ITC Classmate broadens omnichannel reach as it builds beyond notebooks

ITC Classmate is widening its presence across general trade, modern retail, e-commerce, quick commerce, D2C and schools, while adding digital-learning engagement through eduGAMES Infinity. The push aims to protect relevance in India’s ₹16,500-crore paper stationery market as classrooms go hybrid.

— FiledTue, 15 Sept, 2026, 17:49 IST·First seen Tue, 15 Sept, 2026, 17:48 IST·Source Financial Express · BrandWagon

What happened

ITC Classmate is expanding stationery and digital-learning offerings while deepening distribution across general trade, modern retail, e-commerce, quick

Key facts

  • India paper-based stationery market: Rs 16,500 crore
  • ITC FMCG FY25 revenue: Rs 219,81 crore
  • Classmate consumer spends: over Rs 1,000 crore
  • Classmate launched in 2003
  • eduGAMES Infinity: 11 interactive challenges

Why this matters

Classmate’s move makes edtech engagement, school access and quick-commerce distribution attractive partnership or acquisition targets for brands seeking to extend stationery into hybrid learning.

What to watch

  • Evidence of eduGAMES Infinity user registrations, repeat usage, school adoption or paid conversion rather than one-time promotional redemption.
  • Classmate's share gains in quick commerce, leading marketplaces and modern retail relative to local stationery brands and national peers.
  • Launches of D2C-exclusive bundles, personalization, subscriptions or loyalty programs indicating deeper first-party customer-data ambitions.
  • Growth in higher-margin adjacent categories such as art supplies, writing instruments, activity kits and educational products.
  • School procurement partnerships, curriculum-linked content alliances or teacher networks that lower customer-acquisition costs.
  • Rising promotional intensity, platform commissions or channel conflict that could dilute margins despite higher sales.
  • Changes in hybrid-learning behavior and government or school digitization initiatives that expand demand for blended physical-digital learning products.
  • Bundle notebooks, art materials and writing products with eduGAMES Infinity access codes, quizzes or reward programs to convert physical-product buyers into registered users.
  • Use D2C and marketplace purchase data to build grade-, city- and season-specific assortments, including subscription-like back-to-school bundles.
  • Pursue school partnerships that combine supplies, teacher engagement kits and gamified learning content, creating institutional demand before consumer purchase decisions.
  • Expand quick-commerce SKUs toward urgent-use categories such as notebooks, pens, project materials, exam supplies and printer paper, where delivery speed matters most.
  • Introduce loyalty and recycling initiatives tied to digital rewards to defend brand preference as paper consumption per student faces long-term pressure.
  • Use the digital platform to test adjacent categories such as STEM activity kits, exam-prep stationery, personalized notebooks and parent-facing learning tools.