eSports
CHAMPIONS FROM AROUND THE WORLD SIGN UP TO COMPETE IN 24 HOURS OF LE MANS VIRTUAL BY MOTORSPORT GAMES
*Max Verstappen, Alex Palou, Juan Pablo Montoya, Felix Rosenqvist and Oliver Rowland to star
*All female line up from W Series plus Beitske Visser in Mahle entry
*Best of the best sim racers race on entry list for 24 hour glory
The star-studded entry list entry list for the 24 Hours of Le Mans Virtual by Motorsport Games Inc., scheduled to be held January 15 & 16, 2022, has been revealed and it shows once again the fascination, charm and lure of motorsport’s greatest endurance race. The race will be held virtually and on simulators located all around the world.
A glittering roster of drivers includes newly-crowned F1 World Champion Max Verstappen, an Alpine Esports team captained by (non-driving) former F1 and FIA WEC World Champion Fernando Alonso, plus 2021 INDYCAR Champion Alex Palou. Among the entries are former CART and IMSA WeatherTech Sportscar Champion and former F1 star Juan Pablo Montoya, racing alongside his son Sebastian Montoya in a Le Mans Virtual Series guest car, and INDYCAR’s Felix Rosenqvist – a race winner already this season and championship title contender who will have Verstappen alongside him in the Team Redline entry.
Single-seater stars on the list comprise ex Williams F1 young driver and Formula E star Oliver Rowland, Formula E’s Sergio Sette Camara, Indy 500 racer Sage Karam, Bent Viscaal, Felipe Drugovich, Victor Martins plus the W Series entry which features pro drivers Fabienne Wohlwend and Ayla Agren and their two female sim driver teammates, Emily Jones and Lyobuv Ozeretskovskaya.
Also on the entry list from W Series is Beitske Visser who has, in 2021, started to make quite a name for herself in endurance racing. A feast of successful names from the FIA WEC, ELMS, IMSA and GT racing worldwide will be on the grid: 2020 24 Hours of Le Mans Virtual winner Louis Deletraz together with his 2021 ELMS co-champion Yifei Ye, 2021 Petit Le Mans winner Gabriel Aubry, Job Van Uitert, Dani Juncadella, Arthur Rougier, WEC GTE Am champion Nicklas Nielsen, former DTM Champion Bruno Spengler, Porsche specialists Matt Campbell and Ben Barker, and current British GT3 champion Dennis Lind.
While the focus may initially fall on the real world racing stars (listed as PRO on the entry list), internationally-renowned esports stars such as Joshua Rogers (2020 24H Virtual GTE winner), Kevin Siggy, Bono Huis, Atze Kerkhof, Michi Hoyer, Jernej Simončič and Nikodem Wisniewski are just a few of the very talented and determined sim racers who will be combining with the pros to provide a true feast of competition and entertainment.
In total, 200 drivers have signed up to take part in the event, the finale to the Le Mans Virtual Series which brings together motorsport’s real life racers with the world’s best esports squads. In addition to shining a spotlight on the famous French sports car classic and providing 24-hours of top entertainment for competitors and fans around the world, championship titles and prize money are at stake for full-season competitors.
Further details will be revealed in the coming days about individual car liveries, plus how you can follow the 24 Hours of Le Mans Virtual on TV, online and on social media channels around the world.
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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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