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Team Vitality and Lille Olympique Sporting Club Renew Their Partnership

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Leading global esports organisation Team Vitality and Ligue 1 club Lille Olympique Sporting Club (LOSC), the 2021 French football champion and founding club of the eLigue 1 Uber Eats, announced the renewal of their partnership for the 2024 season. This renewed partnership solidifies the club’s commitment to excellence in competition and has brought together a formidable duo that will perform on the French EA SPORTS FC 24 scene. The two French clubs have joined forces for a second consecutive year to compete in French EA SPORTS FC esports.

Team Vitality and LOSC eSports introduced Ilian Bouchi as its newest recruit to the EA SPORTS FC 24 team. Coming from the north of France, Ilian is a die-hard football fan who discovered his talent for FIFA games with his family as a child, before being scouted for his potential soon after his first competitions.

Known for his exceptional mechanics, Ilian quickly ranked amongst the top players in Europe. He will focus his talents on achieving the clubs’ goals of dominating the eLigue 1 Uber Eats and taking the scene by storm. His arrival reflects the commitment of Team Vitality and LOSC eSports commitment to recruiting top young talent and remaining at the forefront of competition.

Ilian Bouchi said: “I am honoured to join a team as prestigious as Team Vitality and LOSC eSports. It’s a privilege to play alongside Rocky, having followed his career when I was younger and seen them evolve as a player. As a LOSC supporter myself, I’m really looking forward to representing the club for this upcoming season. I will do my best to take the team as far as possible.”

Team Vitality appointed Johann Simon, better known as “Maniika”, as coach of the team. The ex-professional player has over a decade of experience in FIFA games and has participated in several World Cups with several titles to his name including, eLigue 1 Champion (2017) and Dreamhack Champion (2016). This season will be the beginning of his new path into coaching. Finally, Olivier “NephaleM” Morizet takes on the role of Team Manager to support the team throughout the year.

Johann “ManiiKa” Simon said: “I am delighted to start this new adventure, particularly for a huge organisation like Team Vitality and a club like LOSC! I can’t wait to work with the team and help them conquer eLigue1.”

Just like last year, the two clubs are keen to stand out during eLigue 1 Uber Eats with the ultimate goal of winning the league and qualifying for the FIFAe World Cup.

The team will continue to wear the Team Vitality x LOSC mixed jersey with the colours of red and white which stands as a symbol of the collaboration. The team will also continue to train at Team Vitality’s V.Performance bootcamp, in the famous Stade de France. They will also have access to the prestigious Domaine de Luchin training centre and headquarters of LOSC.

“Signing LOSC for a second year is an incredible opportunity for our two clubs. LOSC is a club that shares our vision of excellence in competition, whether that is in esports or traditional sports. We can’t wait for the season to begin to see this new duo evolve together,” Nicolas Maurer, CEO & Co-founder of Team Vitality, said.

“We’re delighted to renew our collaboration with Team Vitality who are one of Europe’s leading esports organisations, after a successful first year together. Team Vitality is an ambitious organisation, and so is LOSC! We’re all competitors, and by combining our strengths and shared values, we look to achieve our highest goals. We welcome Ilian and Maniika who’ll join Rocky and the team. We hope they have a great season in EA Sports FC esports,” Olivier Letang, President and CEO of LOSC, said.

BlueBottle

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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Anushka Bhatnagar

From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming

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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.

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