eSports
Mercedes’ Jarno Opmeer in pole position to retain World Championship crown in three-way title race for 2021 F1 Esports Series Pro Championship
Reigning champion Jarno Opmeer will go into going the Grand Final of the 2021 F1 Esports Series Pro Championship presented by Aramco leading the Drivers’ Championship, ahead of Lucas Blakeley and Frede Rasmussen, after this week’s thrilling Event 3. Just as the real-life Constructors’ Championship is finely poised, Mercedes and Red Bull are neck and neck in the Teams’ title fight, after the latest trio of races.
Event 3 began with drivers taking to Portimao, for the first time in Pro Championships history, to battle the ‘rollercoaster’ circuit, with its huge undulations and fast straights. Blakeley had a front row seat from off, starting P1 on the grid and dominating the field throughout, racing clear of the chasing pack and only relinquishing the lead when he came into pit, as he continued to show his championship credentials. Rasmussen showed why he is also a strong contender for the crown, with an impressive performance on the alternative strategy, as he made his way through the field on the soft tyres towards the end to pick up an important second place finish for both his own title ambitions, and Red Bull’s. Fabrizio Donoso turned a great qualifying session, starting P4, into a second podium finish of the year for Alpine, rounding off the top three.
Mercedes were able to hit back as attentions turned to Zandvoort, as Dani Moreno took his maiden victory in the F1 Esports Series Pro Championship, ahead of Rasmussen, who scored his second P2 finish in a row. The pair had tussled for the lead throughout, as Rasmussen took the lead on Lap 1, but it was Moreno who prevailed late on taking P1 in the latter stages of the race, and withstanding the pressure from the following group. Blakeley secured another podium finish, his fifth of the year, with third place and Bari Boroumand continued his fine form in his debut season with McLaren, having secured pole in Zandvoort, and finishing just outside the podium places in P4.
Opmeer, who finished P7 and P6 in the previous races respectively, fought back with a huge victory at the Circuit of the Americas to reclaim top spot in the Drivers’ Championship, and make it back-to-back wins for Mercedes. Rasmussen made it a hat-trick of personal podiums in Event 3, with a P2 finish, putting him only eight points back from Opmeer in the standings. Nicolas Longuet secured his first podium since Round 1, whilst title contender Blakeley managed P6, adding crucial points to his tally and just five points off Opmeer.
It is still all to play for as we look towards this year’s Grand Final, which will take place on 15-16 December, and will feature races at Imola and Mexico, before the final race in Brazil, which has played host to many title deciders during the illustrious history of F1.
Drivers are continuing to race remotely from their homes or team facilities, as they did in the 2020 season, but the hugely popular competition continues to broadcast from the Gfinity Esports Arena in London. Following the same Event format as recent campaigns, teams battle it out on the official F1 2021 video game, developed by Codemasters, with the live shows are streamed online via official channels of Formula 1 on Facebook, YouTube, Twitch and Huya, as well as broadcast on television via select international broadcast partners.
F1 Esports events have achieved over 40 million views across TV and digital, in the last 18 months, and this popularity led to a record number of people attempting to be a part of this year’s Pro Exhibition, with almost half a million taking part in qualification. Qualification for next year’s competition is now open through a challenge in the official F1 2021 video game, with the second event live until 30th November.
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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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