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British Esports Federation Signs 2-Year Collaboration with Dell Technologies and Intel

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British Esports, the national body established to support grassroots esports in the UK, is thrilled to announce a 2-year collaboration with Dell Technologies and Intel.

The partnership focuses on promoting esports as an accessible, inclusive and forward-thinking industry. It will highlight how esports fosters the development of 21st-century skills, innovative education and career pathways that drive economic growth across a wide range of related sectors, from science, technology, engineering and mathematics (STEM) to creative and digital industries to sports and beyond.

Dell Technologies and Intel become the Official Technology and Hardware Partners and Alienware (powered by the latest Intel® Core™ processors) becomes the Official Supplier of high-performance gaming PCs, monitors and peripherals to British Esports and the National Esports Performance Campus in Sunderland.

As a globally renowned esports federation, British Esports is delighted to welcome additional leading organisations passionate about esports and its transformative effect. With a staunch commitment to excellence, British Esports is targeting a collection of five official partners and five official suppliers who will play a vital role in shaping and supporting the future of esports and education in the United Kingdom. This collaborative effort will bring together like-minded industry leaders to help drive innovation and make a lasting impact on the UK esports landscape.

Marking the start of this collaboration, British Esports joined forces with Dell and Intel to ask students aged 11-17 about their technology learning experiences* and the need for 21st-century skills for future education and career pathways.

A significant majority of the 700 students surveyed, 56%, strongly or somewhat agreed that combining an esports qualification with other subjects would enhance their chances of securing a place at university.

Furthermore, 59% of respondents believed that such a qualification would provide them with practical, hands-on experience in a specific industry. Additionally, 52% recognised that an esports qualification would equip them with the essential skills needed for subjects in STEM.

Students also recognised that the benefits of integrating esports into the curriculum extend far beyond these points and broaden opportunities for those who may not excel in traditional academic subjects. They also emphasised that including esports would make them stand out during the higher education application process and offer transferable skills, enhancing students’ overall educational experience.

These insights shed further light on the transformative impact of esports, illustrating its ability for students to develop and hone essential 21st-century skills, such as problem-solving, critical thinking, teamwork, communication and adaptability.

Moreover, esports fosters a sense of community and inclusion, promoting social interaction, leadership and competition. By incorporating esports into education, students not only engage in a passion-led learning experience but also acquire invaluable skills that prepare them for future academic and professional endeavours.

“We’re delighted to partner with Dell Technologies, Intel Corporation and Alienware as our first official partners and suppliers,” said Chester King, CEO, British Esports. “Collaborating with such industry-leading organisations who share our vision and values is a significant milestone and we are grateful for their commitment. This partnership will ensure that the national esports performance campus will be equipped with state-of-the-art computing technology, delivering on its promise as the UK’s most advanced esports and education performance and training centre.”

“Working with organisations like the British Esports Federation and Intel we hope to raise awareness of how tapping into passions like esports could be the key to fostering the development of 21st-century digital skills,” said Steve Young, Senior Vice President and General Manager for Dell Technologies in the UK. “Watch a young person engage in esports and you’ll see them test hypotheses, think systematically, analyse data, and employ evidence-based strategies, as well as the technical proficiency necessary to play, film, edit, publish and connect.”

British Esports, along with Dell Technologies and Intel, is committed to cultivating an environment that nurtures talent, fosters innovation and showcases the UK’s prominence on the global stage, along with unleashing the potential of learning environments to prepare students for the challenges and opportunities of an increasingly digitally-led, interconnected global society.

Astana

Astana to host IESF World Esports Championship 2027

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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.

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BLAST

BLAST opens New York HQ as 2025 revenue tops $133m on 40%+ growth

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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.

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BLAST

BLAST reports 40% revenue growth in 2025, opens New York headquarters

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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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