eSports
ESIC Publicly Addresses False Narrative That the Commission Works for the Esports Betting Industry
The Esports Integrity Commission has, over the past few years, mistakenly been accused of working for the esports betting industry or being an organisation formed by the betting industry for the betting industry’s purposes. Whilst we have historically tried to address this misconception privately, it has now surfaced again in a way that damages the integrity of esports and the Commission in a way that needs to be publicly addressed.
BACKGROUND CONTEXT OF STATEMENT
First: In Nevada a Bill being sponsored through the State Senate by Senator Ben Kieckhefer, SB 165, seeks to establish an Esports Commission for the regulation of esports related activities in the State. In the sponsoring process, the Judiciary Committee considering SB 165 were told that ESIC, (who has worked with the Nevada Gaming Control Board since 2016 and was a founding member of the Nevada Esports Alliance) was in favour of the Bill. This is false. ESIC opposes SB 165 and has now taken steps to provide explanations to the Committee relating to its position. However, quite apart from certain parties purporting to speak on our behalf without authority, an underlying narrative emerged that: ‘ESIC’s views should be dismissed because the Commission is a servant of the betting industry’.
Second: The same false narrative was put forward to the Entertainment Software Association (“ESA”), the body representing most video game publishers and developers and all of those who publish titles prominently used in esports, by some of its members urging the ESA not to engage with ESIC because ESIC was alleged to “work for the betting industry”.
Third: Disaffected players banned by ESIC for betting related offences and some of their supporters have been reported to be coordinating a broad effort to spread this same false narrative that ESIC works for and serves the betting industry in an attempt to undermine the legitimacy of competitive integrity in esports. This coordinated effort has been reported to ESIC to include rhetoric such as ‘ESIC falsely asserting certain matches are fixed so that the betting operators don’t have to pay out the winning bets on those matches’. This is both an ignorant and damaging narrative not only to ESIC but to the integrity of esports broadly. Such assertions would be entirely antithetical to the purpose and demonstrated work ESIC has undertaken for the sake of competitive integrity in the esports industry for more than five years.
STATEMENT
Despite the differing points of origin and the various malicious motives of those propagating them, all of these narratives need to be addressed and resolved and so ESIC Commissioner, Ian Smith, has considered it prudent to make the following statements:
“ESIC is neither for or against betting on esports. We are not advocates for betting nor crusaders against it.
It is noted, however, that betting on esports is a form of entertainment for most bettors and drives sponsorship revenue and fan engagement for the esports ecosystem. Conversely, the existence of betting opportunities does also raise challenges including, of particular concern to ESIC and central to our mission, the incentive for punters to commit betting fraud by match-fixing. In this respect, our role is to protect the esports industry from that danger.
ESIC exists for the esports industry; primarily for the protection of the players who would be the first and main casualty of any match-fixing scandal (please refer to the detrimental effects that match-fixing has historically had on the competitive Starcraft2 esports scene following the 2015/16 match-fixing scandals in Korea).
When betting fraud is perpetrated, competitive integrity is tarnished (among other negative outcomes). Coincidentally, the legitimate esports betting industry also suffers loss when betting fraud is committed. Therefore, it is of common and synergistic interest to both the esports industry and the betting on esports industry to address the issue of match-fixing through ESIC.
In fact, it is impossible to combat match-fixing without working with the legitimate esports betting industry. Betting data is at the heart of determining whether or not a match might be fixed and betting data is the key evidence in any prosecution of a match fixer. Furthermore, every traditional sport works with the betting industry to combat match-fixing and relies upon such data in a similar manner. This approach is not unique to ESIC.
ESIC is a not for profit members association – we are owned by our members. We have two categories of membership: Our esports members (primarily Tournament Organisers) and our Anti-Corruption Supporters (primarily betting operators, but also government and state gambling regulators, law enforcement, monitoring companies, data providers and industry bodies). From a constitutional point of view, the two do not overlap. Only the Esports Members determine the strategic aims and priorities of ESIC. The Anti-Corruption Supporters participate in our Suspicious and Unusual Betting Alert Network in service of ESIC and our Esports Members. In other words, ESIC works with the betting industry on behalf of the esports industry; we do not work for the betting industry. Accordingly, this dynamic serves only to promote competitive integrity and legitimacy of esports competitions.
Contrary to some assertions, the betting industry does not use us to avoid making legitimate payouts. The primary benefit for betting stakeholders which engage with us is access to what our Suspicious and Unusual Betting Alert Network sees (a network which they also contribute data to).
Importantly, some players are asserting that their betting activity on the game that they play professionally was “innocent”. With respect, that is either naive or disingenuous. No traditional sport allows its professional participants to bet on the sport they play for a living. In the cases ESIC has dealt with, the players against whom we have taken action have bet on the game, league, tournament or match in which they have participated. There is no scenario in which this is acceptable and we will continue to prosecute players who do so where we have jurisdiction. At the highest level of any esports game, the players all know each other, have played with and against each other and have both inside information and the potential to influence each other in a way that gives them an unfair advantage in betting markets and undermines the perception of competitive integrity. In many countries it is also illegal or criminal. Consequently, we are unapologetic about our rule prohibiting betting on the game they play professionally or semi-professionally. This is for the protection of the esports ecosystem and the players in particular. It is not a service to the betting industry but a service to the esports industry broadly in the interest of youth protection, competitive integrity and commercial longevity.”
Conclusion
Individuals attempting to propagate the narrative that ESIC works for the betting industry either have their own adverse agenda or are naïve about the realities of betting and the relationship between esports and betting on esports.
ESIC accepts that the existence of betting in esports is a contentious matter for some people and that they would rather it didn’t exist, but that is not an excuse to ignore the challenges posed by its existence. Any extension of opposition to betting in esports which operates to prohibit or hamper ESIC from effectively engaging with and mitigating the issue of match-fixing through sourcing data from Anti-Corruption Supporters, however, should be entirely discouraged and expelled from the industry. The stark reality is that match-fixing poses a real and demonstrable threat to the youth, competitive integrity, and commercial viability of the esports industry globally. Accordingly, ESIC implores all stakeholders Interested in the common good of esports to work together to combat such threats. Indeed, that includes, of necessity, close cooperation, via ESIC, between the esports ecosystem and the esports betting industry.
NOTE: THIS STATEMENT DOES NOT CONSTITUTE THE INTENDED RELEASE RELATING TO THE AU CS:GO INVESTIGATION. A SEPARATE RELEASE WILL BE MADE RELATING TO THAT INVESTIGATION IN DUE COURSE.
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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.
Anushka Bhatnagar
From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming
Editor’s Take
Why this matters: India has long been a mobile-first gaming market (thanks to PUBG Mobile/BGMI). But 2025 proved that PC esports is not dead; in fact, it’s thriving culturally. Riot’s ability to integrate VALORANT into mainstream Indian youth culture—from “topper” billboards on exam result day to hip-hop festivals—is a masterclass in localized marketing. The success of S8UL Esports in League of Legends also signals that South Asia is finally ready to compete in global Tier 1 events.
The Full Story
Riot Games has released a retrospective on 2025, describing it as the year gaming in South Asia “didn’t feel tucked away anymore,” but rather became an unmistakable part of mainstream culture.
From filled cafés during watch parties to billboards featuring “inside jokes” from voice comms, the publisher’s year was defined by a massive surge in engagement across India, Bangladesh, Sri Lanka, Nepal, Maldives, and Bhutan.
The Competitive Surge: LoL and VALORANT The year began with the launch of Legends Ascend South Asia, a structured pathway for League of Legends talent that the region had been demanding. Ninety-five teams competed, culminating in S8UL Esports lifting the trophy and qualifying for the LCP Wild Card Playoffs—placing South Asian talent directly into the global conversation.
Simultaneously, PC esports found its footing in India through VALORANT Challengers South Asia.
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The Numbers: The circuit recorded over 103 million live and non-live views throughout the season.
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The Finals: The LAN event peaked at 50,000 concurrent viewers, proving that the appetite for PC tactical shooters remains fierce in a mobile-dominated region.
Cultural Crossovers: V5 and Rolling Loud Midway through the year, VALORANT celebrated its fifth anniversary (V5) with a campaign deeply rooted in Indian student culture.
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“VAL Toppers”: On JEE results day (a major academic milestone in India), Riot reimagined the traditional “exam topper” billboards to celebrate Radiant-ranked players, sparking a viral conversation.
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Rolling Loud India: In November, gaming met hip-hop. Riot integrated VALORANT into one of the world’s largest hip-hop festivals, with karaoke pods and gaming zones operating alongside performances by Wiz Khalifa and Central Cee.
Management Commentary Anushka Bhatnagar, Publishing Lead for Riot Games India & South Asia, reflected on the shift:
“2025 felt like a year when India’s gaming and esports landscape stepped into the centre of cultural conversation. VALORANT turning five reminded us how deeply the community here has shaped the game. From grassroots watch parties to moments like Rolling Loud, the ecosystem grew with a confidence that felt distinctly homegrown.”
Grassroots Momentum Beyond the flash of festivals, the year was sustained by community energy. College events introduced first-time players to the ecosystem, while local watch parties turned malls into pop-up arenas, ensuring that the growth of South Asian gaming was built “together” rather than just broadcast from above.
The post From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming appeared first on Gaming and Gambling Industry Newsroom.
CS2
GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2
Editor’s Take
Why this matters: While many operators treat sports and esports as separate silos, GG.BET spent 2025 actively dismantling that wall. Their strategy isn’t just about slapping logos on jerseys; it’s about content crossovers. Events like the “Match of LeGGends”—where pro footballers played Counter-Strike against NAVI—demonstrate a sophisticated understanding that the modern bettor is often a hybrid fan. This cross-pollination strategy is likely the future of betting marketing.
The Full Story
GG.BET, the international betting brand, has released a comprehensive video recap of its 2025 activity, showcasing a year defined by major traditional sports sponsorships and innovative projects that blurred the lines between the pitch and the server.
The recap, which details the operator’s expansion in both the sports and esports verticals, highlights a strategy built on immersive content rather than passive branding.
Traditional Sports: Boxing and Football In the world of traditional sports, GG.BET secured high-visibility partnerships. The brand served as the official partner for the heavyweight clash between Usyk and Dubois II, executing a global media campaign at Wembley Stadium.
In Ukraine, a key licensed market for the brand, GG.BET solidified its football presence by signing a three-year contract with the legendary FC Dynamo Kyiv, alongside sponsorships of FC Polissya and FC Zorya.
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The “Dynamo 3.0” Campaign: To celebrate Dynamo Kyiv’s 30th championship, GG.BET hosted a “star-studded” press event featuring a short film on the team’s history, custom jerseys, and fan-centric activations, moving beyond standard sponsorship duties.
Esports Innovation: Mapping the Industry GG.BET continued to lead in its native esports territory. A standout project was the launch of the Interactive Esports Map in collaboration with Esports Charts. This tool provides users with retrospective data on global esports trends, including regional top disciplines and prize fund statistics.
The brand also focused on industry education, organizing the “Ukraine in Esports: Myth vs Fact” panel at the SBC Summit Ukraine and curating a unique “Esports Museum” to display legendary trophies and history.
Blurring the Lines: The “Match of LeGGends” Perhaps the most distinct initiative of 2025 was the “Match of LeGGends: Server Derby.” This crossover show match saw the current NAVI Counter-Strike 2 roster face off against footballers from Dynamo Kyiv inside the game server.
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The Format: GG.BET designed unique game modes and special rules for the event, which was streamed with commentary from major figures in sports and entertainment. The project successfully introduced traditional sports fans to esports mechanics and vice versa.
Industry Recognition The efficacy of this hybrid communication strategy was acknowledged by the wider industry, with GG.BET securing the Operator of the Year in CEE title at the EGR Global Europe Awards 2025.
The post GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2 appeared first on Gaming and Gambling Industry Newsroom.
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