eSports
eSports & Games Streaming to be Worth $3.6 Billion Globally by 2025, as Sponsorship Drives Future Growth
A new study from Juniper Research has found that the global eSports and games streaming industry will be worth $3.5 billion by 2025; rising from $2.1 billion in 2021. This represents a growth of 70% over the next four years. eSports is the live streaming of games, often featuring professional gamers, and games streaming includes the streaming of gameplay content to audiences in a casual environment.
The new research, eSports & Games Streaming: Emerging Opportunities & Market Forecasts 2021-2025 Report, predicts that the market value will be driven by subscription spend to streaming platforms and advertising spend over streams. However, it urges stakeholders to invest in other revenue-generating areas, including broadcasting rights and live event ticket sales, and establish high-value sponsorship deals to maximise the market value of eSports in the future.
For more insights, download our free whitepaper: What to Expect from eSports in 2021 Whitepaper Download
eSports Requires Global Strategies
The research anticipates that there will be over 1 billion eSports and games viewers by 2025; growing from 800 million viewers by the end of 2021. This represents 1 in 9 of the global population. Whilst it forecasts that the Asia Pacific region will represent over 50% of these viewers by 2025, it identifies Latin America as a key region set for growth over the next four years.
By 2025, the research predicts that there will be over 130 million eSports and games streaming viewers in the region. In turn, report co-author Saidat Giwa-Osagie remarked: ‘Successful streaming platforms will be those that can cater for the differences in geographical regions, by including locally popular streamers and games titles into eSports events.’
Rising viewership will create greater levels of competition between content streaming platforms, including Twitch and YouTube. In turn, these streaming platform providers must promote their content to new audiences. Aligning eSports events with other industries, such as the entertainment industry, will provide these streaming platforms with opportunities to attract new users.
Whitepaper Download: https://www.juniperresearch.com/document-library/white-papers/what-to-expect-from-esports-in-2021
eSports & Games Streaming research: https://www.juniperresearch.com/researchstore/content-digital-media/esports-games-streaming-research-report
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data providers
DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026
DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.
The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.
Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.
DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.
“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.
The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
energy drinks
Team Vitality names FYZIO official sports nutrition and energy drinks supplier
Multi-year deal adds Laboratoires Gilbert’s new brand to jerseys across CS2, VALORANT, Rocket League and LoL teams ahead of a September 2026 launch.
Team Vitality has signed a multi-year partnership with FYZIO, naming the brand its new official sports nutrition and energy drinks supplier. FYZIO is a sports nutrition and hydration brand developed by Laboratoires Gilbert, a French healthcare company established in 1904.
The partnership will put FYZIO branding on the left sleeve of Team Vitality’s official jerseys for several flagship rosters, including CS2, VALORANT (VCT), Rocket League, and League of Legends teams across the LEC, LFL, and Rising Bees. FYZIO will also support Team Vitality teams competing in Teamfight Tactics, Tekken, and Trackmania.
FYZIO is scheduled to launch in September 2026. Team Vitality said the brand will supply products intended to support areas including hydration, fatigue and stress reduction, concentration and memory, and sleep quality.
“We are delighted to announce this partnership with FYZIO and proud to support the launch of this ambitious new brand from the French group, Laboratoires Gilbert. By integrating its specialised nutrition products into our teams’ routines, we are further strengthening our commitment to high-performance excellence,” comments Vas Roberts, Co-CEO of Team Vitality.
“For more than 120 years, Laboratoires Gilbert has been developing solutions dedicated to health and well-being. With FYZIO, we are bringing this expertise to a new ambition: helping everyone achieve their goals, whatever they may be, through a modern, accessible, and responsible approach to sports nutrition. Our partnership with Team Vitality reflects this shared vision of progress, high standards, and sustainable performance. Your performance, our nature“, explains Cédric Batteur, Chairman & CEO, Laboratoires Gilbert.
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eSports
McDonald’s Germany signs on as presenting partner for G2 NORD and G2 Hel
McDonald’s Germany has partnered with G2 as presenting partner of G2 NORD, the organisation’s League of Legends academy team competing in Germany’s Prime League. The deal also includes support for the return of G2 Hel, G2’s women’s League of Legends team.
Under the agreement, McDonald’s Germany branding, including the “ich liebe es” (I’m lovin’ it) tagline, will appear on G2 NORD and G2 Hel jerseys. The partners also plan a year-long content programme focused on player storytelling and behind-the-scenes access, including a series featuring team president Niklot “Tolkin” Stüber.
G2 positioned the partnership around its regional development pathway. G2 NORD was formed earlier this year through a collaboration between G2 and NORD Esports, and the organisation said the roster has already won the Prime League Winter Snowdown and reached the playoffs in its first EMEA Masters run.
The company said McDonald’s Germany’s backing enables G2 Hel’s return, with the team set to compete in the upcoming Game Changers circuit. “This partnership goes beyond traditional sponsorship, it’s a shared commitment to pushing the boundaries of talent development and creating meaningful opportunities within the space,” said Alban Dechelotte, CEO of G2. Stijn Mentrop-Huliselan, CMO of McDonald’s Germany, added: “We’re proud to support G2 Nord and to celebrate the return of G2 Hel – a strong signal for equity, visibility and inclusion in esports.”
To launch the collaboration, McDonald’s and G2 released an announcement video featuring Jankos, Sola, Tolkin, Team Nord and Caltys, produced in-house by G2. McDonald’s Germany said its lead agency Scholz & Friends supported the development and execution of the partnership.
The post McDonald’s Germany signs on as presenting partner for G2 NORD and G2 Hel appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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