Gaming
Bee7, Vserv join forces to solve games monetization challenges in India, SE Asia
MUMBAI: Bee7, the android games monetization and user engagement platform, has formed a partnership with Vserv, the smart data platform for mobile marketing in India & Southeast Asia, to help solve mobile games monetization in these markets.
Until now, monetization in India and Southeast Asia has been notoriously difficult due to weak payment infrastructure and low credit card usage, which makes paying for games or in app purchases practically impossible.
The partnership creates a genuine avenue for developers across the globe to monetize their titles in these markets without disrupting the user experience, or charging for games and in-app bonuses. It combines Bee7’s unique game wall tool and Vserv’s app monetization solution – VMAX, thereby enabling developers to pull in demand from multiple channels using one single solution. This combined with Vserv’s large developer ecosystem of 150,000 apps and mobile sites from publishers such as Disney, EA, Games2Win, Reliance Games, ZeptoLab etc. gives developers a proven tool to increase user retention and yield optimization in a fragmented android dominated market.
Through this partnership, Bee7 and Vserv have unlocked a lucrative new market for developers. India’s smartphone adoption is growing rapidly and will be the world’s second largest smartphone market. It also ranked third for total downloads in Google Play for 2014, while mobile games revenue in Southeast Asia exceeded $1.1 billion last year.
Bee7 managing director John Rankin said, “As global CPI costs continue to soar, developers look to emerging markets as a new revenue opportunity to help make their games profitable. It’s been incredibly tough for developers to make money in these markets, until now. The Bee7 and Vserv partnership unlocks these markets for developers – arming them with a proven method to make money from games and improve player retention without disrupting the all important user experience.”
Vserv VP – global data and supply partnerships Prashant Dixit added, “Vserv’s latest offering, VMAX, is a trusted friend to game developers as it helps them maximize their yield. VMAX enables these incredible results by providing developers complete control, maximum demand channels and wide range of ad formats. Our partnership with Bee7 is a step further towards our commitment in solving monetization challenges for developers in India & Southeast Asia. By combining Bee7’s unique game wall tool with VMAX™, we are providing a powerful app monetization solution to our developer friends.”
Vserv and Bee7 will host events together to help grow the mobile games ecosystem and to share their knowledge of emerging markets, advertising tech, user acquisition, retention and monetization with developers.
Gaming
Checkmate Goes Digital as Chess Joins Esports Nations Cup 2026
From boards to bytes, chess readies for a nation-first showdown in Riyadh.
MUMBAI: When pawns meet power plays, the game changes. Chess, the world’s oldest mind sport, is officially stepping deeper into the digital arena after the Esports World Cup Foundation confirmed it as one of 16 titles at the inaugural Esports Nations Cup 2026, set to unfold in Riyadh from 2 to 29 November.
For a game synonymous with quiet halls and ticking clocks, this is a bold move. Chess at ENC 2026 promises scale, spectacle and serious competition, fielding an unprecedented 128 players and opening the board to fresh talent and underrepresented nations as the sport’s esports evolution gathers pace.
The chess competition will run from November 2 to November 8, culminating in a playoff final. The opening phase features 128 players split into 16 round-robin groups of eight, with the top four from each group advancing.
That leaves 64 players battling it out in a single-elimination playoff bracket. Early rounds will be best-of-two, while the quarterfinals onward step up to best-of-four encounters. Deadlocks will be settled via Armageddon tie-breakers, and all matches will be played in a Rapid 10+0 format, designed for speed, tension and drama.
National pride is front and centre. Of the 128 slots, 64 players will receive direct invitations based on Champions Chess Tour rankings, limited to one per nation. Another 56 players will qualify through regional online qualifiers, while eight wildcard spots round out the field.
Qualifiers will be hosted by Chess.com across seven regions, including Middle East + India + Central Asia, with two qualifier windows in June 2026. Each country can field a maximum of two players, ensuring both depth and diversity across the draw.
Chess already tasted esports stardom at the 2025 Esports World Cup, where 20 nations were represented and the intensity surprised even purists. The event ended with Magnus Carlsen lifting the title for Team Liquid, sealing chess’s credentials as a natural fit for high-stakes digital competition.
India’s top-ranked player Arjun Erigaisi called the experience “unlike any chess tournament I’ve played before”, adding that the energy of the esports stage is drawing new audiences into the game.
For commentators and fans alike, the shift to a nation-based format raises the stakes. Chessbase India co-founder Sagar Shah likened the moment to the excitement of the Chess Olympiad, while grandmaster and broadcaster Tania Sachdev said the national format adds “pride, pressure and passion” that pulls viewers in deeper.
From silent calculation to roaring crowds, chess at the Esports Nations Cup 2026 is less about moving pieces and more about moving perceptions. Checkmate, it seems, has gone fully digital.
Gaming
Road to EWC unites 230 tournaments worldwide ahead of Esports World Cup 2026
RIYADH: The Esports World Cup Foundation has launched Road to EWC, a worldwide qualification programme for the Esports World Cup 2026, stitching together more than 230 tournaments across major esports regions into a single global competitive season.
Running from grassroots qualifiers to elite international leagues, the initiative creates a unified pathway for players and clubs to reach the Esports World Cup finals in Riyadh from 6 July to 23 August, 2026. The season integrates publisher-led ecosystems and major circuits into one calendar, offering year-round visibility for fans and structured progression for competitors.
“Road to EWC brings together the journeys that shape competitive esports,” said Esports World Cup Foundation chief product officer Faisal Bin Homran. “It gives players, clubs, publishers and fans a defined season to plan around, building a sustainable and global competitive ecosystem.”
The qualification network spans leading events including the Apex Legends Global Series, Capcom Cup, Chess.com Global Championship, EVO, Free Fire World Series, EA Sports FC Pro, Pubg Global Series, Rocket League Championship Series, Overwatch Champions Series, Tekken World Tour Finals, and official circuits for Call of Duty, League of Legends, Fortnite, Rainbow Six Siege, Trackmania and Valorant.
Open online qualifiers will also run for titles such as Dota 2, Teamfight Tactics, Call of Duty: Warzone and Chess, widening access for emerging talent.
In 2025, more than 2,500 players from over 100 countries qualified through the Road to EWC programme. Highlights included 15-year-old Free Fire player Rasyah Rasyid becoming the youngest champion in event history, EA FC star Manuel Bachoore claiming gold, and Street Fighter icon Zeng “Xiao Hai” Zhuojun securing another major title. Team Falcons captured their second club championship following a dramatic Overwatch 2 victory.
A dedicated Road to EWC hub will track qualification events, schedules and viewing options throughout the season. Ticket sales for the Esports World Cup 2026 are now live, with international partners across the US, Europe, Middle East, India and China.
The Esports World Cup returns to Riyadh next summer, bringing together the world’s top clubs across multiple game titles to compete for the largest prize pool in esports history.
Gaming
Nintendo shares slide 10 per cent despite profit jump, hit by chip shortages
KYOTO: Nintendo shares slid more than 10 per cent on Wednesday, a day after the gaming giant missed market forecasts for quarterly revenue and warned of mounting pressure from a global memory chip shortage, as per media reports.
The company beat profit expectations, posting a 24 per cent year-on-year rise, driven by strong sales of the Nintendo Switch franchise. Revenue surged 86 per cent, with the original Switch now the firm’s best-selling console since its launch in 2017.
Yet rising component costs are weighing on investor sentiment. Nintendo relies heavily on dynamic random access memory (DRAM), a segment grappling with acute shortages as artificial intelligence and data centre demand soak up supply.
Ortus Advisors head of Japanese equity strategy Andrew Jackson, said markets remain uneasy about the impact of higher memory prices on Nintendo’s margins.
President Shuntaro Furukawa acknowledged that while soaring memory costs have not yet dented results for the current financial year, prolonged price pressures could squeeze profitability.
TrendForce estimates that contract prices for conventional Dram chips in the first quarter could jump between 90 and 95 per cent from the previous quarter. A senior semiconductor industry executive recently told CNBC the shortage may last until 2027.
Kantan Games chief executive of consultancy Serkan Toto, said sustained cost inflation could force Nintendo to raise console prices: a risky move for its largely casual user base.
The company’s newest device, Switch 2, launched in June last year and already dominates its console sales mix. But analysts warn that momentum in the first year is critical for any new platform.
Concerns persist over whether Switch 2 can match the runaway success of its predecessor, despite Nintendo holding firm on its full-year sales forecast.
The outlook hinges on upcoming blockbuster releases, including Mario Tennis Fever in February and Pokémon Pokopia in March. Nintendo is also banking on The Super Mario Galaxy Movie, due in April, to replicate the sales boost sparked by its 2023 hit film.
Omdia senior analyst James McWhirter, said 2026 would be a “make-or-break” year as Nintendo seeks broader mass-market appeal for Switch 2.
Nintendo shares are down more than 15 per cent so far this year.
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