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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Brazilian Carnival
Esportes da Sorte transforms Carnival 2026 into a nationwide immersive experience
Leading Brazilian iGaming company Esportes da Sorte has transformed Carnival 2026 into a nationwide immersive experience, activating urban art installations, hydration stations and large‑scale attractions across nine cities in Brazil. As part of its expanded cultural engagement strategy, the brand is serving as an official sponsor in key Carnival locations and delivering experiential initiatives designed for revelers in the streets and major public spaces.
Esportes da Sorte’s nationwide platform builds on its history of investing in popular culture and public events, moving beyond traditional branding to create meaningful on‑site activations that enhance the urban environment and respond to the unique character of each city’s Carnival celebrations.
In Rio de Janeiro, the company’s efforts focus on the street Carnival experience with hydration points, cool zones and shaded areas in high‑traffic celebration routes. São Paulo’s megabloc circuits feature water trucks, hydration stations and on‑site urban support.
In Recife Antigo, one of Carnival’s cultural centers, Esportes da Sorte installed a standout Ferris wheel at Marco Zero, offering panoramic views of the festivities and historic landscape. Urban transformations like video mapping on iconic buildings and aerial installations along Rua Marquês de Olinda further blend public space with the Carnival experience.
Other cities such as Olinda and Salvador also feature tailored activations, including sensory design, refreshment tunnels and themed artistic displays that align with local traditions and festival dynamics.
In addition to physical structures, the initiative includes a robust communications strategy, sensory activations, public well‑being supports and content campaigns that amplify the carnival‑street experience across digital and traditional media.
According to Germana Casal, Production Coordinator at the Esportes Gaming Brasil Group, the goal is to “be present in a meaningful way at the country’s biggest popular celebration,” respecting each city’s identity and delivering initiatives that improve the Carnival experience for participants.
Esportes da Sorte’s Carnival 2026 project builds on the brand’s presence at more than 100 Carnival parties and street blocos in 2025, reinforcing its leadership role in Brazil’s largest cultural event and deepening its connection with urban celebration culture nationwide.
The post Esportes da Sorte transforms Carnival 2026 into a nationwide immersive experience appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
chess esports
Team Vitality announces E.Leclerc as new Main Partner
Team Vitality, one of France’s leading esports organizations, has announced a strategic new partnership with French retail giant E.Leclerc, naming the supermarket chain as the club’s Main Partner for 2026.
Under the agreement, E.Leclerc’s logo will feature prominently on Team Vitality’s international team jerseys, including rosters for League of Legends (LEC and LFL), Valorant (VCT EMEA), Rocket League, Rising Bees and Chess.
Shared Values and Fan Initiatives
The partnership aims to promote accessibility, wellness, and nutrition within the esports community, while bringing gaming culture into E.Leclerc retail spaces through immersive experiences, tournaments and activations designed to engage fans across France.
Team Vitality’s holistic wellbeing program, KARE, which supports performance, nutrition and mental health, aligns closely with E.Leclerc’s focus on responsible lifestyle initiatives. Together, they plan to champion inclusivity, provide unique gaming opportunities, and celebrate esports culture in both digital and physical environments.
With a global audience exceeding 10 million followers, Team Vitality’s influence in competitive gaming makes this partnership a landmark moment for both brands. E.Leclerc’s commitment to youth engagement and cultural connection positions the retailer as a significant non‑endemic supporter of the growing esports ecosystem.
Nicolas Maurer, CEO and Co‑Founder of Team Vitality, described the alliance as a historic milestone that will broaden esports’ reach across everyday life in France and reinforce its cultural legitimacy.
The post Team Vitality announces E.Leclerc as new Main Partner appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
AI chatbot esports
G2 Esports and Theta Labs Launch AI Agent Sami
G2 Esports has partnered with Theta Labs to launch “Sami,” a next-generation AI agent designed to enhance fan engagement across multiple competitive esports titles.
The AI-powered assistant will provide G2’s global fanbase with instant access to match schedules, player stats, team rosters, tournament standings, and real-time competitive updates. Sami supports major titles including League of Legends, Counter-Strike 2, VALORANT, Tom Clancy’s Rainbow Six Siege, and Call of Duty.
Accessible via the official G2 website and Discord starting February 17, Sami is built to deliver accurate, always-on responses to fan queries in natural language. From tournament updates to player performance metrics and G2-specific trivia, the AI agent reflects the organization’s unique brand voice and competitive culture.
AI-Powered Fan Engagement at Scale
Sami is trained and deployed using Theta EdgeCloud’s hybrid cloud-edge infrastructure, which integrates over 30,000 distributed edge nodes with cloud services from Google Cloud and Amazon Web Services. The system delivers approximately 80 PetaFLOPS of GPU compute power, enabling real-time processing and analysis at significantly reduced costs compared to traditional centralized cloud platforms.
The AI infrastructure dynamically assigns workloads to high-performance GPUs, including NVIDIA A100 and H100 cloud GPUs, as well as RTX 3090 and 4090 desktop GPUs, optimizing performance and cost efficiency. This decentralized architecture allows G2 to scale fan engagement globally while maintaining low latency and high reliability.
Strengthening Esports AI Innovation
Theta Labs has rapidly expanded its presence in the esports industry, powering AI-driven fan experiences for organizations such as Cloud9, FlyQuest, Evil Geniuses, NRG, Gen.G, Dignitas, 100 Thieves, Method, and Team Heretics.
According to Mitch Liu, CEO of Theta Labs, esports fans increasingly demand instant access to team data and competitive updates. AI agents like Sami enable organizations to provide 24/7 automated engagement while maintaining a unique community personality.
Sabrina Ratih, COO of G2 Esports, emphasized that Sami is more than a standard chatbot. Built to reflect G2’s playful and competitive tone, the AI assistant combines advanced machine learning with brand-driven communication to deliver both entertainment and functionality.
The Future of AI in Esports
The launch of Sami positions G2 Esports at the forefront of AI-driven fan engagement in competitive gaming. By leveraging decentralized GPU infrastructure and blockchain-powered cloud computing, the partnership with Theta Labs signals a broader industry shift toward scalable, cost-efficient AI solutions for esports organizations.
As AI integration becomes a competitive differentiator in esports, solutions like Sami are expected to redefine how teams interact with their global communities in real time.
The post G2 Esports and Theta Labs Launch AI Agent Sami appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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