eSports
The Russian esports audience has grown to 15.4 million people in 2020
Nielsen Sports, a leading provider of analytical information and statistics in the sports industry, shared the results of a new Russian esports audience research in his speech at the ESforce Morning Show online conference. According to the company, the audience of esports fans in Russia for 2020 increased by 28% and amounted to 15.4 million people aged 13 and over.
According to a new research, among esports fans, 64% of men and 36% of women, the average audience income is 41,700 rubles per person. In 2020, Nielsen Sports analysts found a significant increase in fans: 25% of fans surveyed began to follow matches during the past year, of which 54% are girls and women.
Michael Heina, Head of esports International at Nielsen Sports: “Esports has a strong fanbase in Russia and as our research shows it is still growing. The growth even got a boost during the global pandemic, as many people turned to gaming as a good and entertaining way to spend their time. And as the growing number of esports fans in Russia shows many of these gamers also discovered how fun it is to follow esports. But, it will be crucial for the rights holders to keep the fans interested and offer them many and attractive ways to engage with their favorite topic so they don’t lose interest.
But not only young males love esports, as many people think, we also see more and more female fans. This is a global trend but the effect is outstandingly strong in Russia”.
Sergey Barkhudaryan, Commercial Director of ESforce Holding: “Such a significant increase in the audience was not a surprise for us, it is in line with our annual forecast for the development of the industry. The entire industry works every day to promote esports and fight for the attention of a wider audience. We try to be relevant to people of different ages, preferences, and interests. ESforce is constantly working on studying the esports audience, as it is critical for us to be transparent and effective for our partners. Of course, our partners also play an important role in the growth of the industry, as they focus their advertising campaigns not only on the target audience of esports, but also on a wider audience of their potential customers and consumers, thereby popularizing the industry. I am sure that in 2021 we will see even more new brands and interesting projects on the territory of esports”.
Nielsen Sports, the global division of Nielsen, is an independent provider of analytics and consulting in the areas of fan research, sports marketing, and sponsorship. Nielsen has previously launched a global online platform, Fan Insights, where copyright holders, brand sponsors and organizers of sports events will be able to get comprehensive information about the audience of various sports around the world: their interests, brand attitudes, media consumption and buying habits.
ESforce Holding is one of the biggest esports organizations in the world and the leader of the Russian esports. The holding company unites all esports business key areas: from its own professional esports club to organization of international tournaments, and from content creation and broadcasting to advertising and infrastructure projects.
ESforce Holding’s business include:
● Virtus.pro, the most renowned and popular esports club in Russia;
● RuHub Studio, the leading Russian-speaking esports broadcasting studio;
● Cybersport.ru, the main esports media in CIS;
● EPICENTER, the largest esports tournament series in CIS;
● Yota Arena, esports-entertainment venue.
ESforce’s resources cover more than 90% of the esports audience in Russia and CIS, as well as a significant segment of the international audience. A marketing agency — a member of the holding — ensures the synergy of the holding’s business units with the clients and partners in mind.
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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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