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Vindex And IMAX Launch Exclusive Esports Partnership

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Vindex, the leading esports infrastructure platform, and entertainment technology leader IMAX announced a partnership to create esports events and experiences exclusively for IMAX® theatres worldwide.

Vindex and IMAX will work together to establish the world’s leading theatrical distribution platform and an unparalleled premium viewing experience for esports fans — delivering the world’s fastest-growing sport to global audiences in the stunning clarity and immersive sound of The IMAX Experience®. Vindex will broadcast cutting-edge esports content and events across the network, connecting global and local fan communities.

The partnership will be powered by Vindex Studios, a newly launched division of Vindex focused on developing, distributing and monetizing esports content for global audiences.

“The Esports industry has never before had access to the massive reach and unmatched technology of the IMAX platform. Partnering with IMAX enables us to provide esports fans a remarkable experience – live esports on the largest, highest-quality screens in the world for the first time,” said Vindex CEO Mike Sepso. “We will focus on creating incredible experiences for fans by combining our deep relationships with esports leagues and game-publisher partners with our track record of producing some of the most watched events in esports history.”

“Coming off our biggest year ever at the box office, it’s clear that audiences around the world see IMAX as a go-to destination for fandom, community and the most immersive entertainment experiences,” said Rich Gelfond, CEO of IMAX. “We’ve long seen the opportunity to bring the explosive world of esports to our platform and we’re excited to work with proven innovators like Mike, Sundance and the Vindex team to create entirely new experiences for fans worldwide.”

 

About Vindex
Vindex is the preeminent esports infrastructure platform and the world’s largest independent producer of esports content and events. The company was launched in October 2019 by esports pioneers and Major League Gaming (MLG) co-founders Mike Sepso and Sundance DiGiovanni with fintech entrepreneurs Bryan Binder and Jason Garmise. Vindex is the largest pure-play esports infrastructure provider, offering services and technology that help esports publishers and leagues connect with and grow global audiences.

About IMAX Corporation
IMAX, an innovator in entertainment technology, combines proprietary software, architecture and equipment to create experiences that take you beyond the edge of your seat to a world you’ve never imagined. Top filmmakers and studios are utilizing IMAX theatres to connect with audiences in extraordinary ways, and, as such, IMAX’s network is among the most important and successful theatrical distribution platforms for major event films around the globe.

IMAX is headquartered in New YorkToronto and Los Angeles, with additional offices in LondonDublinTokyo, and Shanghai. As of June 30, 2019, there were 1,541 IMAX theatre systems (1,445 commercial multiplexes, 15 commercial destinations, 81 institutional) operating in 81 countries. On October 8, 2015, shares of IMAX China Holding, Inc., a subsidiary of IMAX Corporation, began trading on the Hong Kong Stock Exchange under the stock code “HK.1970.”

IMAX®, IMAX® 3D, IMAX DMR®, Experience It In IMAX®, An IMAX 3D Experience®, The IMAX Experience®, IMAX Is Believing® and IMAX nXos® are trademarks of IMAX Corporation. More information about the Company can be found at www.imax.com. You may also connect with IMAX on Facebook (www.facebook.com/imax), Twitter (www.twitter.com/imax) and YouTube (www.youtube.com/imaxmovies).

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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 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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India qualifies for Esports Nations Cup 2026 VALORANT main event

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India has qualified for the Esports Nations Cup (ENC) 2026 VALORANT main event after advancing through the Asia regional qualifiers. The nation-based tournament runs in Riyadh, Saudi Arabia from November 2 to 29, with VALORANT scheduled for November 8 to 15.

The Asia qualifier featured nine teams in a double-elimination bracket, with best-of-one matches until the upper- and lower-bracket finals, which were best-of-three. India opened with a 13-2 win over Nepal, then dropped to the lower bracket after a 5-13 loss to Japan. The team then eliminated Pakistan (13-9) and Mongolia (13-10) before securing qualification by beating Hong Kong 2-0 (13-10, 13-6).

India’s roster includes in-game leader Sagnik Roy (Hellf) alongside Abhirup Choudhury (Lightningfast), Aman Yadav (Hoax), Venkatesh Sharma (Venky), and Daivik Chauhan (Dc). Norbu Tsering (Karam1L) and Shravana Sahoo (Techno) are listed as substitutes, with Abhishek Bajaj (GodspeedxD) named as coach. NODWIN Gaming is India’s National Team Partner (NTP) for ENC 2026.

Venky led the Asia qualifiers in eliminations with 117 across India’s six matches, according to the organiser. The company also said more than 100,000 viewers watched the Asia qualifier finals across co-streams and official ENC broadcasts.

Speaking about the qualification, Sagnik Roy (Hellf), IGL of India’s VALORANT team, said, “This qualification means a lot because of what it represents for India’s VALORANT scene. After the loss against Japan, we knew we had to reset quickly and focus on one game at a time. Every player stepped up when it mattered, and our ability to stay composed under pressure helped us turn things around. The growth of the game’s ecosystem over the last few years has created a pool of players capable of competing at the highest level, and this team is a reflection of that progress. Every international opportunity helps push the ecosystem forward and inspires the next generation of competitors. We are excited to compete at the inaugural Esports Nations Cup and want to make the most of this chance.”

ENC 2026 VALORANT will feature 32 national teams competing for a USD 1.5 million (~INR 14 crore) prize pool. Sixteen teams were invited via ENC Rankings based on official Riot Games competition results, with 14 places decided through regional qualifiers. The United Arab Emirates has a Host Region Wildcard, and one Solidarity Wildcard slot remains, due to be announced at the end of August once qualifiers conclude.

The post India qualifies for Esports Nations Cup 2026 VALORANT main event appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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