eSports
ALPINE ESPORTS SERIES DRIVER AND TALENT LINEUP REVEALED AHEAD OF FIRST RACE ON APRIL 27TH
Alpine Esports is pleased to present the driver and broadcast lineup for the Alpine Esports Series powered by Binance which kicks off this April 27th. The Alpine Esports Series, now in its third year, gives sim racers from across the world the opportunity to showcase their talent, driving Alpine A110 GT4 cars across six races on three separate circuits.
The Alpine Esports Series Qualifiers took place over two weeks and saw 2,288 drivers sign up to showcase their speed and agility in Assetto Corsa Competizione. Dennis Schöniger came out on top with a 1:50.940 lap time winning $1,500 in Alpine Fan Tokens for the fastest qualified lap around the Hungaroring with the A110 GT4. 2021 champion Jaroslav ‘Jardier’ Honzik and last year’s winner James Baldwin will be returning to the Alpine Esports Series grid, alongside Kamil Pawlowski, the former Ferrari Esports champion.
The quickest 35 drivers are:
- Dennis Schöniger
- Vojtech Fiala
- Tinko van der Velde
- Dominik Blajer
- Kamil Pawlowski
- Mateusz Tyszkiewicz
- Erik Del Fante
- Lucas Müller
- Johan Bergera
- Lukas Mateja
- Geert Fischer
- James Baldwin
- Mathias Kuhn
- Maciej Malinowski
- Mattia Zampedri
- Luke Whitehead
- Fabien Jeanblanc
- Marko Pejic
- Mariusz Tworzydlo
- Isaac Gillissen
- Michael Romagnoli
- Florian Hasse
- David Kalocsai
- Michele Nerbi
- Jaroslav Honzik
- Marc Tol
- George Boothby
- Nikodem Sobczyk
- Victor Nicolae
- Luca Schubert
- Arthur Patat
- Max Wojtyna
- Charlie Crossland
- Michal Nowakowski
- Mathys Leitao
The broadcast lineup for the series has also been unveiled with widely renowned F1 and iRacing sim racing commentator Jack Cunnane leading the broadcast team for all three rounds, with support from two-time VCO Simmy Awards winner Lewis McGlade for round one and Alpine Esports Ambassador Thom ‘THOMB’ Brouwer for rounds two and three, with all three rounds each consisting of an Endurance and a Sprint race.
Played on Assetto Corsa Competizione, the Endurance race, held on Circuit Paul RIcard, will begin at 8:30pm CEST on April 27, with the Sprint race following immediately after. All races will be broadcast on Binance Live as well as the Alpine YouTube and Twitch channels.
The broadcast schedule for the Alpine Esports Series is as follows:
- Broadcast 1 – 2 hours – Paul Ricard (Race 1 & 2): 27th of April – 8:30pm CEST
- Broadcast 2 – 2 hours – Silverstone (Race 3 & 4): 11th of May – 8:30pm CEST
- Broadcast 3 – 2 hours – Valencia Ricardo Tormo Circuit (Race 5 & 6): 25th of May – 8:30pm CEST
In partnership with leading cryptocurrency platform Binance, Alpine Esports is offering $100,000 in Alpine Fan Tokens split between the prize pool and viewer giveaways. Alpine is currently ranked as the 4th highest performing fan token worldwide alongside mainstream football organisations- FC Barcelona, Manchester City and Paris Saint-Germain (Coinmarketcap).
The prize pool distribution for the final top ten racers is as follows:
- 1st (Champion of the Alpine Esports Series): $25,000 worth of Alpine Fan Tokens, $3,000 worth of $QANX tokens, and an Alpine A110 GT4 driving and coaching experience
- 2nd Place: $15,000 Alpine Fan Tokens and a Trak Racer Alpine Racing TRX Sim Rig
- 3rd Place: $8,000 Alpine Fan Tokens and an ADEPT gaming chair
- 4th Place: $4,000 Alpine Fan Tokens and a Tobii Eye Tracker 5
- 5th Place: $2,250 Alpine Fan Tokens and an Alpine Esports Merch Bundle
- 6th Place: $1,250 Alpine Fan Tokens and an Alpine Esports Jersey
- 7th Place: $700 Alpine Fan Tokens
- 8th Place: $500 Alpine Fan Tokens
- 9th Place: $200 Alpine Fan Tokens
- 10th Place: $100 Alpine Fan Tokens
$1,500 worth of Alpine Fan Tokens will also be awarded for the fastest lap in the championship, alongside top of the range performance enhancing hardware courtesy of Alpine Esports partners.
Each one of Alpine Esports’ official partners will have their bespoke liveries in the Championship, including Binance, whose livery was chosen from the community voters.
In addition to the prizes available to drivers, $40,000 fan token bundles and free NFTs will be available to win for viewers at home.
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Berlin Gaming Industry
Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications
FACTORY-C, the Berlin-based communications powerhouse specializing in gaming and esports, has announced the appointment of Tom Achsel as Event Communications Manager. Achsel will join the “Home of Indies” team alongside project initiator Christiane Gehrke, focusing on the platform’s global expansion and upcoming presence at Gamescom 2026.
With over a decade of experience in the tech and gaming sectors, Achsel brings a massive professional network and deep operational expertise to the agency.
A Veteran of the Berlin Gaming Scene
Tom Achsel is a well-known figure in the German development community. His career highlights include:
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Games Academy: Served as Head of Marketing & Events at one of Europe’s oldest game development institutions.
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Games Ground Berlin: Co-founded and led communications for the Berlin Gaming Festival, curating impactful B2B programs and speaker lineups.
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IGDA Berlin: Serves as Vice-Chairman, strengthening ties between local developers and the global gaming ecosystem.
Christiane Gehrke, Senior Event Communication & Sales Manager at Factory-C
“Tom knows the indie scene from multiple perspectives and has a sharp understanding of the needs of indie developers,” said Christiane Gehrke, Senior Event Communication & Sales Manager at FACTORY-C. “He brings everything needed to support the continued development of Home of Indies.”
Scaling the “Home of Indies” Platform
Since its debut in 2022, Home of Indies has grown into a central pillar of the Gamescom Indie Area. The platform provides a shared booth for independent developers, lowering the barrier to entry for international studios.
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2025 Growth: The booth expanded to 440 square meters, featuring over 50 games from a dozen countries.
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New Features: The project recently added a dedicated Spotlight Stage, streaming booths, and professional networking areas via MeetToMatch.
As Event Communications Manager, Achsel will lead the outreach strategy for Gamescom 2026, ensuring that the creative diversity of the global indie scene receives maximum visibility among press, influencers, and players.
The post Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
BlueBottle
BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production
BlueBottle, the Munich-based esports technology innovator, has officially launched League Broadcast, its professional-grade production software, via a new Software-as-a-Service (SaaS) subscription model.
Announced on January 7, 2026, this B2C release moves the platform from selective partner deployments and its long-standing beta phase into a publicly accessible tool for leagues, tournament organizers, and individual content creators worldwide.
Professional Broadcast Tools for All Tiers
League Broadcast is designed to automate and elevate the visual storytelling of competitive gaming, specifically targeting the League of Legends ecosystem. The software bypasses traditional API limitations by using low-level game data collection to provide real-time, high-fidelity visualizations.
At launch, BlueBottle has introduced a tiered pricing structure to suit different operational scales:
| Tier | Status | Key Features | Target Audience |
| Free | Available | Core overlays, essential team/player data, basic game stats. | Grassroots creators & amateur streamers. |
| Basic | Available | Commercial usage rights, customizable pre-game elements, professional draft tools. | Semi-pro leagues & small event organizers. |
| Pro | Coming Soon | Advanced analytics, event-driven automation, premium production tools. | Professional leagues & high-scale live operations. |
Supported by Creative Europe Media
The transition to a scalable SaaS model was significantly bolstered by funding from Creative Europe Media, the European Union’s flagship program for the audiovisual and creative sectors. This backing allowed BlueBottle to invest in:
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Enhanced Stability: Hardening the software for 24/7 live environments.
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Improved Infrastructure: Faster development cycles and dedicated customer support.
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Accessibility: Lowering the barrier for European creators to produce “broadcast-quality” content that competes with high-budget international productions.
“This launch represents more than a new pricing model — it’s the moment League Broadcast becomes accessible to the wider esports community,” said Lars Eble, CTO at BlueBottle. “We were able to invest in long-term product quality… ensuring that our B2C customers receive the same level of reliability previously reserved for large partners.”
Strengthening the European Esports Ecosystem
By providing affordable, automated tools for real-time data visualization—such as dynamic gold graphs, inhibitor timers, and 3D in-world branding—BlueBottle is positioning itself as a core infrastructure provider for the digital media age. The platform allows smaller organizations to monetize their formats more effectively through professional-looking sponsor placements and deeper viewer engagement.
The post BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Akshat Rathee
Indian Esports 2026: Strategic Growth and the Asian Games Milestone
The Indian esports landscape is transitioning from a period of rapid “spectacle” growth to a phase defined by lasting institutional structure. Following the implementation of the Promotion and Regulation of Online Gaming Act (PROGA), 2026 is set to be the year where regulatory clarity, international competition, and domestic grassroots development converge.
The Impact of PROGA: Policy into Practice
The Promotion and Regulation of Online Gaming Act (PROGA), signed into law in August 2025, has officially moved from policy to practice. Its primary contribution to 2026 is the explicit separation of esports from money-based gaming.
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Legitimacy: By categorizing esports as a legitimate competitive pursuit, PROGA has unlocked state-level adoption and cleared the way for schools and colleges to integrate gaming into their sports frameworks.
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Commercial Confidence: With a clear regulatory environment, brands in sectors like FMCG, automotive, and BFSI are now viewing esports as a stable, long-term youth engagement platform rather than a risky experiment.
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Athlete Pathways: PROGA facilitates the creation of standardized national registries for athletes, ensuring that competitive integrity is maintained across grassroots and professional tiers.
The Asian Games 2026: A Global Stage
The Asian Games 2026 in Aichi and Nagoya, Japan, serves as the most critical milestone for the ecosystem this year.
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Medal Status: Esports will feature as a full medal event with 11 confirmed titles, including League of Legends, PUBG Mobile (Asian Games Version), and Pokémon UNITE.
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Indian Prospects: India’s best historical result (quarter-finals in League of Legends at Hangzhou) has set a high bar. For 2026, the focus has shifted toward high-performance training camps and long-term athlete mentorship to secure a podium finish.
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Multi-Sport Integration: Participation alongside traditional athletes reinforces the narrative that esports is a viable professional career, further encouraging government investment through schemes like Khelo India.
Market Evolution and Key Trends
The Indian gaming market is projected to reach approximately $5.02 billion in 2026, driven by a massive player base exceeding 500 million gamers.
| Trend | Impact in 2026 |
| Mobile Dominance | Over 95% of the market remains mobile-first, fueled by 5G expansion and affordable hardware. |
| Beyond BGMI | 2026 is seeing a push to diversify the market into fighting games, sports simulations, and PC titles to avoid “one-title dependency.” |
| Monetization Shift | Revenue is shifting from pure advertising toward battle passes, subscription models, and in-game progression. |
| Tier II & III Growth | Most new user acquisition is coming from smaller cities, demanding more vernacular and localized content. |
The post Indian Esports 2026: Strategic Growth and the Asian Games Milestone appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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