Asia
Penta records more than 7.6 lakh viewership and 34 lakh watch minutes with its grassroots esports program
Content and esports brand, Penta Esports aims to lead and develop grassroot esports by providing opportunities to aspiring esports athletes. The brand’s first initiative towards this, the Penta Amateur League, exclusively for amateur and semi-professional players, recorded a successful first season garnering more than 7.6 lakh viewership, with an overall watchtime of more than 34 lakh minutes. With an aim to go beyond metros, to tier 2 and 3 cities, the platform will enable the amateurs to carve a career as esports athletes.
The Penta Amateur League’s Season 1 launched in October 2021 and concluded in March 2022 with a total of ₹30,00,000 distributed in prize pool. It featured multiple esports titles across mobile, PC and consoles each month which were World Cricket Championship 3, Gran Turismo Sport, Valorant, Battlegrounds Mobile India, Free Fire, Pokemon Unite, Super Smash Bros. Ultimate, Tekken 7, Clash Royale and Brawl Stars.
The league had 76 match days and 24 days of broadcast, including the ‘Penta Talk Show’ preceding every month’s broadcast. The matches from the league were broadcast on multiple platforms including Facebook, YouTube, Loco and Booyah, culminating in more than 116 hours of total broadcast with a peak concurrent viewership of 6,853. Social media posts about the league across social media platforms of Instagram, Facebook and Twitter had a cumulative engagement of 24%.
Said Penta Esports founder and CEO Anurag Khurana, “We launched the first edition of the ‘Penta Amateur League’ with a vision to provide opportunities to budding esports athletes across titles and platforms. This will give further impetus to the growing esports ecosystem of India and contribute to sector growth.”
Said Penta Esports co-founder and head of esports Kiran Noojibail, “Our objective with Penta Amateur League was to incentivize esports enthusiasts to start and continue their grind to becoming an esports athlete irrespective of the game and platform. We are ecstatic with the response for Season 1 and plan to announce Season 2 of the league in the coming weeks.”
The finals of each month were preceded by music performances by indie artists, like Gamini Khurana, Sushant Satija, Ashter X, Saahil Bhargava, Anindita Dey, Muktak Kanjilal and LiveIn Blues.
The entire registration and scheduling of the league was carried on Penta Esports’ platform, Pentaesports.com. The platform is a one stop destination for all things esports, including match schedules, match results, VODs of tournaments and leagues, content, news, announcements and much more.
Founded by industry veterans Anurag Khurana, Kiran Noojibail and Akshay Paul, Penta Esports aims to disrupt the ecosystem in India with a holistic approach towards the sector, including leagues, tournaments, content and much more.
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Armenia
Totogaming.am Adds SPRIBE’s Aviator in Long-Awaited Release
“We wanted our users to experience the emotions, dynamics, and uniqueness of the Aviator game not only on the platform, but also in real life. This idea became the foundation of the teaser campaign, which resulted in a successful launch and strong interest from players,” said Victorya Harutyunyan, Head of Product Marketing at Totogaming.
“Launching Aviator on Totogaming is an important milestone for SPRIBE in the Armenian market. This partnership allows us to bring our flagship crash game to a highly engaged local audience, while ensuring the premium level of experience that players worldwide expect from Aviator. We value Totogaming’s commitment to innovation and are delighted to see such a strong reception from players from day one,” said Taras Kozovit, Head of Business Development at SPRIBE.
The post Totogaming.am Adds SPRIBE’s Aviator in Long-Awaited Release 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.
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.
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