eSports
The Global Esports Market is expected to reach a value of USD 2.8 Billion by 2028, at a CAGR of 14.50% (2022-2028) – SkyQuest Technology
Esports refers to electronic sports, where digital mediums are used among competitors and audiences like PC, tablets, or mobile. Esports are available in the form of video games, which are played in relaxation time as well as professionally by many traditional sportspeople. There are large number of players in the gaming industry, which is larger than the combined viewers and participants in the music and entertainment sectors, and this base is constantly rising globally. The increased demand for video games such as PUBG, Counter-Strike Global Offensive, Call of Duty, and others is expected to enhance the global Esports market revenue.
The outbreak of COVID-19 pandemic has definitely impacted the growth of the global Esports market. The burden of lockdown and social distancing rules has compelled people to engage with one another through digital as well as virtual platforms. Digital transformation in the online gaming/sports sector has contributed to the demand of Esports market. Though, the deployment of Esports was slightly affected by the restricted supply of supplementary tools like gaming setup and console sensors and screens. But, with the relaxations in the lockdown norms and regulations, the growth of the global Esports market is expected to surge exponentially in the coming years.
The future of the global Esports industry will likely be fuelled by mobile phones, which will further reduce obstacles to entry and allow even more gamers and fans to get in. The mobile gaming segment is set to make more than 40% of the total global Esports market in 2021. That popularity is now spilling over into some competitive areas, as China has a flourishing mobile Esports market.
Read market research report, “Global Esports Market is segmented By Device Type (Smart Phone, Smart TV, Desktop-Laptop-Tablets, Gaming Console), By Revenue Model (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights), By Type (Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (RTS), Other), By Streaming Platform (Twitch, YouTube, Others), By Audience (Tournament Organizers, Alliances, Game Publishers, Sponsors, Esports Investors, Research Institutes And Organizations, Analysts And Strategic Business Planners, Market Research and Consulting Firms) & By Region- Forecast and Analysis 2022-2028” by SkyQuest
With the increasing viewership on online platforms such as Twitch and YouTube. Digital advertising is expected to produce extra revenue during the forecast period. This investment in Esports facility development is expected to make it the Esports capital of the world. Furthermore, Hangzhou is to host Asian Games in 2022, where Esports is likely to be an official award event. With its huge investments, China is expected to grab a significant market share in global esports market. Tencent Holdings Limited is an important player in the Esports industry in China and played an important role in the growth of Esports in China by developing games like Honor of Kings. It is planning for expanding tournaments for hugely popular games like League of Legends and Honor of Kings in China which is going to attract worldwide players and viewers.
As a result of the domain’s technological nascence, no company currently wields significant influence, and the race to dominance has already begun, with companies investing in multiple Esports projects, acquiring a few on their way to the finish line in the domain. Key players in the global Esports market include Modern Times Group (Sweden), Activision Blizzard (US), Valve Corporation (US), Electronic Arts (US), Nintendo (Japan), Wargaming Public (Cyprus), Turner Broadcasting System (US), Faceit (UK), Hi Rez Studios (Georgia), Rovio Entertainment (Finland), Gungho Online Entertainment (Japan), Alisports (Switzerland), and Gfinity (UK).
The report published by SkyQuest Technology Consulting provides in-depth qualitative insights, historical data, and verifiable projections about Esports market size. The projections featured in the report have been derived using proven research methodologies and assumptions.
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Asia
S8UL streamer Payal Dhare and OWND! launch gamer-curated fashion capsule
S8UL gaming creator and streamer Payal Dhare has partnered with OWND!, the Gen Z-focused fashion brand from Aditya Birla Fashion and Retail Limited, to launch a gaming-inspired fashion capsule called ‘Gamer Drop’. The companies describe it as India’s first female gamer-curated capsule. The collection will be available on OWND!’s website and in the brand’s stores across India.
According to the press release, ‘Gamer Drop’ includes menswear and womenswear pieces built around gaming culture and streetwear, positioned as a creator-led collection rather than conventional creator merchandise. The campaign leans on the growing overlap between gaming culture, creator communities, and youth fashion.
Marco Agnolin, Chief Executive Officer, OWND!. said, “We see gaming today as a powerful cultural force that is shaping how young consumers express themselves, communicate, and engage with fashion. As one of India’s biggest gamers, Payal Dhare represents this new generation perfectly through her authenticity, confidence, and deep connection with the gaming community. Her influence extends far beyond gaming content, making her an ideal face for our gaming collection. Through this collaboration, we aim to celebrate individuality and connect with India’s digitally native youth in a way that feels relevant, inclusive, and culture-driven.”
Payal Dhare aka Payal Gaming said, “Gaming today has become a culture and a form of self-expression for millions of young people across the country. That’s what makes this collaboration with OWND! so exciting for me. With this curation, I wanted to create something that genuinely reflects my vibe and the energy of my community. It’s stylish, comfortable, expressive – and made for people who want to own who they are.”
The release also points to India’s expanding creator economy. Citing a Boston Consulting Group report, it says India has nearly 2 to 2.5 million creators, with more than 60% of consumers exposed to creator-led content and over 30% of shoppers influenced by creators in purchase decisions.
The post S8UL streamer Payal Dhare and OWND! launch gamer-curated fashion capsule appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Asia
S8UL Announces Campa Energy as Title Sponsor for its Esports World Cup 2026 Campaign
S8UL, a global name in esports and gaming content, has announced Campa Energy, the flagship energy drink brand of Reliance Consumer Products Limited (RCPL), as the Title Sponsor for its Esports World Cup (EWC) 2026 campaign. The move marks a major milestone for Indian esports, bringing together the country’s leading esports organisation and a rapidly growing youth-focused consumer brand ahead of the world’s biggest esports tournament.
Having been selected for the Esports Foundation’s Club Partner Programme for the second consecutive year, S8UL launched its most ambitious Esports World Cup campaign yet across 13 titles, already securing qualification spots in Fortnite, Honor of Kings & Chess while remaining in contention across multiple other titles. The organisation has also placed a strong emphasis on showcasing Indian talent internationally, with homegrown players competing across several esports titles alongside proven international talent. The onboarding of Campa Energy further strengthens this India-first vision, bringing together two homegrown brands to back Indian esports on the world stage.
As Title Sponsor, Campa Energy will be integrated across S8UL’s official team jerseys, digital content, fan engagement initiatives, city events and on-ground activations throughout the EWC 2026 campaign. The association reflects a shared vision to champion Indian gaming talent on the global stage while deepening engagement with the country’s rapidly growing esports community.
Animesh Agarwal, Co-founder and CEO, S8UL Esports, said: “The conversation around Indian esports has changed significantly over the last few years. Today, it is no longer just about potential, it is about building globally competitive teams, creating sustainable fan ecosystems, and earning the confidence of major brands. Our partnership with Campa Energy represents that larger shift. As S8UL prepares for the Esports World Cup 2026 across multiple titles, having a homegrown brand support this journey reinforces the growing cultural relevance of esports in India. We see this as a shared effort to push Indian talent and Indian esports further onto the global stage.”
Campa Energy has been crafted for a generation that constantly challenges boundaries and aspires to achieve more with every step. Campa Energy will power S8UL’s athletes across multiple titles as they prepare to represent India on the global stage. The brand also has a growing presence within the esports ecosystem, having previously associated with JioBLAST All Stars vs India, a creator-led competitive entertainment format centered around Battlegrounds Mobile India, which featured popular S8UL creators including Payal Dhare, Raj Varma and Parv Singh.
As per the recent FICCI-EY Media and Entertainment Report 2026, the number of brands investing in Indian esports is expected to grow to 80 in 2026, with this association further highlighting the rising mainstream interest in the country’s rapidly evolving gaming and esports ecosystem.
The EWC 2026, set to take place in Paris, France from July 6 to August 23, 2026, will bring together over 2000 players from 200 clubs across more than 100 countries competing for a record-breaking prize pool of $75 million (~INR 720 crore). Backed by Campa Energy, S8UL will aim to make its mark while showcasing Indian esports talent at the highest level of international competition.
The post S8UL Announces Campa Energy as Title Sponsor for its Esports World Cup 2026 Campaign appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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.
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