eSports
F1 Esports Series presented by Aramco breaks viewing and engagement records in 2021
Following today’s announcement of the 2021 F1 season’s audience and attendance figures, we can confirm that the 2021 F1 Esports Series presented by Aramco has broken viewership and engagement records – building upon the huge momentum gathered in 2020. The full series, which ran throughout 2021, achieved over 23 million views across digital platforms, a +103% YOY increase.
Digital & TV:
The Series’ flagship event, the Pro Championship, was the main contributor to the large proportion of the 23m digital views with 13.8m views, representing a 47% increase from 2020. The remaining views were split across the F1 Esports Series’ mix of output, including the return of the F1 Esports Series Challengers, as well as the Pro Exhibition and Preview Show.
Each Event of the 2021 Pro Championship subsequently broke the previous Event’s viewing record, culminating in 4.5m views for December’s Grand Final, up 67% YoY, which saw Jarno Opmeer clinch his second consecutive Drivers’ Championship, this time for Mercedes, who also secured the Teams’ title for the first time since 2018.
In addition to digital viewership, the cumulative TV audience for the whole of the Pro Championship and the Preview Show, reached an estimated 858k – more than three times the total audience for the 2020 series (269k).
Social media:
The social media output from the F1 Esports Series continues to be commended for the high quality of content that supports the action, and is highlighted by the fact that engagements, impressions, and video views all significantly increased last year compared to the 2020 season.
Across the Pro Championship events in 2021, there were 10.5m engagements on the official F1 Twitter, YouTube, Facebook, Twitch and Huya channels – more than double the 4m total in 2020. The content also received 458m impressions, and 4.1m video views, increasing on 2020 by 93% and 71% respectively.
The future of the F1 Esports Series presented by Aramco:
The excitement and drama of real-world racing was replicated in the virtual world with fans wanting more and more action, and enjoyment across the 2021 Pro Championship was very strong, with an average of 70% giving scores of 8 (or above) out of 10 for each race in a post-season survey – a significant increase on both 2019 (64%) and 2020 (55%). The F1 Esports Series Pro Championship presented by Aramco will return in the second half of 2022, with more updates to follow soon.
Action in 2022 is already well underway, with the F1 Esports Series Challengers starting in January, with events for Xbox, PC and PlayStation competitors taking place every fortnight as competitors look to qualify for this year’s Pro Exhibition. As previously reported, a record 494k participants attempted to qualify in 2021, which was a 108% increase on the previous year.
Ben Pincus, Director of Commercial Partnerships at Formula 1, said:
“It is fantastic to see the F1 Esports Series presented by Aramco break records across the board once again, crowning a brilliant year of action throughout our virtual racing. Not only are we seeing competition at the highest level, but thanks to the increased content output across our social channels, our strong community of fans has never been more engaged.”
Paul Jeal, F1 Senior Franchise Director at Codemasters, said:
“It’s an incredible time to be associated with Formula 1, and we are extremely proud of the continued growth of the F1 Esports Series presented by Aramco. The quality of the racing has kept us all enthralled, and congratulations again to our champions Jarno Opmeer and Mercedes. Each year, we are driving new players into our game. The dream of getting to sign and race for a Formula 1 team is driving up participation, and the emerging talent coming up through the 2022 Challengers is a testament to that.”
John Clarke, CEO at Gfinity, said:
“The significant increase in viewership of the F1 Esports Series presented by Aramco is due to a growing passion for virtual racing and the appeal of all things Formula 1 amongst young gamers. The drivers are at the peak of their powers and the racing is competitive and exciting, and they are becoming true social media personalities. This is great news for the future of F1 Esports.”
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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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