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Significance of Yoga in esports community/athletes | International Yoga Day

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Since the covid outbreak, we have realized the importance of good health, and we know “health is a key to success”. 

The esports community can’t ignore the constant pressure they go through and the long hours of dedicated playing schedules are no joke. Maintaining good health is important for esports players too. As we will be observing International Yoga Day (21st of June, Monday), Abhinav Tejan, one of India’s top player in Tekken7, Karan Manganani, the best Clash Royale player in India, and Moinuddin Amdani, the leading player in PES 2020 share their views on the well-being of esports athletes and how yoga can help to achieve it, especially during the pandemic scenario.

Please find below the quotes of India’s esports heroes who are winning Laurels for the country and are setting the bar high and aspiring many more youngsters to take up esports professionally:

Quote shared by Abhinav Tejan

As the pandemic outbreaks in our country last year, the esports athletes are playing more than the usual timing as we all are stuck in our houses. But, since we don’t want to part ways with our controller, mouse, mobile and keyboard we need a more, let’s say, easily acquired solution which takes care of our mental and physical well being during these tough times. The best thing about Yoga is that you can take it up right in the comfort of your own living room.

Yoga might not only help improve the state and condition of your body and mind but also improve your gaming ability. Yoga is a form of workout which helps relieve stress and focuses on the use of breath in order to balance your body and calm your mind. As we can’t be able to go to gyms or any sports centre, we should make yoga our everyday regime.

Achievements by Abhinav:

Current national champion

1st position in Dreamhack Delhi 2018 and 2019

3rd position SEA Major TWT 2018

4th position IESF 2018 Kaohsiung

9th position EVO Japan 2020

Quote shared by Karan “jin kazama” Manganani

Esports gamers spend most of their day (10-13 hours sometimes) glued to their screens which takes a toll on their physical and mental health. Gamers usually have spine-related issues, their fingers are constantly stressed, and their neck and shoulder take a lot of pressure due to their profession. Esports athletes need to keep a check on their health, both physically and mentally and Yoga is a great way to help them, especially when we are confined at home. Practising even simple yoga exercises for the upper body can give great results. It also has the ability to relieve stress as players are constantly exposed to the virtual setup which tricks the mind. I personally rely on yoga to support my well being.

List of Achievements 2018-20 Clash Royale for Karan: –

 

  1. CRL Combine Phase 1 Rank 1
  2. CRL Combine Main Event Rank Top 10(Los Angeles)
  3. Asian Games 2018 National Champion (2018)
  4. Asian Games 2018 Regional Champion (South Asia)
  5. Asian Games 2018 Rank 4(All Over Asia)
  6. Esl India Premiership 2018-19 Winter Season Champion
  7. MGL World Cup Clash Royale 2018(India MVP)
  8. World Royale League Clash Royale 2018(India Captain)
  9. ESL India Premiership 2019-20 Summer Season Champion
  10. World Royale League 2019 Team India (MVP)

Quote shared by Moinuddin Amdani:

Every esports athlete is giving extra time in their gaming after this pandemic outbreak, which forced everyone to be confined within the four walls of their homes. Virtual reality is so lifelike that it can drastically affect one’s mind and personality. Yoga can play a role of catalyst for mental and physical well being, not just for gamers but for everyone.

With yoga as your guiding light and meditation as your inventory, one can easily improve their game. Practising yoga and meditation regularly will help you stay fit, keep calm through gaming competitions and make your mark in the virtual world!

Achievements by Moinuddin:

Two-time national champion

Runner up in PES 2017 tournament at IGX

Runner up at Nations Cup held in India

Represented India at the 2019 World Championship 2019

Represented India at E-Masters Asia

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Indian Esports 2026: Strategic Growth and the Asian Games Milestone

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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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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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Insurgence Gaming Company Introduces La Imperia, a Community-First All-Female VALORANT Tournament

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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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IESF Officially Opens the World Esports Championship 2025 in Kuala Lumpur

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The World Esports Championship 2025 (WEC25) is officially open in Kuala Lumpur, welcoming athletes, fans, and delegations from around the globe. With 19 nations taking part in Mobile Legends: Bang Bang (MLBB), this year’s event stands as the most internationally diverse MLBB competition in IESF history.

After a year filled with national and regional qualifiers and preparations from teams around the world, the world’s top esports athletes have arrived in Malaysia’s capital, Kuala Lumpur. The opening ceremony set the tone for the days ahead, offering fans a first glimpse of the excitement and atmosphere surrounding this year’s championship.

“WEC25 reflects the continued growth of esports as a space for connection, competition, and shared passion,” said IESF General Secretary Boban Totovski. “Bringing together 19 nations for MLBB is a milestone not just for the title, but for the entire esports ecosystem. We are proud to bring this edition of the championship to Kuala Lumpur.”

As the competition officially kicks off, the schedule is fully packed with exciting match-ups among Nations, competing for their flag and country. The best from all over the world will have the unique opportunity to become the MLBB World Champion.

IESF extends its gratitude to the Malaysian government and the Ministry for Youth and Sports, partners, athletes, and global supporters who continue to elevate the championship’s reach and impact.

The post IESF Officially Opens the World Esports Championship 2025 in Kuala Lumpur appeared first on European Gaming Industry News.

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