eSports
Copper Box Arena, the Home of eSports, as the Positive effects of gaming are revealed in new study

Better gyms and leisure surveyed over 2,000 people in the UK, including almost 1,000 gamers, on the benefits of gaming and their perceptions of what a gamer is.
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95% underestimate the physical activity and training regimes of pro gamers.
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86% of people in the UK don’t think eSports athletes deserve the same recognition and respect as traditional athletes.
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Non-gamers get just 12 minutes more sleep per night than gamers.
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Over a third of gamers say their attention has improved since starting gaming.
Copper Box Arena on Queen Elizabeth Park in East London celebrated it’s 10 year anniversary this year and is fast becoming the home of eSports in the UK, with a new study revealing the diverse image of gamers and eSports professionals across the country, as well as a host of positive impacts associated with gaming.
The research from Better, operators of the Copper Box Arena, found that 96% of gamers report positive impacts in their day-to-day lives, with benefits including improvements to their attention span (33%), stress relief (50%), a sense of escapism (48%), and improved mental health (30%). For many, gaming allows players to connect with others online and temporarily escape the stresses of the real world, with Copper Box Arena providing a huge platform for the gaming community to share in these benefits.
Copper Box Arena is drawing in avid eSports fans from all over the world, and Stuart Hutchison, General Manager at Copper Box Arena, said: “We’re immensely proud to be part of the emergence of eSports. Copper Box Arena is rapidly becoming the home of eSports in the UK after hosting huge tournaments such as League of Legends, Apex Legends, and Call of Duty: Warzone Global Series Finals already this year.”
86% of people in the UK don’t think eSports athletes deserve the same recognition and respect as traditional athletes.
Despite the gaming industry’s rapid growth and the evident benefits of gaming, the study revealed that there is still some way to go to convince non-gamers, with many misconceptions of gaming still prevalent.
Overwhelmingly, 86% of respondents in the UK do not believe that eSports athletes deserve the same recognition and respect as traditional athletes. Furthermore, only one in five respondents viewed eSports as a legitimate form of competitive sport compared to traditional sports like football and rugby, and almost 9 in 10 Brits were unwilling to accept eSports into the Olympics.
Additionally, over half of the UK population (54%) believes gaming can cause some form of social isolation, and three in 10 feel it would encourage poor mental health. While our study showed gamers were actually spending more time outside than non-gamers, Brits still believe gaming would lead to a lack of exercise (58%), an unhealthy lifestyle (47%), and a poor diet (42%).
However, there is a glimmer of hope for eSports enthusiasts, as a quarter of Brits believe that eSports has the potential to attain the same level of popularity as traditional sports in the future, signifying potential growth amongst fans of the industry.
Commenting on the comparison, Nathan David, Head of Foundation at the College of eSports (CoEs), which offers innovative and practice-focused degrees in a range of international eSports business areas, said: “If you speak to any performance athlete, they will tell you that despite the physical aspect of sport and competition being key, the mental and psychological factors are just as important; dealing with stress and performing under pressure are two parallels often referred to.
“I think you will see an attitude change in the perception of eSports over the next 5 to 10 years or so as misconceptions and further understanding of our industry is addressed.”
Non-gamers get just 12 minutes more sleep per night than gamers.
The prevailing stereotype of gamers as isolated, sedentary individuals glued to screens has long persisted. However, the research reveals that gamers actually spend longer on average outside each day than non-gamers. With regards to sleep, over half (56%) of Brits felt gaming would encourage a lack of sleep. However, non-gamers stated they get an average of just under six and a half hours a night, compared to gamers’ six hours and 16 minutes, revealing a minuscule 12-minute difference between the two.
Nathan David said: “We always promote a healthy, balanced lifestyle that includes promoting your wellbeing socially, mentally, and physically. It is undeniable that gaming is almost entirely sedentary, but it is achievable to still be physically and mentally healthy despite playing games. Good sleep/recovery, a balanced diet, and physical activity are necessary in all forms of life, including for esports players or gamers.”
eSports
Esports Charts Becomes Official Viewership Analytics Partner of StarLadder Budapest Major 2025

Esports Charts, the leading esports viewership analytics provider, has partnered with StarLadder, a pioneering tournament organiser. The Budapest Major 2025 marks a highly anticipated comeback for StarLadder, as it is their first Counter-Strike Major since 2019 and a significant return to the top-tier esports arena.
As the official analytics partner of the StarLadder Budapest Major 2025, Esports Charts will provide comprehensive, real-time audience data and insights throughout the event. This will empower organisers, teams, sponsors and fans with unparalleled transparency and a deeper understanding of the tournament’s global reach.
Artyom Odintsov, Co-founder and CEO of Esports Charts, said: “We are thrilled and proud to provide viewership analytics for StarLadder for the Budapest Major 2025. Since both Esports Charts and StarLadder are Ukraine-born companies, we share similar values and deal with similar challenges, which brings us even closer.
“It’s genuinely exciting to follow how viewership will develop at this Major. But knowing the expertise, drive, and passion that the organizers are bringing, I have no doubt we’ll witness some incredible things happen in Budapest.
“Esports Charts has always been driven by a mission to provide the esports community with accurate, actionable data, and we look forward to showcasing the impact and audience engagement of this world-class event.”
StarLadder has been a driving force in global esports for almost 15 years now, since hosting its first tournaments in 2011. Renowned for its innovation and reliability, the company has organised some of the industry’s most iconic events. These include the StarLadder Berlin Major 2019, which accumulated over 44 million hours watched and remains in the top 10 CS events by this metric, and the legendary StarSeries tournaments which started back in 2012.
Viacheslav Shcherbakov, Sales and Partnerships at StarLadder, said: “We’ve been working with Esports Charts since their founding and have always valued their professionalism and integrity. In a market where reliable data is essential, Esports Charts provides honest, transparent numbers, exactly the kind of insights sponsors and stakeholders rely on when assessing the potential reach of a World Championship event.
“We’re confident that this partnership will result in a high-quality analysis of our tournament’s performance and the audience data we’ll report to our partners. It’s a collaboration built on trust, shared values, and a deep understanding of what it takes to elevate esports to the next level.”
The Starladder Budapest Major 2025 will be held from November 24 to December 14 in Budapest, Hungary. The event will bring together the world’s top 32 Counter-Strike 2 teams to compete for a $1.25 million prize pool and one of the most prestigious titles in esports.
The post Esports Charts Becomes Official Viewership Analytics Partner of StarLadder Budapest Major 2025 appeared first on European Gaming Industry News.
Claire Hungate
Mirage Digital Announces Partnership with Team Liquid

Mirage Digital, the next-generation content studio shaping the future of digital entertainment, announced a groundbreaking partnership with global eSports organization Team Liquid. With over 35 million social media followers across platforms, 100+ championship titles with its over 120+ players and content creators worldwide, Team Liquid is the highest earning eSports team in the world to launch a 24/7 live-streaming programming experience surrounding the fan-favorite World of Warcraft: Race to World First event.
Mirage has created a new content monetization model for creators and enterprising entities, unlocking previously untapped non-traditional revenue streams. The company helps its clients with repurposing, redistributing, licensing, and selling content across numerous platforms and territories. Resulting in over a million dollars for its eclectic roster of over 300 creators, the company leverages its extensive creator network and expertise in original content development, to redefine digital content syndication. Mirage Digital is bridging the gap between creators and enterprise opportunities by sourcing high-quality content from creators and repurposing it for expanded deal flow and pipeline of distribution across OTT and FAST platforms.
Team Liquid, coming off a championship win in March, is set to make history with its most ambitious Race to World First campaign yet, with live coverage kicking off in July. For the first time, the tournament and its surrounding content will be broadcast beyond Twitch to OTT and FAST audiences, expanding access for new and longtime fans alike.
“This launch marks a huge moment not just for Team Liquid, but for the future of all eSports and creator content. We’re unlocking a format that merges always-on content with world-class competitive play, giving fans a reason to tune in every hour of every day. This is a monumental moment for both television networks and eSports to recognize the boundaries they are breaking in both parallels,” said Griffin Haddrill, Founder of Mirage Digital.
The multi-day broadcast includes full tournament coverage alongside exclusive behind-the-scenes content, player profiles, real-time strategy breakdowns, and each day’s highlights – providing an unprecedented level of access to Team Liquid’s journey and personalities within the event.
Team Liquid will bring its world-renowned Race to World First event to new audiences with a livestream on The Roku Channel in late August. Widely regarded as one of the most thrilling competitions in MMORPG gaming, Race to World First draws millions of global viewers eager to watch elite teams battle for supremacy in World of Warcraft. Known for pushing the boundaries of eSports entertainment, Team Liquid is once again innovating – this marks the first time the iconic event will be available via a dedicated OTT streaming platform, giving fans an even more immersive viewing experience.
“This collaboration is the result of our mission to re-imagine where and how gaming and creator content lives. All parties saw an opportunity to take one of the most anticipated eSports events of the year and expand its reach to new audiences through OTT and FAST distribution. This is about creating long-term value for teams, fans, and platforms alike—and Race to World First is just the beginning,” said Robin Bigge, Co-CEO of Mirage Digital.
“This is a historic evolution in how we bring eSports to the world. We’ve built a legacy on competitive excellence, and this partnership lets us showcase the heart, hustle, and humanity of our players in a way we’ve never done before—24/7, across every screen,” said Claire Hungate, President & COO of Team Liquid.
This moment also marks the first time Team Liquid has programmed content specifically for a FAST Channel, a move that speaks to the maturation and crossover appeal of eSports for general audiences.
The post Mirage Digital Announces Partnership with Team Liquid appeared first on Gaming and Gambling Industry in the Americas.
eSports
Mastercard Extends Partnership with Esports World Cup 2025

The collaboration will introduce a range of immersive on-ground activations, Priceless Experiences and seamless payment solutions to enhance the fan journey
The Esports World Cup Foundation (EWCF) announced the return of Mastercard as an official event supplier for the 2025 Esports World Cup, the world’s largest esports event, set to take place in Riyadh, Saudi Arabia, from July 7 to August 24. The renewed partnership underscores Mastercard’s continued commitment to elevating digital experiences, championing youth engagement, and supporting the Kingdom’s rapidly growing gaming ecosystem.
Through the collaboration with the Esports World Cup, Mastercard will introduce a range of immersive on-ground activations and seamless payment solutions designed to enhance the overall fan journey. This will include creating a bespoke version of the Mastercard Gamer Academy, where Mastercard, in collaboration with G2 Esports and Esports World Cup, designed a one-of-a-kind experience that will provide 10 successful applicants with the opportunity to be mentored by professionals on how they could pursue a career in esports. Further, fans can collect Priceless Points by interacting with the games and activities available at the Mastercard booth for the chance to win ultimate gaming gear that will be rewarded to the top scoring players. Further, there will be live appearances by G2 Esports players to be hosted as fireside chats to talk about areas like pro esports. The brand’s presence will emphasize the intersection of technology, gaming, and culture, anchored by initiatives that highlight and support local Saudi talent.
“Mastercard’s return as a partner reflects the Esports World Cup’s evolution from a tournament into a global cultural platform,” said Mohammed Al Nimer, Chief Commercial Officer, Esports World Cup Foundation. “Together, we’re creating impactful experiences that go beyond gameplay, uniting youth empowerment, digital inclusion, and immersive fan engagement. Mastercard’s focus on Priceless experiences and innovation makes them an ideal partner to help us inspire the next generation of gamers and connect with fans in meaningful and memorable ways.”
Saud Swar, Country Manager, Saudi Arabia, Bahrain, Jordan and other Levant, Mastercard added, “We are proud to deepen our partnership with the Esports World Cup Foundation as we continue to unlock the potential of gaming in the Kingdom. In line with Saudi Vision 2030, Mastercard is committed to connecting people to their passions, driving innovation, and inspiring the next generation. Our priceless experiences help empower youth, promote digital inclusion, and celebrate Saudi Arabia’s vibrant esports culture.”
This partnership builds on Mastercard’s long-standing global support for the gaming and esports industry, including its strategic sponsorship of Riot Games’ League of Legends and VALORANT. It reinforces Mastercard’s leadership in digital payments and its role in shaping future-facing experiences through youth engagement and innovation.
The 2025 Esports World Cup will host 25 tournaments across 24 game titles, bringing together over 2,000 elite players and 200 Clubs from more than 100 countries. With a record-breaking prize pool of over $70 million, the event will offer fans a comprehensive entertainment experience, from high-stakes competition and live music to anime cafés, retro arcades, cosplay showcases, and more, cementing Riyadh’s position as a global esports and entertainment hub.
The post Mastercard Extends Partnership with Esports World Cup 2025 appeared first on European Gaming Industry News.
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