Asia
Underdog Teams GOG Esports and Dragon Esports Set for a big leap as they seal a berth for ESPL 2 LAN Finals
In its bid to give promising gamers a chance to showcase their skills on a national platform, the second edition of the Esports Premier League organized the Underdog Phase, where Team GOG Esports and Dragon Esports put up a stellar display of talent to conquer the open qualifiers. Both teams finished in the top two positions with their dominant performances in the open qualifiers.
ESports Premier League envisioned this “Underdog Phase” to ensure that non-established BGMI Esports players and teams from across the country get an opportunity to show their talent and ability. This will be for the first time such an initiative was taken to give opportunity for the Underdogs only via open qualifiers.
Led by Manish Jangid, team GOG Esports topped the chart with a total tally of 142 points (Finish Points – 52 + Position Points – 90) while Team Dragon Esports led by Ritik Rawat finished second with 130 points (Finish Points – 70 + Position Points – 60). Both teams registered one WWCD (Winner Winner Chicken Dinner) each to their name too.
GOG Esports played their first major tournament during BMPS (Battleground Mobile Pro Series) and finished that mega event with the 21st rank. Buoyed by other talented members in Nick, Bullet, and Trex, the team is currently prepping for the mega final in a Boot Camp in Bhopal. The whole team is practicing for about 13 to 14 hours daily to give a tough competition to the best teams during the grand finals of the ESPL Season 2.
The team is excited to play in their first ever major LAN event as Manish Jangid, the team leader for GOG Esports added, “This moment gives me a sense of accomplishment and honor that our team’s diligence and commitment finally paid off. We are grinding really hard together at our bootcamp and are really excited as this will be our first LAN event. The open qualifier was an eye-opener as multiple underdog teams were playing like pros and I am sure all other teams learned a lot and will continue their grid in the upcoming events.”
Team Dragon Esports leader Ritik, son of a retired army officer opted out of education after 12th to pursue a career in gaming. His journey began in 2018 with PUBG. With Sanket Salam, Krishna Sharma, and Ashish Singh, Rawat formed the team Dragon Esports which is his third esports team. The 22-year-old also participated in the PMCO Open qualifiers 2019. He also joined NADE gaming in 2020 and now the Dehradun-based gamer is focused on the upcoming LAN event in Delhi.
Speaking on the success and response of the Open Qualifiers, ESPL director Vishwalok Nath noted, “We have seen multiple tournaments only catering to top teams on an invitational basis, and opportunities for underdog teams are very less in regards to bigger platforms. So, to give equal opportunity to all the teams, we conducted open qualifiers for underdog teams across the country to give them a bigger platform to perform. The Underdog phase was one of its kind, as it provided budding gamers with a promise to get a chance to showcase their skills on a national platform. Both the teams that won thoroughly deserve their success. Now, these teams will get a chance to put their skills and strategies to test against the top names in BGMI Esports. Who knows, we may get our new BGMI heroes out of these two underdog teams.”
This year’s league which carries a massive prize pool of Rs. 1 crore is set to engage esports athletes across the country in a high-voltage action of the most popular battle royale game, BATTLEGROUNDS MOBILE INDIA.
The league is being played in two separate stages in the initial phase — online qualifiers and invitational qualifiers — to shortlist the top 16 teams. ESPL has already got their 2 top Underdog teams from online qualifiers. The invitational qualifiers are being played in two phases; the first phase will select top 5 teams whereas in the second phase, 8 top teams will be chosen from the leaderboard. The finals will also witness one direct invited team competing and vying for the title.
Recently, ESports Premier League (ESPL) extended its association with youth icon and renowned Bollywood actor Tiger Shroff as the face of India’s first-ever franchise-based Esports league for the second consecutive year. India Today Gaming has also roped the Global smartphone brand, TECNO Mobile as Presenting Sponsor for the tournament. The smartphone maker is committed to supporting and helping aspiring underdog esports players with its gaming-focused smartphones like the latest, Tecno Pova 3. Esports fans can also watch the BGMI action live on India’s leading streaming platform, LOCO, the exclusive digital broadcast partner for ESPL Season 2. The tournament organizer has also signed Ishq FM as the exclusive radio partner for the ongoing tournament.
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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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