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National Video Games Day: Indian Esports evolving from a pastime hobby to eyeing Asian Games medal for the country

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Since its modest beginnings in the 1950s, when basic games and simulations were played on minicomputers and mainframes, the video game industry has undergone tremendous growth. Today, the Indian Esports industry flourishes as a multi-billion-dollar sector, thanks to advancements in high-speed internet, improved technology, the increasing popularity of gaming among the younger generation, and official recognition as a multi-sport event from the government of India. 

According to the recent “Windows of Opportunity” report on India’s Media and Entertainment industry by FICCI-EY, the number of Esports players across all competitive level games in India increased from 600,000 in 2021 to 1 million in 2022, and is expected to reach 2.5 million in 2023.

From winning the bronze in Hearthstone at the 2018 Asian Games to clinching bronze in DOTA 2 at the inaugural Commonwealth Games in Birmingham last year, the prowess of Indian Esports has been highlighted multiple times in major international tournaments.

Now, India is not only sending its first-ever female contingent in CS:GO at the World Esports Championships but is also set to participate in the upcoming Asian Games 2022 where Esports is debuting as an official medal sport. As per the FICCI-EY report, the number of international Esports teams in India grew from 6 in 2021 to 7 in 2022 and is expected to rise to 10 in 2023. 

Mr. Lokesh Suji, Director of Esports Federation of India (ESFI) & Vice President of the Asian Esports Federation (AESF) is confident that by supporting and nurturing the Esports ecosystem, India will continue to make its mark on the global Esports stage. “What started with competitive gaming that was only visible in college fests or local tournaments in the late 2000s is now a Rs 250-crore industry. While we have witnessed significant growth and improvement in recent years, winning medals at prestigious events has demonstrated our potential to compete at the highest level and is a testament to the rise of India as a video-gaming powerhouse,” he says.

The rise of gamers and gaming content creators in the country has transformed the entertainment landscape. Many gamers have built large fan bases and have become influential figures within the gaming community through live streaming, video content creation, and social media platforms.

Recognizing the potential of these content creators, brands have started to forge partnerships with them through brand deals and sponsorships which has not only opened up new revenue streams for creators but has also contributed to the entry of non-endemic brands in the sector. This is further supported by the findings of the FICCI-EY report, which states that the number of brands investing in Esports rose from 72 in 2021 to 80 in 2022, and it is projected to reach 100 by 2023.

Animesh Agarwal better known as Thug, Founder, and CEO of 8bit Creatives and S8ul esports says, “In recent years, the perception of gaming has undergone a remarkable shift, with individuals and brands both recognizing its immense potential as a lucrative revenue stream. At 8Bit Creatives, our creators have successfully curated numerous campaigns with brands from diverse sectors. This allows me to assert that both endemic and non-endemic brands are actively seeking ways to engage with gamers today.

The recent return of the game as Battlegrounds Mobile India (BGMI) has revitalized the Esports community and is expected to accelerate the growth of competitive gaming. According to the estimates from app intelligence firm Sensor Tower, the game clocked about $33 million in in-app spending from July 2021 to July 2022 and also made history by becoming the first Esports event to be broadcasted on mainstream television (Star Sports).

ParvSingh aka soul_regaltos is a professional gamer as well as gaming content creator with over 2.3 million subscribers on YouTube. Speaking on the importance of BGMI he says, “BGMI has played a pivotal role in contributing to the rise of in-game spending within the Indian gaming community. By also causing an upsurge of Esports tournaments in the country, the game has attracted brands through numerous lucrative mediums such as in-game advertisement, sponsorships, and content creation opportunities. It has single-handedly elevated the competitive landscape, giving emerging players the opportunity to showcase their skill and become stars within the community.”

The evolution of Esports in India has been further accelerated by the emergence of new technology and platforms catering specifically to the gaming community. New-age technology such as Web3, AR and VR, gesture-controlled gaming as well as exclusive gamers’ social network platforms are all enabling a technological revolution to radically transform the Esports industry in India.

Qlan, an exclusive social networking app designed for gamers and esports enthusiasts, recently secured pre-seed funding to fuel its expansion and enhance gamer networking, discovery, and content creation capabilities. Sagar Nair, Co-founder, and CEO of Qlan commented, “The burgeoning global Esports industry is witnessing an influx of technologies poised to revolutionize the sector. Our own app QLAN has successfully been able to elevate gamers’ social networking to new horizons and empower the ever-expanding community of gamers. We firmly believe that India will adopt further next-gen tech in video gaming to not only relish its immersive experience but to change how gaming is perceived in the coming years, allowing the industry to scale bigger heights.”

All in all, the video game industry in India has experienced remarkable growth, diversification, and recognition. It has become a significant cultural and economic force, offering entertainment, job opportunities, and a platform for creative expression.

Astana

Astana to host IESF World Esports Championship 2027

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IESF signs host agreement with Kazakhstan’s Ministry of Tourism and Sports and the Qazaq Cybersport Federation in Astana.

Astana has been confirmed as the host city for the IESF World Esports Championship 2027 (WEC27), following a host agreement signing ceremony involving the International Esports Federation (IESF), the Ministry of Tourism and Sports of the Republic of Kazakhstan, and the Qazaq Cybersport Federation.

IESF said the event is expected to draw participation across more than 150 IESF Member Federations through the qualifiers, with national teams competing via IESF-recognized national member structures.

“WEC27 will be more than a championship. It will be a global celebration of nations, athletes, and the future of esports,” said Vlad Marinescu, President of IESF. “For every player, there is no greater honor than competing under their national flag and officially representing their nation on the world stage. That is what makes the World Esports Championship so powerful and so unique. In 2027, Astana will welcome the world and proudly stand as the Esports Capital in the World of Esports, uniting our Member Federations, athletes, fans, and communities. Kazakhstan has shown remarkable vision, ambition, and commitment, and we are confident that WEC27 will deliver an unforgettable championship and a lasting legacy for the global esports family.”

Yerbol Myrzabosynov, Minister of Tourism and Sports of the Republic of Kazakhstan, said: “We are honored that the International Esports Federation has entrusted Kazakhstan with hosting the World Esports Championship 2027. This reflects the confidence in our country’s ability to deliver an event of the highest international standard. Hosting WEC27 reinforces our commitment to advancing esports and creating new opportunities for young people through sport, technology, education, and international cooperation. We look forward to welcoming the World of Esports to Astana and showcasing Kazakhstan as a destination capable of delivering world-class international events.”

Kuanyshbek Yessekeyev, Chairman of the Board of Trustees of the Qazaq Cybersport Federation, added: “We sincerely thank the International Esports Federation for the trust and confidence placed in Kazakhstan to host the World Esports Championship 2027. This is a historic milestone for our esports community and a testament to the progress we have achieved together with our partners. Alongside IESF, the Ministry of Tourism and Sports, and our national stakeholders, we are committed to delivering an outstanding championship for athletes, fans, and the World of Esports. WEC27 will inspire future generations, accelerate the growth of esports in Kazakhstan, and strengthen our country’s position as a leading esports and digital innovation hub.”

IESF said more details, including schedule, qualification pathway, venues, official titles, ticketing, and the event program, will be announced in the coming months via its official channels.

The post Astana to host IESF World Esports Championship 2027 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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BLAST

BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth

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Esports and live events operator says it stayed profitable in 2025 and plans 15 arena events across 13 cities in 2026.

BLAST has opened a New York City headquarters in Brooklyn as the company reported record growth and profitability in 2025, including more than $133 million in revenue and over 40% year-over-year growth.

The new U.S. headquarters is located at 45 Main Street in Brooklyn within a shared 55,000-square-foot office space. BLAST said the hub will support partnerships, live events and commercial growth across North America as it expands its U.S. operations.

The North American push is being led by Chief Business Officer Leo Matlock, who has relocated to New York, alongside Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.

BLAST said it has staged seven tier-one esports events in North America over the past 16 months, across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City. The company cited “more than $102 million” in economic impact from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. It also recently announced the Rocket League World Championship will return to Fort Worth in September 2026.

In 2025, BLAST said its broadcasts delivered more than 2 billion live views globally and 300 million hours watched, spanning live events in 22 cities worldwide. The company also said it distributes content via 29 broadcast partners, including SuperSport, France TV and RTBF, reaching audiences in more than 150 territories and 30+ languages.

“Competitive entertainment has become one of the fastest-growing sectors in global media because it combines community, technology and live experiences in entirely new ways,” said Robbie Douek, CEO of BLAST. “The next generation of fans want entertainment that feels participatory, social and global by default. That shift is creating enormous opportunities for brands, publishers, creators and host cities, and we believe BLAST is uniquely positioned to help lead that evolution after a landmark year in 2025.” BLAST said it plans to host 15 arena events across 13 cities and three continents in 2026.

The post BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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BLAST

BLAST reports 40% revenue growth in 2025, opens New York headquarters

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BLAST, the Denmark-founded competitive entertainment and esports events company, reported record growth and continued profitability in 2025 and said it has opened a New York headquarters as it expands across North America.

The company said it delivered more than 40% year-over-year growth and generated more than $133 million in revenue in 2025, while remaining profitable and continuing to invest in global expansion. BLAST said its U.S. headquarters at 45 Main Street in Brooklyn sits within a shared 55,000-square-foot office space and will serve as its central base for partnerships, live events and commercial growth across North America.

The expansion is being led by Chief Business Officer Leo Matlock, who has relocated to New York, and Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.

BLAST pointed to recent North American activity, saying it has hosted seven tier-one esports events across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City over the past 16 months. The company said these events have generated economic impact for host destinations, including more than $102 million from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. BLAST also said the Rocket League World Championship will return to Fort Worth in September 2026.

On content reach, BLAST said its 2025 broadcasts delivered more than 2 billion live views globally and 300 million hours watched across live events in 22 cities, distributed through 29 broadcast partners across online platforms and linear broadcasters. “We’re seeing tremendous momentum globally and all across North America, not just in esports fandom, but in how brands, game publishers, cities and entertainment companies are thinking about gaming culture, engaging competitions and digital-first audiences,” said Leo Matlock, Chief Business Officer at BLAST. The company said it plans to host 15 arena events across 13 cities and three continents in 2026.

The post BLAST reports 40% revenue growth in 2025, opens New York headquarters appeared first on Americas iGaming & Sports Betting News.

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