
May Madness Brings US Collegiate Esports Model to Indian Campuses
May Madness Brings US Collegiate Esports Model to Indian Campuses
IIMB-incubated Asymmetrical Learning and CECC launch May Madness in India, leveraging new policy to build a nationwide collegiate esports ecosystem.
- Asymmetrical Learning, backed by NSRCEL at IIMB, partners with CECC to launch “May Madness” in India.
- The initiative leverages the new 2025 Online Gaming Act, which distinguishes skill-based esports from gambling, laying ground for a structured college esports ecosystem.
- Asymmetrical Learning’s tie-up marks CECC’s first global expansion, aiming for events in Spring 2026 across Indian high schools and universities.
India’s much-anticipated scholastic esports transformation has taken a leap forward as Asymmetrical Learning, an IIM Bangalore NSRCEL-incubated edtech venture, brings the prestigious U.S. “May Madness” collegiate esports championship to Indian soil. The move, a result of its exclusive licensing deal with the Collegiate Esports Commissioner’s Cup (CECC) and overseen by parent company Acceler Edtech, is poised to lay down a standards-based, nationwide structure for university and high school gaming competitions.
May Madness India Arrives in The Wake of India’s Online Gaming Act
This comes at a pivotal time for the industry, with India’s 2025 Online Gaming Act providing regulatory clarity by recognizing esports as a legitimate, skill-based sport. The policy shift paves the way for mainstreaming school and college-level tournaments, separating esports from money-based gambling and positioning gaming as a driver of student engagement, teamwork, and digital literacy.
Modeled after CECC’s successful “May Madness” championship, which in North America involves over 800 campuses. The new initiative, dubbed CECC India, is set for a Spring 2026 debut. Participating Indian students will soon be able to compete in nationally coordinated events, with further details on tournament formats and featured game titles to be announced in coming months. Asymmetrical Learning will collaborate directly with the Collegiate Sports Management Group (CSMG) to develop academic gaming infrastructure, creating a pipeline from high school through university.
Asymmetrical Learning’s roots in NSRCEL, IIMB’s startup incubator, have provided the company with research, mentorship, and industry connections, establishing it as a credible driver of educational innovation. Acceler Edtech, its parent entity, is also registered with the Department for Promotion of Industry and Internal Trade (DPIIT), reflecting the formalization increasingly characterizing India’s tech-driven education sector. May Madness arriving in India could lead to collegiate esports in India gaining in popularity.

Author
Abhimannu Das is a web journalist at Outlook India with a focus on Indian pop culture, gaming, and esports. He has over 10 years of journalistic experience and over 3,500 articles that include industry deep dives, interviews, and SEO content. He has worked on a myriad of games and their ecosystems, including Valorant, Overwatch, and Apex Legends.
Abhimannu Das is a web journalist at Outlook India with a focus on Indian pop culture, gaming, and esports. He has over 10 years of journalistic experience and over 3,500 articles that include industry deep dives, interviews, and SEO content. He has worked on a myriad of games and their ecosystems, including Valorant, Overwatch, and Apex Legends.
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