Asia
ODDIN.GG TO POWER THE FIRST AND ONLY LEGAL ESPORTS OPERATOR IN VIETNAM
Oddin.gg, one of the industry’s most preferred providers of esports odds feeds, risk management and iFrame solutions, is happy to announce its new cooperation with CBV (Center of Betting Vietnam).
Oddin.gg will provide its iFrame solution to CBV, the sole holder of an esports gambling license as granted by the local authorities in Vietnam, and therefore the first and only legal esports operator in the country for the foreseeable future. This marks the new era for South East Asia as Vietnam will become one of the very few countries where esports betting will be legally allowed. Given the population of 96 million, smartphone penetration of 45% and the fact that 70% of the population has access to the internet, it is no surprise there are already 5 million esports enthusiasts in the country. The esports scene is poised to explode in the upcoming years.
CBV operates under the auspices of AVRCIPL (Association of Research and Consultancy on Policies and Law for Investment in Vietnam). AVRCIPL is responsible for connecting state agencies and private sector corporations, helping the latter to overcome policy and legal challenges for investment activities in Vietnam.
Bang Dang, spokesperson for CBV noted on the new collaboration: “Selecting the best and most reliable solution on the market was crucial for our aim to build the market from the ground up. Out of all the providers we have reviewed, Oddin.gg stood out with their comprehensive end-to-end iFrame solution that was fast to implement and provides us the level of control we were looking for. At the same time we can fully rely on Oddin.gg’s expertise and their guidance in the esports betting waters that are new to us. Given their leading uptime and number of live markets, we are certain we offer our bettors the best esports betting experience there is. We believe we have made the right choice and we are looking forward to the fruitful partnership for the years to come.
Marek Suchar, Managing Director and co-founder of Oddin.gg commented on the new partnership:
“We at Oddin.gg have reached another milestone! Esports in South East Asia has been mainstream for quite some time, where the status of esports pros is comparable to the status of other athletes. Yet, the legal environment for betting has been challenging, leaving opportunities for unregulated space to flourish. Through the partnership with CBV, we aspire to bring to Vietnam highly engaging esports betting alternative that will be regulatory-complaint and guarantee a high level of security for bettors. We hope we can set the right example and precedent for the other countries to follow in the upcoming years.
Oddin.gg is a world-leading B2B provider of iFrame solutions, esports odds feeds and risk management. It delivers the most engaging esports betting experience with industry-leading uptime and number of live markets. Oddin.gg maximizes its partners’ profitability as well by combining state-of-the-art technology, machine learning algorithms and advanced data science. The company features a team with more than 50 years of combined experience in esports and betting, and has successfully done business with the most complex global platforms. Recently, their application for a gaming license was officially accepted by the New Jersey Division of Gaming Enforcement.
Saigon-based CBV (Center of Betting Vietnam) is the first legal esports operator in Vietnam and holder of a provisional gambling license in the country. As esports betting in Southeast Asia is booming, CBV is strategically positioned to capitalize on the presented opportunities by putting, under one roof, the most experienced gambling and iGaming teams in the region.
Powered by WPeMatico
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
Asia
Insurgence Gaming Company Introduces La Imperia, a Community-First All-Female VALORANT Tournament
La Imperia, a new all-female esports IP by The Insurgence Gaming Company, will make its competitive debut this month with an online VALORANT invitational tournament running from December 19 to 21, 2025. Designed as a visibility-first platform for women competitors, the event brings together four invited Indian teams for a three-day broadcast competition.
La Imperia marks the inaugural tournament by the Insurgence Gaming Company, a newly founded esports company led by Jasper Shabin, who previously served as a poject manager at Skyesports. Positioning itself as a community-first tournament operator, the Insurgence Gaming Company aims to refocus attention on grassroots competition and long-term ecosystem building at a time when entry-level and women-led esports pathways remain limited.
The tournament will be played in VALORANT and feature a round-robin group stage followed by single-elimination playoffs, culminating in a BO5 Grand Final. All matches across the three days will be broadcast live on YouTube, along with additional watch-parties.
The four invited teams competing at La Imperia include Huntrix, Sin Sisters, Plushie Gang and MyKil. All teams feature all-female rosters, aligning with La Imperia’s positioning as a dedicated women’s esports IP.
Broadcast production for the event will be handled by Momentum Gaming, serving as the official Broadcast Partner. The on-air talent lineup includes Star Tania, Nekroz, Odawg, and Hikari Jane, who will guide viewers through the tournament across all three days.
Beyond competition, La Imperia is also placing emphasis on player well-being. Sattva by Pallavi joins the tournament as the Mental Health Partner, integrating conversations around mental health and holistic wellness into the event’s broadcast and content output. The partnership reflects a growing recognition of sustainability and mental resilience within competitive gaming environments.
Speaking on the launch, Jasper Shabin, Founder of The Insurgence Gaming Company, said: “La Imperia is built to be a visibility platform first. There is no shortage of talent in the women’s VALORANT scene, but there are very few consistent stages where that talent can be seen, supported, and taken seriously. With the Insurgence Gaming Company, we want to return focus to grassroots competition and create formats that players can grow with, not just compete in once.”
The tournament carries an INR 15,000 prize pool, with the primary focus placed on competitive exposure, broadcast quality, and long-term ecosystem value rather than one-off incentives.
With its inaugural edition, La Imperia sets the foundation for a new women-led esports property in India—one that combines structured competition, professional broadcast standards, and a community-first philosophy.
The post Insurgence Gaming Company Introduces La Imperia, a Community-First All-Female VALORANT Tournament appeared first on Gaming and Gambling Industry Newsroom.
Asia
IESF Officially Opens the World Esports Championship 2025 in Kuala Lumpur
Reading Time: < 1 minute
The World Esports Championship 2025 (WEC25) is officially open in Kuala Lumpur, welcoming athletes, fans, and delegations from around the globe. With 19 nations taking part in Mobile Legends: Bang Bang (MLBB), this year’s event stands as the most internationally diverse MLBB competition in IESF history.
After a year filled with national and regional qualifiers and preparations from teams around the world, the world’s top esports athletes have arrived in Malaysia’s capital, Kuala Lumpur. The opening ceremony set the tone for the days ahead, offering fans a first glimpse of the excitement and atmosphere surrounding this year’s championship.
“WEC25 reflects the continued growth of esports as a space for connection, competition, and shared passion,” said IESF General Secretary Boban Totovski. “Bringing together 19 nations for MLBB is a milestone not just for the title, but for the entire esports ecosystem. We are proud to bring this edition of the championship to Kuala Lumpur.”
As the competition officially kicks off, the schedule is fully packed with exciting match-ups among Nations, competing for their flag and country. The best from all over the world will have the unique opportunity to become the MLBB World Champion.
IESF extends its gratitude to the Malaysian government and the Ministry for Youth and Sports, partners, athletes, and global supporters who continue to elevate the championship’s reach and impact.
The post IESF Officially Opens the World Esports Championship 2025 in Kuala Lumpur appeared first on European Gaming Industry News.
-
iGaming News 20262 days agoSpinomenal Rings in 2026 with Japanese-Inspired “Kami Reign Ultra Mode”
-
Hold and2 days agoPragmatic Play Rings in 2026 with Joker’s Jewels Hold & Spin™
-
Bespoke Gaming Studio1 day agoCreedRoomz and Casumo Forge Strategic Partnership to Elevate Live Casino Experience
-
Five Elements Slot2 days agoPG Soft Concludes 2025 with High-Volatility Launch: Mythical Guardians
-
Latest News2 days agoFrom ‘Mummyverse’ to Crash Games: Belatra Reviews a Landmark 2025
-
Button Blind2 days agoStretch Network Boosts Player Engagement with Year-End Platform Enhancements
-
B2B gaming software2 days agoGamblers Connect and BetOxygen Announce Strategic B2B Partnership
-
Latest News2 days ago‘Chaos and Soul’: Ebaka Games Plots Global Expansion After Viral Launch



