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SuperCric – India’s first strategy cricket manager simulation game

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AnalytIQ Sports Technologies launches India’s first strategy ‘Cricket Manager’ with all gameplay powered by our proprietary AI-driven simulator game, SuperCric. The Bangalore based sports tech start-up has built a proprietary cricket simulator tool based on real historical data from cricket tournaments worldwide (the only one of its kind globally available for fans to explore the likelihood of occurrence of performance for their favourite players and teams), that will enable better choice-making for daily fantasy gamers this IPL season and also give them an opportunity to engage and better their skills all year round.

SuperCric, built with a proprietary simulation tool, is developed as a first of its kind sports engagement tool which will facilitate better decision making for the invested cricket fan. In a new genre of gameplay – fans are putting their cricket intelligence and judgment against the traditional knowledge of teams. Can you outsmart Rohit or MSD on the field is the real question?

SuperCric, a modern-day cricket manager which will now enable Cricket fans to put on their Captain’s hat and see how each choice they make in the game has an implication on the outcome of the match. By testing their choices and gauging the possible outcomes through this tool, fantasy players have an opportunity to widen their chances of winning bigger in their fantasy games this IPL.

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SuperCric is not a fantasy platform but an ideal tool for fantasy gamers that is powered by an Artificial Intelligence (AI) driven proprietary simulation tool that is able to predict the probability of a win for each team with an over 90% accuracy rate. In the immediate future, SuperCric aims to target every fan tuned into this year’s IPL with viewership numbers expected to be in excess of 600million people across India.

This game lets you pick your playing XI from your squad for some legendary tournaments and using only your strategic understanding of the game as a tool can you craft a winning XI or an over by over strategy of who should bowl.

As a cricket fan, you always feel some key moments should have had different decision making. Some team selections have been tricky given the opposition. And you have never had a way to validate this feeling. SuperCric is a unique simulator that lets you simulate a game and its combinations many times over. Soon the game will also let you simulate key games from a certain stage in the match allowing you to validate your judgments.

SuperCric is founded and developed by ex-cricketer and IPL presenter Suhail Chandhok and the husband-wife entrepreneurial team of McKinsey India man Arvind Sivdas from IIM Calcutta and Dhanya Param from IIT Madras, who also co-own Kabaddi Adda. This platform is the Kabaddi world’s fastest-growing digital content & distribution platform which offers deep insight into the Kabaddi ecosystem with over 28 million views. Suhail being an ex-cricketer and current IPL presenter himself will now take this opportunity to reflect his experience and knowledge gathered over the years in SuperCric.

A former professional sportsman hailing from 3 generations of Sport, Suhail Chandhok is currently one of India’s leading Sports Presenters & Commentators, having been the face & voice of global sporting properties such as the Indian Premier League (IPL), Pro Kabaddi League, Wimbledon Tennis, among several others. Chandhok played professional Cricket in Australia & the UK and enjoyed a stint with the IPL’s Royal Challengers Bangalore in 2009 & 10.

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According to Suhail Chandhok Co-Founder, SuperCric, “The gaming ecosystem is at the cusp of disruption. COVID has pushed the market to explore and embrace games faster. The data economy with more time on hand for users points to an even bigger future for the industry. Investors are recognizing this and lining up to being new genres itself into this market.”

SuperCric recently raised angel funding of an undisclosed amount from a European investor, Pontus Lemberg. They plan to launch the game and expand its user base to 10 million by the end of the upcoming cricket season.

Key features:

Tournaments – In this mode, users can play as their favorite team and play the whole tournament with the same team. This feature allows the user to go through the whole tournament (14 matches in the case of IPL) in a week. Moving forward we will introduce older data and so allow users to play tournaments with their favourite IPL teams from 2008 onwards. Over time new tournaments will be launched on every Saturday and be active till midnight on the following Friday.

Tournament Rewards – Much like real tournaments, awards will be given to the top teams, highest-scoring batsmen, top wicket-takers, highest sixes, most stumpings, and much more. This will allow users to think about their squads over the whole tournament and simulate the experience of having to shuffle their squads if they don’t win and stick to squads that work well.

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Weekly Leaderboards – The awards will be given for the large selection of winners for every tournament. All points earned during a live tournament will contribute towards the weekly leaderboard.

MSD quotient – At Super Cric decisions determine your destiny. We created a metric called MSD quotient named after arguably World’s greatest T20 captain. This gives the user a sense of risk they are taking with every decision.

Play by Play Mode – This feature makes the pressures of being on the field more realistic. Decisions need to be made when wickets fall and after every over. Users need to plan and manage their resources wisely.

Cards – Three cards are awarded to every player who enters the tournament. Users can deploy the card to get a pitch report before the match, increase the aggression of play when required and replace one player after the toss. This will add a fun quotient to users’ experience at Super Cric.

Decision Review Screen –  At the end of the match, users get machine learning-driven insights into their decisions in their match. This will help them make similar or better decisions in the following matches.

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Artificial Intelligence (AI) tech – Our simulator is built on the back of long-dated historical data. Matchups like player ability/weakness against a specific bowler and a bowling skill type are also reflected. Also leaves flexibility for miracles as only AI can offer. The simulation also does reflect the current form of the player and will constantly keep getting updated as we receive more data in the system.

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AA Gaming Announce the Rajasthan State Esports Championship (RSEC) with Youth Affairs & Sports Department, Govt. Of Rajasthan

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The Rajasthan Youth Board (Youth Affairs & Sports Department, Government of Rajasthan), in collaboration with AA Gaming, has officially announced the Rajasthan State Esports Championship (RSEC) – a landmark state-level initiative poised to engage thousands of players from across the state.
The RSEC 2025 will feature top esports titles including Battlegrounds Mobile India (BGMI), CS2, E-Cricket, and E-Football. Spanning over four stages, the championship aims to reach more than 200 colleges across 41 districts in Rajasthan, making it one of the most comprehensive esports tournaments at the state level in India.
The tournament will unfold in the following stages:
  • Open Qualifiers
  • Inter-College Knockout Rounds
  • Semifinals
  • Grand Finals – which will be live-streamed and culminate in a prestigious awards ceremony.
A core highlight of the RSEC 2025 will be a series of esports workshops, organized by AA Gaming during the inter-college knockout rounds held across Rajasthan. These workshops, in
collaboration with industry experts, are designed to educate and empower participants with essential knowledge and skills, positioning Rajasthan’s youth at the forefront of the rapidly growing esports industry.
Recognized now on global platforms like the Olympic Esports Series, the Asian Games, and the Commonwealth Esports Championship, esports has become a legitimate sporting and medal discipline. With this in mind, the RSEC workshops will cover:
  • Gaming techniques and strategic play
  • Game development fundamentals
  • Esports career pathways
  • Mental health and well-being for athletes
  • Team-building and communication
  • Professional conduct in esports
  • In-depth game analysis and review
Speaking about the RSEC, Dr. Neeraj Kumar Pawan (I.A.S) Chairman, Rajasthan Youth Board & Secretary, Youth Affairs & Sports Department, Government Of Rajasthan, said, “I extend my heartfelt best wishes for the upcoming Rajasthan State Esports Championship. As Rajasthan does not yet have an official esports federation, the Youth Affairs & Sports Department of Rajasthan has taken the initiative to support the esports ecosystem by joining hands with passionate youth, many of whom have come forward through the Youth Board. This championship marks a significant first step in promoting esports across the state, and I wholeheartedly commend the young leaders driving this movement.”
Commenting on the tournament, Akash Dhangar, Founder and CEO of AA Gaming, said:
“We are thrilled to partner with the Rajasthan Youth Board for the Rajasthan State Esports Championship — a one-of-a-kind initiative that not only empowers the youth through competitive esports, but also equips them with the knowledge and skills to thrive in this fast-growing industry. Through our comprehensive workshops, we aim to provide in-depth education on the key pillars of the esports ecosystem, enabling Rajasthan’s youth to emerge as innovators and leaders in the gaming and esports space.”
These sessions aim to develop well-rounded esports professionals — from players aiming for international glory to those exploring careers in game development, casting, management, and more.
The Rajasthan State Esports Championship is a pioneering initiative by the Government of Rajasthan to integrate esports into the mainstream sporting ecosystem and harness the power of gaming to inspire, educate, and uplift the state’s youth.
With RSEC 2025, Rajasthan is set to lead by example, creating a blueprint for how regional governments can support and grow the esports ecosystem from the grassroots.

The post AA Gaming Announce the Rajasthan State Esports Championship (RSEC) with Youth Affairs & Sports Department, Govt. Of Rajasthan appeared first on European Gaming Industry News.

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GEG Title-Sponsors the “Alphabets & Friends” Literary and Cultural Festival

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Galaxy Entertainment Group (GEG) has been actively supporting cultural and artistic exchanges between China and Portuguese-speaking countries, and advancing the establishment of Macau as “a base for exchange and cooperation where Chinese culture is the mainstream and diverse cultures coexist”. Spanning over 30 activities from April 4 to May 6, the “Galaxy Entertainment Group Presents: Literary and Cultural Festival for Parents and Children ‘Alphabet & Friends’ 2025” (the Festival) was jointly organised by the Portuguese Institute of the Orient (IPOR) and the Consulate-General of Portugal in Macau and Hong Kong and title-sponsored by GEG. As part of the Festival, GEG hosted an exclusive parent-child story creation session at the Galaxy Kidz Edutainment Centre, inviting over 30 local children and parents from the Associação Promotora da Instrução dos Macaenses to participate. Together, they created and read Portuguese-language stories, deepening their understanding and interest in Portuguese culture through relaxed and interesting interactions. Since its inception in 2021, GEG has supported the Festival for five consecutive years, facilitating cultural exchanges within Macau’s Chinese-Portuguese community. Including this year’s activities, the Festival has drawn participation from 40 local schools and institutions, totaling over 10,000 participants.

During the parent-child story creation session at the Galaxy Kidz Edutainment Centre, Ms. Catarina Mesquita, founder of Macau’s first trilingual children’s book publishing company, Mandarina Books, inspired the creativity of children in an educational and entertaining way, guiding them to use different Portuguese phrases and vocabularies to create unique stories based on everyday life. Portuguese cartoonist, Mr. Rodrigo de Matos, also attended the event and vividly illustrated the children’s ingenious ideas on canvas. The children and their parents added colorful stickers to their works afterwards in a warm and lively atmosphere. Additionally, Ms. Mesquita brought her books, published in Chinese, English and Portuguese, for the participating families to read together, allowing them to experience the joy of cross-cultural communication.

Mr. Mário Herculano Fernandes Estorninho, a representative from the Associação Promotora da Instrução dos Macaenses, said: “We sincerely thank GEG and all the organizers for providing this rich cultural experience. The event not only sparked children’s creativity and imagination through engaging activities, but also fostered their interest in storytelling, improved their expression and comprehension skills in the Portuguese language, and deepened their understanding of Portuguese culture.”

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For the first time, the series of activities in this year’s Festival were the “reading points” of the “Reading Month in the City of Macao 2025” organised by the Cultural Affairs Bureau of the Macau SAR Government (ICM). The Festival was linked to a number of related initiatives, such as International Children’s Book Day, World Book Day and World Portuguese Language Day, with various activities ranging from concerts, theater performances, parent-child workshops, children’s book fairs and book launches around the theme of “Artificial Intelligence in Education – The Robot and I” held to the enthusiastic response of different sectors. Furthermore, at the “Mini Library”, one of the key events of the Festival, IPOR, the Consulate-General of Portugal in Macau and Hong Kong and GEG jointly donated a collection of nearly 400 books by Portuguese-language authors, including some bilingual editions released during the Festival, to nearly 40 non-tertiary local schools that include Portuguese in their curriculum in hopes of enhancing local youth’s interest in reading and deepening their understanding of the Portuguese culture through high-quality bilingual learning materials.

Over the years, GEG has upheld its philosophy of “What is taken from the community is to be used for the good of the community” by supporting Chinese-Portuguese cultural and artistic events in Macau through diverse ways, hoping to enrich the city’s multicultural landscape. In this March, GEG sponsored the Macau Literary Festival for the 11th time, providing a platform for literary exchange between cultural and artistic advocates from China and Portuguese-speaking countries. Last year, GEG supported the “GEG Lusofonia Festival” for the second consecutive year, serving as one of its organisers for the first time alongside ICM. Since 2021, GEG has partnered with ICM to launch a variety of initiatives under the “Encounter in Macao – Arts and Cultural Festival between China and the Portuguese-speaking Countries”, including supporting the “GEG Traditional Music and Dance Performance in the Community” held at Galaxy Macau integrated resort for two consecutive years. Additionally, GEG has supported the “China and Portuguese-speaking Countries Film Festival” for four consecutive years, co-hosting it twice and providing outdoor screenings at GEG’s revitalisation project – the Lai Chi Vun Shipyards during this past edition.

The post GEG Title-Sponsors the “Alphabets & Friends” Literary and Cultural Festival appeared first on European Gaming Industry News.

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Japanese Authorities Seek to Authorise Two More Integrated Resorts by 2027

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Japanese authorities are planning to reopen the application process for integrated resort (IR) developments that include casinos, with the goal of approving up to two additional projects by the end of 2027.

This move would bring the country closer to the maximum of three IR licenses permitted under current legislation.

According to a reports, Japan’s central government is expected to launch the new round of applications by December 2026, giving potential host locations time to develop their IR District Development Plans—a mandatory requirement under the national framework.

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While Hokkaido withdrew from the original round of bids in 2019, the northern island’s capital city, Sapporo, has now shown a revived interest in pursuing an IR project. Tokyo has also emerged as a possible candidate, although the capital has yet to make a formal declaration of intent. Interest in the initiative has been spurred by various feasibility studies conducted in recent years, suggesting a growing openness to participation from Japan’s largest urban centre.

To proceed with the updated initiative, the Japanese government plans to solicit public feedback on a proposed cabinet order outlining the application schedule. This consultation period is set to begin in August 2025 and will run through the end of the year, following the House of Councillors election in July.

Currently, Japan has granted only one IR license. The sole approved project, MGM Osaka, is being developed by MGM Resorts International in partnership with Japanese financial group Orix Corp. It is scheduled to open in 2030 and stands as the flagship example of Japan’s ambitions to leverage IRs as a means of boosting tourism and economic growth.

The country’s IR framework, enshrined in law, allows for a total of three resort licenses nationwide. With MGM Osaka already occupying one of those slots, the upcoming application window will determine which two regions—if any—will secure the remaining approvals.

The post Japanese Authorities Seek to Authorise Two More Integrated Resorts by 2027 appeared first on European Gaming Industry News.

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