionally when we guys were in school, say a couple of decades ago, gaming and, you know, playing video game was often seen as a bad habit to have in a child. But now that is changing. Gamification is actually something which is involving a lot of, you know, positive impact, be it in the corporate world, be it in schools, be it in education. So it has different impacts which are there. When it comes to real money gaming, it becomes slightly more trickier because when money is involved, there are different connotations which will be applied. So from an operator's point of view, it's very important to distinguish between the skill-based gaming and the gambling aspect, which is the illegal part of it. Also something which is very important from an operator's point of view when it comes to real money gaming, I believe, is inculcating responsible gaming within your platforms.  And you have to be careful with the aspect of responsible gaming. It has to be an utmost priority, apart from technology, product, what promotions offers you're giving. Responsible gaming plays a very important role to educate the users that, you know, you have to be careful also while playing games on certain platforms. And I believe once we start delivering responsible gaming with technology and user education, we will start seeing hordes of people coming on board and playing on different platforms, trying out their skills and engaging with the platforms at a better level. To give you an example, Fantasy Sports. Prime example, six years ago, no one knew about Fantasy Sports in India. It was a new subject. People, you know, had zero idea that you can make money from your knowledge as well. But Dream 11 took the onus of educating the masses. They reached out on mass media to millions of consumers and educated them that, you know, this is a game of skill. You can play and you can win some money out of it. And now it's something which is very common. I mean, even in tier two, tier three, tier four cities, we are seeing massive population playing Fantasy Sports in India. That is something which has to be done for different aspects of real money gaming. And once that happens, coupled with responsible gaming, I'm sure we will see tremendous value for the shareholders who are invested in different gaming companies because the market is right. The Indian market is right now, I believe at the cost of that explosive growth, where in another five to 10 years time, this would be a main sector like your e-commerce or like your ed type or fintech. Gaming is going to be that big, big sector where we are going to see millions of dollars being invested. And we've already seen a couple of unicorns, but hopefully many more are in the pipeline. Yes, just to put that in perspective, given the small size of the industry right now, real money gaming is almost 60% of the industry revenue. It's not bad because the industry size is small, but as you rightly said, RMG as real money gaming is called, likely to face a lot of headwinds, especially regulatory headwinds, unless and unless this perception is corrected. What would you say about that, Nitin? What are the challenges that the real money gaming industry can expect over the next few years? Yeah, I think the most important aspect is, as well mentioned, it's about ensuring that it is taking into consideration that the societal aspect of it is taken care of. And there is a definite gray area which exists and that's something that we identified internally in our system as well, when we were actually talking to our guys in HQ, they associated it to gambling. So how do you actually ensure that you are able to dissociate it from gambling and showcase it as a competitive skill-based gaming, which is actually based on pooling of participation fee by the users rather than actually dependent on the sponsors as it's mostly the case with these ports? Basically, in that case, and that's why I see this actually has been able to grow to the level it has grown over the last two, three years. And so when you come across with respect to the eSports, more about like this sponsor event where you are actually going and getting the brands to invest into those kinds of initiatives, which is like difficult thing to achieve. And that's where we have seen this kind of significant uptake coming across to the real money gaming. Only aspect that we need to take care of is to ensure that how you make sure that it's responsible gaming, how do you ensure that the people don't lose out big and this, so the platforms have to evolve on their side and regulate themselves in order to ensure that these issues are well taken care of. Yes, Siddharth, anything you can add to that? I actually what Rajan was saying was so apt that at the end of the day, I think the overall ecosystem is still continuing to grow. And in terms of revenues, where do the revenues lie? Now let's talk about gaming. The fact that the total advertising block has a sizable amount of demand to supply play out. There is supply that is growing exponentially and there's not enough ad dollars chasing that. So when a brand looks at touching community, it doesn't make a difference that he touched from gaming or from video or any other space. He's looking at the quality of consumer segments that he can drive into. Now when that happens, what is the amount of gaming and sessions that are being done? That is a given, I mean, India is exponentially exploding in terms of consumption. Now is there enough money chasing that effective supply for sustainability of the game that we've been put out? And to me, that's the journey. Today when we talk about it, we get very excited about the fantasy gaming spaces or the real money gaming space because the fantasy gaming space for whatever it's worth, if you were to look at the business models they are today on a growth driven model. Each of them are writing sizable values as negatives into their book because their focus is very different about creating large communities in growth in that sense. And there is money at play because there is the pool and then there is that earn that happens off the pool. In real money gaming, it is the unit economics. Yes, there is a play out that happens where real money game are built across casual, across immersive, across all formats of real money gaming. And there is that great that every form of gaming may turn to be real money, which is not the case. There are very large IPs globally that have been built and people like Rajan and us and Nitin, all of us have in our own way built in app published large games over the years, which have made money in play. It could be in the form of IP based Bollywood titles that have come in of certain size and scale, Krish, MS Dhoni and others. And game law is a classic example where they've got global IPs that they've brought in and from the time that edge was there where browser based gaming was happening through the entire journey, gaming has been there and it's actually had sustainable economics. Currently, I believe the way to look at it is that there is a short-term view and a long-term view. The short-term view is gaming in every form in India today is growing. If fantasy and real money and others are investing in their effective growth and they're driving their business and funneled objectives, the casual gaming, which in my mind is literally the largest community out there. And when you talk about someone and you say 40% women, it is bang-on because globally, women drive casual gaming, it's a known fact. The entire social space of casual gaming that came in through, if you remember the browser play on Facebook, Allah, Rajan, if you remember three, four years, five years back, it was largely driven through women as high as 65, 70% in play. So that to me is where the journey is. So I don't believe casual gaming and Indian publishers and gamers who are developing games do not have an ability to build out gaming which has sustainability. I mean, Rajan and me were on another panel together sometime back and Rajan, if you remember, we talked about Ludo as an example. Ludo is a form of, I mean, Ludo King is a classic case study on how a game is built, which is extremely socially relevant and localized for the Indian market and is brought in as a manifest into casual gaming which can have single gaming all the way into multiplayer and you can build out on how you wanna go and build out the IP in that market here. I think fair points. I've just been sent a message, we have the last two minutes. So what I'll do is I'll go around each of you and ask you one simple question. Next three, five years forecast, the industry is projected to be $2 billion in revenue by the end of the next financial year, which is only 12 months away. Three to five years, what's your forecast of the industry size and what do you think will require for the industry to accelerate itself towards that number? So that since you're already talking, maybe you can start with this. I think it's gonna be very exciting. The way I look at it with 300 million gamers already, I believe we'll be about 500 plus gaming gamers growing at an average CAGR of about 40 to 60 million users being added year on year in that sense. I believe the add dollar play out will come to the party. The question is, will the gaming sessions in the gaming community and segments give them the equitables cost to reach that they're seeking? And I believe we will be able to give because globally gaming as a format delivers for brands. So then again, as you rightly said, Indians are willing to see advertising to get their effective coins and bonuses. I believe gaming is a great way to communicate that entire funnel. In fact, right after this, we have a session from David Daniel, who's part of Daimler globally and Mercedes, as we all know, is one of the brands that really use gaming really well. Rajan, quickly on to you, what's your take on it? No, I completely resonate what Siddharth said. I think the gaming industry today, as I said, it's a sub-billion, $170 billion or $180 billion industry, as you look at it. So the catch up for India is massive. And just data tells you, right? If we have 13% of the world's downloads on mobile, and mobile is the fastest growing platform there, there's no question that India will continue to grow. So I look at the CAGR exactly in the range of 40 to 50% annually. And if you were to compound that over five years, you can imagine where India could be, particularly as a size of industry. More interestingly, there are many global gaming studios that are using India talent. So I think, and I think India becoming a part of the global supply chain in the gaming industries. Another very interesting format in eSports. Already, we are one of our companies that we started five years ago, not even gaming. It's already the third largest eSports company in the world. And I think you have Siddharth speaking later on this, even in terms of value and the way things are happening. So there's no question about it, that over a period of time, if we combine all these different facets and aspects of gaming, India will be center stage. Really, how do we handle our definition of gaming? India is a great country where all models exist. How does the government, the states, we are seeing states, gaming being a state subject. All of these could be not, I wouldn't say impediment, but they could be different people coming in the different views. And all are fair, all are right in their own way. I think for us as an industry, it could be to benchmark against what is the law of the land? How are we able to create within that ecosystem? What is right for India? What is right for the Indian gamers? And that way, capture a share of the global market, but I would really be surprised if maybe not five years, but at least in a period of a decade, we don't get into the double digits of the global gaming world, that would be a huge thing. Thank you. Good number to Amat, Nitin, you are closing thoughts on this. Yeah, so what we believe is potentially the growth is gonna come across where the monetization mediums in IAP had been dragged for a while, but we believe that would be a significant uptake, which would come across over the next few years as the gamers evolve in the Indian market. Besides the view, there are new monetization mediums which are evolving, which are coming across in India and India being a very competitive market. I believe that should also help bring in a significant growth. With respect to the advertising, I believe the value would come across through innovations and the native kind of integrations that we can bring across because the current advertising stack, if you look at the commodity admins, I think there's too many players and too much of inventory which is there, which doesn't really help from the gaming industry perspective. So, but I simply agree with respect to the kind of growth that we project. It's definitely gonna be somewhere in the range of like 30 to 40% CAGR over the next five years running in market. Clear. Varun, you are a founder, you are an entrepreneur and all of this must be music to the ears, but running a company with different kettle of fish, what's your take on this? So, now I agree with Rajarjan and I didn't know the numbers because I'm very bullish about the sector. I feel we might even see a higher growth percentage and we might be crushing the $3 billion mark in less than 12 months actually. From a gaming ecosystem point of view, I would like to point out a couple of things which probably haven't been touched upon so far. So, point number one, we see a lot of gaming companies, a lot of startups around the gaming ecosystem coming in the next five years for sure. I feel this is the decade of for the gaming sector in India. Definitely a lot of publishers, a lot of operators, a lot of people who are into advertisements. We'll see a lot of startups around the gaming ecosystem. Probably employment wise, the sector will drive a lot of employment for our country in the next 10 years in this sector. We will see a lot of professional gamers coming out of our country representing us at a national international level. Ecosystem wise, I feel we are right there now to start exploring. From the legal aspect, there are a certain regulations which need to come in now. I think the government has to take notice of the sector and start regulating it in the near future so that we can actually build a more responsible gaming ecosystem for our gamers and the consumers. I also feel another two, three years down the line, we will see some big mergers, some big acquisitions happening in the sector as well. I do see it happening in the real money gaming sector in the next five years for sure, where we will see clear leaders emerging in the next half a decade. And I'm very bullish about the sector. Definitely there are challenges involved because it's so young, people haven't really seen what challenges lie ahead. So that is the fun part of being an entrepreneur as well. And I personally feel we will be crushing the 30, 40% CAGR growth easily in the next five years. Fantastic on that optimistic note. Thank you to all the panelists for joining us. Sorry. It seems like early days of internet, lots to look forward to, a lot to both expect it from the domain. Thank you to all the panelists for joining us. Thank you Siddharth, Nitin, Varun. Thank you. Back to you. Thank you for having us. Thank you. Thanks. Bye. Bye.


Struggling to survive following cards to humanitarian aid according to the UN World Food Program. Facing a funding shortfall of over 60% for its global needs, the UN Food Agency was forced to reduce its food rations in Uganda from 70 to 30% in July this year and prioritize the most vulnerable. With photo cards likely to come, putting food on the table has become a daily battle for the country's many refugees. Some of us, some of girls and women, they were joining the bad peer groups and getting the early marriage, early pregnancy. Some of them are resorting to sale of their household assets. The person has a goat or a car or even a radio or even a phone and they sell that. I am not ashamed to say this that because we are very close to the community, the host community is already making cries over refugees sneaking into their villages and stealing from them. That's how the speaker of the situation is. Thank you for watching.