Asia
The All India Gaming Federation reinforces its resolve towards responsible gaming
- AIGF strengthens its advisory panel with the induction of three new experts including Justice Vikramajit Sen, Fatema Agarkar & Jhulan Goswami
- The gaming industry fueled by technology is the biggest past-time globally and India is the next frontier
- As millions of players get on gaming platforms, AIGF emphasizes on Player Protection & Responsible Gaming
The COVID-19 outbreak and the nationwide lockdown have had a pronounced impact across industries. Besides stalling economic activity and lowering consumption, the pandemic has also led to behavioral and lifestyle changes in people.
The time as well as the average spends per user (ARPUs) for online gaming is rising significantly making gaming the biggest past-time globally as quoted by top economist Ruchir Sharma from Morgan Stanley, in January this year. The online transaction based skill gaming industry in India grew at a robust rate of 30% while the ARPUs went up by a whopping 41% in 2019, as per the FICCI Frames 2020 report compiled by Ernst & Young. In view of these trends the importance for self-regulation for this Industry cannot be emphasized enough.
Mr. Roland Landers, CEO, All India Gaming Federation states, “Since its inception over four years ago, the objective of AIGF was centered around bringing recognition to the sunrise sector of transaction based online skill gaming. One of the key deliverables for us was to set up a robust self-regulation mechanism that would serve the needs of the Industry by means of good governance”.
Speaking on the initiative, Mr. Landers mentions, “AIGF skill games charter was released in 2018 and was based on the four foundations of integrity, legality, global best practices and good governance. The charter focusses entirely on player protection, responsible gaming including guidelines for advertising.” Through the adoption of principles and the disciplinary process, the AIGF seeks to build a self-regulatory community and facilitative ecosystem for the offer of online transactional games of skill in a transparent and fair manner, with due regard for consumer and stakeholder interests.
With the surge in the transactional based online skill ecosystem and the addition of newer business verticals like digital eSports, the AIGF felt the need to strengthen its Advisory Board and has onboarded eminent experts from diverse backgrounds of the judiciary, education and sports.
On welcoming the new advisory Board members, Mr. Landers professes, “We are privileged to have strengthened our advisory panel at AIGF and are very honored to have eminent Justice Vikramajit Sen, a Former Judge of the Supreme Court & Ex – Chief Justice of the Karnataka High Court, Ms. Fatema Agarkar, leading educationist & Founder of the Agarkar Centre of Excellence (ACE) combing sports and education, and Ms. Jhulan Goswami, Indian International Cricketer and the former captain of the Indian National women’s cricket team join us and offer their expert guidance to us and the industry.”
Justice Vikramajit Sen states, “As online transaction based gaming has grown by 30% over last year, self-regulation for this ever expanding Industry is extremely important. To overcome the blurred lines, the AIGF Skill Games Charter provides the very foundation for responsible gaming, user integrity, player protection, and best practices for member operators to ensure ethical practices to safeguard the consumer interest.
To further contribute to the process, I am excited to be on the advisory panel of the AIGF, which has vetted the charter and play a role in guiding the Industry body and its stakeholders forward as the sector grows.”
Elaborating on the importance of Digital sports gaming, Ms. Fatema Agarkar states “I am glad to be a part of AIGF’s advisory panel and for me, the sheer potential that e-sports enjoys lies in its reach, bringing communities together, enabling an alternative to physical sports, working with key life skills such as decision making, critical thinking and logic not to mention attitudes of discipline, responsible digital citizenship!”
“There’s cognitive development and participation avenues that open up given its tech base and therefore obvious reach beyond the four walls, and when structured with science and responsible protocols, the sheer scale of possibilities it opens up cannot be emphasized enough. With AIGF’s well-structured Responsible Gaming Charter, we will put the right checks in place and treat it with the respect it deserves!” Ms. Agarkar further added.
Elated to be part of AIGF’s advisory board, Ms. Jhulan Goswami said, “It is heartening to see that millions of gamers are participating in online formats including cricket and that this ecosystem is growing rapidly. It is an honor to be on the board alongside such eminent people
And makes me extremely happy to see the industry come together to adopt the guidelines of the AIGF charter to ensure best practices and player protection for the online Skill Gaming Industry.”
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Armenia
Totogaming.am Adds SPRIBE’s Aviator in Long-Awaited Release
“We wanted our users to experience the emotions, dynamics, and uniqueness of the Aviator game not only on the platform, but also in real life. This idea became the foundation of the teaser campaign, which resulted in a successful launch and strong interest from players,” said Victorya Harutyunyan, Head of Product Marketing at Totogaming.
“Launching Aviator on Totogaming is an important milestone for SPRIBE in the Armenian market. This partnership allows us to bring our flagship crash game to a highly engaged local audience, while ensuring the premium level of experience that players worldwide expect from Aviator. We value Totogaming’s commitment to innovation and are delighted to see such a strong reception from players from day one,” said Taras Kozovit, Head of Business Development at SPRIBE.
The post Totogaming.am Adds SPRIBE’s Aviator in Long-Awaited Release 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.
Asia
Insurgence Gaming Company Introduces La Imperia, a Community-First All-Female VALORANT Tournament
La Imperia, a new all-female esports IP by The Insurgence Gaming Company, will make its competitive debut this month with an online VALORANT invitational tournament running from December 19 to 21, 2025. Designed as a visibility-first platform for women competitors, the event brings together four invited Indian teams for a three-day broadcast competition.
La Imperia marks the inaugural tournament by the Insurgence Gaming Company, a newly founded esports company led by Jasper Shabin, who previously served as a poject manager at Skyesports. Positioning itself as a community-first tournament operator, the Insurgence Gaming Company aims to refocus attention on grassroots competition and long-term ecosystem building at a time when entry-level and women-led esports pathways remain limited.
The tournament will be played in VALORANT and feature a round-robin group stage followed by single-elimination playoffs, culminating in a BO5 Grand Final. All matches across the three days will be broadcast live on YouTube, along with additional watch-parties.
The four invited teams competing at La Imperia include Huntrix, Sin Sisters, Plushie Gang and MyKil. All teams feature all-female rosters, aligning with La Imperia’s positioning as a dedicated women’s esports IP.
Broadcast production for the event will be handled by Momentum Gaming, serving as the official Broadcast Partner. The on-air talent lineup includes Star Tania, Nekroz, Odawg, and Hikari Jane, who will guide viewers through the tournament across all three days.
Beyond competition, La Imperia is also placing emphasis on player well-being. Sattva by Pallavi joins the tournament as the Mental Health Partner, integrating conversations around mental health and holistic wellness into the event’s broadcast and content output. The partnership reflects a growing recognition of sustainability and mental resilience within competitive gaming environments.
Speaking on the launch, Jasper Shabin, Founder of The Insurgence Gaming Company, said: “La Imperia is built to be a visibility platform first. There is no shortage of talent in the women’s VALORANT scene, but there are very few consistent stages where that talent can be seen, supported, and taken seriously. With the Insurgence Gaming Company, we want to return focus to grassroots competition and create formats that players can grow with, not just compete in once.”
The tournament carries an INR 15,000 prize pool, with the primary focus placed on competitive exposure, broadcast quality, and long-term ecosystem value rather than one-off incentives.
With its inaugural edition, La Imperia sets the foundation for a new women-led esports property in India—one that combines structured competition, professional broadcast standards, and a community-first philosophy.
The post Insurgence Gaming Company Introduces La Imperia, a Community-First All-Female VALORANT Tournament appeared first on Gaming and Gambling Industry Newsroom.
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