Asia
Vi brings Gaming for its customers, in association with Nazara Technologies
Vi Games Offers 1200+ Android & HTML5 based mobile games across 10 genres, on Vi app
Leading telecom service provider, Vodafone Idea Limited today launched a new proposition for gaming enthusiasts in India – Vi Games on the Vi App – in partnership with Nazara Technologies Limited, an India based diversified gaming and sports media company. Through this deep-integrated association, Vi customers will get access to a wide range of gaming content including popular game titles from various franchises in India on its gaming platform – Vi Games.
Vi Games on the Vi App offers an immersive gaming experience with 1200+ android and HTML5 based mobile games across 10 popular genres like – Action, Adventure, Arcade, Casual, Education, Fun, Puzzle, Racing, Sports and Strategy.
Gaming is one of the biggest segment amongst the entertainment category, estimated to cross 500 Mn users within 2022 in India, as per a FICCI-EY report. It is the most popular choice for fun and relaxation by Indian consumers and is expected to garner even higher share in the time and money spent by users over next few years.
A report ‘Digital Reset: Touching a billion Indians’ by Deloitte and CII indicated that the national average time spent by Indian consumers on online gaming is over 4 hours.
Inviting Vi customers to enjoy seamless gaming through Vi Games, Avneesh Khosla, Chief Marketing Officer, Vodafone Idea, said “We are seeing a significant uptake of gaming consumption in India with more than 95% of gaming enthusiasts using the mobile device to enjoy a wide variety of content. Deeper penetration of smartphones and 4G availability has led to meteoric growth and adoption of gaming content making it a popular choice for fun and entertainment. We see gaming as a major focus area of our digital content strategy and we intend to build a comprehensive play encompassing most facets of gaming with the aim of establishing Vi as a preferred destination for both, casual as well as serious gamers. Our partnership with Nazara Technologies will elevate the gaming experience that we offer to our consumers through a wide bouquet of exclusive games available on the Vi app for our users.”
The Vi Games proposition will initially have casual gaming content and gradually be developed to host social gaming and even eSports in the future.
“Gaming is not only the future of entertainment in India but already a key mode of entertainment for hundreds of millions of Indians playing games on their mobile phones every day. Nazara is delighted to work with Vi to bring our entire portfolio of gaming content, esports and interactive entertainment to their larger user base” said Nitish Mittersain, Founder & Group MD, Nazara Technologies Limited
Vi Games has gaming content into 3 categories – Platinum Games, Gold Games and Free Games, on the Vi App.
- Gold Games will form the largest base of the content library. Vi users can access these games through a Gold Pass offering 30 games for just Rs 50 for postpaid and Rs 56 for prepaid, with a validity of 30 days.
Post-paid users with Rs. 499 and above plans will be offered 5 free gold games every month.
- The Platinum Games will be available on pay per download basis through a Platinum Pass priced at Rs. 25 for postpaid and Rs. 26 for prepaid
- Vi Games will also host 250+ free games on the platform for all Vi
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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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