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Christine Giampaoli Zonca joins Veloce Racing for 2022 Extreme E campaign

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Italian-Canarian driver welcomed by London-based squad for renewed bid in the all-electric off-road championship  

The future of Veloce Racing’s Extreme E outfit has been revealed today (Thursday, 6 January) as Christine Giampaoli Zonca – or Christine GZ as she is otherwise known – joins one of the most revolutionary motorsport teams in the industry.

A brilliant second-place finish in Senegal behind eventual champions RXR was undoubtedly the highlight of Veloce’s inaugural season in Extreme E, while pacey outings in Greenland, Sardinia and Dorset showed that the London-based squad has the speed to consistently compete at the sharp end.

DECEMBER 18: Jamie Chadwick (GBR)/Lance Woolridge (ZAF), Veloce Racing during the Jurassic X-Prix on December 18, 2021. (Photo by Sam Bloxham / LAT Images)

After an auspicious first year in the series, Veloce and Competition Partner ART Grand Prix are looking ahead to 2022, aiming to build on the promising foundations laid by the partnership last season.

Having made her full-time debut in 2014, Christine GZ boasts an impressive off-road résumé. She has participated in a number of high-profile events in recent years, notching a seventh-place finish at the infamous Baja 1000 and third in the T2 category of the Andalucía Road to Dakar Rally.

Together with Christine and its yet to be announced male driver, Veloce Racing is confident that a combination of ultra-skilled racers and a highly ambitious team behind the scenes will yield eye-catching results in 2022.

Christine GZ, Driver, Veloce Racing said: “I’m so excited to be joining Veloce Racing this year! They did an amazing job last season after a really tough start in Saudi Arabia, the car looked really competitive across 2021.

“I learnt a lot last year and I think that’s important going into Extreme E’s second season. Together with the team, I think we can achieve great things and we’ll definitely be targeting podiums and more!”

Rupert Svendsen-Cook, Team Principal, Veloce Racing added: “Just like Extreme E has learnt and evolved, so have we as a team at Veloce. From a driving as well as a team perspective, the challenges of the series are unique in the world of motorsport – when you consider the very limited mileage achieved throughout a race weekend and ultimately the season, in a totally ‘lift the blindfold and go’ race weekend format with no permitted prior circuit layout knowledge, terrain info or pace notes.

“Naturally this element will become less of a factor in time as we become accustomed to the cars and all teams refine the best way to approach Extreme E’s format – but the ‘reaction to the random’ element as currently implemented is one of the most influential to performance in our analysis. With a very short break between Season 1 and 2, we’ve not backed off to ensure we kick off 2022 on the right foot and Christine GZ stood out as a driver above all others, who with very limited mileage, made very impressive as well as rapid progress in 2021.

“For us, Christine’s talent is certain, and we’re committed to maximising her potential through further development to ensure we capitalise on that for our shared success. We’re delighted to welcome Christine to our very close knit Veloce family and we’re excited for what the future holds for us together.”

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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 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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Akshat Rathee

Indian Esports 2026: Strategic Growth and the Asian Games Milestone

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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.

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