ITC Classmate expands beyond notebooks with digital learning and wider channel reach

ITC’s Classmate is pairing its paper-led stationery portfolio with eduGAMES Infinity, a digital learning initiative featuring interactive logic challenges. The brand is also widening access across general and modern trade, e-commerce, quick commerce, D2C and schools in India’s ₹16,500 crore stationery market.

— FiledWed, 16 Sept, 2026, 05:35 IST·First seen Wed, 16 Sept, 2026, 05:34 IST·Source Financial Express · BrandWagon

What happened

ITC Classmate is broadening stationery into digital learning via eduGAMES Infinity while leveraging ITC paper integration. The brand sells through general and

Key facts

  • India paper-based stationery market valued at Rs 16,500 crore
  • ITC FMCG FY25 revenue of Rs 219,81 crore
  • Classmate consumer spends exceeded Rs 1,000 crore
  • Classmate launched in 2003
  • 11 interactive logic-based challenges

Why this matters

The expansion highlights partnership and acquisition whitespace in edtech content, school ecosystems, quick commerce and D2C capabilities that can deepen a stationery brand’s customer relationship.

What to watch

  • Public disclosure of eduGAMES user registrations, repeat-play rates, session duration, or school adoption.
  • Classmate launching app-linked stationery bundles, loyalty programs, or direct student/parent accounts.
  • Expanded presence on quick-commerce platforms and evidence of back-to-school delivery promotions.
  • New school-board, educator, edtech, or tutoring-network partnerships.
  • Growth in Classmate D2C assortment versus notebooks, especially art, study, organizational, and digital-enabled products.
  • Competitor responses from Navneet, DOMS, Kokuyo Camlin, and private labels through digital learning tie-ups or omnichannel discounting.
  • Signs of channel conflict, such as marketplace discount gaps versus general trade or distributor pushback.
  • Bundle QR-linked games, worksheets, and rewards into high-volume notebook and art-supply packs.
  • Use D2C and digital-game registrations to build parent/student CRM segments and personalize replenishment or back-to-school offers.
  • Create channel-specific assortments: urgent single-unit packs for quick commerce, premium bundles for D2C, and high-velocity SKUs for general trade.
  • Pursue school and tutoring-center partnerships that position eduGAMES as an engagement tool rather than a standalone consumer app.
  • Test subscription or sponsored learning-content models before committing to a high-cost proprietary edtech build.
  • Strengthen anti-counterfeit, inventory visibility, and marketplace price governance as distribution broadens.