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How BETBY is enhancing the esports product

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Brands are placing more of an emphasis on enhancing their esports offering within and with the news of a new CS:GO game to continue the popularity of that title, we got the views of Ivan Sazanov, Project Coordinator at BETBY, to find out about the added importance of esports within the brand’s strategy.

 

How important is the esports offering to your brand and the wider gambling industry?

It is no longer possible for gambling brands to have a competitive sportsbook that does not have an esports offering that sits alongside that.

Moreover, as the popularity of esports increases, brands should capitalise on the popularity and provide content to significantly improve its product portfolio.

Naturally for us, esports is one of the most important elements of the modern sportsbook. BETBY’s fully-fledged product suite satisfies the demand of a diverse esports audience, currently containing about 20 sports, including classics with Starcraft and Warcraft III alongside mobile games like Mobile Legends, Wild Rift, and Arena Of Valor.

But in order for an esports offering to be considered high-quality and attractive to end users, it is no longer enough to cover just the most recognised titles like CS:GO, Dota 2, League Of Legends, FIFA and Overwatch. Aiming to broaden and strengthen esport offer, BETBY created a unique and special product – Betby.Games, a proprietary esports offering.

This unique collection, driven by artificial intelligence (AI), organizes tournaments across popular sports such as Football, Cricket, and Basketball. The game mechanics of well-liked gaming titles in Betby.Games are entirely controlled by AI, eliminating the need for any human interaction to sustain the tournaments. This aspect guarantees the longevity of the collection, making it an invaluable asset to our sportsbook offering.

 

Has the perception of esports changed?

I think it would be fair to say that esports has turned from a niche activity into a strong and competitive industry in its own right.

You only need to look at the budgets of the biggest esports tournaments, the sizes of the audience, the broadcast coverage garnered and other indicators that continue to grow from year to year.

There is however one important point. Over the years, when esports gained momentum, its audience was constantly replenished with young people. Naturally, that audience grew up with the games, as they entered adulthood.

Having this following has helped the esports audience become more financially reliable and solvent, which has a direct impact on the betting industry.

The time when esports in betting was perceived as something that was not very profitable is over. Experienced online bookmakers understand that the average user registering on their sportsbook will most likely depend on how good the complementary esports content is.

 

What further developments do you anticipate in esports betting?

The ratio of the number of bets and the total turnover on esports to regular sports will continue to grow. Esports has already become an integral part of the betting industry, but it can and will still develop.

I expect greater technological advancements to make esports more of a professional and sought after form of online betting.

This includes potential agreements with more data operators to enable real-time trading without delay, which is currently a key hindrance to esports becoming a more attractive proposition for players.

Obviously, the breadth of markets for esports events does not yet reach the classic sporting events, even considering the fact that in popular tournaments it is common to bet on ‘Player Props’.

Within the games, there is a huge amount of different information that can be used to generate various unique markets. There is a huge opportunity for the first company that can implement this effectively will make a splash not only in the field of esports betting, but in the entire industry.

CS:GO 2 has generated a great deal of interest in the global community. A new, updated game in this popular series will not only to attract new players and viewers, but also the return of old ones, which will increase demand in the market.

We expect an increase in the number of semi-professional tournaments and teams that are created not for the sake of increasing interest, but with the aim of profiting from dishonest play and ensuring matchups are competitive.

This is happening on a regular basis already, and it will require more attention from both the tournament organisers and the risk management departments of betting companies to curtail irregular activity.

 

Has having your own in-house product allowed you to stand out in the market, rather than relying on major competitions and tournaments for traffic?

Our competitive advantage is encapsulated with the Betby.Games product that we created during the pandemic.

Despite forecasts that with the return of real sports traffic would begin to decline and the content would lose its relevance, it continues to develop and attract an ever-increasing audience. This in large part is thanks to its flexibility and customer-oriented approach.

Betby.Games has turned from a part of our sportsbook into a stand-alone and in-demand product. By generating a large amount of traffic, it makes a significant contribution to our customers who use the sportsbook in its entirety, and to individual companies outside of BETBY, to which Betby.Games supplies its product as a feed provider.

 

What is needed to convince operators that a gap can be bridged between traditional sports bettors and esports bettors?

From my perspective, esports has become so firmly integrated alongside sports betting that there is practically no difference between players who bet on CS:GO and Soccer.

The Super Bowl, and the concluding tournament on the Dota 2 circuit, The International, will attract millions of people from all over the world. The audiences of these most popular events will not overlap with each other, and you must be able to find a solution that appeals to both audiences.

If an operator wants to attract a large audience and, moreover, to continue to compete with other betting companies, it must be able to provide users with a high-quality offering for both regular sports and esports to engage players.

The numbers do not lie. In the world of betting, esports already occupies a significant share of all sports. Bookmakers that do not pay enough attention to its esports products are already losing money, and it will only be more difficult for them to compete in the future.

 

1000 Dreams Fund

Riot Games and 1000 Dreams Fund Expand Talent Pipeline in Esports Broadcasting, Accepting Two New Cadets to their Specialized 2026 Program

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1000 Dreams Fund (1DF), a nonprofit that empowers talented women and students in need with scholarships, mentorship and other critical resources to help them reach their dream careers, has announced that two new cadets have been selected to its 2026 Riot Games Esports Broadcasting Cadetship at Riot Games’ Remote Broadcast Center (RBC) powered by AWS in Seattle.

The cadets selected for the three-month, paid cadetship position are:

• Marissa M. – Indiana University Bloomington

• Kevin D. – University of North Florida

The cadetship program runs in partnership with Riot Games—a leading video game developer, publisher and esports tournament organizer—and their global partner, AWS. Together with 1DF, the partners are committed to expanding access and creating pathways for individuals aspiring toward a career in esports broadcasting and production.

“We’re excited to host the Esports Broadcasting Cadetship in our Seattle Remote Broadcast Center for the first time. This facility has revolutionized how we produce esports at scale, and the Esports Broadcasting Cadetship brings that innovation to life by connecting emerging talent directly to the future of the industry. Through our partnership with 1000 Dreams Fund, we’re not only investing in today’s talent but also building a pipeline of leaders equipped to shape what comes next in global esports production,” said Allyson Gormley, Global Operations Director, Esports Broadcast & Production for Riot Games.

As Gen Z and early-career professionals increasingly rethink traditional career tracks, demand continues to grow for hands-on, skills-driven roles that offer clear pathways into competitive industries. In response, innovative workforce programs are materializing to bridge the gap between aspiration and opportunity, prioritizing real-world experience over linear career models.

The Riot Games Esports Broadcasting Cadetship exemplifies this new model of workforce development in emerging fields. Launched in 2023 as part of 1000 Dreams Fund’s broader commitment to workforce access and equity, the program was built to meet this moment — long before non-traditional career pathways became a mainstream conversation. By placing early-career students inside a global esports operation, the Cadetship provides a proven pathway, offering the training, mentorship and live production experience needed to launch careers in esports broadcasting.

“This year marks 10 years of 1000 Dreams Fund building programs that create real access to opportunity for students and early-career talent. The Riot Games Esports Broadcasting Cadetship reflects the kind of long-term, impact-driven work we’ve been committed to since day one, and in a time of deep transition in the workforce, these programs are more important than ever. We’re proud to continue expanding pathways, especially within emerging industries, that help students turn ambition into lasting careers,” said Christie Garton, founder and CEO of 1000 Dreams Fund.

For the selected cadets, this investment creates immediate momentum and removes common barriers to entry while positioning participants for long-term growth in a highly competitive field.

The post Riot Games and 1000 Dreams Fund Expand Talent Pipeline in Esports Broadcasting, Accepting Two New Cadets to their Specialized 2026 Program appeared first on Americas iGaming & Sports Betting News.

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Berlin Gaming Industry

Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications

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FACTORY-C, the Berlin-based communications powerhouse specializing in gaming and esports, has announced the appointment of Tom Achsel as Event Communications Manager. Achsel will join the “Home of Indies” team alongside project initiator Christiane Gehrke, focusing on the platform’s global expansion and upcoming presence at Gamescom 2026.

With over a decade of experience in the tech and gaming sectors, Achsel brings a massive professional network and deep operational expertise to the agency.

A Veteran of the Berlin Gaming Scene

Tom Achsel is a well-known figure in the German development community. His career highlights include:

  • Games Academy: Served as Head of Marketing & Events at one of Europe’s oldest game development institutions.

  • Games Ground Berlin: Co-founded and led communications for the Berlin Gaming Festival, curating impactful B2B programs and speaker lineups.

  • IGDA Berlin: Serves as Vice-Chairman, strengthening ties between local developers and the global gaming ecosystem.

Christiane Gehrke, Senior Event Communication & Sales Manager at Factory-C

“Tom knows the indie scene from multiple perspectives and has a sharp understanding of the needs of indie developers,” said Christiane Gehrke, Senior Event Communication & Sales Manager at FACTORY-C. “He brings everything needed to support the continued development of Home of Indies.”

Scaling the “Home of Indies” Platform

Since its debut in 2022, Home of Indies has grown into a central pillar of the Gamescom Indie Area. The platform provides a shared booth for independent developers, lowering the barrier to entry for international studios.

  • 2025 Growth: The booth expanded to 440 square meters, featuring over 50 games from a dozen countries.

  • New Features: The project recently added a dedicated Spotlight Stage, streaming booths, and professional networking areas via MeetToMatch.

As Event Communications Manager, Achsel will lead the outreach strategy for Gamescom 2026, ensuring that the creative diversity of the global indie scene receives maximum visibility among press, influencers, and players.

The post Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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BlueBottle

BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production

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BlueBottle, the Munich-based esports technology innovator, has officially launched League Broadcast, its professional-grade production software, via a new Software-as-a-Service (SaaS) subscription model.

Announced on January 7, 2026, this B2C release moves the platform from selective partner deployments and its long-standing beta phase into a publicly accessible tool for leagues, tournament organizers, and individual content creators worldwide.

Professional Broadcast Tools for All Tiers

League Broadcast is designed to automate and elevate the visual storytelling of competitive gaming, specifically targeting the League of Legends ecosystem. The software bypasses traditional API limitations by using low-level game data collection to provide real-time, high-fidelity visualizations.

At launch, BlueBottle has introduced a tiered pricing structure to suit different operational scales:

Tier Status Key Features Target Audience
Free Available Core overlays, essential team/player data, basic game stats. Grassroots creators & amateur streamers.
Basic Available Commercial usage rights, customizable pre-game elements, professional draft tools. Semi-pro leagues & small event organizers.
Pro Coming Soon Advanced analytics, event-driven automation, premium production tools. Professional leagues & high-scale live operations.

Supported by Creative Europe Media

The transition to a scalable SaaS model was significantly bolstered by funding from Creative Europe Media, the European Union’s flagship program for the audiovisual and creative sectors. This backing allowed BlueBottle to invest in:

  • Enhanced Stability: Hardening the software for 24/7 live environments.

  • Improved Infrastructure: Faster development cycles and dedicated customer support.

  • Accessibility: Lowering the barrier for European creators to produce “broadcast-quality” content that competes with high-budget international productions.

“This launch represents more than a new pricing model — it’s the moment League Broadcast becomes accessible to the wider esports community,” said Lars Eble, CTO at BlueBottle. “We were able to invest in long-term product quality… ensuring that our B2C customers receive the same level of reliability previously reserved for large partners.”

Strengthening the European Esports Ecosystem

By providing affordable, automated tools for real-time data visualization—such as dynamic gold graphs, inhibitor timers, and 3D in-world branding—BlueBottle is positioning itself as a core infrastructure provider for the digital media age. The platform allows smaller organizations to monetize their formats more effectively through professional-looking sponsor placements and deeper viewer engagement.

The post BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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