Tencent has partnered with Cyberlite India to launch a multi-city research initiative examining how students, parents, and educators perceive career opportunities within the video game industry. The study, commencing in October 2026, aims to gather insights from over 100 participants across four Indian cities.
The collaboration seeks to understand local perspectives on career pathways in the sector, focusing on the information and support systems that could assist young individuals and their families. Findings from the research will contribute to a co-published report titled “How India Thinks About Gaming Careers.”
Tencent and Cyberlite India: Research Scope and Methodology
The program will engage participants through 12 focus groups and co-design workshops. These sessions will be conducted in each of the four participating cities, comprising four parent focus groups, four educator focus groups, and four student co-design workshops.
Student workshops are designed to introduce different roles and skills involved in game creation through interactive exercises, while also inviting participants to co-design useful career guidance materials. Educator sessions will explore awareness of game development disciplines, connections to academic subjects, and resources for career discussions. Parent sessions will focus on existing perceptions, considerations, and questions regarding industry opportunities. This structured approach aims to identify areas of convergence and divergence in perspectives across these demographic groups, informing the development of relevant career information.

Complementary Outreach and Industry Context
Alongside the research, Tencent will support a three-part edition of “Game On,” a YouTube series produced with Yuvaa, Games for Change India, and Eight Goals One Foundation (8one). These episodes will feature discussions with digital creators, youth voices, video game developers, and industry experts to explore various professional roles within the sector and address questions from young people and families.
The initiative aligns with broader efforts to cultivate India’s talent pipeline in animation, visual effects, gaming, comics, and extended reality (AVGC-XR). India’s gaming market reached 511 million players in 2025, according to Niko Partners, indicating a substantial audience. The 2026-27 Union Budget highlighted the AVGC sector’s potential, projecting a requirement of nearly two million professionals by 2030 and proposing the establishment of Content Creator Labs. This study aims to contribute to these efforts by fostering clearer communication about career options. For more information on [latest industry trends and developments in the Indian gaming sector](https://technosports.co.in/), visit TechnoSports.
Corporate Statements
Nina Bual, Co-Founder of Cyberlite India, stated that the study would prioritize direct engagement with students, parents, and schools to better understand their questions and how career guidance can be tailored to their needs, especially concerning less familiar professional roles in the gaming industry.
Judy Wong, Country Manager (India) at Tencent (https://www.tencent.com/), affirmed the company’s support for Cyberlite India’s research, emphasizing the importance of local perspectives for effective career information dissemination. Wong noted Tencent’s commitment to contributing its industry experience while learning from participating communities, as part of its ongoing support for India’s AVGC-XR talent ecosystem and the broader ‘Orange Economy.’
Tencent’s involvement extends to participating as a leading sponsor at the India Game Developers Conference (IGDC) 2026, where it facilitated dialogues on the potential of the video gaming industry and emerging career opportunities in the sector in collaboration with Cyberlite.





