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BEYOND EPIC Presents MegaFon as “The Fastest Partner”

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Russian mobile operator MegaFon support for esports tournament from Beyond The Summit and ESforce Holding: branding of the media space and the contest “Cosplay without overpayments”.

MegaFon became a partner of the international Dota 2 tournament BEYOND EPIC with $250.000 prize pool. The company has the unique status: “The Fastest Partner of BEYOND EPIC”. The tournament will be held from June 15 to 28. It will be held by the largest esports holding in Russia and Eastern Europe, ESforce Holding, together with the Beyond The Summit, North American Studio.

MegaFon will provide extensive support for the esports tournament’s integration into the media space (support will take place on the RuHub Studio channels on Twitch, in the RuHub and EPICENTER social networks), as well as an interactive section “Cosplay without overpayments”.

In addition to large-scale integration into the media space of the tournament, MegaFon will hold a competition “Cosplay without overpayments”, emphasizing the main idea and name of the operator’s new tariff line — #BezPereplat (#WithoutOverpayments in English). Fans of the game will be able to show how a creative approach allows you to recreate your favorite character at no great cost. Photos of contestants from all over Russia will be broadcast in RuHub Studio, during which the Studio’s star commentators will choose the finalists. The winner will be determined by a multi-thousand audience of BEYOND EPIC on the final day of the tournament in a Twitch chat. The contestant with the highest number of votes will receive the main prize — iPhone 11 Pro.

Ekaterina Goncharova, Head of Internet Marketing, MegaFon:”We are happy to open up new digital opportunities for our important audience — esports, who value technology and communication quality. Continuing our immersion in the world of esports, in which MegaFon was one of the pioneer brands, we strive to create spectacular moments for fans and surprise them with interesting activities-all this is waiting for the audience of BEYOND EPIC. Earlier, our company and ESforce Holding successfully held the MegaFon Winter Clash international tournament, organized a unique 5G esports tournament, and implemented the first multi-channel esports campaign in Russia — “Esports starts with you”. The project, which helped the brand build effective communication with the esports audience, was awarded a bronze award at the Effie Russia Awards 2019 and a gold at the MarSpo Awards 2019.”

Sergey Barkhudaryan, Commercial Director, ESforce Holding:”The esports community is very demanding about Internet speed and quality of communication, which is why MegaFon’s involvement in esports is so valuable. Our joint projects have already found a response in the hearts of esports fans and received prestigious awards from the expert community. We are excited to be writing a new collaborative chapter in the digital world of BEYOND EPIC!”

Beyond EPIC will be held in two divisions: Europe/CIS and China, with a total prize pool of $250,000. Ninjas in Pyjamas, Team Unique, Virtus.pro, OG, PSG.LGD, Vici Gaming, Royal Never Give Up and other famous teams will compete for the title of champion. The group stage for teams from Europe and the CIS will be held from 15 to 24 June, while teams from China will play from 21 to 25 June. The playoffs for teams from Europe and the CIS will be held from June 25 to 28, during which the prize pool of $200 thousand will be drawn. The Chinese division will compete for the championship from June 26 to 28, sharing $50 thousand of the prize pool.

The ESforce Holding tournament operator Epic Esports Events, known for its flagship EPICENTER tournaments, and RuHub Studio, whose Dota 2 broadcasts in 2019 became the most viewed worldwide, are responsible for organizing and broadcasting the tournament in Russian. The joint C Beyond the Summit tournament with the support of MegaFon is designed to combine the experience of three outstanding esports companies and present the audience with bright confrontations of the best teams of the CIS, Europe, and China.

 

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Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications

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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:

  • Games Academy: Served as Head of Marketing & Events at one of Europe’s oldest game development institutions.

  • Games Ground Berlin: Co-founded and led communications for the Berlin Gaming Festival, curating impactful B2B programs and speaker lineups.

  • 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.

  • 2025 Growth: The booth expanded to 440 square meters, featuring over 50 games from a dozen countries.

  • 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.

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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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