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Game Changers: A Roundtable on the eSports Revolution

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Over the last decade, a significant cultural shift has occurred in the entertainment industry. Esports, the organized and competitive form of video gaming, has gone from a fringe interest to a global sensation, captivating millions of fans and bringing in billions of dollars in revenue. This rapid rise has not only transformed gaming from a casual hobby to a legitimate profession but has also firmly established itself in mainstream culture, challenging traditional sports and revolutionizing the entertainment industry as a whole.

Esports, short for electronic sports, has evolved into a flourishing industry encompassing competitive gaming, live events, sponsorships, media coverage, and an ever-growing fan base. As technology advances, so does the potential for esports to redefine what it means to be a spectator and participant in the world of sports and entertainment. With a structure that mirrors traditional sports leagues, including professional teams, star players, and devoted fan communities, esports has become an influential force, making a significant impact on the gaming world and broader society.

For this roundtable, European Gaming spoke to Kevin des Lauriers, CEO at J3STER, and Kirill Nekrasov, Product Officer at BETBY to delve deeper into the rise of esports, examining the factors behind its explosive growth, the influence it wields across various industries and the exciting possibilities that lie on the horizon. By understanding the transformative power of esports and the remarkable journey it has undertaken thus far, we gain insights into a phenomenon that continues to reshape entertainment, challenge societal norms, and captivate a generation of enthusiasts.

 

How is the rise of esports changing the way people interact with games?

KDL: Globally, we’re seeing a big increase in arenas being built specifically to draw in fans of esports. We’re also seeing a rise in LAN events across the world, with competitive and even casual players now putting together teams in order to get involved. Smaller sponsors are putting on more tournaments, and there seems to be a plethora of new leagues being created for any and every game imaginable – not just the usual titles, such as Warzone and League of Legends.

KN: There is a vast increase in viewers who passionately follow certain teams and particular disciplines within esports, whether that be soccer, ebasketball or any other sport that they like. This engagement ultimately acts as the spark for viewers to become participants, following in the footsteps of their favourite esports players, getting involved at an amateur level and engaging with the esports that they enjoy most.

 

 

Influencers are often the faces of esports. What impact do these figures have on the industry?

KDL: In the industry, we’re in an interesting spot where influencers currently have a lot of power. Prominent players can discover and highlight exploits in games, effectively pushing game publishers to release patches and fixes more frequently. These publishers are also clamouring to release new features to keep these influencers happy and engaged, otherwise they risk them moving on to the next big thing.

There are armies of community managers working with game publishers, ready to provide influencers with gifts such as giveaway items for their fans, card packs, in-game content such as skins and more. Winning these influencers over is a surefire way to garner a positive reception in the esports sphere.

KN: In many industries, influencers are becoming more high-profile, garnering trust amongst audiences and shaping trends. These people within the esports industry are no different, whether they are players who were already in the public eye, or streamers who have amassed an organic following. However, the impact of these figures can both be positive and negative.

If influencers enter the world of esports solely to generate quick success and garner hype, without having an esports background or a noticeable passion, then this can have a negative impact on the long-term development of the industry. If they do not enjoy the content, or understand the complexities and depth of esports, passionate fans will see through this attempt to engage with them and be turned away.

This can reduce the quality of new entrants. Some may also use their popularity to promote products or events that do not align with the values and needs of the esports community. This can also create a negative perception among fans.

 

Following that, what is the main appeal for both players and influencers to get involved in esports?

KDL: Most influencers are pros (or ex-pros), which effectively makes this relationship analogous to the classic sports commentators. They educate us on how good these “new players” are, and what we can strive to become – or simply admire from afar.

However, pro esports players arguably aren’t as well-known today as the players we grew up with in classic sports. Some influencers host watch parties of big esports events, helping their fans to understand a little bit more about the teams and their players, which opens it up further for newcomers to get involved.

KN: Doing something you love and are passionate about, and competing at a competitive level cannot be underestimated. Entering esports, whether as a participant or influencer, should be a long-term commitment rather than just a temporary one. The esports community is incredibly passionate and this is a key selling point to getting involved, to be surrounded by like-minded people who care about the industry.

Being fully committed can bring a long-term career, and being able to participate in professional competitions, and potentially creating your own brand and personality that generates a following.

 

In your own opinion, how do you think you’re pushing innovation within the esports industry?

KDL: On paper, J3STER is everything that Twitch influencers and viewers can wish for – community, engagement and monetization. We focus on creating lines for each influencer based on their match data, with the odds generated being unique to that influencer and their community.

Our mission is to increase the influencer’s ability to monetize without requiring any further work. J3STER does all of the work through seamless API integrations. Influencers can sign up through their Twitch account, connect their game data through our publisher API connections, and then send the link out to their viewers. This process can be completed in less than one minute.

For viewers, they have an alternative to tipping through Twitch streams, as each bet placed through J3STER gives the viewer the opportunity to tip the streamer directly. Of course, when there’s a bet on the line, each viewer is much more engaged in the outcome of the influencer’s match.

KN: BETBY has been actively innovating the esports industry since its inception. We started our journey in esports with the Betby.Games project, which is a unique opportunity for bettors to wager on the most popular esports disciplines, providing 24/7 availability, and minimising human error.

Something which is a big bonus to our brand is our trading department, with many being esports fans themselves. Because of this, they are actively searching for new and unique markets and tournaments for our brand to be involved with, and expanding our offering. BETBY was the first company to offer its customers markets on the Pokémon UNITE Championship, Team Fortress 2 and Trackmania.

Of the latest product releases, it is worth highlighting our Betbuilder, which allows you to make combo bets within a single match, and which has already gained recognition among esports fans thanks to the exciting nature of these types of bets.

 

What are your predictions for the future of esports?

KDL: The eyes on esports have now reached the point where marketers simply cannot resist or oppose it any longer. I believe that, within the next five years, we’ll have more people tune in to watch a major esports competition than will tune into the Superbowl.

It’s also absolutely plausible that esports will very soon have the same energy behind it that the World Cup has – but this will require influencers with the necessary reach and power. Also, which game will headline? Will it be League of Legends, one of the biggest and longest-standing esports games, or perhaps Counter-Strike? Call of Duty is also another contender, as its recent huge rise in popularity is notable.

If the legions of gamers and influencers within the esports industry cannot decide on a headlining game – in order to give esports an ‘identity’ – everything will continue to be grouped under the umbrella of ‘esports’, which could diminish its potential. Evolution is necessary, and I believe it’ll happen very quickly.

KN: The esports industry will certainly continue to grow and become even more professional. In the context of betting, this will mean a transition to a more professional relationship between market participants, whether it is obtaining broadcast rights or using data.

For spectators and fans of esports, the events will become more exciting as participation increases. We are also seeing a strong development in production standards from tournament to tournament, and this is really incredible to see. In addition, I personally expect an active expansion of esports on mobile devices which will widen the audience and will also help the emergence of a couple of exciting new disciplines in the industry.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.

G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.

The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.

“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”

G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.

One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.

The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.

ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.

The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.

On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.

The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.

Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”

Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”

Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”

The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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How Not to Tilt When Facing Challenges: NAVI Performance Coach Urszula Klimczak and GG.BET Have Released a Special Project about Mental Health

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NAVI Performance Coach Urszula Klimczak and NAVI’s title sponsor GG.BET have unveiled Tilt Management, a special project dedicated to mental health. The initiative consists of three in-depth articles covering demotivation, burnout, and dealing with hate – some of the most common mental health challenges faced not only by esports players, but also by their fans. The project places a strong emphasis on practical value, featuring real-life esports cases, proven advice and everyday practices, as well as self-support exercises readers can apply on their own.

Mental health is becoming increasingly relevant year after year, regardless of profession or lifestyle. Many of the challenges professional players experience are familiar to millions of people in their everyday lives. These include loss of purpose, poor work-life balance, conflicts within teams, vulnerability to criticism, and more. While esports professionals can rely on performance coaches and team staff for support, people outside the industry often have to seek professional help on their own – something that does not always happen. One of the key goals of the project is to support people who may not have access to professional guidance by explaining how different issues manifest themselves, offering practical tools for self-care and recovery, and highlighting when it is important to seek help from specialists.

The first article focuses on demotivation. It explains how to recognize its early signs, how to distinguish it from simple exhaustion, and what NAVI does to prevent players from reaching this state. Particular attention is paid to techniques that help regain focus, manage daily routines, and gradually restore energy.

The second article explores burnout both within and beyond esports. Readers can assess themselves using descriptions of the five stages of burnout and their symptoms, learn about NAVI’s approach to maintaining performance under a demanding schedule, and discover why variety in everyday life and taking smaller, more frequent breaks are essential elements of burnout prevention.

The final chapter of the project addresses hate and negativity. It explains why hatred and aggression ultimately say more about the hater than the target, how to establish healthy boundaries, and how to avoid being consumed by criticism – especially self-criticism. NAVI’s strategy for dealing with hate, combined with practical exercises, can help readers to challenge negative thoughts and distinguish constructive feedback from a stream of harmful negativity.

All articles from the Tilt Management special project are available on EGamersWorld.

The post How Not to Tilt When Facing Challenges: NAVI Performance Coach Urszula Klimczak and GG.BET Have Released a Special Project about Mental Health appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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