Asia
Charanjot Singh and Mayank Prajapati to represent India in FIFA Branded Soccer Games and Street Fighter V at 2022 Asian Games
Charanjot Singh, one of India’s star FIFA pros, and Street Fighter V athlete Mayank Prajapati produced sensational performances to secure themselves berth for the 2022 Asian Games after winning the titles at the Esports Federation of India’s (ESFI) National Esports Championships 2022 (NESC ’22) on Saturday.
Charanjot outclassed Karman Singh with a score of 4-1 and 6-5 in a nail-biting FIFA22 grand finals. The Chandigarh resident Charanjot, who made headlines last year after winning the AIFF eFootball Challenge 2021, made his mark in the national qualifiers by entering the finals from the loser bracket before he defeated a strong opponent Karman, who made into the finals from the winner bracket.
The on-going NESC ’22 has been played virtually due to the pandemic as the winners will be selected to represent the country at the upcoming Asian Games, scheduled in Hangzhou, China from September 10-25. ESFI has been conducting national qualifiers in a double elimination format for five popular Esports titles—DOTA 2, Hearthstone, FIFA22, Street Fighter V, and League of Legends. Esports will be played as a medal sport for the first time ever at the Asian Games.
After winning the NESC ’22 and securing himself a berth for the Asiad, Charanjot Singh expressed his feelings by saying, “I’m really happy and proud of myself for winning the NESC Fifa Qualifiers. It’s a great feeling to represent India in FIFA. Its sheer dedication and hard work resulted in getting the spot in the Asian Games 2022 and it allowed me a chance to bring the laurels to the country. The right mentality and proper grind towards the game make everything possible and a sure-shot path to get success. I can’t wait to represent India at the Asian games and do my best to get that medal home.”
Meanwhile in the grand finals of Street Fighter V, Mayank aka “MiKeYROG” defeated Ayan Biswas by 3-0. Out of 15 players who registered for SFV, both Mayank and Ayan showed immense skills in their gameplay. The dominant between the two, Mayank secured his berth for the Asian Games 2022 by showcasing extraordinary skills. He was undefeated throughout the tournament. Delhi athlete Mayank is a popular face in the Indian fighting game community and got into Street Fighter in 2009.
“It’s a dream come true moment for me. I’m super excited for Asian Games 2022. This is really huge and it will definitely put the Indian FGC’s name on the global map. This is a lifetime opportunity and I’m going to put every ounce of energy into getting the gold medal for my country. Also, a big thanks to ESFI for handling the qualifiers with such ease and providing Indian FGC with such an amazing opportunity” said elated Mayank Prajapati.
Later in the tournament, the Top-6 in the esports title Hearthstone—Tirth Mehta, Vinayak Subramanian, Karthik Varma Vegesna, Shikhar, Adarsh Shivam and Garv Arora, will battle it out for the title and also a place in the Indian contingent for the Asian Games.
The quarter-finalists from the playoffs who will be fighting it out to compete in the DOTA 2 finals are Team Whoops, Serene Chaos, 1 Misal 3 Pav, Team Avengers, DMC, Digicont, Stylish Gamers and New Gods.
As there are only four teams (Temple of Kings, Support No Vision, Pineapple Cake and Coco Cats) registered for esports title League of Legends, all four are directly clashing in the semi-finals of the national qualifiers.
The winners of NESC ’22 will participate in the AESF’s Road to Asian Games – Regional Qualifiers (June-July, 2022), which are being held for seeding at the main event in China.
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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.
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
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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.
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