Project
Project
Project
Fantasy Cricket is an online game that creates a virtual team based on actual
crickets and scores according to the performance of the selected players in the actual
game. To win a tournament, you have to try and get the number 1 and the maximum
points.
Fantasy Cricket can be a superb medium to get the delight of real cricket into
action with fewer efforts drawn physically. To commence the playing journey, one need
to join the provided fantasy cricket league by picking up the right players inclusive of
batsmen, bowlers, wicket-keepers and the provided all-rounders.
• To have long term sustenance in the market by directly targeting the profitable audience.
• To predict the winning chances by selecting the right players for the team.
SCOPE OF THE PROJECT
• The market size of fantasy sports is predicted to succeed in beyond 1.5 billion dollars by
2024.
• Development of ultra-modern fantasy sports platforms makes it quite convenient for the
players to take part in fantasy sports contests.
• Increasing usage of the web with the emergence of easily affordable gadgets will cause
an exponential increase within the participation of players in fantasy sports.
• The market of fantasy sports seems to be fragmented due to the existence of multiple
competitors within the industry.
• It is confined to cricket game and player has got to select the team from given list only.
LIMITATIONS OF THE PROJECT
•Competition with already established sports applications is a big challenge.
•The user of this application must have some basic knowledge about cricket game for
making best choices to get high score.
PROPOSED SYSTEM
The "Game of the Future" is fantasy sport and will grow quickly as more and more
countries legalize it. It is a much larger game than the sport itself. As dozens of sports
events are soon to take place, including the FIFA, World T-20, and ICC World Cup, the
world is wondering how to develop fantasy cricket app, the time is right to create a
fantasy app.
•Python is ideal for development and budget acceleration projects and particularly suited
for applications designed and deployed according to the MVP model.
•Python also brings out sophisticated data analysis and visualisation projects. Projects.
•Python supports modules and packages that promote modularity and reuse of code.
•It is a complete database single disk file that can be deployed on any platform.
•SQLite can have interface with most of the mainstream languages including python.
• QtDesigner is Qt's tool for designing and building a Qt widget that makes windows or
dialogs composite and customise.
on the basis of the previous result (i.e. win or lose) of Pakistani cricket players in the test
team selection in view of recent matches. Most of the work already carried out focused on
the best team selection and player performance using statistical approaches from cricket
data. To our best knowledge, it has been found that in the analysis and prediction of
winning positions using DNN the fantasy league information is not explored. In our
model the winner positions in the fantasy cricket league played during IPL-2019 are
analyzed with ML techniques. This is the first such research in the Dream11 Fantasy
Cricket League, to our best knowledge, on the prediction of winning positions.
METHODOLOGY
The data gathered from a contest application for fantasy cricket are initially fed into a pre-
processing module, using different strategies to prepare data for training and projection in
the deep neural network classifier.
DATASET
Data were gathered from a private contest in the 2019 IPL 12th season in the Dream11
app to conduct the experiment. The IPL 2019 tournament was attended by eight teams.
Seven participants participated in the private Dream11 app contest, which played for the
first three ranks. When two teams play a match, we the contestants make up our team
from 11 crickets on both sides to create our Dream11 team. A maximum of 7, a minimum
of 4 players, with 1 ticket keeper, 3–5 batsmen, 1–3 all-rounder and 3–5 bowlers must be
selected from each team. Each competitor wins or loses points for each player as the
match progresses. Initially, two points are awarded in the game for each cricketer. Later
on points will be increasing depending on player performance in w.r.t fantasy point
system. 6 Supposing, a batsman will be given an additional bonus points for a janitor
when he reaches a boundary, for six, a half-century or a century, and for a bowler to pick
up 4 or 5 wickets. In addition, each competitor from their respective Dream11 team
chooses two players as captain and vice captain. Your points are up to a total of €2 and a
maximum of 1,5 times the players' points during the match. After the match is over every
competitor will be given their dream team from 1st to 7th according to their scored points
(from the highest to the lowest). A total of 60 matches comprised 56 matches in the
league, three games and one match in the final. The dataset therefore consists of a total of
60 rows, each row for the 12th IPL season. The main data package includes a variety of
attributes including teams, winner and loser teams, the venue and, finally, the seven
competitive positions.
2. Integer Optimization for Dream 11 Cricket Team Selection
Authors: Saurav Singla, Swapna Samir Shukla
Published on: November 2020
Dream11 can be an Indian sports facilities that allows users to play cricket,
hockey, soccer, kabaddi and basketball . It started in the year 2012 and has become the
first Indian gaming company to enter the ‘Unicorn Club’ with a valuation of more than
USD 1 billion. It has acquired over 70 million users and has achieved the remarkable feat
of over 1 million concurrent users when IPL cricket matches are live. To summarize its
core business model, the company charges a small amount to participate in fantasy
games. It uses the proceeds from user subscription fees to build a corpus which is used to
reward the users who build the most successful team. A user has to build his own team for
an upcoming match subject to a budget constraint. He/she is required to select players
from a pool drawn from both the teams participating in the match with each player
bearing a certain cost. A minimum number of players must be selected from each team.
The constraints in terms of the number of batsmen, bowlers, all-rounder and
wicketkeepers must also be met. Based on the performance of the players thus selected in
the match, each player is given a score at the end of the match. The user whose fantasy
team gets the highest scores wins the cash reward. Some people think of fantasy sports as
a game which essentially entails a sophisticated form of betting which is unlawful on
Indian soil. Petitions have been filed in courts to challenge the legality of the fantasy
sports business but the Supreme Court of India dismissed the petitions adjudging that
fantasy games and betting can’t be treated at par as they require a lot of domain
knowledge and analytical skills to participate. This study aims to provide a retrospective
approach to Dream 11 team selection using Integer Programming. The problem statement
is formulated as a classic Knapsack problem, where the decision variable is binary. The
optimization has been achieved through the Gurobi library in Python.
The usage of Analytics and other mathematically intensive approaches have been
quite limited in Cricket. While the usage of technology has vastly increased over the last
decade, usage of Analytics and optimization techniques have picked up pace only in the
last few years. In the past, many ranking methods have been used for optimal team
selection. The ranking methods used performance indices like batting averages, strike
rates, number of fours and sixes for evaluating a batsman. When it comes to quantifying
bowling performances, Lemmer has proposed a method to calculate bowling averages and
bowling strike rates. Lewis has proposed metrics to evaluate performances of players
using Duckworth/Lewis percentage values. In the past, many Fantasy league players
would simply choose a team, by using these ranking metrics. However, with the
introduction of budget and other constraints, a simple ranking method would not have
sufficed. Over the years, many researchers have used different Machine Learning and
optimization techniques to help fantasy league users in selecting an appropriate team.
METHODOLOGY
A user gets to build his own team for an upcoming match. From a pool of 30
players (inclusive of both teams), a team of 11 players need to be selected subject to
budget and player constraints. Every player has an associated cost. A good player has a
high cost and vice versa. Selecting all the good players will exhaust the budget and the
team may not be complete. In order to have a balanced team, the Dream11 also imposes
restrictions on number of batsmen, bowlers, all-rounder and wicket-keepers. The
objective of any user is to pick a team that maximizes his expected team score. Since the
objective of this project is to formulate an optimization problem and solve it, removed the
element of prediction from our model and base our player selection on the mean score
and standard deviation of his previous matches. The problem resembles a classic
Knapsack problem where the decision variable is binary with the decision variable not
just indicates the selection of a particular player but also indicates the role in which he is
selected.
Fantasy sports were different from different researchers defined and conceptualized
(Mahan & Mc Daniel, 2006, Holleman, 2006). But they all identify it as a contest
between a person and an entity or a person. A simple but holistic definition is one that
Baerg (2009) gives as a phenomenon that 'implies a group of people who select individual
athletes for their fantasy teams, add statistical performances to those athletes and then
compete with each other to see which team is the one with the best score.' These are
widely examined by the researchers from their motivation and attitude. One of the first to
explore the relation attitude/consumption through a conceptual model was Drayer et al
(2010). Actively participating in sport was seen as creating new learning platforms for
training players and teams to adopt positive attitudes. The consumer also began to see the
game from a League viewpoint, which further increased consumption of consumer media
(social media). A major and important difference in consumer attachment to the game
was also a further examination of fantasy sport consumers with the non-consumers (Krag
& Mc Donald).. Moreover, it can be wise to evaluate consumers' self-analysis of the
possible result, as that can make a significant difference when predicting their actual
gaming or fantasy-gaming behaviour. The author identified Winning Expectancy as the
structure to measure this for the purpose of the study. The winning expectation was set
because a private person feels confident to win a fantasy league (Kwak et al. 2010).
METHODOLOGY
During April to June 2018, the final sample for the study was collected. The respondents
were mostly aged 18–35, because the exploratory study had demonstrated that in this age
group were in general consumers who played the Sports Fantasy Ligue. In this case, it's
important to note the typical age of fantasy, especially Fantasy football, found in
developing countries for 32 years.(FSTA2017), the typical age of the fantasy cricket
player was quite varied, and both young and older teenagers were found (refer
exploratory study above). The demographic profile of both samples - i.e., was carefully
considered. In terms of age, income education, etc., the pilot study and the final survey
were matched. This was ready to remain consistent at the ultimate stage of the validation
of the information. The questionnaire was completed both via the paper pencil format and
online (by mail). 800 Indian urban consumers throughout metro cities received the
questionnaire. The method was to sample comfort and snowball (those who were playing
fantasy sports shared the details of those known to them who also played in the format).
Of the 550 forms, 497 complete forms were analyzed after discarding the incomplete
forms (250=physical form; 300=online form). Forms were returned. Process data
analysis: following the cleaning process data were performed in order to divide and
profile fantasies sport users into multivariate Technique Factor analysis, cluster analysis,
ANOVA and chi-square testing on the data. The author has adopted a psychographeric
segmentation approach and examined how imaginative sport consumers are able to group
their attitudes and interest in the sport format. The first step was therefore to group
attitude statements (14 statements), by means of a data reduction technique – Exploratory
factor analysis, into a smaller number of distinct factors. The factors obtained are then
used to group the segments into attitude groups using a technique of hierarchical and K-
means clustering. The Chi-Square technique offers clearly comparisons or similarities in
terms of the population of the groups when the clusters are obtained to obtain the
demographic profile as well as gaming habits of the same.
FINDINGS
The investigation was exploratory and conducted on a small group of 497 fantasy sports
consumers in the Indian subcontinent, however, found some important trends that need
further consideration and exploration. In order to measure attitudes and motivators that
serve as triggers for imaginative behavioral consumption, 14 statements that were part of
the final tool were analyzed exploratory factor to identify the existence of possible factor
groupings. The SPSS 21.0 was analyzed. Primary analysis of components with rotation of
Varimax. The existence of four different factors was thus revealed. A KMO value of 774,
higher than .5 and thus significant, was revealed through the sample adequacy analysis.
The Factor analysis was, as the p-value of 1838.636 with a P-value of 2000 shows, also a
robust solution. The factors all range from .808 for the second factor to 617 for the fourth.
All factors had a favorable reliability index. A cut point of .50 for obtained factor loads is
easy to understand. They were named after examining the commonalities of the
declarations as grouped
Factor 1: Entertainment value: Fantasy sports are very cheap entertainment; it's always
fun to play fantasy sports; you think fantasy is the best form of entertainment.
Factor 2: Currency Sports Engagement: play fantasy sports only in the game that you love
to play/look; fantasy sports are about maintaining my stronger connection to the real
game;
Factor 3: Team Involvement: fantasy sports give you the chance to make a team one love;
you commit yourself to having a team who has the best team members; if you lose your
favorite team in real-time, fantasy team will make you happy.
Factor 4: Illusion of control: The creation of a fantasy team improves the chance of
winners; the creation of a team is as if it actually owns a team.
The study is the first of a kind in the Indian subcontinent. Exploratory study. The
timeframe is appropriate in view of the country's rapid growth in fantasy-sports-cricket
format. The author carried out a qualitative initial study to determine the motivation and
key drivers among sports fantasy consumers. Based on this and the current fantasy
literature, 497 fantasy sports consumers from across the country carried out a quantitative
study. The existence of four key attitude factors seeming to drive the league drive was
revealed by a study of the exploratory factor. These were referred to as entertainment
value; real sports involvement, team participation and control illusion. These factors were
also used to identify possible typologies of consumers of fantasy sports (Farquar &
Meeds, 2007). Three groups – game-centric imaging sports consumers; control-centric
imaging sorts and entertainment-seeking sports-consumers – were identified in the study).
The study identified The three groups were mainly male, educated and had 5 lakhs below
their income. In comparison to the other two categories, the group of entertainment
seekers was older (26-35 years) and mostly employed as students. The entertainment
seekers were more confident in terms of the winning expectation than the two opposite
groups in comparison with the winning results. The study shows clearly, that it's 1-2 years
since the three groups played and watched the format. The study shows that. It is
therefore a new phenomenon in the country and takes time to manifest as a distinct
behaviour towards consumption. There are clearly academic and management
consequences for the presence of the three clusters. The need for a diversity of the
motivators and the consumer relationship means that the phenomenon can be explained in
a complex and micro-equipped way. The study shows that sport is a motivating
instrument. This could be linked to playfulness and a relaxing hobby of the game. In
addition, the desire to win, the control and management of players are important insights
into platforms and pathways for consumers of fantasy sport. This also shows a need to
focus the three groups on their winning expectations differently. However, the role of
other factors, such as the personality and normative as well as cultural values, in relation
to gambling remains at an emerging stage. The introduction of these factors can lead to an
overview of the complex phenomena as a whole. And at the rate it is growing in the
country, both from the academic and from the point of view of the practitioner need to
understand it
4. Fantasy sport: A systematic review and new research directions. This is a pre-
publication version of a journal article, published in European Sport Management
Quarterly
Author: Dr. Richard Tacon
Published on: August 2017
In general terms, "fantasy sport involves a group of people who choose to choose a group
of athletes for a fantasy team from a particular sport, add the statistical performance of
those athletes and then compete with one another to see which team generates the very
best point sets" Two academic review papers about fantasy sport have been published to
date. In the first, Baerg (2009) examined the emerging literature in a communication way,
describing the history of fantasy and sport, examining the few published studies and
providing potential guidance for future research. The second reviewed (now slightly
larger) literature by Hill and Woo (2011) as well as interviewed experts from the industry,
from a communication perspective. These reviews together cover a significant basis.
They identify in particular some interesting research possibilities – possibilities. "In
recent years, however, the interest in synthesis as a primary research activity has
increased throughout several disciplines across the social sciences" (Weed, 2005, p. 77,
emphasis added). This interest was partly due to the acknowledgement that many social
sciences have been unable to make effective use of past research. Does a systemic review
aim to cover the entire area within pre-specified borders (Klassen, Jahad, & Moher 1998),
as opposed to traditional (narrative) reviews? This improves replicability and reduces the
probability of distortion. Conduct a meta-evaluation to "study the application and the
scope of methodological diversity in the area of methods on topics and areas" (Weed,
2006, p. 7). The purpose of this is to understand how scientists have analyzed fantasy
sports participation and what are the strengths and weaknesses of the research
approaches.
QUESTIONS RESEARCH
Fantasy is a social phenomenon that is becoming increasingly important. But what do you
really know about fantasy sports? Looking at the literature to ask: what conceptualization
of fantasy participation in sport? How do the theoretical frameworks or research
approaches be used? What are their strengths and weaknesses?
METHODOLOGY
5. A Study on Performance of Cricket Players using Factor Analysis Approach
Authors: Sricharan Shah, Partha Jyoti Hazarika and Jiten Hazarika
Published on: March – April 2017
It could be a very old and widespread passtime game for Cricket or a gentleman's game.
The cricket sport originated in south-eastern England in the late 16th century. The
International Cricket Council (ICC) Cricket World Cup (ODI) is the flagship of the world
cricket calendar and is held every four years with matches that compete in a 50-specific
format. The World Cup is the most important international cricket event for the world and
has been held around the world in the 18th and 20th centuries. It is the biggest and one of
the most popular sporting events in the world. In India a cricket for one day with matches
disputed in a 20-over-format is the Indian Prime Minister League (IPL) which is the
world's most watched cricket league. It is a century of tournaments but the most popular
game in the world today. It's an unsure game. You cannot predict the outcome of the
game until the last moment of the game, although everyone is aware of the possible
results and therefore a suitable probability model can be used to anticipate the result.
Cricket is played for a long period during a standard format known as a match game. The
match can be a two entries for each five-day team contest. The audience also developed
into a more modern format as viewers within the TV. The newest format reduced the
longevity to at least one, with one input with limited overview played by each team. This
format was successful on the market and the viewers enjoyed a shorter cricket version.
However, when a smaller game is played in a limited number of over-the-counter, i.e. 20-
and-50-over matches, a player's performance is one of the key factors for the team
selectors and coaches. In 20 overall matches, several enthusiasts and experts for
cricketing generally believe that batting skills are dominant over bowling; however, this
type of opinion cannot be delivered in 50 overtime matches. In order to conclude whether
batting capability dominates bowling capacity in both cases, one of the attempts has been
to analyze players performance in 20 and 50 over matches. Where internationally
renowned cricketers gather on one stage, Indian players are guided. IPL is an opportunity
for talent. IPL. The team consists of 11 (11) batsmans, bowlers, and all-round players. To
strengthen the probability of success, the team should be balanced and diversified.
METHODOLOGY
Factor analysis is a statistical method for studying the interrelationship between variables
to find new factors, less so than the original variables. Factor analysis It is one of the
widely used data analysis methods. The aim of correlation analysis is to achieve a
reduced set of uncorrelated latent variables using a linear set of the initial variables to
maximize their variance. An orthogonal varimax rotation has been used in order to
optimize the number of variables, as well as factor analyzes conducted using Principal
Compound Analytic (PCA) to explain the validity of articles and the group of articles into
meaningful clusters. The five main measurements for batting statistics such as highest
individual score (HS) average bats, strike rates (SR), number 4 (4's), 6's (4's) and 3
bowling statistics such as the economic rates of bowlers, bowling average and bowling
bowling have been examined for studying the performance of batting players in IPL9,
2016 and World Cup 2015. Data from the 2015 ICC World Cup tournament and the 2016
IPL session 9, which are available online freely at: www.icc-cricket.com and
www.espncricinfo.com, have been collected in order to complement the factor analysis
model. In April-May 2016, the IPL9-T20 ended, which includes an auction to select
individual players (indians and abroad). The maximum number of foreign players in a
team shall be four.
CONCLUSION AND FUTURE WORK
The main component analysis (PCA) was used for the factor analysis in both the IPL9,
2016 and the 2015 World Cup since it explains the validity of items as well as groups of
items in meaningful clusters. An orthogonal varimax rotation was used to optimize the
number of variables. The higher loads on a given factor lead to each variable being
identified with one single factor. Only items whose load factor are higher than 0.5 have
been considered. The Kaiser criterion was adopted when selecting the extraction of
factorial groups. All factors whose Eigen values are higher than 1.0 are to be accepted
according to the Kaiser criterion. Two factors have therefore been identified. The first
factor variance is 62.50 percent, and the second factor variance (i.e. bowling) is 19.96
percent, as described above. The second factor The two extracted factors represented
82.46 percent of this study's total variance. The variance of batting is thus far greater than
the variance of bowling. In comparison with bowling in the IPL session 9 Cricket, 2016 it
is much more important for batting. Again, with the 2015 ICC World Cup, it is observed
that the variance of the initial (batting) factor is 56.80% and the second (bowling)
variance is 26.26%. These two factors represented 83.06% of the total variance explained
in this study. The difference between batting and bowling therefore is much greater than
the difference between bowling and batting, which is more important compared with
bowling in ICC 2015. Results of the above-mentioned two games show that batting
performances dominate bowling performance both at IPL-9, 2016, and at the ICC World
Cup 2015. However, in the case of IPL-9, 2016, batsmen performance is higher than the
2015 World Cup, which means that the capacity for batting should be increased in 20
overhead matches compared with 50 overhead matches. The bowling variation in the
2015 World Cup is also higher than that of the IPL 9, 2016. In 50 over-games, bowling
capacity should therefore be given greater importance than 20 over-games expected.
Cricket players in IPL 9, 2016 as well as the ICC World Cup in 2015 are performers in
the same direction as Sharma here (2013). The statistical technique used to analyze
correlation was used to investigate the connection between the various dimensions of
batting and bowling of cricket matches between 20 and 50 over. The validity of items as
well as groups of items were used through PCA in meaningful clusters. The five
dimensions are classified in factor 1 (i.e. batting) and the three dimensions in factor2 in
both 20- and 50- over matches; (i.e., bowling). Factor 1 (batting) explanation is much
larger than factor2 variance (bowling). It therefore concludes that the ability to batte
dominates bowling, which justified Sharma's works. The study also reveals that, in 20
overall matches, the general view of several cricketing enthusiast and experts, which also
concludes in 50 overall matches that batting is dominant over bowling, was justified. In
50 overall matches, bowler's performance is one of the key factors that can change the
match's scenario. It is therefore, in the end, a study of players' performance on two
different tournaments that generalized the results because certain other factors, such as
geographical location, pitch conditions, weather conditions, the impact of day-night
lighting etc could influence players' performance. You can therefore also consider
studying players' performance alongside these factors.
RESEARCH GAP
In the above papers, authors used exploratory research methods to understand how
deep learning neural networks, integer optimization work in ranking the team play. This
paper analysed the data using python methodologies which helps in better decision
making, reducing downtime, cost efficiency etc. The project design will immensely help
the organizations in today’s competitive scenario as it increases the efficiency of the
existing applications and enhances the profitability of the organization.
MOBILE: GAMING's FUTURE
Mobile is the largest playground, with a turnover of $68.5billion in 2019 — 45% of the
total PC and tablet market.
Although still a relatively new industry segment, mobile gaming has developed at an
incredible rate, with 2.4 billion people playing mobile games in 2019. Part of the growth
of mobile phones often lies in an innovative and seamless user experience that relies on
attractive features such as in-app purchases and loyalty awards.
With the 5G era coming down quickly, these pocket consoles can transform online
gaming and make the industry even more exciting.
As the number of players increases further, it is clear that online gaming has endless
technological possibilities. Some are starting to take shape already:
Virtual Reality
Blurring the lines between fantasy and reality becomes more accessible to mass market
leaders such as Oculus and Valve with cheaper headset options and therefore the pace
could continue to increase in 2021.
CLOUD GAMING
Cloud gaming uses faster, reliably connected internet by giving players the power not to
play on a console, but to stream games.
PERSONALITY REAL-TIME
In future, games can generate game content that matches the personality and play style of
each player and support the player's data automatically. As these technologies develop,
they alter the manner in which users experience games and provide brands and advertisers
with new opportunities to build on increased viewership. The online gaming sector in
India is rapidly growing. In 2016, the online gaming market in Spain was US$290
million, with over 628 million players expected to hit the US$1 billion mark in 2021.
KEY DRIVERS FOR MARKET GROWTH IN INDIA
• India could be a young country with a population of approximately half under 25.
• Low-cost smartphone accessibility. The 859 million mark is expected by 2022 for
smartphone users to reach 468 million in 2017, an increase by 84%.
• In terms of internet users, India is only second to China. The number of Internet users
active will increase significantly from 451 million in 2019 to 829 million users by 2021.
• The IT sector is strong and booming. In 2019, the number of developers of online games
increased to 275, from just 25 in 2010. Indeed, India is becoming a favorite backend
development center for gaming companies, owing to a growing pool of talented IT
engineers.
• Digital payment methods are widely used. • It is forecast that digital payment users will
increase from 100 million in 2019 to 300 million in 2022. This has helped increase online
payments on gaming portals quickly.
India is one of the top 5 countries in the world for mobile gaming. In 2019, the world's
best downloaded 5.6 billion Mobile Gaming Apps was in India. More recently, in India,
online shooter games such as PUBG, Call of Duty and Fortnite have increased their base
for mobile game users.
AccOnline gaming in India is expected to expand faster than the global online gaming
industry, a study by the Federation of the Indian Chambers of Commerce & Industry
(FICCI, the Indian association of business organizations). More than 150 million Indians
are regularly playing PUBG Mobile. Facebook games, such as Candy Crush, Farmville,
and Criminal Case, had become viral for some years now, where users spent hours and
hours playing these games and encouraged their friends to join them.
Gaming for online fantasy sports is another popular Indian segment. It is skill-based and
enables users to build their own teams and players together. It is played in different
sports, including national and football favourites. The diversified perception of sports
throughout the country and emergence of latest sporting leagues such as the Indian First
League (IPL) have contributed to the huge increase from 20 million in 2017 to 50 million
more in 2019 of fantasy sports gaming with the user base.
PROFILE OF AN INDIAN GAMER
POKKT reports that India, Southeast Asia, Middle East and north Africa (MENA)
have seen the biggest growth in Indian user activities, with the most numerous mobile
video advertising platform – puzzles, actions, and adventure genres.
Depending on the type of games the demographics change. The men play action
and adventure games more often than not, while more women play jigsaw and quiz.
Preferences also vary with the players' age.
Although it was found that females spend identical time on games compared with
males in India, although the preferences for games may be different. The average time a
player spends 28 minutes a day, while 76% of players play twice a day.
Most players are under the age of 24, probably because this age group has more
free time and is more technologically knowledgeable. However, gaming is becoming
increasingly important between older age groups. These are important aspects to be
considered by companies during games development and marketing.
Below are some examples of enterprises established in the Indian online gaming
sector:
• Rockstar Games acquired Dhruva Interactive from the U.S. video game
publisher. Bangalore is a video game development company based in India. It was
subsequently incorporated into Rockstar India Studio and employees in India are around
500.
Often the play studios release a free trial or a small version (demo) of their game
to give the audience a taster and a complete game. Users can pay to release the game as a
whole.
PLAY-TO-WIN
Gamers who pay extra for premium items benefit from free players in this model.
Free gamers may spend a lot of time unlocking these premium items.
In this model, players can buy in-game coins for real money that allow them to
play a certain game. Users can use actual money for chip shopping on adda52.com, a web
card game portal, to enable them to play paid games and tournaments.
Other ways to generate revenue include sports branding and selling game
products, such as key chains, t-shirts, postcards, etc. Asus' Gaming brand, ROG, has
partnered with Tencent to produce content for their ROG Phone 2, Electronics and
hardware manufacturer.
The income models work when developers publish their own game. But if a
developer works for an editor, then:
1. The publisher can recruit the developer for an agreed price to develop the game.
The developer has no share of the sales and no other game rights.
2. Another template is the licensing agreement in which the publisher gives the
developer a certain amount of advance to develop the game and the developer gets a
royalty-supported profit or share of sales when it gets launched on the market.
Betting and gambling are subjects of government under the Indian Constitution,
which states that every State has the sole jurisdiction to legislate on betting and gambling
within the state (whether online or offline).
Although skill-based gaming is allowed under most laws, chance gaming under
most gaming acts is prohibited (The Public Gambling Act, 1867 and therefore the various
gaming laws enacted by states in India). According to some Indian laws, gambling is used
to ask for gambling. In the simplest possible light, competence games are allowed, but
chance games require legal review and permission.
The PGA Act of 1867 and the PCA Act of 1955 are the two principal acts
applicable to Indian golf regulation.
Section 12 of the PGA provides: "Nothing of any mere gambling skill contained
in the foregoing provisions of this Act shall be held wherever played," which means PGA
exempts mere gambling gambling skills from penal provisions related to gambling.
Some countries in India have adopted the PGA, while others have adopted their
own legislation for the management of betting and gaming in a country. Wherever there's
a state legislature, it replaces the PGA.
As per the Indian FDI policy, foreign direct investment and foreign technology
cooperation are prohibited in any form for a lottery business, gambling and betting
activities, including franchise, trade-mark and name licenses and management contracts.
Under Indian FDI policy, the words "lottery, gambling and betting." In order to
prevent risks under Indian FDI policies, any arrangements between Indian and foreign
entities for the operation of a gaming company in India must be structured carefully.
Under the 1999 (FEMA) Exchange Management Act, 2000 (Current Account
Transaction) Rules, referral to the following rules is prohibited: Remittance to the
following exchange management regulations:
The Indian Apex Court held, for example, that a game of skill depends on races.
Accordingly, race is considered as a skill game and exempt from the prohibitions of most
gaming acts.
Whether a sport wager is a game in the case of Geeta Rani Union of India is
pending before the Supreme Court. Casino games are considered mainly casual games,
therefore they are considered as betting and gambling activities (except for the North-
Eastern state of Sikkim, which permits certain casino games).
COMPANY PROFILE
INTERNSHALA
Internshala is a Gurgaon, India based internship and online training platform. Founded in
2010 by the alumnus of IIT Madras, Sarvesh Agrawal, the website helps students in India
to develop internships.
History
Established in 2010, the platform began as a WordPress blog which combined internships
in India with articles on education, technology and the gap in skills. In 2014, Internshala
began their online workouts. By 2018, 3.5 million students and 80,000 companies
participated on the platform.
The website became a NASSCOM 10K neighborhood in 2011. In 2015, Internshala was a
finalists in the category "Futurism in recruitment" at the People Matters TechHR 2015
Spotlight Awards.
VISION
Internshala has the heart of the dot org dot com business. It is a technology company with
the mission of providing relevant know-how and practical experience to students through
internships and online training courses. Imagine a world full of opportunity and freedom.
A world in which you can discover and turn your passion into a career.
DATABASE DESIGN
Note: use the data given below. This has data for a single match only. keep data
for one match only rather than having multiple matches. Team score will be calculated
based on the data for this single match itself.
i. First, create the database of players. Plan the required tables and add data to the
database.
ii. Next, create the GUI. Generate the required Python code for the UI.
iii. Finally, populate the Python code generated in step ii with more attributes and method
definitions (action listeners/event handlers).
SAMPLE CODE & OUTPUT
CRICKET DATABASE
cricket_db.py
import sqlite3
mycurs = sqlite3.connect('cricket_db.db')
curs = mycurs.cursor()
curs.execute(sql)
result=curs.fetchall()
if(result):
for i in result:
print(i)
else:
while(opt=='y' or opt=='Y'):
row.append(int(input("Score:")))
row.append(int(input("Faced: ")))
row.append(int(input("Fours: ")))
row.append(int(input("Sixes: ")))
row.append(int(input("Bowled: ")))
row.append(int(input("Maiden: ")))
row.append(int(input("Given: ")))
row.append(int(input("Wkts: ")))
row.append(int(input("Catches: ")))
row.append(int(input("Stumping: ")))
row.append(int(input("RO: ")))
try:
mycurs.commit()
print("Error in operation.")
mycurs.rollback()
row.append(int(input("100s: ")))
row.append(int(input("50s: ")))
row.append(int(input("Value: ")))
row.append(input("Category as (BAT,BWL,AR,WK): "))
mycurs.commit()
print("Error in operation.")
mycurs.rollback()
print("bye")
New team
Score evaluation
Adding more features into the application for predicting the score more accurately
like pitch condition, venue of match, weather conditions etc., attract more users.
2. Integer Optimization for Dream 11 Cricket Team Selection Authors: Saurav Singla1*,
Swapna Samir Shukla Published on: November 2020