eSports
Who will be crowned 2020/21 ePremier League champion?
The ePremier League (ePL) 2020/21 Online Finals take place from Tuesday 23 March, as some of the world’s finest EA SPORTS
The ePL is the only tournament to give players based in the United Kingdom the opportunity to compete as and represent their favourite Premier League football club in formal competitive gaming entertainment.
After the 20 Premier League clubs hosted thrilling ePL Playoffs, 40 competitors have advanced to the Online Finals, which begin with the Xbox One Group Stages and Quarter-finals on Tuesday 23 March (2-8pm). The PlayStation 4® Group Stages and Quarter-finals take place on Wednesday 24 March (2-8pm), with the eight best players making it through to Friday’s Finals Day (6-10pm). They will compete for the coveted ePL trophy, a prize pool of £40,000 and all-important seats in the EA SPORTS FIFA 21 Global Series European Playoffs this summer.
The ePL Finals are being hosted from the Gfinity Arena in London, with all gameplay taking place remotely. Fans in the UK can watch on Sky Sports, BT Sport, BBC iPlayer and BBC Sport online. The Finals will also be shown on Premier League channels (premierleague.com, Facebook, Twitter and YouTube) and http://twitch.tv/EASPORTSFIFA, as well as being made available to viewers around the world by international licensees. Over the last two seasons, the ePL Finals reached more than 22 million fans.
Among those to advance to the Online Finals are last year’s winner Thomas ‘Hashtag Tom’ Leese, representing Tottenham Hotspur, and inaugural ePL champion Donovan ‘Fnatic Tekkz’ Hunt, who is once again playing on behalf of Liverpool.
Hashtag Tom said: “I would love to retain my ePremier League trophy as I think the best players are the ones who can do it consistently and win numerous honours. If I could win back-to-back ePL titles, it would be a big statement and secure my place as one of the top players in EA SPORTS FIFA.
“I am a massive Spurs fan and I’m buzzing to represent them. It would be great to defend my title on behalf of the club I support, so I’m very happy to be able to represent them.”
Last season’s surprise ePL runner-up Marc Marley is once again through to the finals, this time representing Brighton & Hove Albion. Other established names from the EA SPORTS FIFA Global Series who will be competing include Spencer ‘HUGE GORILLA’ Ealing (Sheffield United), Diogo ‘Falcons Diogo’ Mendes (Chelsea), Tunahan ‘Bundled Unsal’ Ünsal (Wolverhampton Wanderers), Damian ‘Damie’ Augustyniak (Fulham), Olle ‘Ollelito’ Arbin (Leeds United) and Manchester City duo Ryan ‘MCFC Ryan’ Pessoa and Shaun ‘Shellzz’ Springette.
Premier League Commercial Director Will Brass said: “We are looking forward to the third ePremier League Finals, with some of the highest-ranked EA SPORTS FIFA players going head to head on behalf of Premier League clubs. It’s great to see familiar faces from previous years returning to fight for the title, alongside some new challengers.
“Sadly, we are unable to host the finalists at a venue for the second year running due to Covid-19 but, thanks to EA SPORTS and our broadcast partners, fans in the UK and around the world will be able to tune in live as the matches take place remotely with expert commentary and analysis from the live studio.
“There will be plenty of thrilling action on the way to finding out who will become this season’s ePremier League Champion, and I look forward to seeing who is going to be the latest star to get their hands on the trophy.”
The ePL 2020/21 Online Finals will consist of three tournament stages: a double-elimination group stage featuring 20 players per console, a single-elimination playoff bracket with the top eight players per console from the group stage, and the cross-console final which pits the top player from each platform against each other for the ultimate honour of ePL Champion and a £20,000 first prize.
Brent Koning, Group Director & Commissioner, FIFA Competitive Gaming said: “The Premier League is the most popular football league in the world and the ePremier League featuring the most-played sports game on the planet shows the unrivalled ability of EA SPORTS FIFA to connect fans to football at scale through esports.
“We believe competitive gaming entertainment is the number-one opportunity for growing the love of sports. The ePL and the involvement of all 20 world-renowned clubs illustrates just how much EA SPORTS FIFA is integrated into the future of football.”
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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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