The draft policies talk about the framing a new curriculum at school and college levels
To increase India’s domestic capacity and create opportunities in the Animation, Visual Effects, Gaming, and Comics – Extended Reality (AVGC-XR) sector, the Centre announced draught policies for national and state level on Monday.
The task force recommends ‘Create in India’ campaign with exclusive focus on content creation
The creation of a new curriculum at the secondary and tertiary levels, laying the groundwork for the “Create in India” campaign, and expanding employment prospects are all discussed in the national and state policies.
Draft national and state level rules for the AVGC-XR industry in India were published by the Information and Broadcasting Ministry, and a task force’s study titled “Realizing AVGC-XR Sector Potential in India” was also made public.
Apurva Chandra, the secretary of the Information and Broadcasting Ministry, oversaw the taskforce on AVGC-formation XR’s after Nirmala Sitharaman, the finance minister, mentioned it in her budget speech.
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The report calls for leveraging NEP to develop creative thinking with dedicated AVGC course content at school levels
Chandra, who revealed the report, claimed that the AVGC industry in India has recently experienced unheard-of growth as a result of both domestic demand for AVGC content and the entry of numerous international players into the Indian talent pool to take advantage of offshore delivery of services. India currently contributes between $2.5 and $3 billion to the $260 to 275 billion global market.
“The AVGC sector is seeing India emerge as a top location for high-end, skill-based activity. According to experts in the media and entertainment business, the AVGC sector could increase by 14–16% over the next ten years “the officer claimed.
Additionally, he mentioned that there are already 30,000 indirect jobs and 1.85 lakh professionals working in the AVGC sector. By 2030, the sector would need to employ additional 20 lakh people in order to maintain current development. The AVGC specialists need a combination of technological expertise and artistic talent.
The task force offered a number of proposals to help the AVGC business realise its potential and create jobs
- The research suggested that a national AVGC-XR mission be established with a financial allocation for the purpose of integrating promotion and expansion of the AVGC industry.
- A “Create in India” programme with an exclusive focus on content development, in India for India and for the globe, was also suggested by the report. In addition, it suggested establishing an international AVGC platform and a gaming expo with an emphasis on FDI, co-production agreements, and innovation.
- K. Sanjay Murthy, secretary of higher education, said when discussing how a new curriculum could be developed for the AVGC-XR, “We have recommended to establish a National Centre of Excellence (COE) for the AVGC sector to become an international reference point across skilling, education, industry development, and research and innovation for the AVGC sector. In order to give access to local industry and promote local talent and content, regional COEs will be established in cooperation with the state governments.
- The research proposed boosting skilling programmes for the AVGC industry under the Media and Entertainment Skills Council in light of the 20 lakh qualified workers needed in this decade. According to the research, “increase industry participation to secure employment possibilities and the admission of students from non-metropolitan cities and north-eastern states.”
- On the model of the Atal Tinkering Labs, it also suggested establishing AVGC accelerators and innovation hubs in academic institutions.
- Atul Kumar Tiwari, the secretary of the Ministry of Skill Development and Entrepreneurship, said during the event that “for an inclusive India, we would be targeting skilling and industry outreach for youth in tier 2 and 3 towns and villages in India and establish special incentives for women entrepreneurs in the AVGC sector.”
- Anurag Thakur, the minister of information and broadcasting, was given a copy of the study and the proposed policies on December 22. According to the ministry, Prime Minister Narendra Modi had a vision that Indian talent could take the lead in this industry and that the AVCG-XR sector could offer youth numerous employment prospects that could serve the global market.
Animation Market
The size of the worldwide animation industry, which was anticipated to be worth USD 372.44 billion in 2021, is expected to increase to USD 587.1 billion by 2030, expanding at a compound annual growth rate (CAGR) of 5.2% from 2022 to 2030.
With more animated programmes and films being produced in India, the country’s animation industry is expanding quickly and drawing in fans from around the world. The distribution of Indian works is widespread around the world. The expanding popularity of OTT platforms, the availability of inexpensive internet access, and the growth in children’s television watching all contributed to an increase in demand for animation. A March 2022 FICCI report states that the animation industry grew by 24 percent in 2021 to reach USD 370 million.
Vissual Effects Market
The global market for visual effects (VFX) was estimated to be worth USD 7.51 billion in 2021 and is anticipated to increase to USD 11.26 billion by 2030, with a CAGR of 5.19 percent between 2022 and 2030. The advent of augmented reality is one of the primary elements influencing the growth of the VFX market globally (AR). For new experiences like augmented reality (AR), there is a growing need for innovation in visual effects.
Gaming Market
The market for video games was estimated to be worth USD 173.7 billion in 2020; by 2026, it is anticipated to have grown to USD 314.4 billion, with a CAGR of 9.64 percent. According to projections for 2021, there will be 2.7 billion gamers worldwide, with China, Japan, the United States, and the United Kingdom accounting for 47% of all gamers worldwide and 64% of all direct consumer spending on gaming. According to projections, the worldwide gaming market would reach USD 339.95 billion by 2027, growing at a CAGR of 8.94 percent from 2022 to 2027.
India is anticipated to rise to the top of the global gaming markets. In 2021, the online gaming market increased by 28% to reach USD 1.22 billion. By 2025, after five years of consistent growth, it is anticipated to have tripled in value and be worth USD 3.9 billion.
Comic Book Market
At a CAGR of 7.1 percent between 2022 and 2028, it is anticipated that the size of the worldwide comic book industry would increase from USD 11.8 billion in 2021 to USD 19.5 billion by 2028.
Indian comic fans were introduced to a wide variety of overseas characters in mainstream media as a result of the Indian economy opening up in 1991 and significant developments in the satellite television market. There are several new players in the market that have drawn from the India artist pool to create the new wave of Indian comics. The genres range from folklore, superheroes, and mythology to many other areas of society.
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