Asia
Crazy Sports Set to Secure a Leading Position in Trillion-yuan Sports Market in China
V1 Group Limited has announced that the Group’s business reorganisation has been completed. Its new Board members had undergone a smooth transition in early January.
Since initiating its business restructuring, the Group has been accomplishing one major milestone development after another. At the beginning of 2021, V1 Group’s Crazy Sports unit secured approval from authorities to establish in Hainan a sports tournament platform and reward points system, through which quiz games on major sports events are conducted and winners will receive reward points to be redeemed into goods and services to stimulate tourism consumption in Hainan. Crazy Sports later secured official authorization from Fédération International de Footballeurs Professionels (FIFPro) to launch a soccer E-sports mobile game “Ace Soccer” featuring renowned international star soccer players from 54 countries and leagues, and names and portraits of professional players, attracting reservations from more than 1 million users. With the IP official authorization for China Super League secured earlier, Crazy Sports leveraged edges from the sports tournament platform in Hainan and launched a “Dream Super League” game under the “Fantasy” football game community. These are populating into a collection of excellent sports games in football, basketball, tennis, bowling, motor racing, etc., contributing to nurturing of Crazy Sports’ leadership in feature sports IPs, core fan base and sports channel interconnectivity and global sports game development support system.
By end-January, Crazy Sports reached strategic cooperation with Lakala (Beijing) E-Billing Technology & Service Co., Ltd. (E-Billing). In the next three years, E-Billing will become a cooperation partner of Crazy Sports’ sports lottery sales business, accelerates landing of Crazy Sports’ new lottery retail business on brick-and-mortar retail points of sales, but also provides more convenient and intelligent lottery purchase services for the large lottery user base in China. Boosting Crazy Sport’s reach to more than tens of thousands of retail outlets, installation of sports lottery terminals will gather pace in convenience stores in different provinces and cities to offer lottery players more convenient access to the services.
In early February, Crazy Sports participated in the signing of the “two districts” under Beijing Economic and Technological Development Zone and thereby becomes a key enterprise introduced to the science and culture integration project segment of the “two districts” (namely “Beijing Economic and Technological Development Zone National Service Industry Expansion and Opening Comprehensive Demonstration Zone” and “China (Beijing) Free Trade High-End Industrial Pilot Zone”). It is eligible for special financial support and green channel treatment for game version number registration from the Beijing Economic Development Zone’s technological innovation research, key equipment research and development, and high-end talent introduction. This accomplishment injects momentum into the further development of Crazy Sports’ businesses.
Crazy Sports has developed a sports community and lottery business ecosystem that comprises Crazy Red Insights APP and Crazy Sports APP online and that integrate streaming dataflows and data sources to constitute an online content entertainment platform spanning the three major areas of sports, games, and lottery, serving a base of more than 200 million users. For offline presence, on the foundation of traditional specialty retail outlets, Crazy Sports continues to expand its network of chain convenience stores bundling terminal installation in pursuit of asset-light operation. The goal is to reach more young lottery players and establish a closed-loop of online sports lottery and entertainment services.
The Group will continue to accelerate the establishment of its nationwide network of sports lottery retail outlets; strengthen its leading position in paid content; leverage its core platform edges to develop new online games; invest in technology and data capabilities; implement marketing strategies to increase the brand awareness of Crazy Sports; and cross-selling between online and offline sports community lottery e-commerce ecosystems to improve cash conversion. Combining with big data accumulation of the Group’s sports lottery entertainment community, Crazy Sports is set to secure a leading position in the trillion-yuan sports market in China, with robust profitability for 2021. It is set to become the most bullish stock in the Year of the Bull.
The renaming of the Group as Crazy Sports Group Limited is expected to be approved in a forthcoming shareholder meeting in May, setting a strong note for its businesses and profitability to escalate to the next level in the years of major international sports events in 2021 and 2022.
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Armenia
Totogaming.am Adds SPRIBE’s Aviator in Long-Awaited Release
“We wanted our users to experience the emotions, dynamics, and uniqueness of the Aviator game not only on the platform, but also in real life. This idea became the foundation of the teaser campaign, which resulted in a successful launch and strong interest from players,” said Victorya Harutyunyan, Head of Product Marketing at Totogaming.
“Launching Aviator on Totogaming is an important milestone for SPRIBE in the Armenian market. This partnership allows us to bring our flagship crash game to a highly engaged local audience, while ensuring the premium level of experience that players worldwide expect from Aviator. We value Totogaming’s commitment to innovation and are delighted to see such a strong reception from players from day one,” said Taras Kozovit, Head of Business Development at SPRIBE.
The post Totogaming.am Adds SPRIBE’s Aviator in Long-Awaited Release 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.
Asia
Insurgence Gaming Company Introduces La Imperia, a Community-First All-Female VALORANT Tournament
La Imperia, a new all-female esports IP by The Insurgence Gaming Company, will make its competitive debut this month with an online VALORANT invitational tournament running from December 19 to 21, 2025. Designed as a visibility-first platform for women competitors, the event brings together four invited Indian teams for a three-day broadcast competition.
La Imperia marks the inaugural tournament by the Insurgence Gaming Company, a newly founded esports company led by Jasper Shabin, who previously served as a poject manager at Skyesports. Positioning itself as a community-first tournament operator, the Insurgence Gaming Company aims to refocus attention on grassroots competition and long-term ecosystem building at a time when entry-level and women-led esports pathways remain limited.
The tournament will be played in VALORANT and feature a round-robin group stage followed by single-elimination playoffs, culminating in a BO5 Grand Final. All matches across the three days will be broadcast live on YouTube, along with additional watch-parties.
The four invited teams competing at La Imperia include Huntrix, Sin Sisters, Plushie Gang and MyKil. All teams feature all-female rosters, aligning with La Imperia’s positioning as a dedicated women’s esports IP.
Broadcast production for the event will be handled by Momentum Gaming, serving as the official Broadcast Partner. The on-air talent lineup includes Star Tania, Nekroz, Odawg, and Hikari Jane, who will guide viewers through the tournament across all three days.
Beyond competition, La Imperia is also placing emphasis on player well-being. Sattva by Pallavi joins the tournament as the Mental Health Partner, integrating conversations around mental health and holistic wellness into the event’s broadcast and content output. The partnership reflects a growing recognition of sustainability and mental resilience within competitive gaming environments.
Speaking on the launch, Jasper Shabin, Founder of The Insurgence Gaming Company, said: “La Imperia is built to be a visibility platform first. There is no shortage of talent in the women’s VALORANT scene, but there are very few consistent stages where that talent can be seen, supported, and taken seriously. With the Insurgence Gaming Company, we want to return focus to grassroots competition and create formats that players can grow with, not just compete in once.”
The tournament carries an INR 15,000 prize pool, with the primary focus placed on competitive exposure, broadcast quality, and long-term ecosystem value rather than one-off incentives.
With its inaugural edition, La Imperia sets the foundation for a new women-led esports property in India—one that combines structured competition, professional broadcast standards, and a community-first philosophy.
The post Insurgence Gaming Company Introduces La Imperia, a Community-First All-Female VALORANT Tournament appeared first on Gaming and Gambling Industry Newsroom.
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