Loco is a live-game streaming platform with over 60 Million registered users. Loco started as a live quiz show app, then pivoted into a live-game streaming company in 2019. Loco is available in an app and web version. Its platforms are iOS & Android. Loco hosts a range of UGC content - from esports to casual gaming streams by popular and micro-streamers. Loco is pioneering the gaming ecosystem in the country and aims to be the home of Indian Gaming, with over 45 different games and 4,000+ streamers. In its last funding round, ie Series A, Loco raised $42 Million from crypto major Hashed, with participation from Makers Fund, Catamaran Ventures, and Korea Investment Partners. The round also saw participation from Krafton, Lumikai, and Hiro Capital.
The premise of their last funding was to scale through ads, launch a crypto platform called Loco Legends, and double down on game publisher partnerships. Through the years, basis how the market evolved, Loco realized that the business model would change to a transaction-based model >>> ad revenue-based model. The north star metric that drove this thought process is that our user retention of our loyalty program/reward users is on par with mammoth marketplaces such as Amazon.
To enhance the viewer experience, boost engagement, and help streamers monetize, Loco recently launched a VIP subscription service that enabled users to avail of different perks.
This is what the web & app versions look like -
Web:
App:
Upon looking up the platform on the App Store, and Play Store, there are mixed reviews that pop up:
Basis the distribution of the ratings, the pattern suggests that the reviews are polarised - suggests that the users are quite invested in the product itself to feel so strongly - whether negatively or positively.
The latest IP was a tournament on LOCO featuring India's biggest game, BGMI. These were the ads that were floating around via Google/Meta ads:
Loco is a streaming platform, hence users are of two key sub-categories representing supply & demand - viewers and streamers. Sometimes these user personals overlap, and sometimes they don't.
Consumer persona type | Consumer category | Bio | Demographics | Motivation to use Loco | Pain points | Engagement/User behaviour |
---|---|---|---|---|---|---|
Streamer persona 1 | Pro Streamer | Name: Sc0utOP (Tanmay Singh) |
|
|
|
|
Streamer persona 2 | Aspiring Streamer | Name: CrazyxHacker (Prashant) Gaming video creator Loco's top streamer (in terms of popularity) |
|
|
|
|
Streamer persona 3 | Casual Streamer | Name: Shreya Arora Just exploring Gaming Video Creator |
|
|
|
|
Viewer persona 1 | eSports Enthusiast | Name: Aryan Koli Gamer Competitor player |
|
|
|
|
Viewer persona 2 | Gaming Entertainment Enthusiast | Name - Vikalp PUBG fan |
|
|
|
|
Viewer persona 3 | Game Streamer Superfan | Name - Edwin Dilson |
|
|
|
|
Viewer persona 4 | Incentive/Reward based viewer | Name - Vishnu Loves Free Fire |
|
|
|
|
Basis the following ICP framework, we will figure out which of these Streamer ICPs to target/solve for:
| Adoption curve | Frequency of use case | Earnings elasticity | TAM | Distribution potential | Paywall success |
---|---|---|---|---|---|---|
Pro Streamer | Low | High | High | Low | Low | Very high |
Aspiring Streamer | High | High | Low | High (pro streamers individually have large communities) | High | High |
Casual Streamer | High | Low | High | High | High | Low |
Next, we'll deep-dive into the Viewer personas and figure out whom to target/solve for:
| Adoption curve | Frequency of use case | Willingness to pay | TAM | Distribution potential |
---|---|---|---|---|---|
eSports Enthusiast | High (eSports content supply is high) | High | High | High | High |
Gaming Entertainment Enthusiast | Low (Entertainment supply is low) | Low | Low | Low | Low |
Game Streamer Superfan | Low (Very specific to a particular streamer) | Low | High | Low (very niche) | High |
Incentive/Reward Based Viewer | High (independent of content) | High | High | High | High |
The highlighted ICPs are the ones with which we will be working, for this project.
The Indian gaming market is expected to more than triple to USD 7 billion by 2026 from USD 2.2 billion in 2021 as per a recent report by Lumikai.
Around 20% of gamers in India are paying users, with pay-to-play, casual, and core games being the most popular among the paying user base. So the TAM we're dealing with currently will roughly be equal to 20% * 100Mn = 20Mn | Source
To note: even though Loco has 60Mn registered users, these are not all paying users.
Viewership of eSports across India from financial year 2019 to 2021, with estimates up till 2025 (in millions): -
In the financial year 2021, there were around 17 million viewers of eSports in India. The number of viewers was almost double that of 2019. It was estimated that in 2025, there would be around 85 million viewers of eSports events on 20 different platforms making India one of the fastest-growing markets for eSports viewership. This fact highlights the viewership potential that a live-game streaming platform has in India.
To signal the consumer behavior of watching content on live stream and the joy of watching a sport Live, here's a snippet:
Since Hotstar started streaming the Indian Premier League live, views increased from 41 million in 2015 to 110 million in 2016, then from 130 million in 2017 to 202 million in 2018. This shows that there was a 55.3 % increase between 2017 and 2018 alone. Hotstar had a record 10.3 million concurrent viewers during the Chennai Super Kings vs Sunrisers Hyderabad final.
The largest LAN tournament hosted in India to date (November 2023) clocked in 20 Million views and a peak concurrency of 200,000 users on Loco. This goes to show that we haven't even scratched the surface and there is a long way to go, as far as viewership goes.
To estimate the upper cap of streamers, let's look at the total number of gamers (inclusive of mobile gamers) we have in India:
To note: Average time spent per user per week has increased compared to last year, pointing towards a growing propensity to play games. With 15.4 billion downloads, India is among the top countries in the world for total mobile game downloads. Over 50% of India’s internet users are gamers. - 1️⃣
The exact number can vary, but considering all platforms (YouTube gaming, Rooter, Loco), it is reasonable to estimate that there are at least 20,000 to 50,000 active game streamers in India, if not more. - 2️⃣
Considering points 1 & 2, ie the overlap between the number of mobile gamers & active game streamers - a hypothesis I have is that there is a large opportunity for potential streamers - given the kind of viewership/fame (as seen above), they can achieve.
This is the flywheel that I have envisioned: More streamers -> more communities -> more loyalty -> more viewership -> more revenue
The direct home-grown competitor of Loco in the market is Rooter, and a moon-shot competitor is YouTube Gaming. The business models of Loco and Rooter have been in sync since inception. Wherein YouTube Gaming has been the top streaming service due to the scale and viewership it offers.
Now let's double-click on the search intent that users (streamers/viewers):
Questions that a potential Loco streamer would ask:
One:
Loco was seen on the second scroll
Two:
Loco was seen on the second scroll
Three:
Loco was not visible on the first page
Questions that a potential Loco viewer would ask:
One:
Loco was seen on the second scroll
Two:
Loco was seen on the second scroll
Three:
Loco was seen on the second scroll
SEO optimization based on a few more prompts suggests that Loco focuses more on pulling in viewers > streamers via search engines such as Google. The gaming community is a tight-knit one, and streamers particularly don't have a habit of googling their concerns, they ask the telegram/discord groups where the gamer friends hang out and trust their opinions > google results.
For the eSports enthusiasts, the marketing core prop is:
Watch BGMI eSports tournaments exclusively on Loco.
For incentive/reward users, the marketing core prop is:
BGMI UC, Google Play vouchers, and Amazon vouchers are just a click away! Download now!
For aspiring streamers, the marketing core prop is:
Dream karo. Stream karo. Just like XX (top streamer) on Loco.
The AHA moment for aspiring streamers comes a lot later in their streaming journey since it's a long and arduous journey to build a community and generate revenue for streams. Hence the pull on creative ad assets will come from featuring top streamers who have 'made it' -> build aspiration. The secondary prop will be the ease of streaming/$$ from streaming/ fame.
Despite Loco being around for a couple of years (inception 2019), the business model has been evolving based on what is working for us, and what isn't. We recently pivoted from a goal of doubling down on ad revenue to one where we focus solely on bringing in transacting users. There are a few trends that have worked well for us in terms of roping in viewership, based on those learnings I will flesh out the different experiments we can run to capture users and scale them.
Now let's double-click on how to scale users:
Out of the three core ICPs mentioned above - the incentives I have detailed ensure an appeal to all three ICPs - eSports Enthusiast, Reward-Based Viewer and Aspiring Streamer.
Cohort: The focus will be active users. What do we mean by 'active'?
We will target two kinds of active users: viewers and streamers.
The target viewer ICP
How will we reach out to those users?
In the VIP purchase screen:
In the side navigation bar:
MoE banner will pop up in this manner 5-6 seconds after the user opens the app:
Now when they click on 'refer and earn', this is what they will see:
The following screen solves for: What's in it for the users? How will they track the referrals? What will keep the referrers keep referring?
To note: this is the viewer UI, the streamer UI will be similar, but the content under 'what's in it for you' will change)
Pls ignore the 'TIER 3' text placed in front of '1 month...' typo and consider the text '15 referrals:...' (as seen in the incentive copy shared above.
Under the 'share link in a group' box outlined above; the following icons will be present, including IG:
For the 'what's in it for you' section, the UI should ideally be as follows - to show progress and clarity in what's being offered:
As and when a user goes from one tier to another, they will be notified via an in-app notification ie pop up (via MoEngage):
How will the referrals be shared?
Upon sharing the link on socials, the messaging is key.
Taking inspo from Airbnb's messaging:
This is the kind of WA messaging we will go for:
Hi Ragini!
Your friend Shreya has given you 60 BGMI UC, 10 diamonds, and a one-week free membership of our loyalty program! All you have to do is download Loco and join the home of Indian Gaming. Thank her by using this link: xxxx
To note: The creative in the WhatsApp blast will have the referee incentives written.
TLDR:
Breaking this down into hook | generator | distributor framework
Hook | Generator | Distributor | Thought process | Lead time for conversion |
---|---|---|---|---|
ONE: Esports gameplay reels of tournaments exclusively on Loco | Loco | Loco (via IG) | Only when the source of information is exclusive is when potential users will be intrigued enough to head to the app. The very premise of why eSports works is because of the thrill and social aspect of watching it LIVE. Hence the FOMO of not catching match gameplay LIVE is what will drive them to Loco. | Low |
TWO: LIVE ranking posts of BGMI tournaments (taking place exclusively on Loco) | Loco | Loco (via IG/Discord) | Similar explanation to above ^. Additionally, matches in games such as BGMI are quick and the points table changes VERY fast. Hence users will want to know what's happening without delay - hence the intrigue and urgency that follows will nudge them to head to the app. | Low |
THREE: Esports gameplay clips of tournaments exclusively on Loco (using clips feature in-app) | UGC (viewers) | Viewers (via socials) | This content loop will need a feature refinement (will elaborate below) - which will make it easy for viewers to create clips from the LIVE or VOD stream and share it with their audiences. | Low |
FOUR: Esports scrims/small-scale tournaments exclusively on Loco | Loco (w/ tournament organisers) | UGC (tournament organizers) | Ultimately, streamers want FAME. And to be seen, they will associate themselves with a platform that is actively investing in building eSports in India and building a conducive ecosystem for players. So more tournaments on Loco -> more players become aware of what Loco has to offer ($$, ease of streaming ++). | High |
FIVE: Top streamer watch parties | UGC (streamers) | UGC (streamers) | Streamers want viewership, viewers want to watch matches with their favorite streamers. | Low |
SIX: LAN collegiate tournament | Loco (w/ tournament organisers, sponsors) | Loco, UGC | This content loop has a long lead time but has potential. Collegiate level tournament -> grass root level activation -> Loco is seen as an enabler -> UGC content from the tournament will circulate the ecosystem -> more aspiring streamers/players/viewers will give Loco a shot. | High |
The ones that I think can be put into use at the earliest wrt effort/impact are below:
Content loop ONE/TWO flow:
Content loop THREE flow:
The flow for clips feature in-app should ideally flow in this manner to minimize barriers to creating clips:
Thank you!
Brand focused courses
Great brands aren't built on clicks. They're built on trust. Craft narratives that resonate, campaigns that stand out, and brands that last.
All courses
Master every lever of growth — from acquisition to retention, data to events. Pick a course, go deep, and apply it to your business right away.
Explore foundations by GrowthX
Built by Leaders From Amazon, CRED, Zepto, Hindustan Unilever, Flipkart, paytm & more
Crack a new job or a promotion with the Career Centre
Designed for mid-senior & leadership roles across growth, product, marketing, strategy & business
Learning Resources
Browse 500+ case studies, articles & resources the learning resources that you won't find on the internet.
Patience—you’re about to be impressed.