eSports
Esports Exposure Exploding During COVID-19 Outbreak
Esports was already a booming business coming into 2020. Last year, Esports topped $1 billion in revenue for the first time. That was a 26.7% increase from 2018.
A sure sign of the growth in the popularity of Esports is shown by the fact that its highest-grossing revenue stream in 2019 was in the area of sponsorship. According to a published report, there was nearly $457 million generated in sponsor money by Esports last year.
Esports leagues and tournaments are drawing huge audience numbers. Estimates were that almost 454 million took in an Esport event last year. Those are the kinds of numbers that encourage major corporate sponsorship of the events.
COVID-19 Impact
The outbreak of the coronavirus has led to another spike in popularity among Esports. In North America, the NHL, NBA and MLB halted their seasons. The NCAA men’s basketball tournament was canceled. Golf and tennis also stopped playing. The launch of NFL and NCAA football seasons in the fall remain uncertain.
Around the globe, almost of the world soccer shut down. The European Champions League and the English Premier League took a hiatus. Euro 2020 and the 2020 Tokyo Summer Olympics were postponed.
With all of the major sporting leagues forced to shut down due to the COVID-19 virus and the accompanying bans on large gatherings, there’s little in the way of sports to entertain the masses. Sports fans were left desperate for an outlet. Sports networks sought out programming. Sportsbooks looking for other forms of betting turned their attention to writing more wagers around Esports events.
Esports are stepping up and proving capable of filling the void. While not completely bereft from feeling the impact of COVID-19 – the large tournament events held in halls filled with spectators watching video game team competitions such as Counter Strike: Global Offensive, Call of Duty and Dota 2 are currently not permitted.
The Overwatch League is playing its entire 2020 season online. Play! Pokémon canceled its North American International Championship and World Championship.
However, the ability of Esports to adapt and be played by players under quarantine is giving them a leg up on actual sports.
Industry estimates are that the demand for Esports has increased by 300% since the outbreak of the coronavirus.
Big League Sports Entering The Fray
Virtual sports are also a big part of the Esports explosion. Competition in soccer, basketball, tennis, horse and greyhound racing are among the many virtual sports on offer.
There are events built around tournaments in such popular sports-themed video games as Madden NFL, NBA 2K20, FIFA, and NHL 20.
The major sports leagues already recognized the potential for virtual spots as a revenue growth stream. Both the NBA and NHL began holding tryouts to pick players to form virtual versions of their actual teams that would eventually compete in simulated leagues.
During the COVID-19 outbreak, the big leagues are looking to get in on the Esports explosion and keep their sports going at the same time.
NASCAR has been holding the eNASCAR Pro Invitational iRacing Series, where actual NASCAR drivers compete in races as their virtual selves. The simulations are carried live by Fox Sports and are proving to be a big hit with racing fans.
NascarPro Invitational iRacing Series (Photo by: YouTube.com screenshot).
The Nielsen ratings for the first event of the iRacing Series came in at an average of 638,000 households and 903,000 viewers, making it the most-watched Esports event of all-time.
By comparison, live NASCAR racing during the 2019 NASCAR Cup Series averaged 2.1 million viewers per race. NASCAR’s iRacing ratings are almost on par with the 2019 numbers for viewers of their second-tier racing competition, the NASCAR Xfinity Series. Those races averaged 725,000 homes and 948,000 viewers.
Formula One is also contesting virtual Grand Prix races, with its drivers racing as their virtual selves. Australian SuperCars competition is doing likewise.
Other sports also are holding Esports competitions to give their fans a regular fix during the coronavirus quarantine. The NFL organized a Madden tournament featuring eight current NFL players. The NBA put together an NBA 2K20 tournament with 16 current players in action.
The most ambitious of these virtual sports simulations is currently being undertaken by Major League Baseball. An MLB The Show competition is pitting 30 of today’s MLB players, each representing their own team.
They are playing a 29-game regular season, facing each other player once. The top eight players will qualify for postseason play, which will lead to a virtual World Series champion being crowned.
Other sports have opted to take their Esports competitions in an entirely different direction. With the Australian National Rugby League season on hold, instead of their slated match, members of the Canterbury-Bankstown Bulldogs and Wests Tigers competed in a game of Fortnite that was live-streamed on both team’s Facebook pages.
Esports Future Bright
During the 2004-05 lockout that wiped out the entire NHL season, poker utilized that opportunity to fill the broadcasting void left by no hockey and became a television staple.
COVID-19 has created a similar opportunity for Esports to grow exponentially and gain a foothold with a mainstream sports audience that might not have given it a second thought otherwise.
Esports was growing rapidly regardless. As one of the few sports still currently playing, its already bright future is blossoming with significantly more glow.
Berlin Gaming Industry
Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications
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.
BlueBottle
BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production
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.
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.
-
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.
-
Hold and3 days agoPragmatic Play Rings in 2026 with Joker’s Jewels Hold & Spin™
-
iGaming News 20263 days agoSpinomenal Rings in 2026 with Japanese-Inspired “Kami Reign Ultra Mode”
-
Five Elements Slot3 days agoPG Soft Concludes 2025 with High-Volatility Launch: Mythical Guardians
-
Latest News3 days agoFrom ‘Mummyverse’ to Crash Games: Belatra Reviews a Landmark 2025
-
Bespoke Gaming Studio2 days agoCreedRoomz and Casumo Forge Strategic Partnership to Elevate Live Casino Experience
-
B2B gaming software3 days agoGamblers Connect and BetOxygen Announce Strategic B2B Partnership
-
Button Blind3 days agoStretch Network Boosts Player Engagement with Year-End Platform Enhancements
-
Balkan Gaming Market3 days agoYggdrasil Strengthens Bulgarian Presence Through Strategic Deal with bet.bg



