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Riva Technology and Entertainment and Galaxy Racer acquires VY Esports in play to own MENA/SEA fan engagement, Raine Ventures senior executive to join their advisory boards

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Riva Technology and Entertainment (RTE), the leading gaming and technology investment group, together with its sister company, Galaxy Racer (GXR), the largest esports, gaming and lifestyle organisation in the world, has announced its acquisition of VY Esports.

The VY Esports platform POPC Lounge enables creators to connect with their superfans through monetized digital experiences involving livestreams, 1:1 live video chats, merchandise sales, and other unique online engagements. The company also services the live events industry by creating a hybrid model, adding a new revenue stream so viewers from around the world can access selected live content and interact with talents through digital activations. The POPC Lounge platform will serve as the virtual arm for the upcoming ‘POPC Live!’ mega event in Dubai that is beginning in March 2022.

Founder and CEO of Riva Technology and Entertainment, Founder and CEO of Galaxy Racer, Paul Roy, said: “We are excited to announce Riva Technology and Entertainment and Galaxy Racer’s acquisition of VY Esports, which we absolutely believe will bring amazing synergy to our group of companies. We are delighted to work with our new board member from VY Esports and advisory board member from Raine Ventures, as we leverage on their expertise to grow the business. They will play an important role as we continue in our endeavour to develop compelling experiences for our audiences as we head towards global domination in the esports, gaming, lifestyle and entertainment ecosystem. I am delighted to welcome Oleg Butenko to the board of Riva Technology and Entertainment. His extensive experience across technology, esports and entertainment will give us an exceptional cutting-edge advantage and will be an asset to the board.”

Founder and CEO of VY Esports, Oleg Butenko, said: “We are thrilled to be part of Riva Technology and Entertainment and Galaxy Racer, as we strongly believe in Paul Roy’s vision. With the POPC Lounge platform we will push hyper growth across the vast RTE and Galaxy Racer influencer network. As we scale globally, we will bring direct, monetizable, fan engagement to major regions like South East Asia, Africa, the Middle East, and the United States by offering a new strategy for monetizing virtual engagements between creators and fans.”

Managing Partner of Raine Ventures, Gordon Rubenstein, added: “We are confident with Paul Roy and Oleg Butenko’s strategic vision, their deep industry knowledge and excellent foresight, they will be able to elevate the group to the next level and we believe they have the opportunity to aggressively grow the platform.”

VY Esports was founded by CEO and founder Oleg Butenko, a digital entrepreneur who has founded businesses focused on music, telecom, and esports. As part of the acquisition, Oleg Butenko, Founder and CEO of VY Esports will be joining the board of Riva Technology and Entertainment. Additionally, Gordon Rubenstein, Managing Partner of Raine Ventures will be joining the advisory boards of both Riva Technology and Entertainment and Galaxy Racer.

Riva Technology and Entertainment (RTE) was founded in 2002 with a global presence stretching from the USA to East Asia. RTE has successfully been delivering the “vision of
tomorrow”. RTE’s group of companies hold an industry advantage in their ability to successfully take every project from concept to execution; all housed under one roof. The complementary companies cover location-based entertainment, brand and Intellectual Property licensing, content development, consumer products, gaming, and esports.

RTE has a 20-year history of dealing with partners in multiple sectors of the gaming industry, evidenced by their highly experienced core team.

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BLAST

BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth

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Esports and live events operator says it stayed profitable in 2025 and plans 15 arena events across 13 cities in 2026.

BLAST has opened a New York City headquarters in Brooklyn as the company reported record growth and profitability in 2025, including more than $133 million in revenue and over 40% year-over-year growth.

The new U.S. headquarters is located at 45 Main Street in Brooklyn within a shared 55,000-square-foot office space. BLAST said the hub will support partnerships, live events and commercial growth across North America as it expands its U.S. operations.

The North American push is being led by Chief Business Officer Leo Matlock, who has relocated to New York, alongside Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.

BLAST said it has staged seven tier-one esports events in North America over the past 16 months, across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City. The company cited “more than $102 million” in economic impact from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. It also recently announced the Rocket League World Championship will return to Fort Worth in September 2026.

In 2025, BLAST said its broadcasts delivered more than 2 billion live views globally and 300 million hours watched, spanning live events in 22 cities worldwide. The company also said it distributes content via 29 broadcast partners, including SuperSport, France TV and RTBF, reaching audiences in more than 150 territories and 30+ languages.

“Competitive entertainment has become one of the fastest-growing sectors in global media because it combines community, technology and live experiences in entirely new ways,” said Robbie Douek, CEO of BLAST. “The next generation of fans want entertainment that feels participatory, social and global by default. That shift is creating enormous opportunities for brands, publishers, creators and host cities, and we believe BLAST is uniquely positioned to help lead that evolution after a landmark year in 2025.” BLAST said it plans to host 15 arena events across 13 cities and three continents in 2026.

The post BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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BLAST

BLAST reports 40% revenue growth in 2025, opens New York headquarters

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BLAST, the Denmark-founded competitive entertainment and esports events company, reported record growth and continued profitability in 2025 and said it has opened a New York headquarters as it expands across North America.

The company said it delivered more than 40% year-over-year growth and generated more than $133 million in revenue in 2025, while remaining profitable and continuing to invest in global expansion. BLAST said its U.S. headquarters at 45 Main Street in Brooklyn sits within a shared 55,000-square-foot office space and will serve as its central base for partnerships, live events and commercial growth across North America.

The expansion is being led by Chief Business Officer Leo Matlock, who has relocated to New York, and Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.

BLAST pointed to recent North American activity, saying it has hosted seven tier-one esports events across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City over the past 16 months. The company said these events have generated economic impact for host destinations, including more than $102 million from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. BLAST also said the Rocket League World Championship will return to Fort Worth in September 2026.

On content reach, BLAST said its 2025 broadcasts delivered more than 2 billion live views globally and 300 million hours watched across live events in 22 cities, distributed through 29 broadcast partners across online platforms and linear broadcasters. “We’re seeing tremendous momentum globally and all across North America, not just in esports fandom, but in how brands, game publishers, cities and entertainment companies are thinking about gaming culture, engaging competitions and digital-first audiences,” said Leo Matlock, Chief Business Officer at BLAST. The company said it plans to host 15 arena events across 13 cities and three continents in 2026.

The post BLAST reports 40% revenue growth in 2025, opens New York headquarters appeared first on Americas iGaming & Sports Betting News.

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India qualifies for Esports Nations Cup 2026 VALORANT main event

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India has qualified for the Esports Nations Cup (ENC) 2026 VALORANT main event after advancing through the Asia regional qualifiers. The nation-based tournament runs in Riyadh, Saudi Arabia from November 2 to 29, with VALORANT scheduled for November 8 to 15.

The Asia qualifier featured nine teams in a double-elimination bracket, with best-of-one matches until the upper- and lower-bracket finals, which were best-of-three. India opened with a 13-2 win over Nepal, then dropped to the lower bracket after a 5-13 loss to Japan. The team then eliminated Pakistan (13-9) and Mongolia (13-10) before securing qualification by beating Hong Kong 2-0 (13-10, 13-6).

India’s roster includes in-game leader Sagnik Roy (Hellf) alongside Abhirup Choudhury (Lightningfast), Aman Yadav (Hoax), Venkatesh Sharma (Venky), and Daivik Chauhan (Dc). Norbu Tsering (Karam1L) and Shravana Sahoo (Techno) are listed as substitutes, with Abhishek Bajaj (GodspeedxD) named as coach. NODWIN Gaming is India’s National Team Partner (NTP) for ENC 2026.

Venky led the Asia qualifiers in eliminations with 117 across India’s six matches, according to the organiser. The company also said more than 100,000 viewers watched the Asia qualifier finals across co-streams and official ENC broadcasts.

Speaking about the qualification, Sagnik Roy (Hellf), IGL of India’s VALORANT team, said, “This qualification means a lot because of what it represents for India’s VALORANT scene. After the loss against Japan, we knew we had to reset quickly and focus on one game at a time. Every player stepped up when it mattered, and our ability to stay composed under pressure helped us turn things around. The growth of the game’s ecosystem over the last few years has created a pool of players capable of competing at the highest level, and this team is a reflection of that progress. Every international opportunity helps push the ecosystem forward and inspires the next generation of competitors. We are excited to compete at the inaugural Esports Nations Cup and want to make the most of this chance.”

ENC 2026 VALORANT will feature 32 national teams competing for a USD 1.5 million (~INR 14 crore) prize pool. Sixteen teams were invited via ENC Rankings based on official Riot Games competition results, with 14 places decided through regional qualifiers. The United Arab Emirates has a Host Region Wildcard, and one Solidarity Wildcard slot remains, due to be announced at the end of August once qualifiers conclude.

The post India qualifies for Esports Nations Cup 2026 VALORANT main event appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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