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Esports Entertainment Leader Joins Forces with Leading Esports Training and Development Pioneers To Take Teen Esports Events To A Global Audience

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Two leaders in the flourishing, multi-faceted market of Esports are joining forces to provide unprecedented access and opportunities to high school esports competitors and enthusiasts.

EsportsTower LLC, the largest amateur training club in North America, has signed an exclusive partnership with ESTV EsportsTV to extend their wildly popular Esports Tower Rumble events to a global audience. First aired in February 2021, Rumble events were streamed on Twitch through a partnership with Boise State University. With the addition of ESTV, weekly events are expected to reach over 150,000 unique viewers weekly per game title. ESTV is the first worldwide 24-7 live, linear video channel dedicated to esports. Launched in May 2019, ESTV provides round-the-clock coverage of esports athletes and gaming franchises from an insider perspective.

Esports Tower branded Rumble events feature amateur high school club players who want to go pro and score college scholarships while playing against top-ranked high school teams. Adding to the excitement, college partners this year have helped build out the mental health and wellness-inspired Esports Tower ApproachTM curriculum and contributed nearly $2-million in scholarship awards. Pro-teams have also started scouting Esports Tower clubs for talent, with team Kungarna announcing a tryout event planned for mid-December as the company launches its newest game – Apex Legends. Esports Tower currently offers club members live training twice weekly, along with weekly events where players test out new skills in action and gain insights from insiders about working in the fast-growing industry of esports. Current games include Rocket League, Valorant, Overwatch, and Fortnite.

“Watching high-ranked players in solo-queue doesn’t tell us much. What we like about Esports Tower is we get to see players in the development phase. We watch their progress in Rumbles from week to week and ultimately their coachability.” said Dr. Chris “Doc” Haskel, Head Coach at Boise State University and 2020 College Esports Coach of the Year (NAECAD), 2020 Esports Director of the Year (NACE).

“What I loved about talking with Esports Tower players last month is they remind me of myself. They’re eager to learn, open to critique, and unafraid to ask questions. And some of their players are better than you’d expect – I watched as one took out top-ranked Tenz when they played at this summer’s BFC Smeag Cup hosted by FaZe BabyBay, it only happened once, but it was unexpected and made for great entertainment!” said Thomas “Trippy” Schappy, FaZe Trippy Head Coach For TheFaZe Valorant Team.

“We are thrilled to partner with Eric and the team at ESTV. Their global platform is found on family-friendly devices and viewable via Roku, Amazon Fire, Sling, and many other providers in over 45 countries,” said David Adams, CEO and founder of Esports Tower. “We strive to do more than any other amateur organization to get our players seen and considered for collegiate and pro-opportunities. Partnering with ESTV is a natural step in helping our Generation-Z athletes expand their personal brand while supporting our college partners seeking to recruit top talent for their varsity teams.”

“We experienced some of the highest tune-in rates when we piloted Esports TowerRumbles last month,” said, Geoff Kowalski, Chief Revenue Officer of ESTV. “Esports Tower’s gameplay is compelling, and their interviews and editorial content provides interesting and entertaining insights of what happens behind the scenes showing what players do to advance both their gameplay and goals to go pro. It will be a great addition to ESTV programming and sponsorships, given it’s appeal to elusive teen viewers and their families.”

ESTV was launched in 2019 to meet the demand for round-the-clock coverage of esports athletes and gaming franchises from an insider perspective. Today, it’s the first dedicated channel for esports and gaming personalities, with programming providing round-the-clock coverage of esports athletes and gaming franchises from an insider perspective.

“ESTV’s mission is to deliver the most innovative esports and gaming programming available everywhere,” said Eric Yoon, Founder and CEO of ESTV. “As ESTV distributes the world’s best esports content on a linear programming schedule, Esports Tower will be a foundational pillar in our mission to provide content for all esports fans, promote opportunities within esports and expand the presence of esports media in homes across the globe.”

The alliance follows new original programming and expanded Rumble titles offered at Esports Tower.

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Tom Achsel Joins FACTORY-C to Spearhead “Home of Indies” Communications

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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:

  • Games Academy: Served as Head of Marketing & Events at one of Europe’s oldest game development institutions.

  • Games Ground Berlin: Co-founded and led communications for the Berlin Gaming Festival, curating impactful B2B programs and speaker lineups.

  • 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.

  • 2025 Growth: The booth expanded to 440 square meters, featuring over 50 games from a dozen countries.

  • 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.

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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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