The lovely tale of Liquor
during Lockdown and before
At every stage, addiction is driven by one of the most powerful, mysterious, and
vital forces of human existence. What drives addiction is longing —
a longing not just of brain, belly, or loins but finally of the heart.
Cornelius Platinga
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The use of alcohol in India for drinking purposes dates back to somewhere between 3000 and 2000 BC. An alcoholic beverage called Sura which was distilled from the rice was popular at that time in India for common men to unwind at the end of a stressful day. . Yet the first mention of Alcohol appears in Rig Veda (1700BC). It mentions intoxicants like soma and prahamana. Although the soma plant might not exist today, it was famous for delivering a euphoric high. It was also recorded in the Samhita, the medical compendium of Sushruta that he who drinks soma will not age and will be impervious to fire, poison, or weapon attack. The sweet juice of Soma was also said to help establish a connection with the gods. Such was the popularity of alcohol. Initially used for medicinal purposes, with time it evolved and became the beverage that brought life to social gatherings, and eventually consuming alcohol has become a habit for many.
With such a rich history of not just humans but also of the gods,
what is a worldwide pandemic to stop anybody from drinking?
. . .
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According to a report released by the World Health Organisation (WHO) in 2018, an average Indian drinks approximately 5.7 liters of alcohol every year. In a population of casual and excessive drinkers, with the shutters of liquor stores down, it must have been extremely difficult for “certain” people to survive lockdown. In the first two phases of lockdown, the desperation had quadrupled prices of alcohol in the Grey Market of India. Also, According to Google Trends, online searches for “how to make alcohol at home” peaked in India during the fourth week of March, which was the same when the lockdown was announced. As a consequence, a few people died drinking home-brewed liquor. People committed suicide due to alcohol withdrawal syndrome. Owing to the worsening situation and to reboot the economy, some states decided to open licensed liquor stores in the third phase of the COVID-19 Pandemic lockdown in India. This decision was the worst best decision the state governments could take. The kilometer-long queues in front of liquor stores were evidence that a pandemic can turn your life upside down yet your relationship with alcohol cannot move an inch.
The love in the hearts of those who are addicted was explicit. We might have seen addiction, we might have witnessed desperation but what happened in the month of May was madness, not just in terms of the way people pounced but also in the way the government earned. According to a report by Hindustan Times, on the first day of the third phase of Lockdown, the Indian state of Uttar Pradesh recorded a sale of over Rs 100 Crore from liquor. On the second day of the reopening of Liquor stores, Karnataka reported sales of 197 crores in a single day which was the largest ever. Eventually, the prices of Liquor were hiked to 100% to discourage people from drinking.
. . .
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There was a special corona fee that was imposed in Delhi by Chief Minister Arvind Kejriwal. A 70% corona fee was imposed in Delhi, yet the sales did not drop. The entire situation was a disaster for the law enforcement officers, social distancing was easily abandoned and a basic code of conduct was happily violated. Despite the chaos created, the states continued to collect revenues. Home delivery of alcohol was allowed in Maharashtra and e-tokens were sold in Delhi.
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Demand for liquor is inelastic which means that
the sale of alcohol is not much responsive to change in prices.
In general, since alcohol policy is a state subject in India, revenue from Liquor is a cash cow for state governments. In 2018 and 2019, four states collectively collected about 20,000 crores in taxes from the sale of liquor. As much as the state earns from the sale of Liquor it is undoubtedly, a threat to the Economy. Consumption of alcohol has dire health consequences. When a person consumes an alcoholic beverage, there is a rise in BAC because of which there is a gradual and progressive loss of driving ability because of an increase in reaction time, overconfidence, degraded muscle coordination, impaired concentration, and decreased auditory and visual acuity. This is known as drunken driving. (V. M. Anantha Eashwar, 2020) Drunken driving is the third biggest cause of road accidents and over speeding in India. Road accidents are not it; alcoholism causes sleep problems, heart, and liver issues. Also, it is not about an individual’s life, it ruins the lives of all people concerned.
Addiction also causes economic loss. In 2000, Vivek Benegal and his team assessed 113 patients admitted to a special de-addiction service for alcohol dependence. They found that
the average individual earned a mean of ₹1,661 but
spent ₹1,938 per month on alcohol, incurring high debt.
They also found that 95% did not work for about 14 days in a month. They concluded that it led to a loss of ₹13,823 per person per year in terms of foregone productivity. A more recent study, Health Impact and Economic Burden of Alcohol Consumption in India, led by Gaurav Jyani, concluded that alcohol-attributable deaths would lead to a loss of 258 million life-years between 2011 and 2050. The study placed the economic burden on the health system at $48.11 billion, and the societal burden (including health costs, productivity loss, and so on) at $1,867 billion. “This amounts to an average loss of 1.45% of the gross domestic product (GDP) per year to the Indian economy,” the study said. (Mint, 2020)
Setho ka Gaon

With each passing day, the ‘curtain of separation’ weighs down on the women of Afghanistan, paving the way for tyranny to thrive.
Arth


ECONOMICS OF GAMING
Introduction
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Gaming Industry has been growing massively for some time now, with the end of this hike still not in sight. The behemoth that is the gaming industry is still a sleeping giant in terms of its actual potential to affect the entire economic and commercial status of a nation. But is there any credibility to the notorious industry, that is dictated by the greed of major corporations which don’t care about the community, let alone the developers working day in, day out to create a consumer centric space? Apparently there is. With reports predicting a $3.9 Billion industry by the end of 2025 in the Indian economy, the growth trajectory will be hard to ignore. The very fact that gaming hasn't yet achieved acceptance in the Indian context as a viable career option, the examples of the US and other European nations have to be considered to alter this viewpoint.
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Microtransactions Model?
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MICROTRANSACTIONS model entails a free to access game with in-game cosmetics that can be bought using an in-game currency, which is bought using actual currency. Following me? Now this allows the corporations to keep the price of these cosmetics appealing using their own currency, but in turn increase the price to get their currency.
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Traditionally game developers used to charge a one time fee to access the entire game, meaning that the game was exhaustive in its gameplay. But with the rise of multiplayer games and constant updates to these games becoming a thing, the pay to play model became redundant. Player base started to shrink along with the current players leaving due to the consistent charges that are needed to be paid to access the DLCs or downloadable content that were sold as extensions to the main game's campaign. But then came the savior of the developers and fanned the flames of the greed which the big corporations had - Microtransactions.
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Fortnite has paved this way for the microtransactions model, raking up a whopping $1 Billion revenue in the first year itself. Other corporations took notice and raced to get their share of this golden goose.
Activision took its highly popular franchise ‘Call of Duty’ and created a free to play battle royale on the lines of Fortnite, sometimes too similar to Fortnite... Not only that, but they also released a sequel to their highly acclaimed game ‘Overwatch’, which was paid, with the branding ‘Overwatch 2’ which was free to play and had tons of cosmetics that could be bought through microtransactions.
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Monetisation
We have talked about what the companies get, but what about the consumers? (Apart from the constant rage from triggering lobbies and toxic players) With the advent of the online culture, there have emerged new avenues to monetise your passion for battling against pixels. Opportunities like streaming, content creation, etc. on platforms like YouTube and Twitch have seen a lot of careers kickstart.
Tournaments like Call of Duty League (CDL), Fortnite World Cup and FIFA's Global Series have an attractive prize pool, allowing the best to grind and better their chances for the money. Leagues like CDL have started to have a franchise based team involving a transfer market of players to keep their rosters fresh. This pretty much makes it an active trading economy to earn big bucks.
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These platforms work on the principle of cut based ad revenue, initially asking for some minimum requirements to be fulfilled before ads are run on the videos and streams of these creators, taking their commission in the process. This is a very beginner friendly model considering there is almost no monetary investment required to start earning.
Another way to monetise and boost the popularity of a game is to initiate an official professional Esports scene for the game. Now suppose, somebody gets the crazy idea to incorporate both of these activities to earn a living. they have found the cheat code of the gaming economy. Playing so well that you go pro, making a name for yourself and then going back to create content for the people who just started to idolize you for the style of game that you gave them in the pro matches only increases the scope of money that can be earned. These two do not have an additive effect on each other, rather a multiplicative effect.
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Conclusion
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The current gaming scene has evolved over time and will continue to evolve in the near future. This evolution has brought changes in the economies which governs the overall industry. This economy might seem to be one of the simpler ones but that is only because it is still in its infant stage. But again, it is a sleeping giant which after getting a stronghold might become one of the leading entertainment industries in the global economy. Extraordinary scenarios like the lockdown and rapid innovation in the hardware segment of this industry have helped it grow further, unlike the traditional manufacturing and service sectors. Having the benefit of remote working for the entire industry, has enabled flexibility in the way the work is done and progress is achieved. GPU giants NVIDIA and AMD have locked horns to sweep the market by launching new models almost twice a year. This has made the industry discover rising prices and innumerable choices for the consumers to make.
Sparsh Rastogi
Hindu College, Delhi University
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