Dream11: From Live Fantasy Contests to a Live Second-Screen Engagement Model
Industry and Competitive Context
India’s online gaming market was dominated by real-money formats. One industry report cited by Outlook’s Respawn put real-money gaming at 86 percent of the country’s $2.4 billion gaming market in 2024. Dream11 competed in that market alongside MPL, Gameskraft, Zupee and WinZO. When Parliament passed the Promotion and Regulation of Online Gaming Bill in August 2025, these platforms suspended paid gaming features within hours. Presidential assent followed on August 22, 2025.
Competitors responded differently. According to Social Samosa, MPL pushed free-to-play formats, PokerBaazi explored overseas markets, and Zupee doubled down on casual games such as Ludo and Snakes & Ladders. Dream11’s response was to stay inside live sport and change how it participates.
The competitive set for live attention also widened. Broadcasters are building interactive layers of their own. Inc42 reports that JioHotstar’s Hype Mode lets viewers switch between more than 12 camera angles, see real-time player stats, and join live fan feeds and polls without leaving the stream. JioStar reported that the IPL 2026 opening weekend produced 32.6 billion minutes of watch time, with connected-TV reach up 30% and concurrent viewership up 61%.
Analysis: The live-sport audience is large and growing, but the broadcaster’s own interactive layer competes for the same second-screen attention. A second-screen product has to offer something the broadcast feed does not.

Brand Situation Prior to the Pivot
Dream11 was founded in 2008 by Harsh Jain and Bhavit Sheth in Mumbai. Media reports put the commercial dependence on paid contests starkly: more than 90% of Dream Sports’ revenue had historically come from Dream11’s paid contests. dreamsportsstoryboard18
Registered-user figures vary by source and are cumulative accounts, not active users. A media report cited over 280 million registered users since 2008. The company’s December 2025 press release cites 250 million users. The group’s own timeline lists 300 million users. This case uses the company’s 250 million figure and flags the inconsistency.
On financials, Inc42 reports that Dream Sports’ FY25 operating revenue fell 14.8% to ₹6,759.3 crore from ₹7,933.8 crore. The company swung to a net loss of ₹478.9 crore against a net profit of ₹1,295.3 crore the year before. The same report attributes the loss to reverse-flipping costs, following the March 2025 merger of its US entity into Sporta Technologies. Gaming revenue was ₹6,500.5 crore.
Live engagement before the ban. The pre-ban product made live sport its commercial peak. In a company-announced milestone reported by Entrepreneur India, Dream11 recorded more than 5.3 million concurrent users on October 14 during an IPL season in which it held title sponsorship, reported at ₹222 crore. It also reported more than 18 million contestants joining in a single match and 7.9 million entries in a single contest. Its sponsorship footprint was still large in 2025: SportsPro notes that Dream11 sponsored four IPL teams in 2025.
Analysis: In phase one, live sport was the moment of monetization. The engagement was the contest entry, and the platform’s scale was built around match-time surges.
Strategic Objective
The regulatory change removed the revenue model but not the audience. Dream11’s stated response, announced on the morning of the shutdown, was to stop all paid contests and move entirely to a free-to-play online social game.
The December 2025 relaunch set out the new objective. Dream11 described the product as a second-screen platform that complements live sports broadcasts. It positioned the pivot within its existing mission of making every match more exciting. The press release also asserts that these formats are proven to increase broadcast viewership, but it cites no supporting evidence. The CEO’s framing, reported by BestMediaInfo, was that the problem being solved is the loneliness of watching a match alone.
On monetization, Outlook Business reports the intent to earn from creator-led streams, advertising, and a future paid ad-free tier. This is a stated plan, not a documented result.
Campaign Architecture and Execution
The transition ran in two steps. The first was the August 22, 2025 shutdown of paid contests. The second was the December 4, 2025 relaunch, which Dream11 announced as available globally, with creator-led live match watch-alongs, a space to react and banter, and free-to-play fantasy sports. The press release also lists snackable, bite-sized sports moments, and the CEO’s remarks described a Moments tab with short livestream clips.
A watch-along is not a broadcast. The CEO stated that users watch creators reacting to the match, not the broadcast itself. According to the same report, such rooms could host more than 100,000 concurrent participants, a scale he said was already proven on YouTube and Twitch. That is a company claim about the format’s potential, not a Dream11 result.
The in-app economy. Sportzpower reports that users can earn DreamBucks by watching livestreams and spend them on creator shout-outs or pinned messages. The CEO said creators receive the majority of revenues and Dream11 takes a smaller share. BestMediaInfo reports the expectation that more than two-thirds of revenue would be shared with creators. That is a stated expectation, not confirmed payout data.
The official app-store listings for the IPL 2026 season describe the live feature set. They list DreamBucks-based Squad Goals challenges to creators, a Hit or Miss competition that earns DreamBucks for correct answers, polls, live chat, and gifts to creators. Named creators include R Ashwin, Tanmay Bhat and Stuart Broad. Free fantasy remains, with the listing inviting users to create fantasy teams and enter contests called leagues. At launch, Sportzpower reports the intended flow: users assemble fantasy teams before kick-off and then move into creator-led watch-along streams.
Build approach. According to BestMediaInfo, the CEO said the new product was developed internally without significant capital spending.
Analysis: The architecture keeps three parts of the earlier model: match-time attention, a pre-match fantasy ritual, and a virtual currency. It replaces the cash entry fee with creator-mediated social interaction.
Positioning and Consumer Insight
The positioning is companion, not replacement. In a LinkedIn post, the CEO described Dream11 as the “popcorn to your movie”. The press release makes the same point from the other side: the product is designed to complement the broadcast. The consumer insight the company states publicly is social. Fans want shared reactions during a match, and the CEO’s remarks stress that fans can be heard and seen by millions of others.
The audience is young. BestMediaInfo reports that the company said about 70 per cent of its 10 million daily active users are aged 18 to 35.
Analysis: The positioning avoids a head-on contest with the broadcaster. It also repurposes an asset Dream11 already had, a large registered base accustomed to following live matches with a second app. Whether that habit transfers from playing contests to watching creators is the open strategic question. Media coverage frames it that way too, noting that retention will depend on whether users keep returning for creators and conversation once the early IPL spike fades.
Media and Channel Strategy
Before the pivot. Dream11’s marketing leaned on celebrity-led advertising and sports properties. Storyboard18 reported that after the ban the company removed its advertising from YouTube, including campaigns featuring Aamir Khan, Ranbir Kapoor, Rohit Sharma, Jasprit Bumrah, Rishabh Pant and Hardik Pandya. Reports also said Dream11 pulled out as Team India’s primary jersey sponsor.
After the pivot. Verified information on paid media is thin. The CEO said marketing expenditure will remain low, with the company encouraging its existing registered users to try the new service. Outlook Business likewise reports cost trimming in marketing and office space. Distribution therefore runs through the owned app and creators’ own audiences. The company said it had onboarded 25 creators at launch, and BestMediaInfo reports it lined up around 100 creators for IPL 2026.
Advertisers on the platform. The company said it had already attracted advertisers such as Swiggy, Astrotalk and Tata Neu.
Business and Brand Outcomes
Documented.
Dream11 stopped paid contests on August 22, 2025 (company statement).
FY25 Dream Sports operating revenue fell 14.8% and the company posted a net loss (Inc42, reported from filings).
The company reported 10 million daily active users and more than 250 million total users as of September 2025 (as reported by Sportzpower).
Roughly 100 creators were lined up for IPL 2026, with a reported target of 50 million monthly active users for the Watch Along product that season. This is a target, not an outcome.
The real-money gaming category left the IPL advertising market. SportsPro estimates the exit of Dream11 and My11Circle removed well over US$200 million a year from the ecosystem. Industry commentators quoted by Social Samosa noted that IPL 2026 still drew ₹4,900–5,200 crore in ad revenue, with real-money gaming as the most striking absence.
Strategic Implications
Regulatory concentration risk. Dream11’s revenue depended heavily on one legally contingent product. Per media reports, more than 90% of group revenue came from paid contests, and the model ended within a day of the law passing. The case shows how a dominant brand can be exposed by a single-product revenue base, however strong its user numbers.
Audience as an asset, monetization as the problem. Dream11 retained a very large registered base but lost the mechanism that monetized it. Registered counts are not engagement: the only active-user figure the company has disclosed is 10 million daily active users, against 250 million registered. Inc42 flags the structural challenge: microtransaction monetization remains untested in live sports contexts, the platform is currently monetized only through advertising, and bringing creators to the platform will be a challenge.
Format risk. Inc42 also observes that most such engagement consumption still happens after the match, not during live play. A live second-screen product depends on in-match behavior, which is the behavior it needs to grow.
Capability transfer. Dream11 has public evidence of operating at match-time scale, as shown by the concurrency figures above. Whether that infrastructure advantage matters for video-chat-style watch-alongs, where creators and interaction design matter more, is not documented.
Competitive positioning. The broadcasters’ interactive features suggest the second-screen space will stay contested. Dream11’s differentiation rests on creators, a virtual economy and an installed base.
Discussion Questions
Dream11’s revenue was reported to be heavily concentrated in one product that depended on regulatory permission. What diversification or contingency strategies could a market leader pursue without weakening its core business?
The company reports 250 million registered users but only 10 million daily active users. How should a firm decide which user metrics to rely on when repositioning a brand around a new behavior?
Compare monetizing through entry-fee commissions with monetizing through creator-led streams, advertising and virtual goods. What changes for the brand’s customers, partners and cost structure?
Dream11 positions itself as a companion to the broadcast, while broadcasters are adding their own interactive features. Where should the line between complement and competitor sit, and how could Dream11 defend its space?
Many of the public claims about the pivot, such as viewership uplift, creator revenue shares and IPL 2026 targets, are company statements without independent verification. How should a marketing strategist evaluate and use such claims when advising on a similar pivot?



Comments