eSports
AdColony Survey Findings | Mobile Usage During eSports
Esports is a fast-growing industry that involves professional, competitive video gaming between individuals or team players, often in an organized league. Viewers can tune in to watch these competitions on sites like Twitch and YouTube, streaming them live or watching later. AdColony wanted to discover how users are watching esports, what they are doing while watching, and how they feel about brand advertising and sponsoring teams and during broadcasts. Discover more about esports viewers and their mobile activities from the Esports Survey, and keep scrolling to see the infographic!
According to GWI’s latest research, by 2023 there will be 646 million esports viewers globally and almost $1.8 billion in revenue generated. When users could not engage with traditional sports as much during the pandemic, esports took off as an entertainment replacement, and this new activity is here to stay. GWI also indicates that esports viewership is not just for Gen Z and Millennials, as 38% of Gen Xers also follow esports indicating that they attract users of all ages, not just the younger generations. When thinking about esports as an activity, 40% of viewers think of gaming as just as legitimate a pastime as traditional sports like football or basketball.
Highlights from the Study
Users of all genders watch esports — Esports appeals to people of all genders as respondents who said they watch esports at least once a month were split pretty evenly with 44% female and 56% male viewers.
Mobile is one of the top devices for watching esports — 31.1% of users responded that they watch esports on a Mobile Device, which is slightly above Connected TV (Apple TV, Roku, Chromecast) at 30.5%. Desktop or Laptop Computer follows those two platforms with 20% of respondents viewing esports through this channel.
Almost half of viewers agree it’s important to keep up with esports on multiple devices — 46% of users plan on watching and keeping up with esports information on more than one device. In addition, users are likely to be playing games on a mobile device while also watching esports with 26% of users responding that they play mobile games while watching esports, following browse social media (45%) and text (41%).
Viewers are more likely to play games on mobile while watching esports — 40% of respondents indicated that they are playing a game on mobile, which is up 10% from the viewers who said they would play a game on a computer while watching esports.
Brands can make a significant impact by advertising through esports — 61% of esports viewers said they would research a brand they saw featured while watching esports, and 45% of viewers believe that brands featured in esports are ahead of the curve. What’s more, 31% of viewers are likely to look up an ad that aired during esports and watch it again.
Brands that work to be featured in esports and sponsor teams can reach a valuable audience that is receptive to brand advertising and ready to connect with innovative ideas and creative content. Moreover, this audience will take the time to research brands that they felt made an impact and learn more about the brands and products that they saw while viewing esports.
Brands looking to reach an engaged audience should continue to value mobile games as a prime channel for advertising as a wide variety of users are viewing esports on mobile devices and also playing games on mobile while watching esports. Viewers are keeping up with esports across more than one device, creating even more touchpoints for brands to connect with users. Users who are playing games on a mobile device are actively engaged with their device, in a good mood, and receptive to brand messaging. Users playing mobile games are more likely to be engaged with brand messaging since they are actively interacting with their mobile device instead of passively consuming content through communication tools like text, social media, email, etc. Many consumers are watching esports, and when they are doing so, they are looking to mobile devices to watch the game, stay informed, and be entertained throughout the streaming process, so brands can leverage this space to interact with more consumers and create conversions.
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eSports
Sportradar flags AI, payments and integrity as World Cup 2026 pressure points in LatAm
Sportradar is positioning the 2026 World Cup (June 11 to July 19, 2026), hosted across the United States, Canada, and Mexico, as a major acquisition moment for Latin American sportsbooks—while warning that the expanded tournament format will raise operational and risk demands. In a “World Cup Report 2026,” the company highlights a 48-team field, 104 matches and a “favorable time zone” for Latin American audiences as factors likely to drive spikes in deposits and in-play betting activity.
The report cites the tournament organizer’s projection of approximately 6 billion engagements across traditional TV, streaming, digital platforms, and public screenings, with streaming and mobile consumption expected to represent over 30% of total audience. Sportradar also points to broader consumer intent data it references: around 60% of consumers plan to bet online or via mobile apps during the tournament, including nearly 19% who plan to bet for the first time.
Operationally, Sportradar argues the expanded match schedule increases exposure: “More matches mean more in-play betting windows, greater liability exposure, and higher volatility.” It also frames payments and product depth as differentiators, citing Brazil’s PIX instant payment system as an example of local rails shaping user expectations and internal efficiency, and pointing to growth in Parlays and Bet Builders among its operator partners.
On market context, the report highlights Brazil entering “its first full event cycle under a licensing framework,” stating the regulated market generated R$37 billion (approximately US$ 7.3 billion) in gross gaming revenue in 2025. It adds that Brazil is projected to account for approximately 10% of global betting handle during the tournament.
Sportradar’s recommended strategy centers on three pillars—enhanced betting experience, deeper fan engagement, and “an ecosystem of uncompromising integrity”—with artificial intelligence positioned as the cross-cutting enabler. The company says its Universal Fraud Detection System (UFDS AI) analyzes “over 30 billion odds movements” annually from more than 600 operators, and claims modern manipulation trends are concentrated in live betting, stating approximately 89% of cases target in-play markets. It also says that in 2025, “AI drove a 56% increase in detections.”
The post Sportradar flags AI, payments and integrity as World Cup 2026 pressure points in LatAm appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
eSports
G2 partners with PUBG MOBILE Esports to scale Western Europe competition
Deal starts with the 2026 PMCO Western Europe Wildcard and adds a JanickaGaming ambassador program.
G2 and PUBG MOBILE Esports have announced a partnership aimed at growing the PUBG MOBILE esports ecosystem in Western Europe, the companies said on June 15, 2026 in Berlin.
The partnership begins with the 2026 PUBG MOBILE Club Open (PMCO) Western Europe Wildcard, with registration open now. G2’s in-house media and production unit, 62, will support tournament operations and community activations, spanning creator campaigns, media buying, and event management.
The first major activation under the agreement will be the 2026 PUBG MOBILE Global Open (PMGO) Western Europe Finals, scheduled for 11–13 September, with registration opening today, according to the announcement.
The companies are also launching an ambassador program for the region, naming German PUBG MOBILE content creator JanickaGaming as the Western Europe ambassador. PUBG MOBILE said she will stream PUBG MOBILE weekly and cover esports topics and tournaments alongside her existing social content.
“PUBG MOBILE has built something really special over the years. It’s one of the biggest games in the world and one of the most impressive esports ecosystems,” said Alban Dechelotte, CEO of G2.
Shaowei Chen, Head of Western Europe Publishing at PUBG MOBILE, added: “Western Europe represents one of the most promising growth frontiers for PUBG MOBILE esports, and G2 stands as a great strategic partner to drive this expansion.”
The post G2 partners with PUBG MOBILE Esports to scale Western Europe competition appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Asia
Mitrabha Guha qualifies for Esports Nations Cup 2026 Chess alongside Nihal Sarin
Grandmaster Mitrabha Guha has secured India’s second Chess slot for the Esports Nations Cup (ENC) 2026 after topping the regional qualifier, completing the country’s two-player contingent alongside Grandmaster Nihal Sarin. The ENC 2026 Finals are set for Riyadh, Saudi Arabia, with Chess scheduled from November 2 to 8, 2026.
ENC 2026 Chess will feature 128 players competing for a USD 600,000 (~INR 5.7 crore) prize pool. The format starts with a round-robin group stage across 16 groups of eight players, before 64 players advance to a single-elimination playoff bracket, culminating in the final on November 8.
According to the release, 64 of the 128 players received direct invitations via the official Champions Chess Tour (CCT) rankings, with representation spanning 64 countries and territories. Confirmed names include Magnus Carlsen, Jan-Krzysztof Duda, Alireza Firouzja and Hikaru Nakamura. The field also includes Alexandra Kosteniuk and Mai Narva, described as the first women to officially qualify for the event. A further 61 players qualified through Chess.com-operated regional qualifiers, with three wildcard slots rounding out the field.
India’s second slot was determined through the Middle East, India, and Central Asia pathway, which began with an open nine-round Swiss event for verified titled players under a 10+0 rapid time control, followed by a double-elimination bracket. Guha finished the Swiss stage as the only unbeaten player (six wins, three draws), then defeated Syria’s Malek Koniahli and Iran’s Artin Ashraf in the upper bracket to clinch qualification.
Speaking about his qualification, Grandmaster Mitrabha Guha said, “The regional qualifier was challenging from start to finish. Chess has become an increasingly important part of the global esports ecosystem, and the Esports Nations Cup is a great reflection of that growth. The tournament will bring together some of the strongest players from around the world, so preparation will be key. Over the coming months, my focus will be on refining different aspects of my game and ensuring I am ready to perform at my highest level when the competition begins”
Beyond Chess, NODWIN Gaming, identified as India’s National Team Partner for ENC 2026, has announced national team rosters for DOTA 2, MOBA Legends: 5v5! and Rocket League, with regional qualifier windows listed as June 29-July 1 (DOTA 2), August 15-16 (MOBA Legends: 5v5!, if India misses a direct invite), and July 17-19 (Rocket League).
The post Mitrabha Guha qualifies for Esports Nations Cup 2026 Chess alongside Nihal Sarin appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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