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Fantasy Sports And The Law - Is Dream11 A Legal Wagering Contract In India

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Category: General Law

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FANTASY SPORTS AND THE LAW: IS DREAM11 A LEGAL

WAGERING CONTRACT IN INDIA?

Arjun H B, National Law School of India University

ABSTRACT

The paper titled "IPL and Wagering" investigates the intersection between fantasy sports apps, such as Dream11, and wagering, exploring the thin line that separates skill-based gaming from gambling. This analysis is crucial given the growing popularity and legal scrutiny of fantasy sports platforms in India. The paper critically examines how platforms like Dream11, often categorized as fantasy sports, embody characteristics of wagering and gambling. It delves into the historical context and legal frameworks governing wagering and gambling, highlighting the distinctions and overlaps between these activities. The Indian Contract Act of 1872, particularly Section 30, and various state-level gaming acts are scrutinized to understand how wagering is treated under Indian law.

The paper further explores judicial interpretations that have consistently deemed fantasy sports as games of skill rather than chance, thereby exempting them from gambling prohibitions. A significant portion of the paper is devoted to analyzing Dream11’s business model, arguing that it should be considered a form of gambling due to its reliance on elements of chance. It critiques the judicial stance that has repeatedly favored fantasy sports apps, suggesting that these decisions overlook the evolving nature of gambling and its modern digital avatars. The author supports this argument with field surveys, revealing public perception of fantasy sports as a form of betting. The paper concludes by calling for a reassessment of current legal interpretations to reflect the true nature of fantasy sports and protect individuals from potential financial harm.

It emphasizes the need for a pragmatic approach that considers the socioeconomic impact of such platforms and advocates for more stringent regulations to curb the spread of gambling disguised as skill-based gaming.

Introduction Gambling, both in India and globally, is an age-old practice that dates back to the Indus Valley Civilization. Historically, in India, gambling was primarily a form of leisure and entertainment. However, much like contemporary times, it was not socially sanctioned. Ancient texts such as the Rig Veda recount numerous tales of gamblers and the societal disdain they faced. Gamblers, known as "Kitava," often suffered not only the loss of their wealth but also their reputation within their families and communities. The Vedas advise rulers to banish gamblers from the kingdom to maintain societal order and integrity. This indicates that gambling has been condemned and discouraged in India since ancient times. Akin to gambling, wagering has also played a significant role in India's socio-cultural fabric.

Wagering, defined as staking something valuable on an uncertain event with the intent of winning additional value, has been as controversial as gambling itself. The differentiation between wagering and gambling often blurs, yet both practices have historically been viewed with a similar level of societal disapproval. In ancient India, wagering was not only prevalent in games of chance but also in various sports and other competitive activities. The Manu smriti and other ancient texts indicate that while these practices were widespread, they were simultaneously condemned for their potential to disrupt social order and personal integrity. Despite the constitutional guarantee of the right to practice any profession or to carry on any occupation, trade, or business under Article 19(1)(g), gambling and wagering are explicitly excluded from this provision.

This reflects a longstanding societal and legal disapproval of these activities. Nonetheless, gambling and wagering continue to evolve and adapt, finding new forms to persist in society. In the 21st century, this evolution is exemplified by the emergence of online fantasy games and betting platforms, which represent modern incarnations of traditional gambling and wagering practices. These new forms challenge the legal and regulatory frameworks that have long sought to curtail the social and economic impact of gambling and wagering in India. Wagering Wagering, commonly known as betting, involves staking something of value on an uncertain event with the hope of gaining a benefit and the awareness of potential risk. The New Encyclopedia Britannica defines gambling as "the betting or staking of something of value,

with the consciousness of risk and hope of gain on the outcome of a game, contest, or uncertain event, the result of which may be determined by chance or accident or have an unexpected result due to the better's miscalculations. " Typically, wagering involves two parties who place a bet on opposing outcomes of an uncertain event. For instance, one individual might wager that it will rain on the coming Sunday, while the other bets that it will not. The winner is determined by the actual occurrence on that day, thereby satisfying the criteria for wagering or betting. In another example, during an election, two individuals might take opposite positions on which candidate will win. Wagering fundamentally involves three key elements: 'two persons,' 'consideration' (which may be monetary or in-kind), and, critically, 'risk.

' The essential nature of wagering lies in its uncertainty and the potential for gain or loss, which introduces an element of chance or skill in predicting the outcome. In many parts of the world, wagering has become a substantial commercial activity. In Britain, it has undergone various phases of regulation and restriction. Initially, betting was largely unregulated, leading to widespread gambling-related issues. The introduction of the Betting and Gaming Act of 1960 marked the beginning of more structured regulation, which evolved over time. Today, the Gambling Act 2005 governs wagering activities, focusing on ensuring fairness, preventing crime, and protecting vulnerable individuals from harm. In the United States, wagering has a complex history.

While it has always been popular, particularly in forms such as horse racing and lotteries, it has also faced significant restrictions due to concerns over its potential to fuel organized crime and its impact on societal values. The Professional and Amateur Sports Protection Act (PASPA) of 1992, which was later struck down in 2018, had effectively banned sports betting nationwide. However, following the Supreme Court's decision, states are now free to legalize and regulate sports betting as they see fit, leading to a rapidly growing industry. Moreover, the nature of wagering has evolved with technological advancements. The rise of online betting platforms has made wagering more accessible than ever, allowing individuals to place bets on a wide range of events from the comfort of their homes.

This convenience has led to an increase in both the volume of wagers and the diversity of events on which bets can be placed, from traditional sports to political elections and even the outcomes of reality TV shows.

However, this accessibility has also raised concerns about the potential for problem gambling and the effectiveness of regulatory frameworks in protecting consumers. In response, many jurisdictions have introduced stricter regulations to ensure responsible gambling practices, including self-exclusion programs, limits on bet sizes, and requirements for operators to provide information on gambling addiction support services. These examples underscore the complexity and impact of wagering on society, highlighting the delicate balance that regulators must maintain between allowing freedom of recreational activity and mitigating the risks associated with betting and gambling. The regulation of wagering remains a dynamic and evolving field, reflecting changes in societal attitudes, technological developments, and economic considerations.

The wager is a promise to give money or money’s worth upon the determination or ascertainment of an uncertain event1. A wagering contract is one by which two persons professing to hold opposite views touching the issue of a future uncertain event, mutually agree that depending on the determination of that event, one shall win over the other, and the other shall pay or handover him, a sum of money or in kind; neither of the contracting parties having any other stakes. Or interest other than the money put in it2. Condition of Wagering3

1. Mutual Chances of Win and Loss

There must be two persons and both have a mutual chance to win and lose. If one person continuously won, then it can be called wagering. Also, if a person knows the future happening then again, it cannot be called wagering. Both parties shall have a fair chance to win or lose.

2. Two parties

There must be two persons, either of whom is capable of winning or losing.

3. Uncertain Event

An event shall be difficult to ascertain in advance. If an outcome of the event is already fixed

1 Gherulal Parakh v. Mahadeodas Maiya, [1959].

2 Pollock & Mulla ICA 1872, Vol 2. (15th edn, LexisNexis 2018).

3 Dayabhai Tribhovandas v. Lakhmichand Panachand (1885).

then, it cannot be wagered. This means, there should be certain surprising elements involved in it.

4. No Interest other than the stake

Parties must have predicted the event going to happen. So, other than specified stakes, no additional stakes shall be involved. The transaction must wholly depend on the risk in contemplation and neither must look to anything other than payment of money on the determination of uncertainty. Wagering Contracts Under Indian Contracts Act 18724 Agreements by way of wager void. - Section 30 of ICA 1872 provides that Agreements by way of wager are void, and no suit shall be brought for recovering anything alleged to be won on any wager, or entrusted to any person to abide by the result of any game or other uncertain event on which any wager is made. However, Section 30 adds one exception to it such as an exception in favor of certain prizes for horse racing. So, essentially Section 30 points out that,

1. Agreement of Wager is void.

2. It prevents the winner from bringing on action to recover the amount he won.

3. Prevents the winner from suing the loser.

The drafters of the statute explicitly stipulated that agreements entered into by way of wager are considered void and thus unenforceable in a court of law. This implies that parties engaged in betting and any resultant litigation cannot seek judicial enforcement of such agreements. The rationale behind this is that the judiciary considers its role to encompass matters of greater social and legal significance, rather than adjudicating actions deemed socially impermissible.

4 Pollock & Mulla ICA 1872, Vol 2. (15th edn, LexisNexis 2018).

Difference between Gambling and Gaming For centuries both government, judiciary and society tried to contemplate the difference between gambling and Gaming. Various national jurisdictions tried to differentiate the same. However, still, people are not unanimously accepted the nature of differences. In simple words, Gaming involves skill and Gambling involves Chances. Gaming primarily involves prior knowledge, experience, and judgment about particular sports. On the other hand, Gambling relies on pure luck and chance where two persons bet on some uncertainty. And fate decides the game but not knowledge5. Dream 11 Fantasy App MPL, My11 Circle, Dream11, Guru 11, Fancy 11, Fanfight, and numerous other platforms have become household names in the 2020s, captivating millions with the allure of fantasy sports.

Among these, the ‘Dream11’ app stands out as a leading entity in India’s fantasy sports market. Its rise to prominence can be attributed to its adept marketing strategies, innovative advertising campaigns, and strategic partnerships with prominent cricket players, making it a dominant force in the fantasy gaming landscape. Dream11 holds the distinction of being the first fantasy sports platform to achieve unicorn status, marking a significant milestone in its journey. According to its official website, Dream11 boasts over 120 million users who engage in fantasy sports across a diverse range of games, including cricket, football, kabaddi, basketball, hockey, volleyball, handball, rugby, futsal, American football, and baseball. The platform’s international reach is evident, as it often takes center stage in various global leagues.

In 2021-22, Dream11 was valued at an impressive $8 billion, solidifying its position as a leading player in the sports technology industry. The mechanics of Dream11 involve users creating a virtual team of 11 cricket players, encompassing batsmen, bowlers, and fielders. Participants allocate points to each player based on their assumptions and confidence in the players' performance. The user who amasses the highest points in the contest emerges victorious, winning a cash prize. Dream11 has consistently asserted that succeeding in online fantasy matches requires “skill, knowledge, and strategy, with no element of chance. ” This assertion forms the foundation of Dream11’s claim that their platform constitutes a form of ‘gaming’ rather than gambling, as it

5 ‘Home - Dream Sports’ accessed 7 July 2024.

necessitates a profound understanding of the game, players’ capabilities, and judicious decision-making. The debate surrounding the nature of fantasy sports has seen Dream11 taking a leading role in defending the legitimacy of fantasy apps. Since the landmark case of K R Lakshmanan v. State of Tamil Nadu in 1996, to the more recent ruling in Gurdeep Singh Sachar v. Union of India in 2019, both gaming in general and fantasy sports like the Dream11 app have successfully persuaded Indian courts that these platforms are indeed a form of gaming. They involve a considerable degree of knowledge, judgment, and skill, rather than being mere games of chance.

Judicial Response to the meaning of ‘Gaming’ The judicial response to the concepts of "gaming" and "skill" in relation to fantasy sports platforms like Dream11 has been multifaceted, focusing on distinguishing between games of chance (gambling) and games of skill. Indian courts have largely sided with the view that Dream11 and similar platforms constitute games of skill rather than games of chance, thereby not falling under the purview of gambling legislation. In K R Lakshmanan v. State of Tamil Nadu6, the petitioner challenged the constitutionality of horse racing under Section 30 of the Indian Contract Act, 1872, in conjunction with the Indian Penal Code, 1860. For the first time, the Supreme Court delineated the distinction between ‘Gambling’ and ‘Gaming’.

The petitioner contended that the exemption granted to the Madras Horse Race Club under the Madras City Police Act, 1888, and the Madras Gaming Act, was arbitrary and discriminatory, thereby contravening Article 14 of the Constitution. The petitioner argued that these Acts violated the principle of equality before the law, rendering them unconstitutional. They posited that enacting laws to abolish betting on horse racing on grounds of public good and morality, while allowing the operation of the club under the guise of ‘gaming’, was irrational and violated the essence of the Right to Equality enshrined in Article

14 of the Constitution.

Interestingly, Madras High Court held that horse - racing is a game to be a chance and as such gambling. However, the Supreme court cited the expression ‘gaming’ defined in section 3 of the Madras city police Act, 1888, and Section 3 of the Madras Gaming Act 1930. It ruled “Gambling, in a nutshell, is a payment of the price for a chance to win the prize. Games may

6 1996 SCC (2) 226

be of skill and chance combined. A game of chance is determined entirely or in part by lot or mere luck. A game of skill - although the element of chance necessarily cannot be eliminated - is one in which success depends principally upon the superior knowledge, training, attention, experience, and adroitness of the player. Some games consist purely of chance and skill, and such a game of chance is one in which the element of chance predominates over the element of skill, and game of skill is one in which the element of skill predominates the element of chance. So, the dominant element is ‘skill’ or ‘chance’ which determines the character of the game. Gaming in two acts would mean wagering or betting on games of chance. The two Acts save the game of mere skill The expression ‘mere skill’ would mean a substantial degree or the preponderance of skill.

Horse racing is a game where winning depends substantially and predominantly on skill and did not amount to gambling under these acts”7. For later judgments K R Lakshmanan case become founding stone and they started building upon it and Dream 11 app also comes under the category of ‘skill’ in many other judgments. In the case of Varun Gumber v. UT of Chandigarh & Ors,(2017), Court held that, “The respondent (read Dream 11) company’s website and success in Dream-11’s fantasy sports arise out of user exercise, superior knowledge, judgment, and attention.

I am of the further view that the element of skill and pre-dominant influence on the outcome of the Dream-11’s fantasy than any other incidents are and therefore, I do not have any hesitation in holding that any sports game constitutes the game of “mere skill” and not falling within the activity of gambling for the invocation of Public Gambling Act 1867. 8” In Gurdeep Singh Sachar v. Union of India9, the Bombay High Court held that “The participants do not bet on the outcome of the match and merely play a role akin to that of selectors in selecting the team. The points are scored by the participants for the entire duration of the whole match and not any part of the match. ” In all other cases, the court has opined that fantasy sports including Dream 11 is game of skill and superior knowledge and skill of a gamer will play predominant role.

7 supra

8 2017 Cri LJ 3827

9 SLP (Crl.) Diary No. 42282 of 2019

Questioning the Judicial Perspective on Fantasy Sports The judicial interpretation of fantasy sports, including platforms like Dream11, warrants critical scrutiny due to its reliance on traditional definitions of gaming, which may not adequately address the complexities of modern digital environments. Each judicial pronouncement has shortcomings, primarily because they are anchored in static definitions of gaming that fail to account for the evolving nature of gambling under the guise of 'gaming. ' In today's technologically advanced landscape, online applications can easily circumvent existing laws, raising questions about their effectiveness and relevance. The Indian Contract Act, 1872, and the Public Gambling Act, 1867, which invalidate wagering and prohibit gambling, have become outdated and lack practical applicability in the 21st century.

The rapid evolution of technology and the proliferation of internet access have transformed the landscape, making it easier for fantasy sports apps to attract young and unsuspecting users into a cycle of participation that can be financially destructive and detrimental to their well-being. Platforms like Dream11 operate with a level of sophistication that aligns with contemporary business practices, including tax compliance. Users are required to provide their Permanent Account Number (PAN) before playing and are subject to a 30% tax on their winnings. This compliance framework allows Dream11 to position itself as a legitimate business model under Article 19(1)(g) of the Constitution, which guarantees the right to practice any profession or carry on any occupation, trade, or business.

Furthermore, Dream11 markets itself as an entertainment platform, distancing itself from the traditional perception of gambling. Points to Consider for Understanding the Manipulative Nature of Fantasy Sports

1. Predominance of Chance Over Skill: Contrary to the judicial rulings that categorize

fantasy sports, such as those offered by ‘Dream 11’, as games of skill, the element of chance overwhelmingly prevails over skill. This undermines the legal assertions made in numerous judgments.

2. Reliance on Historical Performance: Many participants select their teams based on

players' performances in previous matches, which introduces a significant level of unpredictability.

3. Inherent Uncertainty of Performance Factors: The influence of skill and judgment

is considerably diminished due to the inherent uncertainties involved. Factors such as a player's mood, physical condition, pitch conditions, and other external variables on the day of the match are challenging to predict accurately.

4. Unpredictable Match Outcomes: The unpredictable nature of each match makes it

difficult for contestants to assess players' capabilities. Determining which players will excel in batting, bowling, or fielding, or who will perform optimally in catching on any given day, remains largely speculative. A Critical View: Fantasy Sports as Games of Chance

Despite these arguments, a critical examination reveals that the nature of fantasy sports, including Dream11, aligns more closely with games of chance rather than games of skill. In a typical cricket match, for instance, users must select players from both teams, for instance Royal Challengers Bangalore and Chennai Super Kings. Points are assigned to each player based on their performance, and participants compete against a large pool of contestants, sometimes numbering in the tens of thousands. Only a small fraction of participants win money, some break even, and the majority lose their investment altogether. As judgment opined there is no superior knowledge or game of skill is involved and so training, attention, experience, and adroitness of the player. All these events happened in fraction of seconds.

For instance, gamer could not even able to understand that how much ball a batsman gets chance to play and score run. If there is rain after the game starts where already his ‘luck’ was locked, gamer would have no incentive to change it and his prediction would go horribly wrong. This setup underscores the inherent risk and uncertainty in fantasy sports. While the platform claims that winning requires knowledge, judgment, and skill, the reality is that outcomes are heavily influenced by chance. Factors such as player performance, which can be unpredictable, and the large number of participants, dilute the impact of any individual's skill. Consequently, fantasy sports resemble gambling more than they do a skill-based activity. Moreover, the claim that fantasy sports require skill is undermined by the nature of the game itself.

The allocation of points to players and the reliance on their performance in real-world events introduce elements of randomness and uncertainty. This blurs the line between skill and

chance, making it difficult to argue that fantasy sports are fundamentally different from traditional forms of gambling. Outdated Legal Frameworks The Indian Contract Act, 1872, and the Public Gambling Act, 1867, which render agreements by way of wager as void and unenforceable, are no longer sufficient to address the complexities of modern fantasy sports. These statutes were conceived in a different era, one that did not anticipate the advent of sophisticated online gaming platforms. Consequently, they lack the necessary provisions to effectively regulate contemporary practices that blur the line between gaming and gambling. The evolution of technology and the ubiquitous nature of the internet have made it easy for fantasy sports apps to attract users, especially the youth, who may not fully understand the financial risks involved.

The Sophisticated Business Model of Dream11 and Re-examining the Notion of Skill and Chance Platforms like Dream11 operate with a high degree of sophistication, aligning themselves with legitimate business practices and complying with tax regulations. Dream11 users are required to provide their Permanent Account Number (PAN) before engaging in gameplay, and winnings are subject to a 30% tax. This regulatory compliance allows Dream11 to position itself as a legitimate business under Article 19(1)(g) of the Constitution of India, which guarantees the right to practice any profession or to carry on any occupation, trade, or business. Furthermore, Dream11 markets itself as an entertainment platform, thereby attempting to distance itself from the traditional notion of gambling.

However, a critical examination reveals that the nature of fantasy sports, including those offered by Dream11, leans more toward games of chance rather than games of skill. The argument that fantasy sports require skill is further weakened by the inherent randomness of player performance in real-world events, which cannot be accurately predicted or controlled by participants. This randomness introduces a significant element of chance into the equation, making it difficult to argue that fantasy sports are fundamentally different from traditional forms of gambling. Thus, despite the claim that knowledge, judgment, and skill are necessary for success, the reality is that these factors play a secondary role to chance.

Judicial Interpretation and Legal Implications The judicial interpretation of fantasy sports, as seen in cases like K R Lakshmanan, often hinges on the distinction between "gaming" and "gambling. " In K R Lakshmanan, the Supreme Court of India recognized horse racing as a game of skill, thereby distinguishing it from gambling. However, this precedent is problematic when applied to modern fantasy sports, where the line between skill and chance is much more blurred. The Indian judiciary has, at times, been overly reliant on traditional definitions without adequately considering the evolving nature of fantasy sports. For instance, in cases like Gurdeep Singh Sachar, the courts have upheld the notion that fantasy sports constitute a game of skill, thus allowing platforms like Dream11 to operate legally.

This interpretation fails to account for the sophisticated and often manipulative practices employed by these platforms to maximize user engagement and profits. The Case for Re-evaluation It is imperative to re-evaluate the judicial stance on fantasy sports to ensure that the legal framework reflects the true nature of these platforms and protects the public interest. The assertion that fantasy sports are purely skill-based activities is increasingly untenable in light of the significant role that chance plays in determining outcomes. Moreover, the sophisticated business models of these platforms, which include compliance with tax laws and the use of extensive marketing strategies, further complicate the distinction between legitimate gaming and gambling.

Field Survey When the author of this paper conducted a field survey to analyze the pulse of various sections of people about IPL matches got some interesting facts. Those facts are presented below.

Indian Journal of Law and Legal Research Volume VI Issue III | ISSN: 2582-8878

Do you have a basic idea and previous knowledge about Cricket and its players?

28 responses

@ Yes @ No

For how many years and in how many Cricket matches have you played in the ‘Dream 11' app?

23 responses

@ Last 2 years and over 40 matches @ Last 4 years and over 70 matches @ Last 5 years and over 100 matches @ Last 6 months and over 10 matches

How do you categorize 'Dream 11' app?

28 responses

@ Game of skill @ Game of Chance

Indian Journal of Law and Legal Research Volume VI Issue III | ISSN: 2582-8878

In how many matches does your assessment become correct?

26 responses

@ less than 10%

@ Between 10% to 25% @ Between 25% to 50% @ More than 50%

5. What are the chances of winning/losing in IPL matches?

28 responses

@ Absolute Chance @ Fair chance @ Less chance 6.

Do you think these fantasy apps are nothing but one form of betting?

28 responses

@ Yes @ No @ Maybe

Page

+ 3627

7. Though it's a small section of people, their response is nearly unanimous. They invariably told that playing in Dream 11 fantasy games is a kind of Betting (82. 1%) and When asked about what are the chances of winning or losing in IPL matches, 53. 6% mentioned that less chance. When the author queried “do you encourage friends and future generations to invest or play fantasy apps, only 10. 7% told that yes and the remaining 71. 4% said no. So, when understanding the pulse of users, it is in no uncertain terms that ‘Dream 11’ is a kind of Wagering, and the element of skill, knowledge, and judgment comes under the purview of a mere factor of luck. Conclusion As highlighted in the Rigveda, “Play not with dice: no, cultivate thy cornland. Enjoy the gain, and deem that wealth sufficient. There are thy cattle, there thy wife, O gambler, so this good Savitar himself hath told me.

” Today, the states of Assam, Sikkim, Nagaland, Odisha, Telangana, and Andhra Pradesh have taken proactive measures to combat the insidious influence of online fantasy games. Given the substantial evidence and the malpractices associated with Dream 11, it is prudent to conclude that digital platforms like Dream 11 encompass significant gambling elements, albeit obscured from plain view. Both the Government and Judiciary in India must adopt a practical and scientifically-informed approach towards Dream 11 and reassess their earlier judgments. Classifying Dream 11 as a gambling application would prevent the loss of substantial amounts of money, time, and other resources. Courts should evaluate the methodology of fantasy sports from the perspective of those who have lost their hard-earned money and public sentiment, rather than through the lens of legal

formalities. Ultimately, the statistics, data, and facts surrounding Dream 11 unequivocally demonstrate that it constitutes wagering contracts, and it is incumbent upon the courts to expose the true nature of fantasy games. In conclusion, while fantasy sports apps like Dream11 have adapted to the modern regulatory environment and present themselves as legitimate business models, a closer examination reveals that they share many characteristics with games of chance. The judicial interpretation that categorizes these activities as skill-based is therefore questionable and warrants re-evaluation to ensure that the legal framework reflects the true nature of these platforms and protects the interests of the public.

Bibliography Table of statues

1. Indian constitution 1950

2. Indian Contract Act 1872

3. Public Gambling Act 1867

4. The Madras City Police Act 1888

5. Madras Gaming Act 1930. Avoiding Wagers (Amendments) Act, 1865

Table of Cases

1. KR Lakshmanan v. State of Tamil Nadu 1996

2. Varun Gumbler v. UT of Chandigarh &ors. (2017)

3. Gurdeep Singh Sachar v. Union of India case (2019)

4. Gherulal Parakh v. Mahadeodas Maiya, [1959]

Books

1. Pollock & Mulla Indian Contract Act 1872, (15th edn)

2. NCERT, 12th standard.

Articles and Journals

1. 276th Law Commission Report on Legal Framework: Gambling and Sports Betting

Including in Cricket in India | SCC Blog

2. “Convergence of Gaming and Gambling” Convergence of Gaming and Gambling -

Greo.

3. Indiankanoon.com

4. Casemine.com

5. Scconline.com

6. Dream 11, https://www.dreamsports.group/

7. How to play fantasy cricket on dream 11 https://www.dream11.com/fantasycricket/how-to-play-fantasy.

Annexure Field Survey questions In this Survey, we will try to understand the pulse of 'dream 11' app users and their experience in IPL or other cricket matches.

1. Do you have a basic idea and previous knowledge about Cricket and its players?

a. Yes b. No

2. For how many years and in how many Cricket matches have you played in the

'Dream 11' app? a. Last 2 years and over 40 matches b. Last 4 years and over 70 matches c. Last 5 years and over 100 matches d. Last 6 months and over 10 matches

3. How do you categorize 'Dream 11' app?

a. Game of skill b. Game of Chance

4. In how many matches does your assessment become correct?

a. less than 10% b. Between 10% to 25% c. Between 25% to 50% d. More than 50%

5. What are the chances of winning/losing in IPL matches?

a. Absolute Chance b. Fair Chance c. Less chance

6. Do you think these fantasy apps are nothing but one form of betting?

a. Yes b. No c. Maybe.

7. Do you encourage friends and future generations to invest in or play fantasy apps?

a. Yes b. No c. May be