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The future of Esports: Video games to be played at Olympics and Glastonbury by 2050, experts predict

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How big will the industry be in 30 years time?

With esports now a $1billion industry this year and its popularity still rising, we ask the question – what does the future hold for professional gaming?

A gaming stage at Glastonbury, giant sold out 100,000-seater stadiums and even a place in the Olympics?

That’s where some academics feel esports could be by 2050.

After exclusively speaking to the experts, we’ve created some food for thought about how the industry evolves in decades to come.

Gaming at festivals such as Glastonbury or Coachella?

As many event organisers now look to bring in wider audiences and test the waters, gaming could be on the cards to feature at some of the world’s biggest festivals.

With comedy stages, poetry and circus acts becoming part of the usual attractions, could competitive gaming be an outlet to bring in new audiences?

Lincoln Geraghty, Professor of Media Cultures at University of Portsmouth in the UK, said: “Absolutely, the crossovers are there. Comicon for example in the last 30 years has gone from comic books to games to big marketing launches.

“So I see a space like Glastonbury, that has a subcultural prestige with people interested in explicit music and the relationship of music and games, people might be drawn to it.”

Esports in the Olympics?

Esports games are already broadcasted to millions of people around the world. Last year’s League of Legends World Championship semi-finals were watched live by 3.9million.

But what about on an elite, mainstream level? The Intel World Open was set to precede this year’s Tokyo 2020 Olympics before it was cancelled, a stepping stone for esports to potentially feature in the competition itself.

Professor Geraghty said: “This is something the Olympic committee is looking at and it would almost certainly provide a much safer space for this competition to take place.

“Whether it be a massive tournament on the scale of the World Cup or be included in the Olympics in 30 years time, it won’t be unexpected and won’t be a surprise.”

 

All colleges and universities to offer esports majors/degrees?

This is unlikely, but not impossible.

There are already cases around the world of university majors and degrees being offered in game design and for specific games themselves.

As more people in higher education take up these courses, the novelty may wear off and that could lead to more awareness of the power games have on society.

Professor Regan Mandryk, Professor in Computer Science at University of Saskatchewan in Canada, said: “You can now go through college on a League of Legends scholarship, that’s going to change the cache of being an esports athlete.

“I would like to see the stigma of it being a “nerdy” activity change. It’s going to be hard, but it will happen by more people being exposed to different aspects of playing.”

Regularly filling 100,000 seater stadiums?

Whether it’s the World Cup or the Super Bowl, thousands of people want to be there to see how sporting events play out.

And this is no different for esports, even now.

The Spodak Arena in Katowice, Poland held 173,000 people to watch the Intel Extreme Masters in 2017.

“People see their heroes in these gamers and esports personalities,” Professor Geraghty added.

“It’s only replacing the footballer on the pitch with a competitor on your computer screen.”

He said: “I wouldn’t be surprised to see a football stadium or convention centres sell out to see a huge gaming tournament.

“As content creators increase in popularity, people will pay to come out and see them in person.”

 

To better the understanding of mental and physical health

We all understand games can be stressful and frustrating at times, but the techniques used in a lot of the technology is actually helping health professionals understand humans more.

Despite many negative connotations, studies have found games can actually help our mental health, but also be used to understand the physical effects of stress and recovery.

“Gaming can be very good for you. There are lots of ways that it can help you recover from stress,” added Professor Mandryk.

“It can help you disconnect from the pressures around you. It can also help you connect socially with other people.

“We’ve done research that shows gaming can actually combat loneliness.”

 

But, how do we get the best out games in the future within other areas of society?

Professor Mandryk said: “Part of the answer is to stop being so afraid of games.”

“This is a very powerful median that we can leverage. There is a lot of motivational pull and people are devoting a lot of time to playing games so why aren’t we harnessing what’s great about them to better society.”

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eSports

G2 launches Performance Lab research unit backed by Red Bull

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Berlin-based initiative will embed researchers with teams and publish findings with partners including German Sport University Cologne.

G2 on 5 June 2026 announced the G2 Performance Lab, an applied research and innovation platform focused on performance development for its competitive rosters. The initiative is based in Berlin and has a dedicated site at.

The lab is launching with support from Red Bull and is designed to combine scientific research with day-to-day performance work across G2 teams. G2 said it intends to share outputs beyond the organisation through scientific publications and academic work with institutions including the German Sport University Cologne.

Launched earlier this year, the Performance Lab is led by PhD candidate and G2 Performance Coach Ismael Pedraza-Ramirez. Its first project, “A Space for Leaders”, focuses on leadership development across G2 staff and sits under one of four stated pillars: coaching and coach development. The other pillars are training design & delivery, player development, and performance health & support systems, with projects planned for 2026 involving academic contributors including German Sport University Cologne and Vrije Universiteit Brussel.

“As a long-standing partner of G2, Red Bull has played a central role in supporting the vision behind the G2 Performance Lab,” said Alban Dechelotte, G2 CEO. “Red Bull’s track record of investing in athlete performance and high-performance environments speaks for itself. Across traditional sports and esports alike, they share our ambition to build something truly impactful. When you have partners around the table who have that same mindset, it pushes ideas further, raises the standard, and helps challenge what’s possible.”

”The work we’re doing at the G2 Performance Lab is truly innovative for esports and sports, and is going to revolutionise how we approach performance improvement at G2 and beyond,” said Ismael Pedraza, Performance Lab Director and Performance Coach at G2. ”Elite esports competitors are incredible at what they do, yet they have the potential to go even further. Little is still known about how to properly develop them into world-class competitors, and we’re taking steps to change that with Red Bull’s support. Through robust scientific research and practical work, we’re designing the tools and building the infrastructure to bring out the best in our competitors, while also sharing our findings with the world to support the entire esports scene.”

The post G2 launches Performance Lab research unit backed by Red Bull appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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B2B Suppliers

BETER wins Esports Betting Supplier at EGR B2B Awards for second year

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BETER has won the Esports Betting Supplier award at the EGR B2B Awards 2026, securing the category for the second consecutive year.

The company said the win is its fifth industry accolade of 2026. The EGR B2B Awards recognise suppliers serving the global iGaming sector across product quality, innovation, reliability and service.

BETER’s esports offering includes its exclusive ESportsBattle content, which it says delivers more than 550,000 events annually across eFootball, eBasketball, eHockey and eTennis, with up to 50 markets per event and an average operator margin of 7.5%+. The company also said ESportsBattle received ESIC Gold Standard Accreditation in 2025 and is now available in several US states, including Kentucky, New Jersey, Arizona, Florida and Colorado.

Separately, BETER said it has expanded its eFootball schedule with more than 4,200 monthly events “tailored to key US betting hours”. It also highlighted its Esports Odds Feed, which it says covers more than 450 tournaments globally and more than 40,000 pre-match and live events annually across titles including CS2, Dota 2, League of Legends and Valorant.

Adam Conway, General Manager of the Esports Business Unit at BETER, said: “Winning this award for the second year in a row is a proud moment for our team and a strong sign that operators continue to see the value of our esports products.

“Our products are built to give operators fast, reliable content that performs around the clock, not only during peak betting hours, while complementing traditional sports. That consistency is what makes the product so important in today’s sportsbook environment.

“We have continued to expand the portfolio, strengthen our US presence, and enhance our eFootball offering. Winning this category again reflects the trust that operators, partners, and the wider industry place in our products and people.

“This recognition reflects the dedication and expertise of teams across the business, including product development, trading, technology, integrity, operations, legal, commercial, marketing, and many others who contribute to our success every day. While we are proud of this achievement, it also motivates us to keep raising the bar, expanding further in regulated markets, and maintaining the high standards that have made BETER one of the industry’s leading providers of fast-paced betting content.”

The post BETER wins Esports Betting Supplier at EGR B2B Awards for second year appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Brazil

Esportes Gaming Brasil exec calls for ‘responsible sponsorship’ at BiS Brasília

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Esportes Gaming Brasil director Hugo Baungartner used a panel appearance at BiS Brasília (Brazilian iGaming Summit) to argue that sports and cultural sponsorships should be measured by their long-term impact, not just brand visibility. Baungartner spoke during the session “A Importância dos Patrocínios e das Leis de Incentivo para a Sustentabilidade do Esporte e da Cultura.”

During the debate, Baungartner said sector maturity requires a long-term approach that turns sponsorships into platforms for relationship-building and local ecosystem development, connecting with fans, consumers and communities.

He highlighted the group’s sports partnerships with Corinthians, Ceará, Náutico and Ferroviária, as well as support for Brazilian cultural events including Carnaval, São João and the Festival de Parintins. Baungartner said major events can move entire supply chains by boosting tourism, commerce and job opportunities, and pointed to the importance of working with local suppliers and professionals in Parintins to expand the positive impacts of sponsorship spending.

Baungartner also addressed challenges in Brazil’s regulated betting market, saying consolidation depends on governance, integrity and consumer protection, alongside efforts to combat illegal operators. He said advances in provider regulation and stronger financial traceability mechanisms are important steps to limit unauthorized activity and improve user security.

“Patrocínio responsável é aquele que cria conexão real com o público e deixa legado no território. No esporte e na cultura, isso significa investir com governança, transparência e propósito, fortalecendo um ecossistema que gera renda, emprego e oportunidades”, afirmou.

The post Esportes Gaming Brasil exec calls for ‘responsible sponsorship’ at BiS Brasília appeared first on Americas iGaming & Sports Betting News.

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