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Dream11
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Dream11 is an Indian fantasy sports platform[6] that allows users to play daily fantasy sports contests, primarily in cricket. The platform allowed users to take part in paid and free contests by assembling a virtual team of real-life players, and score points based on those players' actual statistical performance on the field of play.[7][8][9] Paid contests were discontinued in August 2025 after the Parliament of India passed the Promotion and Regulation of Online Gaming Act, 2025.
Key Information
In April 2019, Dream11 became the first Indian fantasy sport company to become a unicorn.[10] In November 2021, Dream11 was valued at $8 billion.[11][12] In October 2023, Dream11 claimed to have 200 million users.[13]
History
[edit]Dream11 was co-founded by Harsh Jain (son of Indian businessman Anand Jain) and Bhavit Sheth in 2008.[14][15][16][17] In 2012, they introduced freemium fantasy sports in India for cricket fans.[17] In 2014, the company reported 1 million registered users, which grew to 2 million in 2016 and to 45 million in 2018.[18][19]
In April 2019, Steadview Capital completed secondary investment in Dream11. Apart from Steadview, Dream11's investors included Kalaari Capital, Think Investments,[20] Multiples Equity and Tencent.[10] In April 2019, they launched FanCode, an ad-free multi-sport aggregator platform offering content, commerce and community engagement.[21]
In 2021, Dream 11's parent company, Dream Sports raised $840 million in a funding round led by Tiger Global, D1 Capital, Falcon Edge, DST Global, and Redbird Capital.[22]
Legality
[edit]In 2017, a case was registered against the company in an Indian High Court. The court, in its ruling, stated that playing the Dream11 game involves superior knowledge, judgement and attention. The Court also held that "the element of skill" had a predominant influence on the outcome of the Dream11 game. However, the law does not allow fantasy sports in a few Indian states like Assam, Telangana[23] and Andhra Pradesh.[24] A challenge to this judgement was filed with the Supreme Court of India, which dismissed the appeal.[25] The judgement provided legality[26] to the company and allowed them to run their operations throughout the country.[27]
In October 2021, Dream11 suspended its operations in Karnataka after the state prohibited online gambling, betting and wagering.[28] In February 2022, Dream11 resumed operations in the state after the Karnataka High Court reversed the ban on online gambling and repealed a complaint lodged against the company.[29]
Despite it being adjudged to be a "game of skill", experts believe that the company operates in the country's regulatory "grey area".[30][31]
2025 real money gaming ban
[edit]On 21 August 2025, after the Parliament of India passed an online gaming bill that outlawed all real money online games, Dream11 paused all paid contests on its platform, which accounted for over 90% of its revenue.[32]
Partnerships
[edit]In 2017, the company partnered with three leagues within cricket, football and basketball. Dream11 became the Official Fantasy Partner for Caribbean Premier League, Indian Super League[33] and US professional basketball league National Basketball Association (NBA).[6] Later in the year, they partnered with the Indian Super League as their official Fantasy Football Partner.[34][35] In November 2017, the NBA, launched a fantasy basketball game in association with Dream11 and launched their official NBA fantasy game on their platform.[36][37]
In 2018, Dream11 announced its partnership with International Cricket Council (ICC),[38] Pro Kabaddi League,[39] International Hockey Federation (FIH),[40] WBBL and BBL.[41] In 2018, through the above partnership, Dream11 introduced two new games on their platform viz., kabaddi and hockey.
In October 2019, New Zealand Cricket (NZC) announced Dream11 as the title sponsor for the Super Smash domestic Twenty20 competition.[42] In January 2021, this partnership was extended for another six years until 2026.[43]
On 18 August 2020, Dream11 won the title sponsorship rights for the 2020 Indian Premier League for ₹222 crore (US$29.96 million), after Vivo pulled out for the season.[44]
On 30 June 2023, Dream11 acquired the lead jersey sponsorship rights of the Indian National Cricket Team from July 2023 till March 2026 for ₹358 crore.[45][46]
Financials
[edit]| Year | Revenue (In crores) | Profits/Loss (In crores) | Source |
|---|---|---|---|
| FY 2018 | 224.6 | -65.1 | [47] |
| FY 2019 | 775.4 | -88 | |
| FY 2020 | 2,120 | 181 | [48] |
| FY 2021 | 2,706 | 329 | |
| FY 2022 | 3,480.75 | 142.86 | [49] |
| FY 2023 | 6,384 | 188 | [50] |
Brand ambassadors
[edit]The company had first signed commentator Harsha Bhogle as their brand ambassador in 2017 IPL.[51]
Cricketer Mahendra Singh Dhoni was the brand ambassador of Dream11 and launched the "Dimaag se Dhoni" media campaign during the 2018 Indian Premier League.[52]
In 2019, Dream11 signed up seven cricketers and partnered with seven Indian Premier League franchise as part of its multi-channel marketing campaign.[53]
In March 2022, Dream11 announced actors Kartik Aaryan and Samantha Ruth Prabhu as their brand ambassadors. This was the first time that the company roped in celebrities outside of sports as their ambassadors.[54] Dream11 also has Rohit Sharma, Rishabh Pant, Shikhar Dhawan, Hardik Pandya, Shreyas Iyer and Jasprit Bumrah as their cricket ambassadors.[55][56]
Format
[edit]Dream11 provides a fantasy gaming platform for multiple sports such as fantasy cricket, football, basketball, kabaddi, hockey, volleyball, handball and baseball. It is an online game where users create a virtual team of real-life players and earn points based on the performances of these players in real matches.[57] A user who scores the maximum points in their joined contests attains the first rank on the leader-board. Dream11 offers free and paid contests. A user has to pay a certain fee to join a contest and can win real cash.[58] To participate in a Dream11 game, a user must be at least 18 years old and needs to get their profile verified using their PAN.[59]
References
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External links
[edit]Dream11
View on GrokipediaDream11 is an online fantasy sports platform founded in 2008 by Harsh Jain and Bhavit Sheth and headquartered in Mumbai, India, enabling users to create virtual teams of real-life athletes across sports such as cricket, football, and basketball, with points awarded based on the players' actual match performances to compete for cash prizes in skill-based contests.[1][2][3] The company, recognized by Indian courts as a game of skill rather than gambling, rapidly expanded to become India's dominant fantasy sports provider, achieving unicorn status in 2019 as the nation's first gaming unicorn valued at over $1 billion through secondary investments.[4][5] By FY24, Dream11 had amassed substantial revenue exceeding ₹9,600 crore, primarily from real-money contests, while securing high-profile sponsorships including title rights for the Board of Control for Cricket in India (BCCI) events worth approximately ₹358 crore from 2023 to 2026.[6][7] However, in August 2025, India's Online Gaming Bill imposed a nationwide ban on real-money gaming platforms, classifying such activities as unlawful and leading Dream11 to terminate paid contests, forfeit its BCCI sponsorship, and suffer a reported 95% revenue collapse, prompting a pivot toward advertising, AI-driven content, and non-monetary features amid compliance commitments.[8][9][10]
History
Founding and Early Development
Dream11 was founded in 2008 by Harsh Jain and Bhavit Sheth, two graduates from the Indian Institute of Management Mumbai who identified an opportunity in fantasy sports amid the launch of the Indian Premier League (IPL).[3][1] The platform initially operated as a simple online fantasy sports service, allowing users to create virtual teams primarily for cricket matches, with the aim of engaging sports enthusiasts through skill-based predictions.[11] Incorporated as a private limited company in Mumbai, it began as a part-time venture while the founders completed their studies, focusing on cricket due to its massive popularity in India.[12][1] In its early years through 2011, Dream11 experienced limited user adoption, struggling to differentiate in a nascent market dominated by traditional sports viewing and lacking widespread internet penetration for mobile gaming.[13] The platform relied on basic web-based contests with entry fees, but growth remained slow, taking several years to reach initial user milestones amid competition from informal fantasy games and regulatory ambiguity around online gaming.[14] By 2012, recognizing the need for broader accessibility, the company pivoted to a freemium model, introducing free-entry contests alongside paid options to attract casual users and build a larger user base through viral referrals and social sharing.[11][14] This shift coincided with rising smartphone usage and IPL viewership, laying the groundwork for accelerated expansion, though the platform still operated with a modest team and self-funded operations.[3]Growth Phase and Market Entry
Following its founding in October 2008 by Harsh Jain and Bhavit Sheth, Dream11 initially experienced modest growth, focusing on fantasy football and other sports with a limited user base constrained by low smartphone penetration and nascent internet access in India.[14] The platform pivoted strategically to cricket in the early 2010s, capitalizing on the sport's dominance in India, which aligned with rising mobile internet usage and the popularity of the Indian Premier League (IPL).[14] This shift marked the onset of its growth phase, as user acquisition accelerated from under 1 million users by 2012 to approximately 1 million by 2014, driven by improved app accessibility and targeted marketing during major cricket events.[15][16] Dream11's market entry into the competitive fantasy sports sector gained momentum around 2016, amid a broader Indian online gaming boom fueled by affordable data plans and a young demographic's interest in skill-based contests.[17] The platform distinguished itself by emphasizing cricket-centric contests, amassing 0.3 million users by 2015 and scaling to over 50 million by 2019 through aggressive user incentives, referral programs, and partnerships with sports leagues.[17][18] This period saw Dream11 capture significant market share in a fragmented industry, where fantasy sports users grew from 2 million in 2016 to over 100 million by 2020, with Dream11 leading as the top platform by user engagement and revenue.[19] Key to this expansion was securing early funding rounds, including Series A and B investments by 2016, which enabled technological upgrades and marketing campaigns featuring celebrities and IPL endorsements.[3] By 2018, a Series C round valued the company at over $1 billion, cementing its unicorn status in April 2019 as India's first in the gaming sector and solidifying market dominance against emerging rivals like Mobile Premier League.[14][20] This growth phase transformed Dream11 from a niche startup into a market leader, with annual revenue in the fantasy sports sector surging to 68 billion INR by fiscal year 2022, predominantly driven by platforms like Dream11.[21]Expansion and Unicorn Achievement
Dream11's expansion gained momentum in the late 2010s, fueled by aggressive marketing during major cricket events like the IPL and investments in mobile app enhancements, which broadened accessibility amid rising internet usage in India. The platform's user base surged from approximately 1 million registered users by 2017 to over 45 million by early 2019, reflecting a compound annual growth rate exceeding 100% in active participants during peak seasons.[3][22] A pivotal Series F funding round in April 2019, led by investors including TPG and Alpha Wave Global (formerly Falcon Edge), raised $225 million at a post-money valuation surpassing $1 billion, marking Dream11 as India's inaugural gaming unicorn and the first fantasy sports firm to achieve this milestone.[18][23] This valuation reflected the company's revenue tripling to ₹775 crore (about $110 million) in fiscal year 2019, driven primarily by contest entry fees and platform commissions.[24] The unicorn achievement enabled further scaling, including diversification into additional sports like football and kabaddi, and high-profile endorsements with IPL teams, which helped propel monthly active users toward 10 million by mid-2019.[14] However, this rapid ascent also drew regulatory scrutiny over real-money gaming classifications, though courts affirmed its skill-based status, supporting continued operations.[3]Business Model and Platform
Core Format and Gameplay Mechanics
Dream11 operates as a fantasy sports platform where participants create virtual teams of 11 real-life athletes selected from the playing squads of two opposing teams in an upcoming match, primarily in cricket but extending to sports like football, basketball, kabaddi, and hockey. Users are allocated a fixed virtual budget of 100 credits to assemble their team, with each player assigned a credit value reflecting their form, reputation, and role, ranging typically from 6 to 10.5 credits for high-value players. Team composition must balance categories: 1-4 wicket-keepers, 3-6 batters, 1-4 all-rounders, and 3-6 bowlers, while limiting selections to a maximum of 7 players from one actual team to encourage strategic diversification.[25][26][27] A key mechanic involves designating one player as captain, who earns 2x the standard points for their performance, and a vice-captain earning 1.5x points, amplifying the impact of pivotal selections. Team edits are permitted until the match begins, with deadline enforcement tied to the toss or official start. Once the real match commences, points accumulate automatically based on verified player statistics from the official scorecard, excluding points for non-playing substitutes unless they enter as impact players in applicable formats. No points are awarded for mere selection into the playing XI; performance metrics alone determine scoring.[25][28][29] The points system varies by sport and format (e.g., T20, ODI, Test for cricket) but follows a structured rubric emphasizing individual contributions. For cricket batting: 1 point per run scored, +1 for boundaries (four or six), +2 for a half-century, +4 for a century (with century overriding half-century bonus), and strike rate bonuses such as +6 for exceeding 140 runs per 100 balls in T20/ODI. Bowling awards 25 points per wicket, +8 for catches or stumpings, +12 for direct run-outs, and economy rate bonuses like +6 for under 5 runs per over in T20. Fielding contributions include 8 points per catch or stumping, while all-rounders gain from dual-role performances. Negative points apply for low economy rates or strike rates, such as -2 for batting below 40 runs per 100 balls in T20. These rules, updated periodically (e.g., refinements in 2025 for T10 and The Hundred formats), ensure points reflect skill and output rather than participation.[28][27][29]| Category | Key Scoring Elements (Cricket Example) |
|---|---|
| Batting | +1 per run; +1 boundary bonus; +2 half-century; +4 century; strike rate tiers (+6 to -6)[28][27] |
| Bowling | +25 per wicket; +8 LBW/bowled; economy rate tiers (+6 to -6); maiden over +12[28][29] |
| Fielding | +8 catch/stumping; +12 direct run-out; +6 indirect run-out[28][27] |
| Other | +4 for starting XI (if tracked); captain 2x, vice 1.5x multipliers[25][29] |
Technology Infrastructure and Innovations
Dream11's technology infrastructure is built on Amazon Web Services (AWS), enabling elastic scalability to handle peak concurrent users exceeding 100 million during high-stakes events such as IPL matches, where traffic spikes can reach millions of requests per minute.[33] The platform leverages AWS services like EC2 for compute, with migrations to Graviton2-based instances in 2022 yielding a 42% reduction in compute costs without performance degradation.[34] This cloud-native architecture supports microservices deployed via an in-house Blue-Green deployment tool called OneClick, which facilitates zero-downtime updates across stacks handling diverse workloads from user authentication to contest scoring.[35] A core innovation is the proprietary Scaler platform, an event-driven auto-scaling system introduced to predict and provision resources preemptively, shifting from scheduled to real-time scaling and incorporating AWS Spot Instances for up to 90% cost savings on non-critical workloads while maintaining availability through fallback to on-demand instances.[36] Scaler integrates with Apache Kafka for streaming real-time event data, such as live match updates and user actions, powering low-latency features like instant team validations and leaderboard refreshes across a distributed messaging backbone that processes billions of events daily.[37] This setup, combined with Akka actors for concurrent processing, has reduced infrastructure costs by 30% and enabled seamless handling of adoption-driven growth.[16] Machine learning advancements underpin user-facing innovations, with the in-house Darwin platform enabling personalized recommendations, such as contest suggestions and player picks, processed at scale for 230 million users via Databricks for data pipelines and model training.[38][39] AI models also drive fraud detection in milliseconds and dynamic pricing adjustments based on demand forecasts, while graph databases like Amazon Neptune support social features, including friend referrals and community leaderboards, enhancing engagement through scalable relationship mapping.[40][41] These elements collectively ensure sub-second response times and data integrity, distinguishing Dream11's stack in the fantasy sports domain.User Engagement and Demographics
Dream11's registered user base exceeded 200 million by 2023, growing to over 220 million users as of March 2024, with estimates reaching 250 million by mid-2025 primarily in India.[42][43][44] Following the August 2025 federal ban on real-money gaming, the platform pivoted to a free-to-play model, attracting 10 million daily active users by September 2025 through ad-supported contests and sponsorship integrations.[8][45] At peak usage, such as during major cricket events, the platform handles over 10.56 million concurrent users, processing 35 terabytes of data daily to support real-time fantasy team creation and scoring.[42] Demographically, Dream11's users are predominantly male, comprising approximately 76.6% of the audience, with females at 23.4%, though female user growth accelerated 79% year-over-year in 2023.[46][47] The core age demographic skews young and urban, with nearly 70% of users aged 18-35 and the largest segment (25-34 years) driving the majority of traffic; over 70% fall within 18-34 overall, reflecting appeal to India's digitally native youth.[8][46][48] Geographically concentrated in India, where it holds over 90% market share in fantasy sports, the platform's users are largely from tier-1 and tier-2 cities, with expansion into international markets limited but present in cricket-following regions like the Asia-Pacific.[49][44] User engagement peaks during cricket tournaments like the Indian Premier League (IPL), where daily participation surges due to live match integrations and promotional campaigns, historically doubling user activity year-over-year pre-ban.[50] Post-ban, the free-to-play shift sustained high retention by emphasizing skill-based leaderboards and virtual rewards, with 55 million new users onboarded in 2023 alone, many in the 25-60 age bracket.[47][51] This model has enabled brands to target engaged sports enthusiasts via in-app ads, maintaining session lengths comparable to paid eras despite the regulatory pivot.[52]Legality and Regulatory Environment
Classification as Skill-Based Gaming
Dream11's operations have been classified as a game of skill under Indian law, distinguishing it from gambling, which is regulated under the Public Gambling Act, 1867, that prohibits games of chance but exempts those where skill predominates.[53] This classification hinges on the predominant factor test established by Indian courts, where the outcome depends more on participants' knowledge, judgment, and strategy than on chance elements like unpredictable real-world sports performances.[54] Users must demonstrate expertise in player statistics, form, historical performance, pitch conditions, weather impacts, and tactical decisions such as selecting captains and vice-captains, who earn bonus points, thereby elevating skill over mere luck.[55] The Punjab and Haryana High Court in 2017, in the case of Varun Gumber v. Union Territory of Chandigarh, ruled that platforms like Dream11 constitute games of skill, as success requires substantial application of intellect and not random chance, overturning a lower court ban.[56] This decision was reinforced by the Bombay High Court in 2020, which held that Dream11's format involves skill in team composition and is not wagering, rejecting claims of it being a game of chance even in the context of GST applicability on entry fees.[57] The Supreme Court of India has upheld these rulings multiple times, including dismissing special leave petitions in 2021 challenging Dream11's legality and affirming in 2022 the Punjab and Haryana High Court's classification of fantasy sports as skill-based, emphasizing that the platforms' mechanics reward informed predictions over fortuitous outcomes.[58][59][60] Critics, including some regulatory arguments, have contended that inherent uncertainties in sports results introduce excessive chance, akin to betting, but courts have consistently prioritized the skill-intensive preparatory phase—team selection and research—over match-day variables, applying precedents from games like rummy where memorization and strategy dominate.[61] This judicial consensus pre-2025 enabled Dream11's nationwide operations, barring state-specific restrictions, by aligning with constitutional protections under Article 19(1)(g) for lawful trades involving skill.[62] Despite occasional petitions labeling it gambling, the Supreme Court dismissed at least seven such challenges, solidifying the skill-based exemption until federal legislative changes.[60]State-Level Variations and Pre-2025 Challenges
In India, the legality of platforms like Dream11, which offer real-money fantasy sports contests, has historically been governed by state-level laws under the Public Gambling Act, 1867, and subsequent state amendments, with gaming classified as a state subject absent a unified federal framework. Fantasy sports were generally permitted in most states as "games of skill" exempt from gambling prohibitions, following judicial precedents such as the Punjab and Haryana High Court's 2021 ruling in Varun Gumber v. Union Territory of Chandigarh, which classified such activities as skill-based rather than chance-dependent, a decision upheld by the Supreme Court in 2022.[59][63] However, at least six states imposed outright bans or restrictions on real-money fantasy gaming prior to 2025, citing violations of local anti-gambling statutes: Andhra Pradesh and Telangana under their respective Gaming Acts (with Telangana enforcing a complete ban since 2017), Odisha via the Odisha Prevention of Gambling Act, 1955, and Assam, Nagaland, and Sikkim through similar gambling prohibitions that encompassed online formats.[64][63] These state-specific bans created operational fragmentation, forcing Dream11 to geofence and block access in restricted regions, such as suspending paid contests entirely in Andhra Pradesh, Telangana, and Odisha by 2022. In Karnataka, a 2021 state amendment to the Karnataka Police Act imposed stringent online gaming curbs, prompting Dream11 to voluntarily halt operations there on October 10, 2021, amid fears of penalties for facilitating what authorities viewed as gambling-like activities, though the platform later resumed in parts after legal clarifications.[65][64] Regulatory ambiguity exacerbated challenges, with platforms facing intermittent police raids, user complaints alleging addiction risks, and disputes over taxation—such as 28% GST impositions on full-face value of deposits from October 2023, leading to ongoing High Court litigations in multiple states.[66] Critics, including state lawmakers, argued that the skill-versus-chance distinction was tenuous given the role of luck in player performance outcomes, while proponents highlighted empirical data on user strategy involvement; however, enforcement inconsistencies persisted, with some states like Tamil Nadu attempting (but failing via court stays) to regulate or tax aggressively pre-2025.[63][66] Pre-2025 hurdles also included advocacy for clearer guidelines, as voiced by Dream11's leadership in 2024, emphasizing the need to resolve state variances and pending GST disputes to sustain growth amid a patchwork where compliant operations thrived in states like Maharashtra and Uttar Pradesh but were curtailed elsewhere. This led to revenue losses estimated in the hundreds of crores annually from blocked markets, alongside reputational strains from sporadic bans and public debates on youth participation, though no nationwide prohibition existed until the 2025 federal legislation.[66][63]2025 Federal Ban and Immediate Aftermath
On August 21, 2025, the Indian Parliament enacted the Promotion and Regulation of Online Gaming Act, 2025, imposing a nationwide prohibition on real-money online gaming, including fantasy sports platforms such as Dream11.[67] [68] The legislation classified all wagering-based digital games—regardless of prior judicial determinations of skill over chance—as unlawful, overriding earlier Supreme Court rulings that had upheld fantasy sports as non-gambling activities.[59] [69] Government rationale centered on curbing addiction, financial ruin among users (particularly youth), and fraud, with reports citing over 100 million active participants in real-money games contributing to widespread distress.[59] [70] Dream11, India's largest fantasy sports operator with approximately 200 million users pre-ban, immediately complied by discontinuing all paid contests on August 23, 2025, and pivoting to free-to-play social gaming formats.[71] The company retained non-gaming ventures like sports technology and data analytics but faced abrupt revenue collapse, as real-money contests had accounted for over 90% of its income.[59] Sponsorship deals unraveled swiftly; Dream11's title sponsorship of the Indian national cricket team, valued at around ₹458 crore annually, was terminated by early September 2025, leaving the Board of Control for Cricket in India (BCCI) without a primary backer and prompting searches for alternative revenue.[72] [73] The ban triggered industry-wide disruption, shuttering operations for competitors like MPL and PokerBaazi, with estimates of 50-100 million job losses in ancillary sectors such as tech support and marketing.[74] Legal challenges emerged promptly, including petitions from gaming firms questioning the Act's constitutionality for encroaching on state gambling powers and ignoring skill precedents, but the Supreme Court deferred hearings to November 2025.[75] [76] The Federation of Indian Fantasy Sports (FIFS), with Dream11 as a member, opted against litigation, committing to regulatory compliance amid fears of fines up to ₹1 crore and imprisonment for violations.[10] Market valuations plummeted, with Dream11's unicorn status at risk as investors anticipated prolonged free-play transitions yielding minimal monetization.[77]Financial Performance
Revenue Streams and Growth Metrics Pre-Ban
Dream11's primary revenue stream prior to the 2025 federal ban on real-money gaming derived from platform commissions on entry fees for paid contests, typically ranging from 15% to 25% of the total prize pool collected from participants.[78][48] Users paid to enter contests, with Dream11 retaining a portion after distributing prizes to winners, which accounted for the vast majority of income as the platform hosted millions of daily contests across sports like cricket.[78] Secondary sources included limited advertising, brand partnerships, and sponsorships with sports leagues, though these were minor compared to contest fees and not emphasized in core operations.[3] The company's revenue from operations grew significantly in the years leading to the ban, reflecting explosive user adoption during major events like the Indian Premier League. In fiscal year 2022 (ending March 31, 2022), revenue stood at ₹3,841 crore, surging to ₹6,384 crore in fiscal year 2023—a 66% year-over-year increase—driven by higher contest participation and expanded user engagement.[79] Profits also rose 32% in FY2023, underscoring operational efficiency amid scaling.[79] User base metrics further highlighted pre-ban growth, with registered users expanding from 120 million in 2021 to over 200 million by 2023, while paid users—those entering contests—increased from 18 million to 35 million over the same period.[78] This translated to robust platform activity, supported by the broader Indian fantasy sports market's compound annual growth rate of 38%, from ₹34,600 crore in FY2021 toward projections of ₹1,65,000 crore by FY2025.[21]| Fiscal Year | Revenue (₹ crore) | Year-over-Year Growth |
|---|---|---|
| FY2022 | 3,841 | - |
| FY2023 | 6,384 | 66% |
Valuation, Funding, and Profitability
Dream Sports, the parent company of Dream11, raised a total of approximately $1.56 billion across multiple funding rounds from 2008 to 2021, primarily from venture capital firms and strategic investors including Tencent, Tiger Global Management, TCV, D1 Capital Partners, and Falcon Edge Capital.[80] Key rounds included $100 million in September 2018 led by Tencent Holdings, $225 million in September 2020 from Steadview Capital and others, $400 million in March 2021 valuing the company at $5 billion, and a final $840 million in November 2021 that elevated its post-money valuation to $8 billion.[81] These investments supported platform expansion, technology development, and marketing amid rapid user growth in India's fantasy sports sector. Dream11 achieved unicorn status in April 2019 as the first Indian fantasy sports company to reach a $1 billion valuation, driven by surging user adoption during major cricket events like the Indian Premier League.[1] The $8 billion valuation in late 2021 reflected peak market optimism for real-money gaming platforms, with investors betting on scalable revenue from entry fees and sponsorships; however, by September 2025, following a federal ban on real-money gaming, Dream11 and similar firms lost unicorn status as valuations adjusted sharply downward due to the abrupt curtailment of core operations.[82][83]| Funding Round | Date | Amount Raised | Lead Investors | Post-Money Valuation |
|---|---|---|---|---|
| Series D | September 2018 | $100 million | Tencent Holdings | Not disclosed |
| Other | September 2020 | $225 million | Steadview Capital | Not disclosed |
| Other | March 2021 | $400 million | TCV, D1 Capital | $5 billion |
| Other | November 2021 | $840 million | Tiger Global, Falcon Edge | $8 billion |
