eSports
The Making of Champions: How top-notch companies in India are leading the sports movement
India is a diverse land, full of talented individuals in all walks of life. In the recent years, Indian sportspersons have outshined their competitors at various international events. From Mirabai Chanu and PV Sindhu to Chopra, athletes from the country have proven their mettle in their respective sports.
Their success comes after tremendous hard work and perseverance, but an important factor contributing to this success remains the encouragement these sportspersons are receiving from various top-notch organizations in the country. On the occasion of National Sports Day, we bring you some of the biggest companies in India which have time and again fueled Indian sports talent to achieve more through their various initiatives.
MG Motor India
MG Motor has a rich legacy of supporting sportspersons, which the company has continued in the recent times through various partnerships with budding talent in sports. In association with The Vadodara Marathon, MG Motor India presented a personalized Hector to Paralympian Bhavina Patel, who bagged a silver medal at the 2020 Tokyo Paralympics. The company also roped-in para-athlete and Arjuna Awardee Deepa Malik to be the voice of the personal AI assistant in its SUV, MG Astor. The company is also known for recognizing budding female sports talent and showcasing its support to player like golfer Tvesa Malik, athlete Rupal Chaudhary, hockey player Khushboo Khan, and any many more.
Mobile Premier League
Mobile Premier League (MPL) is the world’s leading mobile eSports platform that allows users to participate in free as well as paid competitions across 60+ games in multiple categories, including fantasy sports, sports games, puzzle, casual and board games. As an industry leader, MPL continues to support VS Rathanvel, a young chess prodigy. Rathanvel began playing chess at the age of seven and became a grandmaster at the age of ten. In 2011, he was ranked third in the world under-10 category. This partnership has enabled Rathanvel to compete in international events and earn recognition on a global scale. MPL’s ultimate aim is to democratise gaming and esports across the country, by giving gamers a platform to compete with the best and monetise their skills. Founded in 2018, MPL hosts millions of tournaments a month and is trusted by over 90 million registered users across Asia, Europe, and North America.
Adidas
Footwear and accessories giant Adidas launched a new product aimed at making sports convenient for menstruating sportspersons. The new TechFit Period Proof Tights are the company’s way to ensure that teenage girls and women in sports do not give up on their dreams just for the fear of period leakage. Adidas launched ‘Stay in Play’ to promote its latest innovation, and roped in Tokyo Olympics Silver-medalist Mirabai Chanu as the face of this campaign.
JSW
Steel giant JSW is known for its continued efforts towards improving the sports scenario in India. The group has time and again undertook projects to upscale the facilities for sportspersons. The flagship endeavour of the group, the JSW Sports Excellence Program, supports 49 athletes across four disciplines, including Olympic medalists wrestler Sakshi Malik and javelin-thrower Neeraj Chopra. The sponsor of the Indian contingent at the Tokyo Olympics, the JSW Group also presented the Tokyo medalists as well as their coaches with cash grants of up to Rs 1 crore.
Tata Steel
Tata Steel has a long legacy of supporting Indian sportspersons. Throughout decades, the leading steel company has provided assistance to numerous talented individuals and teams at different national and international sporting events. Many of India’s Olympics heroes have been employed by the Tata Group in a bid to support them with their training and other needs. An important chapter in the success stories of athletes like TC Yohannan, Mercy Kuttan and Lavinho Pinto remains the encouragement they received while being employed with the Tata Group.
India’s journey to excellence in sports is still a long one, but the country’s sportspersons have nevertheless made positive strides over the years. What they need is continued encouragement and support from all directions, which is something companies like MG Motor and Tata Steel are expected to continue providing.
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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:
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Games Academy: Served as Head of Marketing & Events at one of Europe’s oldest game development institutions.
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Games Ground Berlin: Co-founded and led communications for the Berlin Gaming Festival, curating impactful B2B programs and speaker lineups.
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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.
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2025 Growth: The booth expanded to 440 square meters, featuring over 50 games from a dozen countries.
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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:
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Enhanced Stability: Hardening the software for 24/7 live environments.
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Improved Infrastructure: Faster development cycles and dedicated customer support.
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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.
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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.
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