eSports
Esports Betting – Overview Of The Esports Gambling Vertical
Gambling on – and around – esports is a much bigger market than many assume.
The market can basically be divided by product and then by currency. Let’s start by talking a bit about the currencies that underpin gambling on esports.
Esports gambling: Popular currencies
For esports gamblers, the currency choice comes down to a decision between cash and skins (virtual items from video games).
Cash requires little explanation. The market for cash gambling on esports works identically to the cash-based market for traditional online wagering, such as sports betting or online casino games, visit Esportsbetting.gg for more information
Skin betting on esports
Skins require a bit more explanation. Skins are virtual items that can be used in games like Counter-Strike: Global Offensive (CS:GO). The term “skin” is derived from the typical function of these virtual items: changing the appearance of a player’s in-game avatar, weapons, or equipment.
While a number of games employ some sort of skin system, CS:GO skins are the dominant currency in the skin betting market, accounting for over 80 percent of total wagering activity.
For example: Below is an image of the “stock” knife used as a weapon in CS:GO. Players can opt to replace that stock knife with unique skins of the knife that change the appearance of the knife, as shown in the images to the right of the stock knife.
Note that the skins do not improve the functionality or power of the knife. The skin only changes the appearance of the knife. Skins play a purely cosmetic role.
CS:GO skins can be easily transferred between players (the same is not true for all games). That condition allows skins to act as a quasi-currency – something like a casino chip. Given that ability to move skins between players, layering a gambling site on top of that ability is a relatively easy task.
Here’s how it works:
- Players “deposit” a skin at a skin betting site (popular types of sites include sportsbooks, lotteries, roulette, and coin flips) by transferring the skin to the skin betting site.
- They gamble using their deposited skins (or in some sort of internal currency that the player receives in exchange for their skin).
- If they win, they’re paid in additional skins, which they “cash out” by requesting that the skin betting site transfer skins back to the player.
Once players have skins in their Steam account, they can:
- Leave the skins dormant in their inventory.
- Use the skins to change the appearance of their weapons.
- Trade skins with other players.
- Sell skins on the Steam marketplace for Steam credit (not cash) that can be used to buy other skins and games via Steam.
- Exchange skins for cash on third-party sites outside of Steam.
Right now, skin gambling is far more popular than cash betting, but a crackdown on skin gambling activity by CS:GO publisher Valve could fundamentally undermine the ability of skin gambling sites to operate.
Esports gambling: Popular games
A few basic types of gambling dominate the esports gambling market.
Sports betting
Sports betting represents the most popular product among esports fans. Betting on esports is more or less identical to betting on traditional sports, with the caveat that the esports betting product is far less developed than the traditional sports betting product.
Fantasy esports
While markedly smaller than sports betting on esports matches, there is nonetheless a demand for fantasy esports.
Most of the sites serving this space deal in cash betting. The major players are just who you’d expect when thinking about daily fantasy sports, visit Esportsbetting.gg to know more
The basics of daily fantasy eSports
Fantasy eSports sites offer some variant of the “salary cap” model, in which users select a roster of players for their fantasy team under the restrictions of a salary cap set by the site. After picking a team, the eSports competitors score fantasy points for users based on their performances in competition. The users that end a contest with the most fantasy points win cash prizes.
Casino-style games
A handful of casino-style games (including roulette, blackjack, and raffles) make up the majority of the remaining interest in gambling among esports fans.
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Astana
Astana to host IESF World Esports Championship 2027
IESF signs host agreement with Kazakhstan’s Ministry of Tourism and Sports and the Qazaq Cybersport Federation in Astana.
Astana has been confirmed as the host city for the IESF World Esports Championship 2027 (WEC27), following a host agreement signing ceremony involving the International Esports Federation (IESF), the Ministry of Tourism and Sports of the Republic of Kazakhstan, and the Qazaq Cybersport Federation.
IESF said the event is expected to draw participation across more than 150 IESF Member Federations through the qualifiers, with national teams competing via IESF-recognized national member structures.
“WEC27 will be more than a championship. It will be a global celebration of nations, athletes, and the future of esports,” said Vlad Marinescu, President of IESF. “For every player, there is no greater honor than competing under their national flag and officially representing their nation on the world stage. That is what makes the World Esports Championship so powerful and so unique. In 2027, Astana will welcome the world and proudly stand as the Esports Capital in the World of Esports, uniting our Member Federations, athletes, fans, and communities. Kazakhstan has shown remarkable vision, ambition, and commitment, and we are confident that WEC27 will deliver an unforgettable championship and a lasting legacy for the global esports family.”
Yerbol Myrzabosynov, Minister of Tourism and Sports of the Republic of Kazakhstan, said: “We are honored that the International Esports Federation has entrusted Kazakhstan with hosting the World Esports Championship 2027. This reflects the confidence in our country’s ability to deliver an event of the highest international standard. Hosting WEC27 reinforces our commitment to advancing esports and creating new opportunities for young people through sport, technology, education, and international cooperation. We look forward to welcoming the World of Esports to Astana and showcasing Kazakhstan as a destination capable of delivering world-class international events.”
Kuanyshbek Yessekeyev, Chairman of the Board of Trustees of the Qazaq Cybersport Federation, added: “We sincerely thank the International Esports Federation for the trust and confidence placed in Kazakhstan to host the World Esports Championship 2027. This is a historic milestone for our esports community and a testament to the progress we have achieved together with our partners. Alongside IESF, the Ministry of Tourism and Sports, and our national stakeholders, we are committed to delivering an outstanding championship for athletes, fans, and the World of Esports. WEC27 will inspire future generations, accelerate the growth of esports in Kazakhstan, and strengthen our country’s position as a leading esports and digital innovation hub.”
IESF said more details, including schedule, qualification pathway, venues, official titles, ticketing, and the event program, will be announced in the coming months via its official channels.
The post Astana to host IESF World Esports Championship 2027 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
BLAST
BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth
Esports and live events operator says it stayed profitable in 2025 and plans 15 arena events across 13 cities in 2026.
BLAST has opened a New York City headquarters in Brooklyn as the company reported record growth and profitability in 2025, including more than $133 million in revenue and over 40% year-over-year growth.
The new U.S. headquarters is located at 45 Main Street in Brooklyn within a shared 55,000-square-foot office space. BLAST said the hub will support partnerships, live events and commercial growth across North America as it expands its U.S. operations.
The North American push is being led by Chief Business Officer Leo Matlock, who has relocated to New York, alongside Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.
BLAST said it has staged seven tier-one esports events in North America over the past 16 months, across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City. The company cited “more than $102 million” in economic impact from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. It also recently announced the Rocket League World Championship will return to Fort Worth in September 2026.
In 2025, BLAST said its broadcasts delivered more than 2 billion live views globally and 300 million hours watched, spanning live events in 22 cities worldwide. The company also said it distributes content via 29 broadcast partners, including SuperSport, France TV and RTBF, reaching audiences in more than 150 territories and 30+ languages.
“Competitive entertainment has become one of the fastest-growing sectors in global media because it combines community, technology and live experiences in entirely new ways,” said Robbie Douek, CEO of BLAST. “The next generation of fans want entertainment that feels participatory, social and global by default. That shift is creating enormous opportunities for brands, publishers, creators and host cities, and we believe BLAST is uniquely positioned to help lead that evolution after a landmark year in 2025.” BLAST said it plans to host 15 arena events across 13 cities and three continents in 2026.
The post BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
BLAST
BLAST reports 40% revenue growth in 2025, opens New York headquarters
BLAST, the Denmark-founded competitive entertainment and esports events company, reported record growth and continued profitability in 2025 and said it has opened a New York headquarters as it expands across North America.
The company said it delivered more than 40% year-over-year growth and generated more than $133 million in revenue in 2025, while remaining profitable and continuing to invest in global expansion. BLAST said its U.S. headquarters at 45 Main Street in Brooklyn sits within a shared 55,000-square-foot office space and will serve as its central base for partnerships, live events and commercial growth across North America.
The expansion is being led by Chief Business Officer Leo Matlock, who has relocated to New York, and Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.
BLAST pointed to recent North American activity, saying it has hosted seven tier-one esports events across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City over the past 16 months. The company said these events have generated economic impact for host destinations, including more than $102 million from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. BLAST also said the Rocket League World Championship will return to Fort Worth in September 2026.
On content reach, BLAST said its 2025 broadcasts delivered more than 2 billion live views globally and 300 million hours watched across live events in 22 cities, distributed through 29 broadcast partners across online platforms and linear broadcasters. “We’re seeing tremendous momentum globally and all across North America, not just in esports fandom, but in how brands, game publishers, cities and entertainment companies are thinking about gaming culture, engaging competitions and digital-first audiences,” said Leo Matlock, Chief Business Officer at BLAST. The company said it plans to host 15 arena events across 13 cities and three continents in 2026.
The post BLAST reports 40% revenue growth in 2025, opens New York headquarters appeared first on Americas iGaming & Sports Betting News.
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