eSports
Three-way title fight in this week’s F1 Esports Series Pro Championship presented by Aramco Grand Final
While the real-world F1 season may have ended on Sunday, we have plenty more racing action for you this week as we head into the Grand Final of the F1 Esports Series Pro Championship presented by Aramco, with just eight points separating the top three drivers. Reigning champion Jarno Opmeer leads the way on 140, with Lucas Blakeley and Frede Rasmussen within touching distance of the Dutchman on 135 and 132 points respectively. It is still all to play for in the Teams’ Championship too with Mercedes on 222 points and Red Bull not far behind on 199, as they fight to get their hands on a share of the $750,000 prize pot.
Drivers will take on the iconic Imola circuit for the first time in an F1 Esports Series event, after it was introduced to the F1 2021 video game this year, before Wednesday’s action finishes up at the Autódromo Hermanos Rodríguez. The final Round of the season will take place at Interlagos, where many famous championship battles have been decided in the real world.
The live shows will be streamed online via official Formula 1 channels on Facebook, YouTube, Twitch and Huya, as well as broadcast on television by select international partners including the likes of Sky, ESPN and Fox Sports, whilst Qualifying show content will be streamed exclusively on Twitch, YouTube and Huya.
Please see the table below for the full breakdown of the platform splits so you don’t miss a moment of the action this week:
|
Day |
Session |
Time (GMT) |
Coverage |
|
Wednesday 15 December |
Qualifying Show 1 |
15:30 – 16:45 |
Twitch, YouTube & Huya |
|
Evening Show 1 |
19:30 – 21:00 |
TV & Online |
|
|
Thursday 16 December |
Qualifying Show 2 |
15:30 – 16:45 |
Twitch, YouTube & Huya |
|
Evening Show 2 |
19:30 – 21:00 |
TV & Online |
Ahead of this week’s Grand Final, we spoke with Jarno Opmeer, Lucas Blakeley and Marcel Kiefer, all looking to get their hands on some silverware this week, with all quotes below available for use in editorial:
Jarno Opmeer – Mercedes
“There’s a lot of pressure on the top three going into the final. It’s going to be a battle between me, Frede and Lucas which makes it very exciting, especially with how qualifying works. It can switch around really fast so anything could happen!”
Lucas Blakeley – Aston Martin
“I’ve not been in this position fighting for a championship before so it’s a privilege to even be in this position so I’m grateful I’m able to be doing this in the first place. I’ve been working on the details and making sure I’m prepared to the best level I can be to perform at the final event at the same standard that I have been driving all season. I’m more excited about the final than nervous for it.”
Marcel Kiefer – Red Bull
“Lucas has had a great season and Aston Martin have made a great comeback so we have to give them credit for that. Jarno is probably the smartest guy on the grid when it comes to strategy so he’s always tricky to race against. Frede is the most talented driver and probably sim-racer overall, especially over one lap. His raw pace is incredible. I’m backing our boy Frede for the title and hoping he can secure P1.”
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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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