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Urban hubs remain vital, but India’s next 500 million digital natives will emerge beyond metros: Ishan Sukul, Kreo

by MN4U Bureau
September 22, 2025
in Exclusive
Reading Time: 7 mins read
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Urban hubs remain vital, but India’s next 500 million digital natives will emerge beyond metros:  Ishan Sukul, Kreo
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Gen Z Gamers, working professionals and women 35+ are driving India’s Gaming Boom. Kreo an Indian consumer electronics brand dedicated to empowering content creators and gamers with gear, earlier this year released a study titled “How India Games”.

Gaming in India has outgrown its stereotypes. Data shows that 35% of Indian gamers are creators, coders, and entrepreneurs.

Kreo’s survey of nearly 6,000 gamers reveals explosive growth, rising female participation, and a harsh reality for many online

The report had revealed that more than 35% of Indian gamers today are working professionals across demographic, including engineers, creators, marketers, and entrepreneurs. Women over 35 are emerging as one of the fastest-growing gaming segments, and over half of India’s gamers say they want to build careers in content creation or esports.

The report is a result of a first-of-its-kind deep dive into the identities, habits, and aspirations of nearly 5,900+ Indian gamers, and arrives at a moment of major industry momentum.

According to a recent report by WinZO Games and IEIC, India’s online gaming sector is expected to more than double to $9.1 billion by 2029, with the country already home to nearly 20% of the global gamer base.

Medianew4u.com caught up with Ishan Sukul, founder, CEO Kreo

Q. What was the gap seen in the market that led to the formation of the performance-tech brand Kreo? What is the vision in terms of reshaping how India games, creates, and builds?

When I looked at the Indian gaming and creator ecosystem, I saw two extremes: cheap, unreliable gear that did not last, or overpriced imports that did not really understand how we game, create, or build here. This was despite the fact that India has over 300 million gamers and is one of the fastest-growing creator economies in the world. The ‘How India Games’ report we launched this year also shows how multi-platform our audiences are. About 78% use PC setups and 88% play on mobile. That means the demand for reliable, well-designed, accessible gear is only going to rise.

Kreo was born to fill that gap. We wanted to design performance-first gear that balances reliability, aesthetics, and price accessibility. Our vision is to become the definitive performance-tech brand for India’s next 500 million digital natives. For gamers, that means gear that keeps up with competitive demands. For creators, it means tools that balance function, comfort, and form. And for builders (whether they are starting a content channel or a company), it is about giving them gear that reflects both performance and personality.

Q. Which are the key markets that Kreo is targeting in terms of high-performance gear, including precision mice, mechanical keyboards, ergonomic chairs, and creator-first accessories?

We design for India first. In Tier 1 cities like Bengaluru, Delhi, Mumbai, and Kolkata, you have early adopters such as pro gamers, streamers, and creators who know exactly what they want. But the real explosion is happening in Tier Two and Three cities like Indore, Surat, Jaipur, and Lucknow. Better internet access, affordable gaming phones and PCs, and rising creator aspirations are fuelling demand in these markets.

Our audience cuts across segments. Our customer base ranges from school and college students getting into gaming or content creation, to young working professionals who have the disposable income to invest in better gear, to streamers and creators who are actively building personal brands. It is a diverse but connected community.

Q. Will India’s next 500 million digital natives come from across the country, or will certain pockets be more important?

Urban centres will remain influential hubs, but the next 500 million digital natives will not be limited to these regions. Tier Two and Three cities are where we are seeing some of the most exciting growth.

There is an increasing number of regional-language creators, higher mobile-first adoption, and a post-COVID surge in both gaming and content consumption. That is the challenge and the opportunity for us. We need to design gear that serves a competitive PC gamer in Mumbai just as well as a mobile-first creator in Guwahati.

Q. Women are changing the face of Indian gaming. Is that a big focus area for Kreo? At the same time, how big an issue is gender bias?

Absolutely, and it’s something we feel strongly about. Our report highlighted that nearly a third of Indian gamers are women, and that number is growing fast. Yet, we also found that 73% of women gamers hide their gender to avoid harassment. That is unacceptable.

We have made it a priority to partner with women streamers and creators, showcase non-gendered product design, and build safe, inclusive communities on platforms like Discord and through the Kreo Campus Ambassador Program (KCAP). But this is not just about campaigns. To us, it’s about representation, resources, and education. Gender bias is still a huge hurdle, and closing that gap is part of Kreo’s mission.

Q. The brand combines thoughtful design, durable engineering, and accessible pricing to meet the needs of India’s next 500 million digital natives. What role is AI playing in this area?

AI is already shaping how we think and work at Kreo. We use it to understand our community better by using it to analyse survey responses, sentiment, and behavioural data so we can design products that actually solve real user pain points.

On the product side, AI helps us optimise designs for performance and ergonomics. And for creators, we are building AI-assisted workflows to speed up content production and editing.

Q. Kreo is backed by Sauce VC, the Chona Family Office, and a network of angel investors. What are their expectations and goals in the coming three years?

Our investors are known to back brands that lead culture and focus beyond categories.

Over the next three years, they expect that we dominate the gaming gear segment in India, expand into other high-potential creator and gamer markets globally, and deepen our IP-led community engagement (from tournaments to offline experiences). With their support, we are building a brand that lasts and is looking beyond short-term sales spikes.

Q. In growing a community of gamers, streamers, and content creators, what tactics has Kreo followed to build loyalty?

We have always treated the community as a core product. It is more than a marketing channel for us. KCAP now has over 100 student creators building with us. Our Discord, too, has evolved beyond a chat server.

Here we gather feedback, discuss ideas, and even memes that shape our brand. We collaborate with creators of all sizes and invest in offline moments like Comic Con and gamer meetups. In short, we are focusing on all avenues that help us engage genuinely with our community.

Q. What marketing innovations will Kreo be doing to create awareness about its offerings? Will the focus rest on digital avenues like social media and short-form content? Or will traditional media like print, TV also play a role?

Digital is our home base. We use YouTube, especially our Kreosphere channel, for long-form storytelling. Short-form content on Reels and Shorts helps spark curiosity, while Reddit and Discord help us go deep with niche communities. Influencer-led content works best when it feels native, not scripted, so that’s what we focus on. That said, as we scale, you will also see us at pop culture events like anime conventions, and even in select print or experiential campaigns to reach new audiences.

Q. How important is word of mouth and influencer marketing for Kreo?

In gaming and creator circles, peer validation is everything. A recommendation on Discord, a YouTube review, or an Instagram reel often drives more sales than a paid ad. Influencers play a big role in educating and inspiring audiences, but it only works if the collaboration feels authentic. That is why we prioritise relationships with creators who genuinely use and believe in our gear.

Q. Parents see gaming as a waste of time for children, according to the report. Only six per cent think of it as a viable career for their children. Is this a big challenge for the industry’s growth? What should be the way forward?

Yes, it is a major cultural roadblock, especially since only 6% of parents view gaming as a viable career, per our report. That said, we have countless examples of successful gamers, streamers, and esports athletes. Changing that perception is as important as improving the gear. We need more visible success stories, more focus on the skills gaming builds (teamwork, strategy, creativity), and more programs in schools and colleges that treat gaming as a legitimate pursuit, not a distraction.

Q. While Mobile gaming is growing, PC is dominant according to the report. How does the company adapt its product strategy depending on the platform?

Mobile gaming owns the numbers, but PC gaming owns the influence. So we design for both. For serious PC gamers and creators, we are building high-end gear such as precision mice and ergonomic chairs. For mobile-first audiences, we are launching accessories like cooling stands, cross-platform gear, and anime-themed collaborations.

Q. What is the USP of Valorant and Battleground Mobile in terms of uniting gamers?

Valorant is skill-based, team-heavy, and culture-forward. It is helping build India’s first real esports infrastructure beyond mobile. BGMI is accessible, social, and rooted in mobile, bringing together millions of casual and competitive players. Both create a sense of identity, and that is why they topped the charts in terms of popularity within the gaming community in India.

Q. Anime-inspired gear is growing in popularity. Does that reflect the growing popularity of anime content like TV shows?

Today, Anime is not a niche category. For Gen Zs, it has become an identity marker, just like hip-hop was for earlier generations. Our Naruto-themed gear was a hit because it blended fandom with function. We didn’t create products that were simply for decor. They performed. Anime’s rise reflects a larger trend: people want products that reflect their personal aesthetic and internet-native identity.

It is emotional, nostalgic, and disruptive. And that is a sweet spot for us.

Q. In its report, Kreo noted that food and beverage consumption varies according to age group. Do companies in this sector need to adopt a more targeted strategy to appeal to gamers more effectively? Is Kreo looking at partnerships with food and beverage companies for deals?

Definitely. Our report showed that snacking habits shift with both age and the length of the gaming session. Brands that want to connect here need to match formats (quick snacks over full meals), understand late-night consumption spikes, and speak in the language of gamers.

We are already exploring partnerships with F&B brands, including co-branded snacks to hydration partners for tournaments, and energy-focussed collaborations.

Tags: Ishan SukulKreo

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