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The Russian Association for Electronic Communications announces the new Gaming industry and esports cluster

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The Russian Association of electronic communications (RAEC) announces the creation of the Gaming industry and esports cluster.

The new cluster’s purpose is to solve practical problems in the communication field of communication with the media, opinion leaders and the general public.

Priority tasks will be:

  • Work with public opinion, convey a common industry position on the role of video games in society and their impact on it through a pool of experts, release and aggregation of information materials;

  • Identification, coordination and verification of unified data on the gaming and esports markets based on independent research and market participants ‘ own information;

  • Development of educational projects and activities.

The cluster is designed to bring together leading organizations and experts from the gaming industry and provide them with the necessary platform for communication with target groups, to become an intermediary between representatives of the gaming world and society.

The initial group of cluster experts includes:

  • Karina Konkova, Communications Director at MY.GAMES (cluster co-chairman in the “Gaming industry” direction);

  • Yaroslav Meshalkin, Chief Strategic Communications Officer at ESforce Holding (cluster co-chairman in the “Esports” direction);

  • Ilya Salamatov, CEO of META Publishing;

  • Artem Vinokurov, Vice-President of the Russian Esports Federation;

  • Elena Grigoryan, Marketing and Advertising Director at MY.GAMES;

  • Vladislav Arkhipov, PhD in law, head of the Theory and history of state and law department at Saint Petersburg state University, adviser to the practice of intellectual property, information technology and telecommunications of the international law at Dentons, author of the course “Legal esports issues”;

  • Sergey Glamazda, Virtus.pro General Manager;

  • Stepan Shulga, Head of esports at Parimatch, esports evangelist;

  • Nikolay Petrosyan, Head of Media direction at ESforce Holding, Head of Cybersport.ru;

  • Olga Morozova, author of the “Igrology”, researcher at the Institute of Psychology in the Russian Academy of Sciences, specialist of the Moscow center for video game research;

  • Anton Oleynik, General Producer of RuHub Studio;

  • Leonid Koen, senior consultant (sports industry and esports) at Odgers Berndtson Russia.

The cluster is open for new participants, and the conditions for joining the expert group are described on the official website of RAEC: https://raec.ru/en/ All applications will be reviewed jointly by RAEC and cluster experts.

Sergey Plugotarenko, Director of the Russian Association for Electronic Communications (RAEC):

“RAEC has long been interested in gaming and esports — not only as a hobby for employees, although many of us like to play, but also as drivers of the media and entertainment industry. For several years in a row, we held panels about video games within Russian Internet forum and Russian Internet Week. As a result, we realized the need for a strong communication platform, within which industry representatives can form a consolidated position and build a dialogue with society. This platform should be our new cluster. To create it, we turned to the largest market players and recognized experts, and as a result, we found a strong mutual interest.”

Karina Konkova, Communications Director at MY.GAMES, co-chairman of the RAEC Gaming industry and esports cluster:

“Games are one of the fastest growing segments of the global entertainment industry, with a global audience of more than 2 billion people. The role and prospects of this market in the digital economy are well understood by its participants, but not always obvious to audiences far from game development. We believe that open dialogue, systematic research and educational initiatives will allow games and esports to better identify their real economic potential and enable talented Russian specialists and developers to achieve success both locally and internationally.”

Yaroslav Meshalkin, Chief Strategic Communications Officer at ESforce Holding, expert on the esports mass culture on the Council of the State Duma Committee on Physical Culture, Sports, Tourism and Youth Affairs, co-chairman of the RAEC Gaming industry and esports cluster:

“Video games and esports like to be periodically blamed for all the deadly sins, masking real social problems behind it. Thanks to RAEC, we are able to work systematically with the perception of games and computer sports at all levels that interest us. The second and no less important task that our cluster is designed to solve is the formation of a unified approach to market assessment, since now the figures of different research companies are very different from each other and need to be verified by the industry Association.”

The Gaming industry and esports cluster started working. You can find out about the results of its activities on the cluster’s page: https://raec.ru/clusters/gaming-esports/.

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Esports Charts and GG.BET have presented an interactive map with data on tournaments around the world

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Esports Charts, an analytical service that analyzes esports viewership, has partnered up with betting brand GG.BET, to present Esports Map, an interactive map with data on the most popular esports tournaments in 110 different countries. Each tournament also comes with historical moments when favorites and outsiders unexpectedly switched places in the bracket.

The analytical service Esports Charts has added a new interactive tool to its website, the Esports Map. It features the most popular tournaments by country, as well as data on peak viewership, winners, and prize pools. It also contains information on the most popular games in each country. There are also separate analytics dedicated to the United States, with information available for each of the 50 states. Data has been collected for a period spanning from 2017 up to right now, and is continuously updated.

GG.BET, who partnered with the project, supplemented the tournament information with interesting facts about participating teams. The insights include historical breakthroughs by underdogs and unexpected losses by tournament favorites. The information is provided using past outright betting data.

Esports Map allows users to track the esports industry’s development in various parts of the world. For instance, although League of Legends remains the most popular game and the League of Legends World Championship has kept its spot as the top esports tournament for many years, Mobile Legends: Bang Bang (MLBB) is visibly closing the gap between the two games. Worlds 2024 in London had 6,856,769 peak viewers, breaking the world record among all esports games since 2017. However, MPL Indonesia’s Season 15 of MLBB has kept its place in the top spot for 2025, with 4,132,224 peak viewers. Today, MLBB remains the only mobile game capable of attracting such a massive audience, and its fan base is growing, especially in Southeast Asia. Analysts are looking forward to Worlds 2025 in China, which will allow them to update the available data and compare how different games are developing.

“Esports Map is a new project from Esports Charts, which we’ve launched alongside GG.BET as our first partner. We aimed to create a tool that would be interesting and useful to both fans and industry professionals. At its core lies Esports Charts’ analytics, supplemented by betting insights from GG.BET—covering everything from peak viewership and prize pools to discipline trends and stories of unexpected victories.. When combined, this data turns into a live snapshot of esports that can be tracked by country and region,” said Esports Charts’ press office.

“GG.BET regularly supports projects that help people understand esports at a greater depth. Esports Map provides an easy-to-understand visual representation of the industry’s progress in individual countries around the world and displays the breakdown of games by region. It will be of interest to fans and will prove useful to professionals who are developing the industry,” added GG.BET’s press office.

Esports Charts and GG.BET have previously worked together on an analytical project dedicated to the BLAST Premier 2024 season. That project displayed data on views, unique statistics about both the game and bets placed, an analytical breakdown of the season, and exclusive infographics on teams and players.

 

The post Esports Charts and GG.BET have presented an interactive map with data on tournaments around the world appeared first on Gaming and Gambling Industry in the Americas.

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Aquisitions/Mergers

The Chiliz Group acquires OG Esports, reuniting with original co-founders to launch new era

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  • Chiliz Group acquires 51% of OG Esports, investing to grow the team, expand operations, and strengthen fan and player engagement.

  • Xavier Oswald, a former co-founder and shareholder of OG, becomes CEO, while OG co-founders Johan “n0tail” Sundstein and Sébastien “Ceb” Debs launch a new strategic project consolidating the team’s competitive foundation.

  • Socios.com becomes the exclusive platform for $OG Fan Tokens, $OG will act as the showcase for blockchain-based utility.

The Chiliz Group, the world’s leading blockchain provider for the sports and entertainment industry and operator of Socios.com, today announced it has acquired a 51% controlling stake in OG Esports, one of the most iconic and innovative names in global esports.

Founded in 2015 by legendary Dota 2 players Johan “n0tail” Sundstein and Sébastien “Ceb” Debs, OG is the first team in history to win back-to-back titles at The International. Since then, OG has expanded into Counter-Strike, Honor of Kings and Mobile Legends: Bang Bang, building one of the most successful and culturally significant organisations in esports.

OG has a track record of delivering a fan-driven culture through innovation and launched the $OG Fan Token in 2020. The $OG Fan Token recently became the first esports Fan Token to surpass a $100 million market capitalization, driven by surging global demand for digital fan assets. Having delivered exclusive voting rights, VIP experiences, merchandise, and direct access to the team for fans worldwide, $OG represents a thriving $100m+ digital fan economy.

As part of the acquisition, Xavier Oswald will take on the role of CEO of OG, guiding the organisation into its next chapter, while co-founders Johan “n0tail” Sundstein and Sébastien “Ceb” Debs will lead a new strategic project consolidating the team’s competitive foundation, driving innovation at the intersection of esports and Web3.

At the same time, Socios.com will become the exclusive wallet and engagement platform for $OG Fan Tokens, establishing $OG as the flagship example of the new fan economy. The token will now showcase how fan assets can evolve – serving as the blockchain layer for tickets, merchandise, in-stadium perks, and digital content, while also integrating real-world assets and club revenues through mechanisms like buybacks to deliver deeper influence and tangible value to supporters.

Through The Chiliz Group’s global network of more than 80 leading sports properties, OG will now be able to expand into new countries and markets, building a larger international footprint and new commercial opportunities. Backed by the financial strength of a global group, OG will become more resilient and sustainable, ensuring long-term stability while focusing on what matters most: players, fans, and innovation.

More details about the acquisition will be released in the coming weeks.

“OG has always been about community and innovation, and since 2020 it has demonstrated that Fan Tokens can create genuine economic value and meaningful engagement,” said Alex Dreyfus, CEO and Founder of Chiliz. “With a $100 million fan token economy already established, OG represents the perfect case study for what’s truly possible when we place Fan Tokens at the centre of the fan economy. This acquisition allows us to showcase the next evolution – Fan Tokens 2.0.”

“This marks the start of a bold new era for OG,” said Xavier Oswald, incoming CEO of OG. “With Chiliz as our majority partner, we can scale our teams, grow our global community, and unlock a new dimension of engagement through the $OG Fan Token. We’ve always believed that fans should be at the centre of everything we do, and now we have the tools and the backing to make that vision a reality.”

“With Chiliz, we share a common vision based on strong values: passion, transparency, and the power of communities.” said Johan “N0tail” Sundstein, co-founder and historic figure of OG Esports. “From winning back-to-back Internationals to competing against OpenAI Five in a world-first showcase of human-AI collaboration, OG has always been about pushing boundaries. This alliance will allow us to stay true to our identity while continuing to grow.”

“This agreement marks the beginning of a new competitive cycle,’ added Sébastien “Ceb” Debs, two-time world champion with OG. “We want to once again become a major force on the international stage and inspire a new generation of players and fans. With the support of Chiliz, we now have the means to build an ambitious and sustainable project.”

The post The Chiliz Group acquires OG Esports, reuniting with original co-founders to launch new era appeared first on European Gaming Industry News.

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Global Esports Federation Launches its Innovation & Research Centre in Athens

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The Global Esports Federation has launched its Innovation & Research Centre (IRC) in Athens, Greece, in collaboration with Socialinnov, a non-profit organisation dedicated to digital empowerment and social entrepreneurship.

The GEF Innovation & Research Centres are envisioned as collaborative spaces where technology, creativity and innovation converge to unlock human potential in the digital era. They will anchor forward-looking programmes that connect esports with education, wellness and opportunities in adjacent industries.

The Athens IRC anchors this global network, strengthening local ecosystems, enabling cooperation across regions and expanding opportunities in esports, gaming, technology and entertainment.

Thanos Karagrounas, GEF Chief Impact Officer, said: “The launch of our Innovation & Research Center in Athens is a milestone in the GEF’s journey to shape an inclusive and impactful future for esports. By combining Socialinnov’s deep expertise in digital empowerment with the GEF’s international network, we will unlock new opportunities for innovation, education, and investment – with people at the center of everything we do.”

“We are proud to partner with the Global Esports Federation to bring the GEF Innovation & Research Center to Athens. This collaboration reflects our mission to empower individuals and communities with the skills and tools needed to thrive in the digital age. Together, we will cultivate new pathways for youth, educators, and entrepreneurs to engage with technology, esports, and innovation on a global scale,” said Stella Psarrou, Director, Socialinnov.

Leveraging Greece’s growing digital ecosystem and Socialinnov’s expertise in education, youth empowerment and SME support, the Athens IRC will serve as a platform to develop strategies, programmes and investment opportunities focused on responsible gaming, holistic wellness and sustainable career pathways in esports and beyond.

The post Global Esports Federation Launches its Innovation & Research Centre in Athens appeared first on European Gaming Industry News.

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