eSports
The future of Esports: Video games to be played at Olympics and Glastonbury by 2050, experts predict
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
The World of Esports Unites: 136 Nations Registered for 2025 Season
The International Esports Federation (IESF) is thrilled to announce a major milestone as 136 nations have officially registered for the National Qualifiers of the 2025 esports season. This record-breaking level of participation underscores the remarkable growth and global appeal of esports, uniting athletes and fans from every corner of the world under one shared passion.
The National Qualifiers, which commenced on January 15, 2025, mark the start of an exciting journey for millions of athletes. Competing across a diverse range of PC, mobile, and console titles, these athletes are fighting for the opportunity to represent their nations on the largest stage of esports.
Highlighting the significance of this achievement, IESF General Secretary Boban Totovski stated:
“The participation of 136 Member Federations in this year’s National Qualifiers is an extraordinary accomplishment. It reflects the deep passion, dedication, and unity within the global esports community. We eagerly anticipate witnessing the emergence of this year’s national champions and the incredible talent that will define the 2025 season.”
As IESF celebrates its 16-year legacy, the 2025 season is another step forward in showcasing esports as a powerful unifying force. The federation remains committed to supporting the growth of the esports ecosystem, encouraging the next generation of athletes, and celebrating the diversity within the global esports community.
The 2025 season will bring nations together to honor the competitive spirit and creativity of esports. With 136 nations involved, IESF reaffirms its dedication to fostering collaboration, inspiring excellence, and showcasing the exceptional talent of athletes from all over the world.
The journey to an unforgettable year in esports has begun, as IESF continues to bring the world closer through the shared passion for competitive gaming.
The post The World of Esports Unites: 136 Nations Registered for 2025 Season appeared first on European Gaming Industry News.
eSports
DATA.BET Reflects on 2024 Milestones, Growth, and Achievements
With the start of the year behind, the company reflects on the key milestones.
Business Development
In 2024, the company experienced significant expansion, reflecting the increasing demand for progressive esports betting solutions. The total volume of bets processed grew by 74.2%, aided by the efficiency and dynamic scalability of the company’s trading team, alongside new collaborations from partners and clients. Otto Bonning, Head of Sales, said: “Our new partnerships with companies such as Altenar, NuBet, Airhead Ventures, and TurboStars have significantly strengthened the portfolio. These collaborations demonstrate our expanding influence and commitment to delivering exceptional solutions in the esports betting industry”. Clients also experienced an improvement in GGR, demonstrating the impact of the solutions on profitability.
The company’s user engagement rates also reflected the sizable uplift seen in 2024, with active users rising by 97.3% and average bet size increasing by 7%. Meanwhile, DATA.BET continued to broaden its presence in key markets, including Canada, Brazil, Finland, and Poland, further strengthening its global reach.
Esports Trading and Content Coverage
DATA.BET focused on strategic growth, enhancing its esports content to offer prosperous and dynamic opportunities for clients and their users.
Making focused improvements in popular markets resulted in growth. “We’ve expanded our offerings by adding 38 new markets, creating more opportunities for bettors and driving engagement,” said Thomas Donson, Head of Trading. “Our event coverage has also grown by 11%, adding over 10,000 events to ensure a more diverse and comprehensive experience. Ensuring 24/7 trading process, DATA.BET offers the highest quality market availability.”
The trust earned through high-quality product features, including the new Scoreboard and Pitch Tracker widgets, as well as the Bet Builder based on official data, all launched in 2024, has been instrumental in enhancing the customers betting experience. Scoreboards deliver detailed statistics, interactive visualizations, and comprehensive insights, helping users make informed decisions while boosting engagement through features like live betting, analysis, and availability for LoL, CS2, Valorant, and Dota 2.
Pitch Tracker, supporting our top tier titles, offers a 2D map as a visual representation with advanced tools for data analysis and in-game tracking, delivering detailed insights that enhance user engagement and decision-making. Additionally, the Bet Builder enables personalized betting by allowing users to combine multiple selections into a single wager, meeting the demand for tailored and dynamic betting experiences.
DATA.BET also broadened the scope of disciplines, adding 6 new games, such as Deadlock, Street Fighter 6, GeoGuessr, Teamfight Tactics, Hearthstone, Apex Legends, complementing client content with distinctive choices that amplified diversity and engagement.
Customer Support & Risk Management
The company provides a seamless customer experience and robust Risk Management, continuing to deliver swift and practical assistance.
With an average response time of up to 5 minutes, the dedicated team remains extremely efficient, addressing client concerns promptly while maintaining the highest quality standards. Between Q2 and Q4, handled around 1,500 client requests and completed more than 150 technical tasks effectively and precisely, ensuring high-quality 24/7 support and maintaining consistent service standards.
This is due to our proprietary trading platform that enables the generation and customization of content – specifically, markets – to align precisely with each partner’s distinctive requirements while accommodating their existing settlement rules. This approach ensures a seamless transition to the solution, eliminating the need for adjustments or reconfiguration after working with a previous data provider.
DATA.BET’s Risk Management team efficiently handled over 1,700 client requests. Over time, the number of requests from long-term clients noticeably decreased. The team’s familiarity with clients’ audiences and operations reduces risks through proactive measures. By identifying patterns early, the team prevents issues, ensures smooth operations, reduces reactive interventions, and builds client trust while improving system efficiency.
In 2024, DATA.BET strengthened its presence in the esports betting industry by showcasing its solutions and engaging with audiences at premier exhibitions, immersing attendees into the vibrant world of esports. Moving into 2025, DATA.BET remains focused on leveraging this momentum to drive further success and prospects for everyone involved in esports betting.
The post DATA.BET Reflects on 2024 Milestones, Growth, and Achievements appeared first on European Gaming Industry News.
eSports
GIANTX launches jersey and membership for 2025
The global esports organization GIANTX has launched its new jersey for 2025. This jersey will be worn by professional players from the different teams within the organization in their national and international competitions this year.
The color blue takes center stage in a design that evolves the wave pattern used in the previous collection. The jersey is already available on GIANTX’s official channels and will debut in competitive play this week with the first matches of League of Legends and Valorant.
As a novelty, the new GIANTX jersey pays homage to its history by including an ‘08’ on the front of the collar. 2008 marks the founding year of the Málaga-based club Giants, whose merger with the British Excel led to the creation of GIANTX, one of the longest-standing esports brands in Europe.
This jersey is part of a collection that also includes hoodies and other products available in both blue and black. It is not the only new offering from GIANTX for its fans and video game enthusiasts.
In esports, fan loyalty goes beyond the action on the server. It’s about building community, offering added value, and connecting with the audience authentically. For this reason, GIANTX has launched an exclusive membership for fans of the club or esports in general who purchase the giants’ skins in Valorant.
The GIANTX VCT Membership offers unique rewards such as access to giveaways, gifts, passes to learning platforms for professionals, meet-and-greets with players and creators, and even trips to Berlin to support the team kicking off the Valorant Champions Tour this Wednesday. The skin pack is already available in the game.
With the launch of this GIANTX package in Valorant—one of the most-played games in the world with over 20 million active users, developed by Riot Games—the club takes another step in one of the most solidified club-fan relationships on the continent.
These announcements set the stage for the return to competition, which kicks off in style this week with the start of the League of Legends EMEA Championship (LEC), Valorant Champions Tour (VCT), and Spain’s Superliga by Liga de Videojuegos Profesional (LVP).
The post GIANTX launches jersey and membership for 2025 appeared first on European Gaming Industry News.
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