“I think the credit for that would have to be given to Google," he says. “It gives us real-time listening into consumers and what they're saying, what they are celebrating, what are they vibing with which gave us a lot of confidence when going into discussions with Google to actually bring this to India.”ĭespite this, Google was responsible for curating all 20 titles on the list, as Vodafone lacked a "resident understanding of the ecosystem," according to Banerjee. “We created a complete listening centre - a social media command centre in Vodafone in the last three months,” Banerjee says. To do this, the first question Vodafone had to answer was, "what are people thinking about gaming?"Ĭarrier Billing Is Not Going to Help Indian Game Companies That's why, after music and Bollywood, the company is now looking at gaming as one of the “passion points”, as Banerjee calls them. We want to engage with Indian youth across identified passion points and hence gaming." "It's not that we want to get into gaming and that's why we have done this. “The starting point is not gaming, it's the youth consumer,” says Banerjee. Gadgets 360 spoke to Siddharth Banerjee, SVP Brand Communication and Consumer Insights at Vodafone to find out how that is changing. Usually, the extent to which most telcos participate in the Indian smartphone gaming ecosystem is restricted to being a payment option on Google Play. To promote the event, Google Pixel phones and other goodies were offered to people who played one of 20 locally created titles such as Real Cricket 16 and Tambola by Teen Patti hitmaker Octro. It was an attempt to make local smartphone gamers aware of India-developed titles. Recently, Vodafone partnered with Google to court gamers nationwide for the Vodafone U Game-A-Thon - India's first online mobile gaming festival.
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