Modi’s vision: capitalizing on the gaming generation – Asia Times

Modi's vision: capitalizing on the gaming generation - Asia Times

I use reasons for a lot of reasons. &nbsp,

Adolf goebbels

Humans are primary psychological people, next rational people. Meaning in life is derived physically, not reasonably. Instead of using logic and/or willpower, a person chooses to use more of his thoughts to adapt to a particular situation or solve problems. &nbsp,

Perhaps in our moment- to- day life, we use more emotions than purpose on most occasions. So we can say that people are personal and often rational beings.

Logic aids in the refinement of our emotions, while emotions aid in the evaluation and validation of our argument. To observe things more clearly, we need to focus on both. A formula for disaster is to overdepend on either. &nbsp,

However, the majority of people make decisions based on emotion rather than reasoned reason, particularly in matters involving sports, politics, and religion. Thus, throughout our history, rulers have used politics, activities and religion as the best cocktail to command the people. &nbsp,

In old Rome, they gave the people food and carnivals. They kept the people active with pleasure. Another systems used different tactics, but it’s all about power.

How do they do that? Develop new means of amusement, diminish training, limit the culture, censor information or any means of personal expression. This structure has been around for a long time. Now, India is showing itself to be no exception. &nbsp,

Digital game: a novel means of control&nbsp,

In the 21st Century, with the evolution of technology, there are innovative means of control – such as false news, hashtags, cultural media call- outs and trolling – to handle large behavior and violently drive state propaganda to corrupt the individual’s reason.

Online activities are the recent additions to the listing. &nbsp, Gamification is very common. That’s the use of videos or online activities to imitate real-world events or systems to inspire or alter behavior.

The US Army’s America’s Army, a collection of first-person game video games, was created to train and train prospective soldiers. The game supported the US military’s use of violence as a necessary protection of liberty and legitimized US foreign policy by promoting the army’s” key values,” such as respect, duty, and individual courage.

Totalitarian dictatorships also use video games to communicate their fictional interpretations, which may go into exaggeration. For Example: A north Korean state- controlled news website features a variety of flash games, which allow players to “physically” abuse Japanese, South Korean and American politicians.

Governments use video games for a variety of purposes, with control over their populations being the most prevalent. These games will quickly captivate or manipulate young or teen minds. &nbsp,

Real-life violence, including mass shootings and the rise in teen crime as seen in the US, is also a factor behind “games” based on shootings. Despite knowing all gaming’s ill effects, its negative impact on society, a government should n’t be promoting it publicly.

Recently Indian Prime Minister Narendra Modi said, at an event for gamers, that the gaming industry does not require regulation. He argued that free gaming was essential. &nbsp,

That’s quite contradictory because, a few years back, it was Modi who launched the Fit India Movement to encourage people to adopt a healthy lifestyle. He noted that a few decades earlier,” a typical person would walk eight to ten kilometers in a day, do cycling or run,” as he noted in his monthly radio address. However, with the development of technology, physical activity has decreased.

We have to wonder if he’s changed his mind or if something else is happening beneath the surface.

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The country has around 568 million gamers, and half of those are between the ages of 18 and 30 according to the” State of India Gaming Report” released by Google and Lumikai last year.

With each new year, games are becoming more and more popular and in demand by a sizable audience of gamers and a sizable population. By 2028, the total gaming user base is expected to reach 916 million, of which 240 million will be paying for games.

The Industry witnessed a revenue surge of US$ 3.1 billion in FY23, a notable increase of 19 % from the previous figure of$ 2.6 billion. By 2028, the market size of the gaming industry in India will grow to$ 7.5 billion. In the upcoming fiscal year, the central government intends to collect$ 1.7 billion in GST from online gambling platforms.

Interestingly, according to the Election Commission (EC ), around 211 million voters in India this year will fall into the age group of 18- 29 years. Since the 2019 elections, the country has added 20 million young electors in the age group of 18 to 29.

What’s intriguing is that these online casinos and gambling establishments were the biggest donors to political parties through the Supreme Court’s decision to end the electoral bonds scheme in February.

Future Gaming and Hotel Services Pvt Ltd, a lottery and gaming company, purchased bonds worth more than$ 156.77 million between 2019 and 2024, according to Election Commission data. This may have been one of the factors behind Modi’s ‘ change in attitude. &nbsp, &nbsp,

Certainly, the more young people played the games and did the gambling, the more revenue the BJP got.

Without a doubt, ignoring such a large voter base, which will also turn out to be a major source of political funds in some ways, is not a strategy that will appeal to politicians. Instead, egg the young people on in the gaming rooms at what cost? &nbsp,

Modi envisions a generation of gamblers and gamers.

In a survey conducted in India in 2021, 65 percent of those under the age of 20 declared they were ready to give up eating and sleeping to play online games. Many even admitted they were willing to rob their parents ‘ funds to use fantasy leagues or play online games.

In India, among all sports cricket is considered a religion. More than 140 million people in India gamble and gamble regularly, according to a report released in October 2023 by the Think Change Forum, and this figure is expected to rise to 370 million during the Indian Premier League ( IPL) championships, which take place annually on the same day as March Madness in the US.

There are a number of reasons why Indians are becoming more popular online gambling:

  • convenience and easily accessible platform,
  • the tech- savvy young generation,
  • no strict guidelines for entry age, and
  • promotion by sports and film celebrities. &nbsp,

The sad ground reality and its negative effects are described in a report from Al-Jazeera in July 2023. A Bengaluru engineer‘s life was saved by an online gambling addiction during an IPL incident that cost him 15 million rupees and his wife. In Uttar Pradesh, a man borrowed money to play online games and killed his mother as a result of a payback plan. &nbsp,

Gaming disorder is a mental health condition that requires special attention and attention.

According to a recent national survey conducted in India, 60 % of children aged nine to 17 spend more than three hours each day on social media or gaming devices.

Nearly 41 % of India’s population – around 550 million people– are below 20 years of age, which means that online gaming addiction will ruin an entire generation.

There was a time when India produced world- class doctors, scientists, economists and engineers who became CEOs of top global companies and headed international organizations, bringing laurels to the country.

However, Modi’s New India Vision now includes more space for gamblers and gamers. &nbsp, That’s the reason the core issues of unemployment, inflation, improving education infrastructure and doubling farm income were missing from the BJP Manifesto.

In this election, the Indian middle class faces a tough choice: Support Modi’s vision or protect their children’s future.