NODWIN Gaming buys 51% stake in Branded

Indian esports firm NODWIN Gaming has acquired a stake in Branded, a leading live event company based in Singapore, in a move to expand its footprint in the global esports industry.

Branded has a strong track record in organizing large-scale events such as music festivals, conferences and esports tournaments. The acquisition of Branded will enable NODWIN Gaming to leverage the company’s expertise in live event management and expand its reach beyond India.

In addition, Branded operates It’s A Girl Thing, a platform focused on empowering young women and organizing a touring festival, as well as Creator World, which is among the latest event platforms in Asia designed for young influencers.

NODWIN Gaming is a major player in the Indian esports market and has partnered with top game publishers such as Valve Corporation and Riot Games to organize tournaments and leagues for popular games such as Dota 2 and League of Legends.

The acquisition of Branded will provide NODWIN Gaming with access to a wider audience and new markets in the Asia-Pacific region, where Branded has a strong presence. This move is expected to strengthen NODWIN Gaming’s position as a leading player in the global esports industry.

Commenting on the acquisition, Akshat Rathee, co-founder and managing director of NODWIN Gaming, said: “This acquisition is a significant milestone for NODWIN Gaming as it will help us leverage Branded’s deep expertise in the live events industry and expand our footprint globally. We are excited to welcome Branded to the NODWIN Gaming family and look forward to working together to create unforgettable experiences for gamers and fans around the world.”

Jasper Donat, co-founder and CEO of Branded, added: “We are thrilled to partner with NODWIN Gaming, a company that shares our passion for creating immersive experiences for audiences. This partnership will enable us to combine our strengths and create some truly unique and innovative events that will push the boundaries of what is possible in the esports industry.”

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