eSports
1xBet to take esports betting to new heights in 2021
After winning SBC’s Esports Operator of the Year award in 2020, the 1xBet Team is looking forward to developing its offer with new partnerships and tournaments over the next 12 months as the esports market continues to flourish.
Casino Review: How exciting is it for the company to win Esports Operator of the Year?
1xBet Team: We are pleased with the results and intend to keep moving forward. Winning the SBC Award is the result of hard work and improvement. The results of the year showed that we offered players the best opportunities for betting on esports.
We reinforced our interest in esports both with a broad line and top partnerships with NAVI and Cascade.
1xBet intends to develop this direction of betting and retain the best esports operator’s title already in 2021.
CR: How important has esports become to 1xBet’s big picture in recent years? Has this accelerated this year?
1xBet Team: Esports has become part of the wide range of entertainment that 1xBet offers. Recognition of reputable awards proves that for us, this is not just another discipline in the line.
In 2020, many significant tournaments took place with huge prize money and millions of viewers. In the organization of some events, 1xBet was directly involved, as it was in the NAVI’s show match between the legends and the current CS: GO roster.
We see the interest of a significant part of the audience in this area, and therefore we offer users the most exciting promotions and events for betting.
CR: Is there a difference between your average esports bettor and your average football bettor? What’s the main challenge to converting esports fans into bettors, and how does 1xBet overcome it?
1xBet Team: Any discipline has its target audience, which may have its characteristics. Esports fans are somewhat younger than football fans. This is supported by numerous studies that show the average football fan is growing in age.
Otherwise, esports fans, like football fans, also want to test their forecasting skills, support idols, or just make money on the bet.
We know the esports audience’s values, and therefore we offer them what is of interest to them. For example, contests for the recently released Xbox Series X and Sony Playstation 5. What gamer doesn’t want to win a new console?
CR: What obstacles does the esports market face right now? Are game publishers becoming more open to working with betting companies?
1xBet Team: If we talk about esports betting, now, on the contrary, it is a very favorable environment for development. Dozens of tournaments are held every day; teams enlist the support of sponsors. Today bookmakers are contributing to the development of esports.
As far as game developers are concerned, this is a partnership issue. We would love to collaborate with a developer if the opportunity presents itself.
CR: With technology being a huge driver behind the advancement of esports, how bright is the future of esports, and what developments – tech or otherwise – are the 1xBet team most looking forward to?
1xBet Team: Cutting-edge technology doesn’t have a big impact on the development of esports. Accessibility and speed of work are what games strive for, which claim to be an esports discipline. This is a product that will run on medium systems and will be comfortable to play.
Today, Dota 2 and CS: GO are still among the most popular cyber disciplines, which will soon celebrate their 10th anniversary. We would like to see new solutions that could compete with these legendary games. The emergence of new fields would give a new impetus to the development of esports since this area is now developing quantitatively, but not always qualitatively.
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Astana
Astana to host IESF World Esports Championship 2027
IESF signs host agreement with Kazakhstan’s Ministry of Tourism and Sports and the Qazaq Cybersport Federation in Astana.
Astana has been confirmed as the host city for the IESF World Esports Championship 2027 (WEC27), following a host agreement signing ceremony involving the International Esports Federation (IESF), the Ministry of Tourism and Sports of the Republic of Kazakhstan, and the Qazaq Cybersport Federation.
IESF said the event is expected to draw participation across more than 150 IESF Member Federations through the qualifiers, with national teams competing via IESF-recognized national member structures.
“WEC27 will be more than a championship. It will be a global celebration of nations, athletes, and the future of esports,” said Vlad Marinescu, President of IESF. “For every player, there is no greater honor than competing under their national flag and officially representing their nation on the world stage. That is what makes the World Esports Championship so powerful and so unique. In 2027, Astana will welcome the world and proudly stand as the Esports Capital in the World of Esports, uniting our Member Federations, athletes, fans, and communities. Kazakhstan has shown remarkable vision, ambition, and commitment, and we are confident that WEC27 will deliver an unforgettable championship and a lasting legacy for the global esports family.”
Yerbol Myrzabosynov, Minister of Tourism and Sports of the Republic of Kazakhstan, said: “We are honored that the International Esports Federation has entrusted Kazakhstan with hosting the World Esports Championship 2027. This reflects the confidence in our country’s ability to deliver an event of the highest international standard. Hosting WEC27 reinforces our commitment to advancing esports and creating new opportunities for young people through sport, technology, education, and international cooperation. We look forward to welcoming the World of Esports to Astana and showcasing Kazakhstan as a destination capable of delivering world-class international events.”
Kuanyshbek Yessekeyev, Chairman of the Board of Trustees of the Qazaq Cybersport Federation, added: “We sincerely thank the International Esports Federation for the trust and confidence placed in Kazakhstan to host the World Esports Championship 2027. This is a historic milestone for our esports community and a testament to the progress we have achieved together with our partners. Alongside IESF, the Ministry of Tourism and Sports, and our national stakeholders, we are committed to delivering an outstanding championship for athletes, fans, and the World of Esports. WEC27 will inspire future generations, accelerate the growth of esports in Kazakhstan, and strengthen our country’s position as a leading esports and digital innovation hub.”
IESF said more details, including schedule, qualification pathway, venues, official titles, ticketing, and the event program, will be announced in the coming months via its official channels.
The post Astana to host IESF World Esports Championship 2027 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
BLAST
BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth
Esports and live events operator says it stayed profitable in 2025 and plans 15 arena events across 13 cities in 2026.
BLAST has opened a New York City headquarters in Brooklyn as the company reported record growth and profitability in 2025, including more than $133 million in revenue and over 40% year-over-year growth.
The new U.S. headquarters is located at 45 Main Street in Brooklyn within a shared 55,000-square-foot office space. BLAST said the hub will support partnerships, live events and commercial growth across North America as it expands its U.S. operations.
The North American push is being led by Chief Business Officer Leo Matlock, who has relocated to New York, alongside Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.
BLAST said it has staged seven tier-one esports events in North America over the past 16 months, across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City. The company cited “more than $102 million” in economic impact from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. It also recently announced the Rocket League World Championship will return to Fort Worth in September 2026.
In 2025, BLAST said its broadcasts delivered more than 2 billion live views globally and 300 million hours watched, spanning live events in 22 cities worldwide. The company also said it distributes content via 29 broadcast partners, including SuperSport, France TV and RTBF, reaching audiences in more than 150 territories and 30+ languages.
“Competitive entertainment has become one of the fastest-growing sectors in global media because it combines community, technology and live experiences in entirely new ways,” said Robbie Douek, CEO of BLAST. “The next generation of fans want entertainment that feels participatory, social and global by default. That shift is creating enormous opportunities for brands, publishers, creators and host cities, and we believe BLAST is uniquely positioned to help lead that evolution after a landmark year in 2025.” BLAST said it plans to host 15 arena events across 13 cities and three continents in 2026.
The post BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
BLAST
BLAST reports 40% revenue growth in 2025, opens New York headquarters
BLAST, the Denmark-founded competitive entertainment and esports events company, reported record growth and continued profitability in 2025 and said it has opened a New York headquarters as it expands across North America.
The company said it delivered more than 40% year-over-year growth and generated more than $133 million in revenue in 2025, while remaining profitable and continuing to invest in global expansion. BLAST said its U.S. headquarters at 45 Main Street in Brooklyn sits within a shared 55,000-square-foot office space and will serve as its central base for partnerships, live events and commercial growth across North America.
The expansion is being led by Chief Business Officer Leo Matlock, who has relocated to New York, and Steve Rossi, who joined earlier this year as SVP of Brand Partnerships. BLAST said its U.S. team has grown to eight full-time employees.
BLAST pointed to recent North American activity, saying it has hosted seven tier-one esports events across Austin, Fort Worth, Boston, Raleigh, Los Angeles and Salt Lake City over the past 16 months. The company said these events have generated economic impact for host destinations, including more than $102 million from the 2025 BLAST.tv Austin Major alone, including more than $9 million in hotel expenditures. BLAST also said the Rocket League World Championship will return to Fort Worth in September 2026.
On content reach, BLAST said its 2025 broadcasts delivered more than 2 billion live views globally and 300 million hours watched across live events in 22 cities, distributed through 29 broadcast partners across online platforms and linear broadcasters. “We’re seeing tremendous momentum globally and all across North America, not just in esports fandom, but in how brands, game publishers, cities and entertainment companies are thinking about gaming culture, engaging competitions and digital-first audiences,” said Leo Matlock, Chief Business Officer at BLAST. The company said it plans to host 15 arena events across 13 cities and three continents in 2026.
The post BLAST reports 40% revenue growth in 2025, opens New York headquarters appeared first on Americas iGaming & Sports Betting News.
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