eSports
ESPN delivers live coverage of Torque Esports’ online racing
Torque Esports’ virtual esports racing series was shown live on TV for the first time in a new broadcast partnership with the Disney-owned, ESPN.
Starting last Saturday (April 11), The Race All-Star Series – Fully Charged by ROKiT Phones reached millions of homes via the new airtime-for-content partnership with ESPN (NYSE: DIS). Saturday’s All-Star Cup and Legends Trophy races were shown live on ESPN2 from 12:00 noon US Eastern time and replayed Sunday on ESPN2 at 1 pm ET.
Created to fill the motorsport entertainment void caused by the COVID-19 pandemic, Torque Esports was on “pole” as the first to create a live-streamed event to fill the racing void on March 15 when major events were canceled including the opening rounds of the Formula 1 and IndyCar championship.
Now known as The Race All-Star Series – Fully Charged by ROKiT Phones – the Torque Esports-created series has become the first broadcast esports racing event to reach more than 600 million homes around the world.
The Torque Esports events feature two separate competitions – the All-Star Cup, which pits the leading stars from Formula 1, Formula E, IndyCar, sportscars, and more against the world’s top sim racers; and the Legends Trophy.
The entry list for the Legends Trophy featured familiar names for ESPN viewers, including Formula 1 World Champions Emerson Fittipaldi, Jacques Villeneuve, and Jenson Button and Indy 500 winners Juan Pablo Montoya (also a F1 star), Dario Franchitti, Helio Castroneves, Gil de Ferran, and Tony Kanaan.
“For more than 40 years, ESPN has been the leader in sports with its groundbreaking coverage, and we’re immensely proud to have The Race All-Star Series – Fully Charged by ROKiT Phones now shown live on the network,” Torque Esports President and CEO, Darren Cox said.
“When we debuted our esports racing events, our live streaming numbers were off the charts, and now our agreement with ESPN along with our entire international broadcast package is taking virtual racing to an unprecedented global audience.
“This is an incredible opportunity for Torque Esports to introduce this genre of racing to new fans around the world. Many ESPN viewers have watched the likes of Fittipaldi, Villeneuve, Montoya, Franchitti, Castroneves, and more before but never all together in such an incredible field.
“We’re also introducing the stars of tomorrow to fans too. ESPN viewers saw the journey of World’s Fastest Gamer winner Rudy van Buren as he earned his title in 2017 – now they get to see him and the rest of the world’s top esports racers fight with top real-world racing stars as well.”
Along with the exciting ESPN live broadcast news, The Race All-Star Series – Fully Charged by ROKiT Phones last week revealed it would evolve into a full championship series from this weekend.
A three-race championship series will feature professional racers competing against the world’s top sim racers. Points will be awarded after each week, with the pro racing champion crowned at the end of three weeks being awarded a US$30,000 prize to be given to the charity of their choice.
The top-performing sim racer will receive a full day’s test in a Formula 1 team’s simulator including flights to the UK and accommodation (subject to the lifting of travel restrictions from the COVID-19 pandemic)
Legends racers will also compete for their favorite charity with a weekly US$10,000 prize on offer for the winner of the opening race.
The Torque Esports group also includes the Barcelona, Spain-based data analytics experts Stream Hatchet; Lyon, France-based game studio, Eden Games; Maranello, Italy-based motorsport simulator company, Allinsports; Silverstone, esports tournament and streaming platform, UMG Games; UK-based content and esports tournament creators, IDEAS+CARS; plus London-UK-based motorsport and esports racing media platform, The Race.
About Torque Esports:
Torque focuses on three areas – esports data provision, esport tournament hosting and esports racing.
Torque aims to revolutionize esports racing and the racing gaming genre via its industry-leading gaming studio Eden Games which focuses on mobile racing games and its unique motorsport IP, including World’s Fastest Gamer (created and managed by wholly-owned subsidiary IDEAS+CARS, Silverstone UK). With the proposed acquisition of simulator company AiS – Torque offers gamers everything from Free to Play mobile games to the highest end simulators.
Building on the leading position of Stream Hatchet, a wholly-owned subsidiary, Torque also provides robust esports data and management information to brands, sponsors, and industry leaders. Its tournament organizing arm, UMG, has recently added a digital tournament platform to its portfolio of assets in its ever-growing ecosystem.
For more information, visit www.torqueesport.com.
SOURCE Torque Esports Corp.
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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