eSports
DATA PLATFORM FOR ESPORTS AND GAMING, GRID, SECURES USD 10M SERIES A
GRID receives investment from gaming industry leaders behind Alinea Capital, Bumble Ventures, and NFL’s JuJu Smith-Schuster, to grow its data platform and expand its US presence
GRID Esports GmbH, the leading provider of data solutions for the esports and gaming industry, is announcing the completion of a USD 10 million Series A round of funding. The round includes leading investors in the gaming, iGaming and tech industry: the industry leaders behind Alinea Capital, Bumble Ventures, Tar Heel Capital Pathfinder, as well as NFL Pro Bowl Wide Receiver JuJu Smith-Schuster.
The three year old company has made a significant impact on the esports and gaming ecosystem providing the technical capabilities for tournament organizers and game publishers to unlock the engagement and monetization potential of their official in-game data. Data as an asset and the value of data reliant use cases have proven to be a critical part of traditional sports business. Emulating similar dynamics that overcome esports and gaming specific data challenges has the potential to bring immense value and sustained growth to the industry’s ecosystem.
“2020 proved to be a massive growth year in the gaming and esports industry and for our company. We saw wide adoption of our technology across the most renowned players in the ecosystem, and with it, our coverage of esports events and roster of clients grew exponentially,” says Moritz Mauer, CEO and Founder of GRID. “We are in a unique position to leverage technology to standardize esports data by embracing the digital nature of the sport and do so in alignment with rights holders in the space such as game publishers and tournament operators.”
The Berlin-based tech company launched its data platform in 2018 during the FACEIT London CSGO Major and quickly expanded its foothold securing partnerships from other major tournament organizers like FLASHPOINT and WePlay. Within three years the company’s tech infrastructure supported all major esports titles and was integrated by a significant majority of top tier tournament organisers.
“We are impressed by the early success of Moritz and his team, already establishing GRID as the esports data market leader,” Says William Hatle, Portfolio Manager and Partner of Alinea Capital. “We believe GRID’s unmatched esports knowledge and intense focus on delivering top service to its partners and clients is the reason for their success and will continue to be so in the future.”
GRID began expanding its services to the US market at the beginning of 2020 with promising success. The company was a major driver for the first ever esports wager in New Jersey, and will be powering America’s first esports-only sports book launched at SkyUte Casino in Colorado. Now armed with more financial backing, GRID looks to capitalize on their recent momentum in expanding and evangelizing the adoption of their official data assets.
“GRID has already outperformed its traditional sports counterparts in the esports space and we aim to work with them closely to continue this trend. The core team is built from data industry veterans and has used their unique skill sets along with a love for gaming to build a powerhouse of a business,” Carsten Salling, Investment Manager at Bumble Ventures comments. “We are committed to providing the resources to boost GRID to escape velocity and secure the rest of the esports data market.”
Historical investors of the company include Agileo Ventures and Tar Heel Capital Pathfinder. Have reaffirmed their commitment with the company and will continue their support.
“GRID’s pioneering technology unlocks the new commercial potential of esport data. It is a game-changer for teams, tournament organizers, and game publishers,” says Arkadiusz Seńko, Managing Partner of Tar Heel Capital Pathfinder. “We are proud to have been GRID’s partner from the very beginning and we are excited to further support the team in creating a sustainable future for the esports market.”
As with its earlier rounds, GRID worked with sports and entertainment M&A firm Astero Partners. The German legal teams at Orrick, Herrington and Sutcliff assisted GRID. Poellath and the German teams of DLA Piper assisted existing shareholders and new investors.
With the USD 10 million investment, GRID will take on the US and look to continue its control of the data infrastructure in an exploding esports market.
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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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