Asia
How iQOO’s Hunt For India’s Next Big Gaming Streamer became the biggest platform to spotlight upcoming streamers across 2.5k+ participating YouTube channels and 2M+ live audiences
Gamers and streamers are burgeoning in the country and the numbers are increasing exponentially. This new behavioural change is a trend watched closely by platforms and brands since the audience for these streamers are the most coveted – youth. Engagement rates are unique to just this medium.
There are stories of gamers and streamers from modest backgrounds who have made it big by being good at two things – esports and entertainment. So what is a “raid?” A raid is when a YouTuber/ Streamer with a significant following, asks his/ her viewers to go and watch another creator’s live stream. Case in point – GamerFleet. A young man from Haldwani, Uttarakhand who was streaming to double digit audiences when he was ‘raided’ by Samay Raina. After the raid, he continued to grow organically not just because of his personality and collaboration with Samay Raina and Tanmay Bhat. Cut to a few months later and GamerFleet has over a million subscribers. This is the beauty of a ‘raid’.
So Raid Nights was born. This is the brainchild of Tanmay Bhat in partnership with iQOO – a phone company that puts the gamer before the game. The idea was executed by OML Entertainment with technical partners – Sky eSports. This property was only possible by the power of the platform that is YouTube. Tanmay Bhat, Samay Raina and GamerFleet have been online every Friday evening for the last one month with their new live-streaming property, iQOO Raid Nights. The three content creators (Also known as raid bosses) presented a once in a lifetime opportunity to aspiring gaming streamers where they would raid the YouTube channels of upcoming streamers asking their subscribers to tune in and watch the live-stream of the channel they would raid, resulting in the aspiring creators seeing increase in live-streaming numbers like never before.
Here’s how iQOO Raid Nights happened.
Every Friday from 25th June to 23rd July there were 4 rounds of qualifiers and a grand finale. Participants would stream live on their YouTube channel using the hashtag #iQOORaidNights and the raid bosses would randomly pick and choose which channel they wanted to raid. 2.4k YouTube channels garnered over 8.9k user-generated videos in this time, hoping they would get “raided.” The winners were chosen via a YouTube poll where the audience voted for their favourite performers. Two winners from each qualifier episode won a cash prize of Rs. 20,000 and an iQOO 7 Legend phone. There were super interesting performances and channels that the viewers came across. Some channels that captured people’s imagination were Gamer Mummy – A mother of two young adults who streams Minecraft everyday, kukZy Gaming – a gamer who also raps and beatboxes while playing the piano at the same time, Matata QHouse – who did hybrid dance performances with a mix of pre-recorded footage, visual effects and live webcam.
The winner of the first edition of iQOO Raid Nights was Mechanical Pandey – an entertainer who did a rap and dance performance. He also performed a short sketch of him doing random things and being beaten up by his mother which got huge laughs from the audience. The winner got a gaming setup worth Rs. 2,50,000 as the grand prize. The runner-ups were Shiny Kash – A gamer + rapper and The He Man Show – A streamer who lives in his shop and streams every night. He had created special art pieces for iQOO Raid Nights featuring the faces of the raid bosses.
iQOO Raid Nights was hosted by Tanmay Bhat, Samay Raina and GamerFleet on their respective YouTube Channels and was coordinated and executed by OML Entertainment.
Quotes:
Tanmay Bhat – Raid Nights is something that I’ve always wanted to do at scale. It was great to see that brands like iQOO and YouTube supported this property. The creativity that some streamers bring to the table is something that the audience must discover. One of my favourite channels from this edition was Matata QHouse. Their creativity and performance in the qualifiers just blew my mind
Samay Raina – Live Streaming suddenly grew during Covid quarenatines and many creators tried to showcase their characters and personas on stream although they couldn’t reach out to more people. I’m glad iQOO Raid Nights helped these creators gain a massive amount of reach and an opportunity to showcase their talent. It was a great feeling watching people showcase their unique, unrecognised talent everytime we would raid them. Much love to iQOO for supporting us with this property
GamerFleet – One day I was just randomly streaming with about 500 views and suddenly it shot up to 5,000. That was when Tanmay Bhat raided me as a part of the initial stages of Raid Nights a few months ago. That particular raid helped me garner a lot more reach than usual and then a lot of people started following my content and started tuning in live while I stream. This is exactly what iQOO Raid Nights did with all the streamers who were a part of it. When you have a small channel and your watching increases, the YouTube algorithm sees that the channel is performing better and it recommends the channel more often. I really loved all the channels we raided, but Matata QHouse was my favourite one
Mechanical Pandey (Winner) – iQOO Raid Nights helped me quite a lot in terms of expanding my reach and discovering my creative abilities. I’m glad to have been a part of this wonderful event and I also believe Tanmay-bhai and Samay-bhai would want to stream with me in the future which I’m really looking forward to. My YouTube numbers increased tremendously and I’m glad a lot of people have now discovered me and my craziness. I’d really like to thank all the people who voted for me, and primarily Tanmay-bhai, Samay-bhai and Fleet-bhai for tuning in to my channel in the middle of all the 1500 channels that were streaming in the week I had participated, and giving me an opportunity to entertain and bring smiles on about 1 lakh people’s faces across 2 streams. I’m super excited to get my hands on the new gaming setup that I’ve won.
Gunjan Arya (CEO, OML Entertainment Pvt. Ltd.) – We are always on the lookout for upcoming talent that we can support, and have been bullish on online gaming for some time now. We’re super thrilled to have partnered with iQOO and YouTube in a way that is not only rewarding for the brand and the platform but for the online gaming space as a whole. The power of Creators + Brand + Platform really came together for a proper OP moment. Tanmay’s guidance and the super Samay and GamerFleet to boot have been invaluable collaborators. We came across a lot of new streamers including the incredible Gamer Mummy through the campaign and we will continue to do a lot more of this.
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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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