eSports
Jarno Opmeer and Red Bull lead F1 Esports Pro Series at halfway mark after Zandvoort, Montreal & Spielberg rounds
The F1 Esports Series presented by Aramco continued with three dramatic rounds of racing in Event 2 at Zandvoort, Montreal and Spielberg, as some drivers begin to pull away in the fight for this year’s huge $750,000 prize pot.
Due to the COVID-19 pandemic drivers are racing remotely for the first time this year, but the popular live shows continue to be broadcast from the Gfinity Esports Arena in London, as we ensure fans don’t miss a moment of the action.
On Wednesday evening, drivers took to the Circuit Zandvoort, which was due to make a long-awaited return to Formula 1 this season before the pandemic hit, but the action on the virtual version of the F1 2020 official video game developed by Codemasters, did not disappoint. Red Bull’s Frederik Rasmussen took victory in the Event 2 opener for his first win of the season, ahead of Alfa Romeo’s Jarno Opmeer and his teammate Marcel Kiefer who made up the top three.
Wednesday’s double-header continued with a visit to a fan and driver favourite, Circuit Gilles Villeneuve in Montreal. The heavy-braking chicanes made for a tense spectacle, which saw Opmeer take his third victory of the season despite a late collision with Ferrari’s David Tonizza (technical issues meant he was unable to see Tonizza’s car), with Rasmussen and Kiefer also joining him on the podium for the second time that day.
Event 2 ended on Thursday evening where the rescheduled 2020 F1 season began, at the Red Bull Ring in Spielberg. Despite it being one of the shortest circuits on the calendar, what it lacks in length, it makes up for in speed as we witnessed a high-paced battle to the end, that saw Kiefer take victory for his first win of the season after some fantastic teamwork alongside Rasmussen, who finished in P2 . Opmeer was on the podium again in P3 to finish the first half of the season with a solid result.
This week’s results mean Alfa Romeo’s Opmeer leads the way in the driver standings, whilst Red Bull top the team’s championship at the halfway stage.
Attention now turns to the penultimate event, on 18-19 November, as we get set for another three mouthwatering races at a trio of iconic circuits. Event 3 will see drivers go wheel-to-wheel at Silverstone, before we head to Spa and Monza, in what could be the fastest round of the season.
The live show was streamed online via F1’s official channels on Facebook, YouTube, Twitch and Huya, as well as broadcast by international television partners such as ESPN (US), Sky (UK) and Ziggo (Netherlands).
Following a huge year for F1 Esports, which saw over 30 million people tune in to the Virtual Grand Prix Series, more people than ever want to get involved. The second and final dedicated qualifying event for the 2021 F1 Esports Series is now open until the end of November on F1 2020, the newly-released official videogame developed by Codemasters. For more information visit www.f1esports.com.
Julian Tan, Head of Digital Business Initiatives & Esports at Formula 1 said:
“The F1 Esports Pro Series presented by Aramco continues to deliver as we were treated to three more thrilling races in Event 2 at some fantastic circuits, including a superb first outing at Zandvoort. Jarno Opmeer and Red Bull lead the standings at the halfway mark after some brilliant performances in the first two events, but there is plenty of racing to come this season and I’m looking forward to seeing them fight to keep hold of their leads.”
Frank Sagnier, CEO at Codemasters said:
“Despite lockdown, the F1 Esports Series presented by Aramco continues to lead the way in competitive gaming entertainment. The field is starting to take shape, and it looks like Jarno Opmeer, Marcel Kiefer andFrede Rasmussen are the ones to watch. From an F1 2020 video game perspective, it was terrific to see Circuit Zandvoort make its maiden appearance on the F1 calendar.”
John Clarke, CEO at Gfinity said:
“20 world class drivers, virtually connected from different parts of the world, pushing themselves and their cars to the limits. Event 2 delivered yet again, raising the bar for tension and excitement. Together Gfinity and Formula 1 are demonstrating the future of live sporting broadcasts when participants cannot be in the same location. This is truly a product for the times.”
For more information on the F1 Esports Series presented by Aramco visit www.f1esports.com.
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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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