eSports
eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore

Esports has long been popular in the CIS region, with various top-tier teams and players all calling it home. How has the landscape evolved over the last few years? Have any particular trends emerged that have surprised you at all?
Esports boomed in the CIS region in 2008 when Multiplayer Online Battle Arena (MOBA) games became really popular. While esports had been a thing as far back as 2003, the rise of games such as Counter-Strike and DOTA2 was a major catalyst for the upward trajectory the sector has been riding ever since. In recent years, the infrastructure needed to support esports has improved drastically across the CIS region, including the construction of the Pixel Esports Arena in Minks, Belarus, and the Cyberspace Arena in Almaty, Kazakhstan, both of which hold top-flight contests. Internet connectivity has also improved, while support from local and international sponsors such as Monster Energy, Red Bull and War Gaming have provided funds for further investment while also driving awareness. Ultimately, this has seen the landscape evolve into a thriving industry with lots of opportunities for further growth.
In terms of trends, and especially relating to esports betting, I’ve been surprised by the high demand for betting on console games – we call them eBattles and they include disciplines such as eSoccer and eBasketball. I think this is just a natural development that has occurred off the back of strong demand for video game content, which is often the bridge between traditional sports and esports.
What factors have contributed to esports’ growth in the CIS over the past few years?
One of the biggest factors for me is that teams have become more professional and are now training and playing in well-run clubs. This takes place in dedicated buildings and rooms, set up with high-speed internet and the absolute best gaming equipment. Player salaries have also gone up, which has increased the calibre of players taking part in contests across the region, taking competitiveness to the next level. Today, many CIS players now play for high-ranked teams such as Virtus.pro, Team Spirit, Betboom or Na`Vi which compete on the international stage. This in turn is helping esports grow across the CIS region.
Given how many countries are in the CIS region, can you walk us through some of the biggest regulatory differences when it comes to betting on esports? And how does PandaScore navigate these changes?
The legality of betting and esports betting differs from country to country within the CIS region. Some are super strict or even prohibit gambling, while others take a more liberal approach, regulating the activity and licensing operators. Let’s take a look at some of the biggest markets and their approach.
In Ukraine, esports has been recognised as a sport since 2018 and in 2020 the country regulated and licensed gambling for the first time. The law focuses mostly on standard betting – sports and casino – but is likely to also include esports betting given that esports is a recognised sport in the country with tier-one Ukraine sportsbooks like Favbet and Parimatch offering it to their players.
Kazakhstan has a growing gambling industry with betting shops and casinos operating in major cities such as Almaty and Nur-Sultan. Gambling is regulated by the Ministry of Culture and Sports and while the regulatory framework is somewhat restrictive, sports betting – which is likely to include esports betting – is permitted.
Navigating the constant changes in betting regulation across the CIS region can be challenging, so we make sure to keep up to speed with the latest developments by monitoring legislative updates and amendments to regulatory guidelines. We also track industry trends and best practices to anticipate regulatory changes ahead of time, allowing us to adapt quickly if needed. This can involve benchmarking against competitors, attending conferences and networking with key stakeholders.
In your view, are there any unique opportunities for the expansion of esports and esports betting within the CIS region? And how does this differ to other regions?
It’s important to understand that CIS, especially Ukraine and Kazakhstan, play by their own rules. By that I mean they are very different to other esports markets, so don’t think what works in Italy will work in Ukraine. For example, while League of Legends is very popular in Europe, in CIS, it’s Dota 2 that takes the top spot. But for those who can understand the region and each market, there are plenty of opportunities to explore.
Let me elaborate. Dota 2 is thriving in the broader CIS, with regular tournaments and events attracting large audiences both offline and online. teams like Natus Vincere (Na’Vi), Virtus.pro and Team Spirit have achieved significant success in Dota 2 competitions, contributing to the game’s popularity in the region. While Dota 2 is big, other video games also enjoy significant popularity, including CS2, World of Tanks and Fortnite among others.
Operators need to consider this when deciding their markets and odds, marketing strategies and plans for player engagement.
What would you say is the key to creating a successful esports product for a CIS audience?
Understanding layer preferences in each market and delivering an experience that exceeds their expectations. For the CIS region, this means focusing on Dota 2 – this is a game that offers deep and strategic gameplay requiring teamwork, communication and skilful execution of plans and strategies. Its competitive nature appeals to gamers as they enjoy the challenge of multiplayer experiences – this goes back to the original MOBAs back in 2008. These factors must be present in the esports betting experience offered to players – at PandaScore, this means a comprehensive Dota 2 offering that covers markets such as Kills, Towers, Roshans and Barracks, with players able to challenge themselves in a betting competition against others.
Support is also key to delivering a quality player experience. We offer round-the-clock assistance and are regularly rolling out updates to improve the experience players receive when betting on esports at sportsbooks using our data, odds and betting tools such as our Bet Builder. We are always working hard to expand our offering to cover the most in-demand games including CS2, Valorant, Call of Duty and many more.
What trends or developments do you anticipate shaping the future growth of esports in the CIS region over the next few years?
The industry will continue to grow and become more professional. Esports is different to traditional sports and it still lacks recognition in some markets, even though it is considered an official sport in a growing number of countries across the CIS region. I think as it evolves, more governments will provide more support for esports as it brings tremendous economic, cultural and social benefits. This could include funding for esports initiatives, rolling out regulatory frameworks, helping to foster partnerships with esports organisations or simply recognising it as a sport.
The continued proliferation of smartphones across the region will be a further catalyst for esports growth. Titles such as PUGB Mobile, Free Fire and Mobile Legends: Bang Bang will attract large audiences and provide new opportunities for teams, players, sponsors and other stakeholders to explore. This is a really exciting time for esports and esports betting in the CIS region, and PandaScore is thrilled to be part of it.
The post eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore appeared first on European Gaming Industry News.
eSports
Esports World Cup Foundation Launches Global “Road to EWC” Program, Unveiling Qualification Pathways for the Esports World Cup 2025

The Esports World Cup Foundation (EWCF) has unveiled the full scope of the qualification system for the Esports World Cup 2025 with the launch of the global “Road to EWC” program. Featuring over 200 tournaments spanning grassroots leagues to elite international circuits, the Road to EWC offers opportunities for players at every level to compete on the world’s biggest stage, the Esports World Cup, set to return to Riyadh, Saudi Arabia, from July 7 through August 24.
“Road to EWC is a platform for every player, Club, and community whose journey defines the spirit of competition,” said Faisal Bin Homran, Chief Product Officer, of the Esports World Cup Foundation. “By connecting hundreds of tournaments across the world, we are creating life-changing opportunities for players at every level, bringing the world’s best talent to Riyadh. This is how we grow the sport – by growing our partnerships, investing in competitions and laying the foundation for sustainable growth across the industry.”
The Road to EWC qualification program marks a major milestone for the Esports World Cup and is a core component of EWCF’s commitment to the sustainable growth of esports, supporting the professional ecosystem and advancing the sport on a global scale. With 25 tournaments in 24 games, including four new games – Chess, Crossfire, FATAL FURY: City of the Wolves and VALORANT – the EWC 2025 will bring together more than 2,000 elite esports players and 200 top Clubs to compete for a prize pool of more than $70 million, the largest in esports history.
For League of Legends, Valorant, Overwatch 2, and Apex Legends, official publisher circuits such as the LEC, VCT, OWCS, and ALGS serve as the primary route to qualification. Other games, including Dota 2, Call of Duty: Warzone, PUBG, Teamfight Tactics, and StarCraft II, are holding open online qualifiers, while fighting games, including Street Fighter 6, TEKKEN 8, and Fatal Fury are qualifying players through community-driven tournaments such as EVO Japan, Combo Breaker, and CEO.
In mobile titles like Mobile Legends: Bang Bang, Free Fire, PUBG MOBILE, and Honor of Kings, region-specific leagues across Southeast Asia, MENA, and LATAM are producing national champions who will represent their respective nations in Riyadh. Finally, for titles such as Chess, EA SPORTS FC 25, and Overwatch 2, a final wave of Last Chance Qualifiers will be staged in July, giving one last opportunity for breakout players and rising stars to earn their spot in Riyadh.
Additional information about the Road to EWC, including events and dates for specific titles, can be found at esportsworldcup.com.
As anticipation builds for the Esports World Cup, the Road to EWC also features a multi-channel marketing campaign with a calendar of original content from selected qualifier events and partner leagues around the world. Player interviews and behind-the-scenes access will bring to life the stakes, talent, dedication and human interest stories behind the competition, alongside tournament and game explainers to introduce EWC games to broader audiences and bring fans closer to the action.
The Esports World Cup 2025 will once again unite gaming and esports communities in Riyadh, Saudi Arabia, for a global competition that will crown the next Esports World Cup Champion. The tournament’s unique cross-game format will reward Clubs and players competing for a life-changing prize pool across a mix of platforms and genres, bringing together esports’ best teams, players and games under one banner in the largest-ever celebration of esports.
The post Esports World Cup Foundation Launches Global “Road to EWC” Program, Unveiling Qualification Pathways for the Esports World Cup 2025 appeared first on European Gaming Industry News.
eSports
DaNiAL, Tejas to Represent India at Prestigious WAVES Esports Championship Starting May 1

Danial “DaNiAL” Patel and Tejaskumar Hasmukhbhai Bhoi will represent Team India at the prestigious WAVES Esports Championship (WESC), organised by the Esports Federation of India (ESFI), in Mumbai’s Jio Convention Centre from May 1. The duo will clash against players from five foreign countries in the International leg after emerging victorious in the fiercely contested India leg of WESC 2025, which saw the top Phase winners battle it out for national supremacy.
From a field of over 35,000 participants, the Indian leg brought together the top eight players in two titles—eFootball and World Cricket Championship 3—from the four WESC 2025 phases. In an intense showdown, DaNiAL clinched the top spot in eFootball while Tejas outperformed his peers in WCC3. In the international leg, DaNiAL will face opponents from Malaysia, Laos, and Thailand in eFootball, while Tejas will compete against representatives from Nepal and Sri Lanka in WCC3.
Speaking on the occasion, ESFI President, Mr Lokesh Suji, said: “I am incredibly proud of DaNiAL and Tejas for earning the honour of representing India at the inaugural WAVES Esports Summit. WAVES has been instrumental in unearthing talent from every corner of the country. Their qualification reflects the rising calibre of Indian esports, and I’m confident they’ll make the nation proud on the international stage.”
Esports holds a significant place within the AVGC-XR pillar of the WAVES Summit, recognising the burgeoning gaming and competitive video gaming scene in India. This dynamic segment benefits from the global Summit’s impressive scale, anticipating over 5,000 delegates from 100 countries and the participation of more than 750 creators.
Amidst this vibrant setting, DaNiAL and Tejas will be honored with the WAVES Trophy on May 4, celebrating their triumph in the Indian leg. Joining them in recognition will be Love Sharma and Pappu Kumar Priyedarshi—who secured second and third place in WCC3—along with Akash Rudro Dhar and Pawan Kampelli, who rounded out the podium in eFootball. The overall international champions will be honoured with WESC Medals at the Creatosphere Award Ceremony on May 4.
On his triumph in the Indian leg and his preparations ahead, DaNiAL said: “I’m incredibly proud of this victory—it’s a testament to the hard work, discipline, and support from everyone around me. Winning here is just the beginning, and I’m excited to take this momentum into the international stage. My preparation for the international leg will be even more intense. I’ll be analyzing top players, refining my strategies, and staying mentally and physically sharp. This next step is huge, and I’m committed to giving it everything I have.”
Speaking on his qualification and the chance to represent India, Tejas said: “I feel very proud about qualifying for the finals in the waves. I will try to accept the opportunity that I have got to bring glory to India, and I will try my best to bring the trophy to India. I am ready for the finals. The preparations are intense. I will come back after winning.”
As the governing body for esports in India, ESFI has been instrumental in shaping the country’s competitive gaming landscape. With a track record that includes the Asian Games and the Commonwealth Esports Championship, and affiliations with leading global bodies, ESFI now proudly hosts WESC as part of its commitment to putting India on the international esports map.
The post DaNiAL, Tejas to Represent India at Prestigious WAVES Esports Championship Starting May 1 appeared first on European Gaming Industry News.
eSports
Esports World Cup Foundation Launches ‘Music of EWC’ Initiative with Recording at Legendary Abbey Road Studios to Connect Esports Fans Around the World Through the Power of Music

The Esports World Cup Foundation (EWCF) announced the launch of ‘Music of EWC,’ a new initiative that will create an original musical identity for the Esports World Cup 2025, the world’s largest esports and gaming festival, set to return to Riyadh, Saudi Arabia, from July 7 through August 24. The multi-stage program kicked off on Sunday, April 27, with the recording of a four-track music suite at the legendary Abbey Road Studios featuring original compositions by acclaimed music development collectives 2WEI and Hollywood Scoring.
The EWCF now invites the global music community to take part in shaping the sound of the EWC 2025 through an open competition on Audiotool, a leading cloud-based music creation platform. Two winning tracks will be selected and added to the official EWC music suite, joining the professional works recorded at Abbey Road. The full soundtrack will be featured across tournament broadcasts, on-site events, and digital content during the seven-week event this summer. The inaugural EWC 2024 recorded over 250 million hours watched, reaching more than 500 million viewers and welcomed 2.6 million visitors to Riyadh’s Boulevard City.
“At its core, the Esports World Cup is about community – a global platform that connects people and elevates talent in all forms,” said Mike McCabe, Chief Operating Officer, Esports World Cup Foundation. “Music of EWC is a natural extension of that purpose, built on the same passion, creativity, and collaboration that define gaming and competition. Music and esports both bring people together, they let us feel the same rhythm, the same energy, wherever we are. With Music of EWC, we’re creating our own voice, sharing a universal language that tells the story of our sport and defines the role of esports in global culture.”
Studio One at Abbey Road, the birthplace of iconic albums for Pink Floyd, Adele and more; films such as Star Wars, Avengers: Endgame, Across The Spiderverse, and games such as Halo, Call of Duty, Final Fantasy, World of Warcraft, and more, hosted the initial recording session, bringing together two of gaming’s most respected music collaborators. 2WEI, known for producing some of the most popular anthems in League of Legends, and campaigns for Assassin’s Creed Shadows and Call of Duty, and Hollywood Scoring, recognized for its work on the Star Wars films, Riot Games’ Arcane, and Disney Parks, will each contribute two original tracks to anchor the suite.
“Music of EWC” marks the beginning of a long-term investment by EWCF in music as a universal language that elevates the storytelling, emotion, and drama of competition. By combining professionally recorded music at one of the most iconic studios in the world with community-created works, the EWCF is building a new platform that celebrates the evolving sound of esports and helps shape the cultural identity of the Esports World Cup.
In addition, to support emerging talent from across the globe, two winning tracks from the Audiotool competition will be selected by industry judges to join the suite and debut during the Esports World Cup this summer. The winners will also receive 25 limited-edition vinyls of their track and a one-year LANDR Studio subscription –an opportunity that could launch careers in gaming and entertainment. Submissions must be original, under a Creative Commons license, and are open until 8 June 2025 at ewc.audiotool.com.
“Partnering with the Esports World Cup, the world’s biggest esports and gaming festival, is a unique opportunity to spotlight new talent on a global stage,” said Andreas Jacobi, CEO of Audiotool. “Together with EWCF, we’re proud to help emerging artists bring their music into esports – a space that’s rapidly reshaping the future of entertainment – and share their work with a global audience as part of a cultural moment that connects creativity, community, and competition.”
The Esports World Cup 2025 will once again unite gaming and esports communities in Riyadh, Saudi Arabia, for a global competition that will crown the next Esports World Cup Club Champion. The tournament’s unique cross-game format will reward Clubs and players competing for a life-changing prize pool across a mix of platforms and genres, bringing together esports’ best teams, players and games under one banner in the largest-ever celebration of esports.
The post Esports World Cup Foundation Launches ‘Music of EWC’ Initiative with Recording at Legendary Abbey Road Studios to Connect Esports Fans Around the World Through the Power of Music appeared first on European Gaming Industry News.
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