eSports
Galaxy Racer, The First Esports Organization To Get Into Gaming, Sponsors Rogue Jam, A Brand-New Indie Game Jam Competition With US$800K In Prizes
Galaxy Racer (GXR), the largest esports, gaming and lifestyle organisation in the world, has announced its foray into gaming by sponsoring Rogue Jam, a brand-new indie game jam competition. This marks Galaxy Racer as the first esports organization to get into gaming. Galaxy Racer’s branding will be visible throughout Rogue Jam’s marketing campaigns including post-event coverage.
IGN and Rogue Games are partnering to produce Rogue Jam, a brand-new game jam that’s offering exclusive development deals along with US$800,000 in total prizes to competing indie game developers.
Galaxy Racer (GXR) was founded in 2019 and is the largest esports, gaming and lifestyle organizations in the world, with over 100 content creators across Middle East North Africa (MENA) and Southeast Asia (SEA), amassing over 500 million followers and generating over 2.5 billion monthly views.
Founder and CEO of Galaxy Racer, Paul Roy, said: “We’re delighted to support Rogue Jam, an awesome initiative by Rogue Games to uncover the next generation of indie game developers. Galaxy Racer believes in supporting the gaming community and Rogue Games are certainly on point with this competition and are making waves in the industry, including their recent ground-breaking partnership developing games for Netflix.”
Founder and CEO of Rogue Games, Matt Casamassina, said: “We’re thrilled to have Galaxy Racer come onboard as our gold sponsor for Rogue Jam. They are the first esports organization to enter gaming by having skin in the game. With their growing presence in the esports and gaming ecosystem, we are confident their support will have a positive impact to our community.”
Submissions will be accepted between November 29 and December 31 at Rogue Jam’s homepage roguejam.com , with finalists being showcased in a show produced by IGN in early 2022. The grand prize winner will win US$500,000 to develop their game as well as an exclusive Rogue Games publishing deal.
The competition will feature several other categories, including a “WTF” prize for Rogue Jam’s weirdest and wildest game, and an “Eye-Poppingly Beautiful” award for the most attractive game of the competition.
Both categories will offer prizes of US$100,000 along with a publishing deal with Rogue. Smaller prizes of US$50,000 plus a Rogue right of first refusal deal will be offered for “Huge Potential” and “Audience Choice” winners.
Judges for the event will include several well-known figures from across the games industry, including IGN Executive Vice President and Chief Content Officer Peer Schneider and former Nintendo of America President Reggie Fils-Aimé. Complete list of judges below:
- Kimberly Pointer Corbett, Warner Bros. Games Senior Vice President of Digital Publishing
- Reggie Fils-Aimé, former Nintendo of America President, Board Advisor at Rogue Games
- Peer Schneider, IGN Executive Vice President and Chief Content Officer
- Chris Lee, Netflix Head of Game Sourcing and Interactive Games
- Matt Casamassina, Rogue Games CEO
- Chris Archer, Rogue Games Chief Strategy Officer
Rogue Games was founded by Casamassina, who served at IGN until his departure in 2010. Earlier this year, Rogue Games raised US$2.5 million in funding to publish “batsh*t insane” indie games for PC, consoles, and mobile games.
The list of games Rogue currently has in development includes Super Impossible Road, a spiritual sequel to Impossible Road released on Nintendo Switch on December 9, to be followed by a first quarter launch on PS4, PS5, Xbox One, and Xbox Series X|S. Rogue is also publishing Arcanium, an “open-world single-player strategy card adventures,” and Sprawl, a retro FPS. In addition, Rogue Games recently announced that it is partnering with Bloober Team on an unannounced project.
The Rogue Jam submission portal opened November 29, and submissions will be accepted until December 31. Submissions must be playable in order to be considered.
Powered by WPeMatico
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.
Anushka Bhatnagar
From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming
Editor’s Take
Why this matters: India has long been a mobile-first gaming market (thanks to PUBG Mobile/BGMI). But 2025 proved that PC esports is not dead; in fact, it’s thriving culturally. Riot’s ability to integrate VALORANT into mainstream Indian youth culture—from “topper” billboards on exam result day to hip-hop festivals—is a masterclass in localized marketing. The success of S8UL Esports in League of Legends also signals that South Asia is finally ready to compete in global Tier 1 events.
The Full Story
Riot Games has released a retrospective on 2025, describing it as the year gaming in South Asia “didn’t feel tucked away anymore,” but rather became an unmistakable part of mainstream culture.
From filled cafés during watch parties to billboards featuring “inside jokes” from voice comms, the publisher’s year was defined by a massive surge in engagement across India, Bangladesh, Sri Lanka, Nepal, Maldives, and Bhutan.
The Competitive Surge: LoL and VALORANT The year began with the launch of Legends Ascend South Asia, a structured pathway for League of Legends talent that the region had been demanding. Ninety-five teams competed, culminating in S8UL Esports lifting the trophy and qualifying for the LCP Wild Card Playoffs—placing South Asian talent directly into the global conversation.
Simultaneously, PC esports found its footing in India through VALORANT Challengers South Asia.
-
The Numbers: The circuit recorded over 103 million live and non-live views throughout the season.
-
The Finals: The LAN event peaked at 50,000 concurrent viewers, proving that the appetite for PC tactical shooters remains fierce in a mobile-dominated region.
Cultural Crossovers: V5 and Rolling Loud Midway through the year, VALORANT celebrated its fifth anniversary (V5) with a campaign deeply rooted in Indian student culture.
-
“VAL Toppers”: On JEE results day (a major academic milestone in India), Riot reimagined the traditional “exam topper” billboards to celebrate Radiant-ranked players, sparking a viral conversation.
-
Rolling Loud India: In November, gaming met hip-hop. Riot integrated VALORANT into one of the world’s largest hip-hop festivals, with karaoke pods and gaming zones operating alongside performances by Wiz Khalifa and Central Cee.
Management Commentary Anushka Bhatnagar, Publishing Lead for Riot Games India & South Asia, reflected on the shift:
“2025 felt like a year when India’s gaming and esports landscape stepped into the centre of cultural conversation. VALORANT turning five reminded us how deeply the community here has shaped the game. From grassroots watch parties to moments like Rolling Loud, the ecosystem grew with a confidence that felt distinctly homegrown.”
Grassroots Momentum Beyond the flash of festivals, the year was sustained by community energy. College events introduced first-time players to the ecosystem, while local watch parties turned malls into pop-up arenas, ensuring that the growth of South Asian gaming was built “together” rather than just broadcast from above.
The post From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming appeared first on Gaming and Gambling Industry Newsroom.
CS2
GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2
Editor’s Take
Why this matters: While many operators treat sports and esports as separate silos, GG.BET spent 2025 actively dismantling that wall. Their strategy isn’t just about slapping logos on jerseys; it’s about content crossovers. Events like the “Match of LeGGends”—where pro footballers played Counter-Strike against NAVI—demonstrate a sophisticated understanding that the modern bettor is often a hybrid fan. This cross-pollination strategy is likely the future of betting marketing.
The Full Story
GG.BET, the international betting brand, has released a comprehensive video recap of its 2025 activity, showcasing a year defined by major traditional sports sponsorships and innovative projects that blurred the lines between the pitch and the server.
The recap, which details the operator’s expansion in both the sports and esports verticals, highlights a strategy built on immersive content rather than passive branding.
Traditional Sports: Boxing and Football In the world of traditional sports, GG.BET secured high-visibility partnerships. The brand served as the official partner for the heavyweight clash between Usyk and Dubois II, executing a global media campaign at Wembley Stadium.
In Ukraine, a key licensed market for the brand, GG.BET solidified its football presence by signing a three-year contract with the legendary FC Dynamo Kyiv, alongside sponsorships of FC Polissya and FC Zorya.
-
The “Dynamo 3.0” Campaign: To celebrate Dynamo Kyiv’s 30th championship, GG.BET hosted a “star-studded” press event featuring a short film on the team’s history, custom jerseys, and fan-centric activations, moving beyond standard sponsorship duties.
Esports Innovation: Mapping the Industry GG.BET continued to lead in its native esports territory. A standout project was the launch of the Interactive Esports Map in collaboration with Esports Charts. This tool provides users with retrospective data on global esports trends, including regional top disciplines and prize fund statistics.
The brand also focused on industry education, organizing the “Ukraine in Esports: Myth vs Fact” panel at the SBC Summit Ukraine and curating a unique “Esports Museum” to display legendary trophies and history.
Blurring the Lines: The “Match of LeGGends” Perhaps the most distinct initiative of 2025 was the “Match of LeGGends: Server Derby.” This crossover show match saw the current NAVI Counter-Strike 2 roster face off against footballers from Dynamo Kyiv inside the game server.
-
The Format: GG.BET designed unique game modes and special rules for the event, which was streamed with commentary from major figures in sports and entertainment. The project successfully introduced traditional sports fans to esports mechanics and vice versa.
Industry Recognition The efficacy of this hybrid communication strategy was acknowledged by the wider industry, with GG.BET securing the Operator of the Year in CEE title at the EGR Global Europe Awards 2025.
The post GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2 appeared first on Gaming and Gambling Industry Newsroom.
-
iGaming News 20262 days agoSpinomenal Rings in 2026 with Japanese-Inspired “Kami Reign Ultra Mode”
-
Hold and2 days agoPragmatic Play Rings in 2026 with Joker’s Jewels Hold & Spin™
-
Five Elements Slot2 days agoPG Soft Concludes 2025 with High-Volatility Launch: Mythical Guardians
-
Bespoke Gaming Studio2 days agoCreedRoomz and Casumo Forge Strategic Partnership to Elevate Live Casino Experience
-
Latest News2 days agoFrom ‘Mummyverse’ to Crash Games: Belatra Reviews a Landmark 2025
-
Button Blind2 days agoStretch Network Boosts Player Engagement with Year-End Platform Enhancements
-
B2B gaming software2 days agoGamblers Connect and BetOxygen Announce Strategic B2B Partnership
-
B2B iGaming2 days agoGroove Technologies to Showcase Future of Scalable iGaming Growth at ICE Barcelona 2026



