Gaming
Diptrix.com: Virtual reality grabs kids
Has anyone heard about the Adventures of Trix Rabbit? Just click your way through the hip hoppity town, to the habitat of the super energetic Trix Rabbit, Diptrix.com. It exemplifies a world of freebies and games galore, a kid‘s haven!
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As marketers look for new ways and means to connect with their consumers, the task becomes doubly hard when the target group is a bunch of kids. In what appears to be an emerging trend among brands today, marketers are increasingly using the concept of community based websites. This provides a medium to directly reach out to each consumer via active engagement with the product, thus strengthening the ‘connect‘ between the two.
Following this path, General Mills latest offering Dip Trix Cookies ‘n‘ Cream launched diptrix.com simultaneously with its national rollout in March this year. To make a big noise around the new product, the brand aimed at creating a “virtual playground” – a space for their little consumers to have fun through games, sharing stories, trivia and downloads. A key hook used to build participation was the oft used collect points proposition (in this case virtual currency “cookies”), which can be exchanged for real life merchandise. Additionally, the ‘Hall of Fame‘ announces the names of participants with the highest scores. The leader in this currently is a kid who has gathered more than 10,000 “cookies”. Diptrix.com also provides a learning experience for kids via quizzes and an opportunity to express their point of view. The brand mascot Trix Rabbit befriends each visitor guiding them through every section of the site and through a story narrates the Dip Trix experience. |
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General Mills, India marketing director Gayatri Yadav believes, “Children of today are increasingly technology savvy, requiring marketers to think of new ways to connect and communicate with them. The traditional modes of TV and print media are no longer enough. It is important to explore new media options that allow not just a one way communication, but a two way dialogue and interactivity. The key is to go beyond brand exposure to brand engagement.”
It is estimated that the average time spent on the site by the TG (kids between the age group of 6-14 years) ranges from 20-25 minutes. Within the first five months, the site had more than 10,000 registered users, with the monthly average of page views nearing 300,000. Unlike other community websites that boast of a huge user base, Diptrix.com is content with its set of loyal visitors. This fulfills one of their key objectives which is to increase frequency of visitors rather than expand their reach. The site epitomizes fun for kids with its cute look and feel and it has been calculated that on an average, kids log on to this site to play the games more than thrice a week. The games differ in complexity making it appropriate to the wide TG, although it may be said that the average age of visitors are approximately 10 year olds. The key idea was to provide kids with a space of their own to learn, play and be rewarded for their efforts. This subtly acts as a sphere of empowering the ‘little fellows‘, giving them an incentive to keep them coming back for more. They can redeem these “cookies” for a whole range of branded goodies offered at the online store, from Trix Rabbit caps, T-shirts and bags, to lower value items like stationary and stickers.
Moreover, the launch of the website was also co-ordinated with the release of Krissh. During a promotional period, the official mask of the Indian superhero was distributed on purchase of Dip Trix Cookies ‘n‘ Cream. Currently, a Krissh ‘advergame‘ has been posted on the site, which allows kids to put on the mantle of their hero and outrun the ‘silly‘ rabbit thus, redeeming cookies for the mask. This has served as an effective tie-up as the buzz around this has driven traffic to the website. The creative team, Hungama.com (Virtual Marketing (India) Pvt.Ltd) handles the website and has worked on several brand websites including Coca Cola and Axe. However, in this case the challenge for them was to develop an online solution for a kid‘s centric category that had to be exciting and addictive. As a result of being a new entrant in the Indian market, the website had to be an integral part of the entire communication mix.
Besides the buzz sparked off with Krissh, the website was also promoted via on-pack messaging and TV. However, much ideation went into the initiative as kiddies are no longer passive consumers. The creative team tells us that various competitive kids‘ websites and other consumer engagement websites were analyzed while preparing the content strategy for the Dip Trix website. To keep a tab on the activity on the site, Hungama.com has an in-house tracking and reporting application and follows web trends to monitor page views and visitor analysis, in order to study the behaviour of registered users. “To have a set of loyal visitors to your website, community building is one of the best tools available.” To sustain the hype around diptrix.com, content is regularly updated to keep the interest levels high. Two new games are added every month while other sections are updated on a weekly or fortnightly basis. Besides, there are plans to introduce new branded merchandise like watches and umbrellas in the coming weeks, as a trend has been observed whereby, kids are accumulating a huge amount of “cookies.” To prevent stagnation, these new items will be of higher value thus allowing kids to redeem the bulk of points collected.
What is also interesting is that this activity also allows for a ‘sharing experience‘ among kids and their parents. As parents guide their kids through the site, it creates for quality time spent and includes parental involvement. Parents are even kept informed about their kid‘s activities and the freebies they win on the site. As every brand attempts to give its customer the value of an emotional connect, Dip Trix Cookies ‘n‘ Cream believes, “The website is not about generating brand sales but about building an enduring and vibrant relationship with the Indian child. We see this as a long term channel to interact and engage with the child, and build a brand via a relationship, not just messaging, via creating a community and not just communication.” |
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Gaming
Checkmate Goes Digital as Chess Joins Esports Nations Cup 2026
From boards to bytes, chess readies for a nation-first showdown in Riyadh.
MUMBAI: When pawns meet power plays, the game changes. Chess, the world’s oldest mind sport, is officially stepping deeper into the digital arena after the Esports World Cup Foundation confirmed it as one of 16 titles at the inaugural Esports Nations Cup 2026, set to unfold in Riyadh from 2 to 29 November.
For a game synonymous with quiet halls and ticking clocks, this is a bold move. Chess at ENC 2026 promises scale, spectacle and serious competition, fielding an unprecedented 128 players and opening the board to fresh talent and underrepresented nations as the sport’s esports evolution gathers pace.
The chess competition will run from November 2 to November 8, culminating in a playoff final. The opening phase features 128 players split into 16 round-robin groups of eight, with the top four from each group advancing.
That leaves 64 players battling it out in a single-elimination playoff bracket. Early rounds will be best-of-two, while the quarterfinals onward step up to best-of-four encounters. Deadlocks will be settled via Armageddon tie-breakers, and all matches will be played in a Rapid 10+0 format, designed for speed, tension and drama.
National pride is front and centre. Of the 128 slots, 64 players will receive direct invitations based on Champions Chess Tour rankings, limited to one per nation. Another 56 players will qualify through regional online qualifiers, while eight wildcard spots round out the field.
Qualifiers will be hosted by Chess.com across seven regions, including Middle East + India + Central Asia, with two qualifier windows in June 2026. Each country can field a maximum of two players, ensuring both depth and diversity across the draw.
Chess already tasted esports stardom at the 2025 Esports World Cup, where 20 nations were represented and the intensity surprised even purists. The event ended with Magnus Carlsen lifting the title for Team Liquid, sealing chess’s credentials as a natural fit for high-stakes digital competition.
India’s top-ranked player Arjun Erigaisi called the experience “unlike any chess tournament I’ve played before”, adding that the energy of the esports stage is drawing new audiences into the game.
For commentators and fans alike, the shift to a nation-based format raises the stakes. Chessbase India co-founder Sagar Shah likened the moment to the excitement of the Chess Olympiad, while grandmaster and broadcaster Tania Sachdev said the national format adds “pride, pressure and passion” that pulls viewers in deeper.
From silent calculation to roaring crowds, chess at the Esports Nations Cup 2026 is less about moving pieces and more about moving perceptions. Checkmate, it seems, has gone fully digital.
Gaming
Road to EWC unites 230 tournaments worldwide ahead of Esports World Cup 2026
RIYADH: The Esports World Cup Foundation has launched Road to EWC, a worldwide qualification programme for the Esports World Cup 2026, stitching together more than 230 tournaments across major esports regions into a single global competitive season.
Running from grassroots qualifiers to elite international leagues, the initiative creates a unified pathway for players and clubs to reach the Esports World Cup finals in Riyadh from 6 July to 23 August, 2026. The season integrates publisher-led ecosystems and major circuits into one calendar, offering year-round visibility for fans and structured progression for competitors.
“Road to EWC brings together the journeys that shape competitive esports,” said Esports World Cup Foundation chief product officer Faisal Bin Homran. “It gives players, clubs, publishers and fans a defined season to plan around, building a sustainable and global competitive ecosystem.”
The qualification network spans leading events including the Apex Legends Global Series, Capcom Cup, Chess.com Global Championship, EVO, Free Fire World Series, EA Sports FC Pro, Pubg Global Series, Rocket League Championship Series, Overwatch Champions Series, Tekken World Tour Finals, and official circuits for Call of Duty, League of Legends, Fortnite, Rainbow Six Siege, Trackmania and Valorant.
Open online qualifiers will also run for titles such as Dota 2, Teamfight Tactics, Call of Duty: Warzone and Chess, widening access for emerging talent.
In 2025, more than 2,500 players from over 100 countries qualified through the Road to EWC programme. Highlights included 15-year-old Free Fire player Rasyah Rasyid becoming the youngest champion in event history, EA FC star Manuel Bachoore claiming gold, and Street Fighter icon Zeng “Xiao Hai” Zhuojun securing another major title. Team Falcons captured their second club championship following a dramatic Overwatch 2 victory.
A dedicated Road to EWC hub will track qualification events, schedules and viewing options throughout the season. Ticket sales for the Esports World Cup 2026 are now live, with international partners across the US, Europe, Middle East, India and China.
The Esports World Cup returns to Riyadh next summer, bringing together the world’s top clubs across multiple game titles to compete for the largest prize pool in esports history.
Gaming
Nintendo shares slide 10 per cent despite profit jump, hit by chip shortages
KYOTO: Nintendo shares slid more than 10 per cent on Wednesday, a day after the gaming giant missed market forecasts for quarterly revenue and warned of mounting pressure from a global memory chip shortage, as per media reports.
The company beat profit expectations, posting a 24 per cent year-on-year rise, driven by strong sales of the Nintendo Switch franchise. Revenue surged 86 per cent, with the original Switch now the firm’s best-selling console since its launch in 2017.
Yet rising component costs are weighing on investor sentiment. Nintendo relies heavily on dynamic random access memory (DRAM), a segment grappling with acute shortages as artificial intelligence and data centre demand soak up supply.
Ortus Advisors head of Japanese equity strategy Andrew Jackson, said markets remain uneasy about the impact of higher memory prices on Nintendo’s margins.
President Shuntaro Furukawa acknowledged that while soaring memory costs have not yet dented results for the current financial year, prolonged price pressures could squeeze profitability.
TrendForce estimates that contract prices for conventional Dram chips in the first quarter could jump between 90 and 95 per cent from the previous quarter. A senior semiconductor industry executive recently told CNBC the shortage may last until 2027.
Kantan Games chief executive of consultancy Serkan Toto, said sustained cost inflation could force Nintendo to raise console prices: a risky move for its largely casual user base.
The company’s newest device, Switch 2, launched in June last year and already dominates its console sales mix. But analysts warn that momentum in the first year is critical for any new platform.
Concerns persist over whether Switch 2 can match the runaway success of its predecessor, despite Nintendo holding firm on its full-year sales forecast.
The outlook hinges on upcoming blockbuster releases, including Mario Tennis Fever in February and Pokémon Pokopia in March. Nintendo is also banking on The Super Mario Galaxy Movie, due in April, to replicate the sales boost sparked by its 2023 hit film.
Omdia senior analyst James McWhirter, said 2026 would be a “make-or-break” year as Nintendo seeks broader mass-market appeal for Switch 2.
Nintendo shares are down more than 15 per cent so far this year.
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