eSports
Paco Rabanne Becomes EPIC League Broadcast Partner
Paco Rabanne partners with this season’s main esports Dota 2 tournament — EPIC League. The Invictus men’s perfume will be presented during the international championship with a $500 000 prize pool. The competition among the strongest teams in the world will become a podium for introducing the esports audience to the aroma of strength, pride and victory — the Invictus bottle is made in the form of a trophy cup.
The brand’s advertising campaign was developed by Starcom media Agency (part of Publicis Groupe Russia) together with ESforce Holding and Bridge A[gency]. During the EPIC League final part, which will be held from December 8 to 13, partners will organize large-scale integration of Invictus into the virtual world and tournament media space.
Polina Protsevskaya, Senior Digital Manager, Starcom:
“Bearing in mind the Paco Rabanne strategic goals and the global benchmarks, we have found an innovative approach to expanding the Invictus brand positioning. The spirit of competition is in the brand’s DNA, but the perfume category has been poorly represented in esports until today. This is why the brand entered this territory and immediately became a partner of the largest esports tournament of the current Dota 2 season — EPIC League”.
Sergey Barkhudaryan, Commercial Director, ESforce Holding:
“One of the esports industry dynamic growth indicators is the interest of the largest companies from completely different areas. We thank Paco Rabanne for their trust in implementing this landmark collaboration and are happy to help such a vivid brand communicate with the esports audience”.
Irina Putintseva, CEO, Bridge A[gency]:
“Invictus is an ancient aestheticized masculinity and the will to win. A trophy that the conqueror has already appropriated and keeps on the shelf. The visual embodiment of the bottle in the form of a сup is a perfect match for the tournament style, because gamers have an uncompromising thirst to win. They are persistent in everything.
We are pleased and happy that today such advertising campaigns destroy the stereotypes that perfumes are far from the usual Russian guy, on the one hand, and that esports athletes are always blinkered and unkempt, on the other hand. And it’s great that such advertising campaigns open your eyes to reality and make visible the heroes of the esports world, who value not only their skills, but also the impression they make and how they are perceived by the world around them. After all, they win not only on the virtual fields, but also in the real world”.
Powered by WPeMatico
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:
-
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.
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:
-
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.
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.
-
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.
-
Alex Lorimer7 days agoMega Mammoth – Multiplier Mayhem Charges into the Gaming Corps Portfolio
-
Booming Games5 days agoBooming Games and Live Play Mobile Launch “LivePlay™ Slots” with Exclusive Modo Debut
-
Arizona6 days agoArizona Department of Gaming Reports $44.9 Million in Tribal Gaming Contributions for the Second Quarter of Fiscal Year 2026
-
Big Hot Flaming Pots7 days agoBig Hot Flaming Pots: Tasty Treasures – Lightning Box Brings Land-Based Hit Online
-
Blask Index7 days agoHow Venezuela’s iGaming market is reacting to US pressure
-
Affiliate Events5 days agoTaking Off with N1 Partners at iGB Affiliate 2026 in Barcelona: Grand Final and a Helicopter for the N1 Puzzle Promo Winner
-
Affiliate Management5 days agoN1 Faces: Daria Maichuk — “Communication as the Key to Strong, Effective Partnerships in Affiliate Marketing”
-
Affiliate Management5 days agoN1 Faces: Daria Maichuk — “Communication as the Key to Strong, Effective Partnerships in Affiliate Marketing”



