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