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7 state ministers unveil franchise teams for Esports Premier League 2021, the final leg of ESPL to kickstart on August 16

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India’s first-ever franchise-based Esports league, the Esports Premier League (ESPL) has finalised the top eight teams as the ultimate face off in the inaugural edition of the nation-wide Esports league is set to begin on August 16. State ministers from seven regions launched their respective franchise team names, logos, and jerseys.

While the Esports industry has been in quest to gain legitimacy and recognition from the government, involvement and acceptance from the government at this level to the tournament is a giant stride for Esports industry in India.

“To have the best gamers from across the country representing final eight franchise teams as well as their team’s official jersey being unveiled by the state ministers is a matter of absolute honor and pride. Even in its inaugural edition, ESPL has received exceptional response from the Esports community, the players and the audience,” said Mr. Vishwalok Nath, Director, ESPL.

Here is the complete list of Ministers and personalities that unveiled teams representing their respective states:

  • Mr. V. Srinivas Goud

Hon’ble Minister of Sports & Youth Services

Govt. Of Telangana

 

  • Mr. Sunil Chhatrapal Kedar

Hon’ble Minister of Sports and Youth Welfare

Govt. of Maharashtra

 

  • Mr. Manish Sisodia

Deputy Chief Minister

Govt. of Delhi

 

  • Mr. Manoj Tiwary

Hon’ble Minister of Department of Youth Services and Sports

Govt. Of West Bengal

 

  • Mr. K.C. Narayana Gowda

Hon’ble Minister of Department of Youth Empowerment and Sports Department of Planning

Govt. of Karnataka

 

  • Mr. Ashok Chandna

Hon’ble Minister of Sports & Youth Affairs (Independent charge)

Govt. of Rajasthan

 

  • Mr. Rana Gurmeet Singh Sodhi

Hon’ble Minister of Sports and Youth Affairs
Govt. of Punjab

  • RJ Balaji

Radio jockey, director, sports broadcaster, and writer based out of Chennai

 

The final eight franchises teams and the players were chosen through a draft process. And the teams that are qualified through various stages of the competition for the draft process include BADGE99, Total Gaming, 4 UNKNOWN, TSM FTX, No Chance, AFF Esports, Head Hunters, and TWO SIDE GAMERS. Each of these teams were picked to represent a city team and in the final stage during the draft, popular influencers and Esports gamers were roped in to conduct the process.

The eight franchise teams are Punjab Paladins, Chennai Celestials, Delhi Dukes, Hyderabad Hydras, Kolkata Kaijus, Rajasthan Reapers, Mumbai Marshals, and Bangalore Ballistics. Below is the complete list of players of all these teams who will represent the respective state teams:

BADGEE99 will represent Kolkata Kaijus

 

Ø  Hriteek Ranjan

Ø  Muhammed Faizal. N

Ø  Prahast Garg

Ø  Azmal Akhtar Choudhury

Ø  Yogesh Buchale

 

 

Total Gaming will represent Hyderabad Hydras

 

Ø  Ajay Sharma

Ø  Vora Hetkumar

Ø  Daksh Garg

Ø  Narai Yadav

Ø  Anshul Rawat

4 UNKNOWN will represent Rajasthan Reapers

 

Ø  Swastik Madhukar Dushing

Ø  Anand Madhukar Dushing

Ø  Radhe Thakor

Ø  Vadehr Anil Devashibhai

Ø  Mohd Zuber

 

AFF Esports will represent Delhi Dukes

 

Ø  Owais Bhati

Ø  Kanishk Verma

Ø  Rahil Katoch

Ø  Pavan Adwani

Ø  Arpit Tyagi

 

TWO SIDE GAMERS will represent Bengaluru  Ballistics

 

Ø  Ritik Jain

Ø  Ojasvi Kamra

Ø  Vihan Datta

Ø  Bhavesh Lakhwani

No Chance will represent Chennai Celestials

 

Ø  Priyansh

Ø  Devesh Chauhan

Ø  Aritra Adak

Ø  Priyanshu Kumar

Ø  Soumya Sundar

 

TSM FTX will represent Mumbai Marshals

 

Ø  Sagar Patel

Ø  Indranil Saha

Ø  Jayesh Yadav

Ø  Naitik Khosto

Ø  Asjad Khateeb

 

Head Hunters will represent Punjab Paladins

 

Ø  Satyam Thakur

Ø  Md. Abdul Moghni

Ø  Aasim Usama

Ø  Jatin Taneja

Ø  Priyanshu Halder Saha

ESPL 2021, which began on June 16, will see the athletes competing in the popular battle royale game Free Fire as the winners will have INR 25 lacs prize money to win.

This final phase has lot more in store and a spectacle series of matches and exciting live-action will be streamed on Disney+ Hotstar, Free Fire official streaming platform Booyah and Malayalam OTT platform Koode alongside official YouTube and Facebook channels of India Today and Aaj Tak and its websites.

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BlueBottle

BlueBottle Launches “League Broadcast” SaaS for Streamlined Esports Production

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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.

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Akshat Rathee

Indian Esports 2026: Strategic Growth and the Asian Games Milestone

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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.

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Anushka Bhatnagar

From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming

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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.

  • The Numbers: The circuit recorded over 103 million live and non-live views throughout the season.

  • 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.

  • “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.

  • 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.

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