Asia
NEAR Protocol Completes Gaming Ecosystem by Onboarding Vortex Gaming
NEAR Foundation announced that the onboarding of Vortex Gaming, a Web3 subsidiary of a leading game industry INVEN, into the NEAR ecosystem has been confirmed through a strategic partnership. INVEN is the largest game media community in Korea, with a monthly active user (MAU) count reaching 7.2 million
In addition to onboarding content on NEAR Protocol, NEAR Foundation and INVEN plan to collaborate in supporting the growth of Vortex Gaming and strengthening the NEAR game ecosystem. Moreover, establishing an active collaboration system to enhance brand awareness and business network such as conducting offline hackathons and events to foster developer talent.
INVEN is the largest game media community in Korea. For over 20 years it has served as a leading company in the game industry, driving development as the top online game media platform. Based on content generated in-house, INVEN innovatively continues to expand to industries such as entertainment and Web3.
Vortex Gaming is a content-based game community that builds services optimized for Web3 games and provides a global social media platform and features such as Gaming Guild. Vortex Gaming aims to break stereotypes of current Web3 games by offering specialised content such as thorough analysis of in-game economy and the completeness of the game. By leveraging its successful experience in building Web2 communities, Vortex Gaming plans to establish a robust user base by incorporating both high quality content and INVEN’s existing wide pool of users.
NEAR Protocol is a global Layer 1 blockchain that focuses on usability and scalability. NEAR is also the Blockchain Operating System (BOS), an OS that allows Web2 companies and developers to effortlessly build decentralised apps and experiences for the open web. With BOS features like FastAuth, Web2 companies and developers can experience and onboarding process similar to login via email. These features facilitate the entry barrier present in the current Web3 game industry, and will play a pivotal role alongside Vortex Gaming in popularising the NEAR ecosystem for gaming.
Vortex Gaming CEO HOON JAI LEE said: “The ultimate goal is to build an integrated gamer community that encompasses both Web3 and traditional Web2 gamers by providing high quality Web3 and Web2 content alike.”
LEE added: “Gamers and their communities are the most crucial components of the game ecosystem. In addition to offering game content for gamers and their communities, Vortex Gaming envisions to establish a sustainable cycle by incentivizing gamers’ production of content such as character builds and game guides.”
Marieke Flament, CEO of NEAR Foundation, said: “Following the leading companies in the gaming industry such as Kakao Games, Wemade, Netmarble’s Marblex, we expect our sustainable game ecosystem to be further enhanced through this partnership with INVEN and look forward to making further inroads in this dynamic space.”
Scott Lee, Co-CEO of NEAR Korea, said: “While the strong content competitiveness of leading companies plays a crucial role in attracting many users to the NEAR ecosystem, community is the key driving force in maintaining this competitiveness.”
He added: “The synergy effects resulting from the onboarding of Vortex Gaming will further strengthen NEAR’s position as the optimal mainnet in the Web3 game ecosystem, accelerating ecosystem development.”
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.
Asia
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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