Tencent partners with Cyberlite India to support research programme on gaming career
"We are pleased to support Cyberlite India in leading this research. Local perspectives are important for understanding how information about video game careers can be made more useful to students, families and educators," Judy Wong, Country Manag...

The study will focus on listening to local perspectives and understanding the information and support that may help young people and their families navigate these career pathways, the company said in a statement.
"We are pleased to support Cyberlite India in leading this research. Local perspectives are important for understanding how information about video game careers can be made more useful to students, families and educators," Judy Wong, Country Manager (India), Tencent, said.
The initiative forms part of Tencent's ongoing support for India's AVGC-XR talent pipeline and Orange Economy, the statement added.
The programme will engage more than 100 participants through 12 focus groups and co-design workshops across four Indian cities.
The sessions will explore participants' awareness of different industry roles and entry routes, the considerations that shape how they view these careers and the questions that arise when discussing career options in the sector.
"Tencent will contribute its industry experience while learning from the communities involved, as part of our continued support for India's AVGC-XR talent ecosystem," Wong said.
The research programme will include four parent focus groups, four educator focus groups and four student co-design workshops. One session for each group will be conducted in each participating city.
Alongside the study, Tencent will support a special three-part edition of Game On, an established YouTube series produced with youth platform Yuvaa, in collaboration with Games for Change India and Eight Goals One Foundation (8one). The episodes will bring digital creators and youth voices into conversation with video game developers, ecosystem experts and parents.
Through gameplay and discussions, they will explore the range of professional roles behind video games and respond to questions from young people and families.
"Young people are growing up with games as a familiar part of everyday life, but the wide range of professional roles behind them may be less familiar to students, parents and schools. This study begins by listening to these groups directly," Cyberlite India Co-Founder, Nina Bual, said.
India has one of the world's largest video game audiences, with Niko Partners estimating that the country had 511 million players in 2025.
The 2026-27 Union Budget also highlighted the importance of future talent development across the AVGC sector, which is projected to require nearly two million professionals by 2030, and proposed Content Creator Labs in 15,000 secondary schools and 500 colleges.
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