
The Indian esports landscape has moved far beyond the “hobbyist” phase. With official government recognition as a multi-sport event and the entry of global tech giants like Samsung into the collegiate space, the ecosystem is undergoing a massive professional overhaul. At the heart of this transformation is Sumedha Mahajan, Business Head at Ampverse DMI.
Through flagship IPs like College Rivals, Sumedha and her team are doing more than just hosting tournaments; they are building a sustainable “draft” system for the next generation of pro athletes. In this candid conversation, Sumedha discusses the “sport” tag’s impact on advertisers, the bridge between digital viewership and stadium culture, and her vision of a future where India’s collegiate esports ecosystem becomes a global blueprint.
We sat down with Sumedha Mahajan to explore how Ampverse DMI is bridging the gap between digital fandom and professional infrastructure.
1. Now that esports is officially recognised as a ‘multi-sport event’ under the Ministry of Youth Affairs, have you seen a tangible shift in how brands view esports sponsorship? Does this ‘sport’ tag finally remove the hesitation some advertisers had regarding ‘gaming’ vs. ‘gambling’?
A) Yes, the recognition has been a significant inflexion point. It brings long-awaited clarity and positions esports firmly within the broader sports ecosystem. As a result, brands are now evaluating esports more like a structured sports property rather than an emerging digital category. We’re seeing increased interest from non-endemic sectors such as automotive, consumer electronics, and FMCG, where conversations are moving toward integration, audience engagement, and long-term partnerships. The recognition, governance and support from the government is definitely what was most needed, which has helped to simplify internal brand discussions around credibility, opportunity and scale.
2. With esports entering prestigious medal events like the Asian Games, how do you see the role of private publishers vs. government bodies evolving in India?
A) This evolution is increasingly collaborative. Government bodies play a critical role in policy direction, infrastructure support, and international recognition, while private publishers and organisers bring operational expertise, technology, content creation, and community building. For medal events, this balance is essential. Government recognition enables scale and access, while private stakeholders like us at Ampverse DMI ensure IPs like College Rivals bring a structured approach to the college-level esports ecosystem, meeting global production and competitive standards. Together, this partnership can help India build a sustainable, internationally competitive esports ecosystem.
3. We just saw the Acer Predator League Grand Finals hosted in Delhi. From Ampverse DMI’s perspective, is India ready, infrastructure and logistics-wise, to become a regular stop for global Tier-1 tournaments (like a Valorant Masters or a Dota 2 Major), or are we still a few years away?
A) India is very close. Recent international events hosted in the country have demonstrated strong audience appetite and improved execution standards. That said, becoming a consistent destination for Tier-1 global tournaments requires further strengthening of venue readiness, broadcast infrastructure, high-reliability connectivity, and streamlined logistics for international teams and most importantly a steady flow of talent pool. We believe India is already well positioned for regional majors, and with continued investment, professional and structured approach towards college events in Tier 2 and 3 cities along with Tier 1 have seen huge responses in College Rivals and they are no longer just about reach and access but will build a strong and sustainable platform for hosting global Tier-1 events regularly is a realistic next step over the coming years.
4. International organisers often cite India’s massive viewership numbers as a draw. However, converting online viewers to ticket-buying stadium attendees is a different challenge. How do we bridge the gap between digital engagement and offline stadium culture in India?
A) The bridge lies in designing experiences, not just matches. In India, offline esports events need to feel like cultural gatherings rather than isolated competitions. When live tournaments combine competitive play with creators, music, fan zones, and community-led moments, audiences are far more willing to show up physically. College Rivals finales in the last two years are a testament to the same, where, despite being ticketed events, it’s been a sold-out event, and most of the audience have been there for the curated experience. We’re also seeing this shift in collegiate esports, where structured LAN finals are attracting students who are willing to travel, buy tickets, and spend an entire day on campus engaging with the event. These audiences aren’t just watching matches; they’re participating in a shared experience through cheering sections, cosplay, and meet-and-greets. That is how digital fandom starts translating into an offline stadium culture. Over time, accessible pricing paired with premium experiences will help build repeat attendance habits, much like traditional sports leagues did in their early years.
5. India is often labelled a ‘mobile-first’ nation. Do you foresee mobile esports continuing to dominate 90% of the market share, or is the PC esports scene finally reaching a critical mass where it can commercially rival mobile titles?
A) Mobile esports will continue to drive scale due to accessibility and reach. However, PC esports is clearly carving out a strong, commercially viable segment. While PC titles may not match mobile in sheer volume, they deliver deeper engagement, premium brand partnerships, and a highly invested audience. We see the ecosystem evolving into a balanced mix, where mobile drives mass participation and PC esports supports high-value competitive formats.
6. PC esports often struggle with the high barrier to entry (cost of hardware) compared to mobile. Does Ampverse DMI see a role in democratizing access to high-end PC setups, perhaps through collegiate programs, to nurture talent for games like Valorant or CS2?
A) Absolutely. Collegiate programs are uniquely positioned to address access challenges. By working with educational institutions to create shared esports labs or arenas, students can compete at a high level without bearing individual hardware costs. This model allows talent to be identified based on skill and discipline rather than affordability. We see campuses as natural talent incubators for PC esports when supported by the right infrastructure. College Rivals has already had a deep penetration into the college ecosystem, and we have been working in 100+ colleges, and the responses have only grown from Season 1 to the ongoing Season 3.
7. Securing a title partnership with Samsung for ‘College Rivals’ Season 3 is a significant milestone. Beyond just branding, how does access to flagship hardware (like the S25 Ultra) change the competitive integrity and experience for student players who might be used to mid-range devices?
Access to flagship devices like the Samsung Galaxy S25 Ultra directly strengthens competitive integrity in College Rivals by eliminating hardware-based advantages. Standardising gameplay on a single flagship ensures outcomes are driven by skill, strategy, and teamwork—not device limitations.
Features like the Dynamic AMOLED 2X Display deliver smoother visuals and faster response times, while the Snapdragon 8 Elite Processor ensures consistent, high-performance gameplay. Advanced ray tracing enhances visual clarity and in-game readability, and the 1.4x larger vapour chamber cooling system prevents thermal throttling during long matches.
For student players, this creates a true tournament-grade environment—raising the quality of play and preparing them for higher levels of competitive esports.
8. In the US, collegiate esports is a structured pathway to pro play (similar to the NCAA). In India, ‘College Rivals’ is pioneering this space. What is the biggest challenge in convincing Indian parents and educational institutions that college esports is a valid extracurricular activity rather than a distraction?
A) The main challenge lies in perception. Esports is often viewed narrowly as a recreational activity rather than a structured discipline. We address this by highlighting the broader skill ecosystem around esports, including teamwork, strategy, content production, event management, and digital media roles. When institutions and parents see esports as an organised extracurricular pathway with skill development and career relevance, acceptance increases significantly.
9. Many collegiate leagues struggle with retention once the star players graduate. How is Ampverse DMI building a sustainable ecosystem for ‘College Rivals’ that survives the turnover of student batches every year?
A) Sustainability comes from building institutional pride, not just individual stardom. We are fostering a culture where the college team (individual and squad) is the brand, much like college sports in the US. By engaging with the incoming freshers every year and establishing esports clubs within campuses that outlast any single batch, we create a conveyor belt of talent. The alumni then become mentors, keeping the ecosystem alive and aspirational for the new intake.
10. If you look 5 years into the future, do you envision ‘College Rivals’ becoming the primary scouting ground for India’s pro teams (like S8UL or GodLike), effectively replacing the current fragmented open-tryout system?
A) That is precisely the vision. The current open-tryout system is chaotic and often misses hidden gems. A structured collegiate league provides verifiable data, consistent performance history, and a pressure-tested environment, everything a pro team needs to scout effectively. In five years, we expect ‘College Rivals’ to be the distinct ‘Draft Day’ moment for Indian esports, where pro teams come specifically to pick the next generation of disciplined, tournament-ready athletes.
11. Ampverse and Ampverse DMI have a strong foothold in Southeast Asia and India, respectively. With the rapid maturation of the Indian market, do you plan to export Indian IP (like local tournament formats/College Rivals or content creators) to other SEA regions, or is the focus strictly on importing global best practices to India?
A) It is absolutely a two-way street. India’s creator economy and storytelling in esports are uniquely vibrant, and there is immense potential to export our IP formats to regions like Indonesia or the Philippines, which share similar mobile-first demographics. While we continue to bring global best practices to professionalise the Indian scene, we are equally excited about taking successful Indian content formats and tournament IPs to our SEA markets, creating a truly cross-border esports exchange.