Pixel P&L: Indian State Tamil Nadu Aims to Become Country's Gaming Capital

Welcome to another edition of Pixel P&L. This issue takes 4 minutes to read. If you only have one, here are the 5 most important things:

  • Tamil Nadu aims to position itself as India's gaming capital — details below.

  • Krafton cancels its India franchise league despite industry interest, citing market conditions as the primary factor.

  • Crunchyroll restructures operations to prioritize emerging markets like India and Brazil over established Western bases — strategic shift explained below.

  • Asia-Pacific leads gaming with 1.87 billion players but shows significant spending differences: North Americans average $325 annually vs Eastern gamers' $51.60.

  • Blizzard's story developers unionize with Communications Workers of America, adding to nearly 3,000 organized workers across Microsoft gaming studios.

Let's get into it.

Indian State Eyes Gaming Industry Leadership With Responsible Growth Strategy

Tamil Nadu, one of India's largest states and a major technology hub, is positioning itself as the country's gaming capital, with Industries Minister Dr. T R B Rajaa highlighting the region's advantages at a recent industry dialogue. The global gaming market now exceeds cinema, music and books combined, creating opportunities for Tamil Nadu's skilled workforce.

Speaking at the "Tamil Nadu Gaming Sector Dialogue," Dr. Rajaa emphasized the state's talent pool, IT infrastructure and startup ecosystem as key differentiators. The event focused on policy clarity, industry collaboration and skill development to unlock the sector's potential.

The timing is strategic. India's gaming market is projected to reach $9.2 billion by 2029, with Real Money Gaming expected to contribute $7.3 billion of that total, while non-RMG segments like casual games and esports account for $1.8 billion. With over 591 million active players nationwide, Tamil Nadu's technical education hubs and IT parks position it well to capture this growth.

However, the southern Indian state is balancing opportunity with responsibility. New 2025 regulations for Real Money Gaming mandate age verification, spending limits and mandatory overnight shutdowns from midnight to 5AM, addressing concerns about gaming addiction among youth.

Krafton Reportedly Cancels India Franchise League Amid Market Concerns

South Korean gaming publisher Krafton has called off its franchise league for Battlegrounds Mobile India, citing market conditions that don't support the tournament's originally envisioned scale.

The league, unveiled June 24 as a "revolutionary esports initiative," had attracted strong industry interest with organizations submitting bids. "The current environment does not fully support the scale and impact originally envisioned," Krafton stated, according to Inside Sport. However, conflicting reports suggest the cancellation stemmed from inadequate franchise offers rather than market conditions alone.

Esports organizations expressed disappointment in comments to Esports Insider. One bidding participant compared the league's potential to India's popular cricket tournament, the Indian Premier League. "In the next 3-5 years, it could have become something big," the person said.

Krafton emphasized the franchise model remains part of its long-term vision and may be revisited "as the landscape evolves." The company promised future iterations would incorporate more input from teams and brands seeking participation in India's growing mobile gaming market.

On Our Radar: Crunchyroll's Global Pivot Strategy

Is the future of anime streaming moving beyond traditional Western markets? Sony's Crunchyroll is restructuring its workforce to prioritize high-growth regions like India, Brazil, Mexico, and Southeast Asia over its established U.S. base.

The anime giant's strategic shift involves layoffs across 13 global offices, but CEO Rahul Purini emphasized this isn't cost-cutting. Instead, it's repositioning for massive untapped potential. With over 17 million subscribers, Crunchyroll is building engineering hubs in the U.S., Mexico, and India while empowering regional teams to capture local fanbases.

This approach mirrors Netflix and Disney+ localizing operations internationally, but Crunchyroll's anime focus provides unique advantages: passionate fanbases that transcend geographic boundaries. The company is also expanding beyond streaming into collectibles, merchandise, and digital manga services, creating a "360 fan experience."

We're watching how Crunchyroll's decentralized model adapts content for diverse cultural contexts. Will this market-specific approach become the new playbook for specialized streaming services competing with tech giants by going deeper rather than broader?

⚡️Quick Bytes

Asia-Pacific Dominates Gaming Player Count But Lags in Revenue

Asia-Pacific leads global gaming with 1.87 billion players, representing 53% of the worldwide total and growing 3.2% year-over-year in 2025, according to a new Newzoo and Tebex report. However, the region's massive player base contrasts sharply with Western markets, where North American players spend $325 annually compared to Eastern gamers' $51.60 average, highlighting significant monetization disparities across regions.

Blizzard Story Developers Join Growing Union Movement at Microsoft

Blizzard's story and franchise development division has unionized with the Communications Workers of America, adding to nearly 3,000 organized workers at Microsoft-owned studios. The team, responsible for cinematics and narrative content across Blizzard franchises, cited concerns about workplace stability and decision-making transparency as key motivations for organizing.

⚔️Side Quest

Credits: mrlovenstein

📺 Watch: You should watch Modern MBA’s video on how esports' "sport of the future" promise became a financial nightmare. Through case studies of FaZe Clan, CLG, and others, it exposes the pump-and-dump schemes and flawed business models that left no esports organization profitable despite massive investments.

🎮 Play: Double Dragon Gaiden masterfully modernizes the arcade brawler formula with randomized bosses, dynamic difficulty, and tons of unlockable characters including former enemies. Snappy controls, excellent retro visuals, and reasonable pricing make this perfect for genre veterans and newcomers alike. With constant free content updates, it's an easy recommendation for low-commitment action fun.

📚 Read: Why Your First Four Steam Screenshots Matter Most? Video games marketing veteran Michal Napora reveals a crucial Steam optimization tip (amongst other tips in his latest newsletter): your first four screenshots are disproportionately important, appearing in developer hubs, featured promotions, and prime discount placements. He warns that subpar initial screenshots could cost you players even if you secure coveted Steam real estate.

💡Did You Know

Steam, now the world's largest PC gaming platform with over 130 million active users, began as Valve's solution to a major multiplayer gaming headache. In the early 2000s, downloadable patches caused most Counter-Strike players to disconnect for days while installing updates, fragmenting the player base. Valve approached Microsoft, Yahoo!, and RealNetworks to build an automatic update platform with stronger anti-piracy measures, but all rejected the concept. Forced to develop it internally, Valve created Steam to keep players connected and games running smoothly, accidentally birthing the digital distribution giant that revolutionized PC gaming.

📜 Quote of the Day

 " Life isn’t hard. Megaman is. "

- Megaman Death Screen

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