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eSports
New Data Reveals Parents and Teachers Want Esports in Schools
A UK study commissioned by Dell Technologies and Intel reveals parents and financial decision-makers in education are optimistic about the power of esports to drive learner engagement and outcomes.
According to the new research from OnePoll, parents and teachers want to see esports take a more significant role in children’s education. The survey is based on responses from 1500 UK parents with children who play esports and 500 financial decision-makers in education such as headteachers, CIOs and department heads.
The results show that over two-thirds (69%) of UK parents believe esports allows their children to develop skills that they might not get through traditional education methods. Of those, over half (54%) say esports gave children more confidence, with teamwork (62%), problem-solving (57%), and technological skills (55%) coming out as the top skills parents believe children can develop through esports.
“The capabilities demanded of tomorrow’s workforce will be those that technology cannot replicate. Soft skills that were once considered inferior to teachable ‘hard’ skills like machine operation will tip the balance in the future job market. Parents recognise the power of esports to develop their children’s people skills – to communicate, listen, even to lead. That’s a persuasive argument for schools that want their students to be future-ready,” Brian Horsburgh, Education sales director for Dell Technologies in the UK, said.
Top 7 Skills Learners Gain Through Esports According to UK Parents
Teamwork (62%)
Problem-solving (57%)
Technological skills (55%)
Confidence (54%)
Communication (54%)
Creativity (52%)
Leadership (45%)
The financial decision-makers in schools are optimistic about the value esports brings to education. Nearly four out of five (79%) believe esports should be taught in schools, and of those, over half (52%) think that esports being taught in school would help increase grades in other subjects.
Of those less enthusiastic about adding esports to the curriculum, more than three in five (61%) cite a lack of evidence in its educational benefits.
One organisation confident in the benefits that esports presents is The British Esports Association, which last year partnered with Pearson to create the world’s first government-approved qualification in esports, the BTEC Nationals Level 3 in Esports.
“We welcome further quantitative research around esports in education to support the feedback we’re getting from teachers and students about the positive impact esports has in their classrooms and school communities. Esports is a vehicle to motivate and engage a broad demographic of young people. As a teacher myself, I have seen first hand the benefits to my students when they participate and compete in esports,” Tom Dore, Head of Education at British Esports Association, said.
While the survey suggests an appetite from parents and teachers for esports in schools, it also highlights roadblocks to overcome. Over half (55%) of the financial decision-makers in education say that the equipment needed for an esports provision is too expensive for schools to consider. A similar number (53%) point to poor network connections at school or home as barriers to successfully implementing an esports programme. The survey also indicates that a knowledge gap could be hindering progress, with over a third (38%) claiming they did not have the teachers qualified to teach esports, and two in five (41%) attributing a lack of knowledge among parents as a blocker to progress.
“Esports has seen an explosion in popularity in the past few years, but it’s still relatively early days for esports in education. Partnerships with industry and government will be key to addressing the barriers of cost and accessibility. Having parents and educators on board will also be critical to success – we need esports advocates at home and at school to realise its potential in boosting learner outcomes,” Brian Horsburgh said.
“People do become professional esports players, often at a pretty young age, but esports is more than just players. Just as our drivers can’t race without their team, esports players can’t play without theirs – that means publicists, physiotherapists, nutritionists, chefs. We must embrace more ways for children – of all abilities, needs and backgrounds – to learn, and those ways should reflect the future career landscape,” Lindsey Eckhouse, Director of Licensing, Ecommerce & esports at McLaren Racing, said.
“The BTEC cover subjects like entrepreneurship, computer networking, health and nutrition, all through the lens of esports. Students gain a wide range of transferable skills and knowledge, helping to prepare them for careers in the global esports industry or closely related STEM, digital and creative industries,” Tom Dore, Head of Education at British Esports Association, said.
Asia
Esports World Cup Foundation Announces Strategic Partnership with Tencent
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Partnership to drive EWC’s expansion in China, leveraging Tencent E-sports’ networks and expertise to connect Chinese esports with EWC’s global ecosystem
The Esports World Cup Foundation (EWCF) announced a partnership with Tencent, making Tencent E-sports the EWCF’s strategic partner in China to drive the expansion of the Esports World Cup’s presence in the region. This partnership marks a significant milestone in the EWCF’s purpose to unite global esports fans under one competitive umbrella and underscores its commitment to integrating the world’s most important and rapidly growing esports market into the Esports World Cup platform. The agreement was formalized at the Empower Esports Worldwide Series – The Esports Operation and Technology Session in Shenzhen, China.
The collaboration will establish a dedicated Development Team to enhance EWC’s visibility, engagement, and industry collaboration in China, while leveraging EWC’s and Tencent E-sports’ networks and expertise to connect Chinese esports with EWC’s global ecosystem. Tencent E-sports will provide marketing expertise, strategic consulting, and operational support to deliver diverse content and experiences.
“The Esports World Cup has created a global stage for competitive gaming, demonstrating its influence not only in China but across the world,” said Mars Hou, Vice President of Tencent Games and General Manager of Tencent E-sports. “Through this partnership, we are committed to elevating EWC’s presence in China and integrating our esports industry with the world’s largest competitive gaming event. We look forward to deepening our collaboration with EWCF to push esports forward on a global scale.”
“The Esports World Cup’s purpose is to create a global platform for esports and gaming fans worldwide, and investing in key growth markets for esports is a core pillar of our mission,” said Thamer Al Shuaibi, Chief of Staff at the Esports World Cup Foundation. “China plays a critical role in this vision, and Tencent’s leadership in gaming and esports positions it as an essential partner. By combining our expertise, we will continue to strengthen esports as an industry, providing new opportunities for Chinese players and Clubs, and bringing the best of the Esports World Cup to Chinese fans.”
Esports World Cup 2025 will once again unite gaming and esports communities in Riyadh, Saudi Arabia, for a global competition that will crown the next Esports World Cup Champion. The tournament’s unique cross-game format will reward Clubs and players competing for a life-changing prize pool in a mix of platforms and genres, bringing together esports’ best players, Clubs and games under one banner in the largest-ever celebration of esports.
The post Esports World Cup Foundation Announces Strategic Partnership with Tencent appeared first on European Gaming Industry News.
Compliance Updates
ESIC Implemented its Anti-doping Testing Programme at IEM Katowice 2025
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The Esports Integrity Commission (ESIC) implemented its comprehensive anti-doping testing program at IEM Katowice 2025, organised by ESL FACEIT Group (EFG). Conducted at EFG’s request, this initiative reinforced the commitment of both organisations to maintaining the highest standards of competitive integrity in esports.
ESIC’s anti-doping procedures, carried out in accordance with the ESIC Anti-Doping Code, ensured that all participating competitors at IEM Katowice adhered to globally recognised best practices. The programme featured advanced testing protocols, thorough monitoring and rigorous enforcement measures, all designed to uphold fair competition.
“At ESIC, our mission is to protect the integrity of the esports ecosystem. By deploying our anti-doping testing at IEM Katowice 2025, we reaffirmed our dedication to supporting event organizers like EFG in hosting competitions where athletes compete responsibly and ethically,” Stephen Hanna, Chief Executive Officer of ESIC, said.
Over the past few years, ESIC has administered more than 700 anti-doping tests at major esports events, including those hosted by EFG. This extensive experience further cements ESIC’s reputation for providing industry-leading services that prioritise player welfare, competitive fairness and a culture of transparency.
“Protecting integrity is paramount for esports, which is why EFG and ESIC are constantly working together to ensure fair competition. ESIC have proven themselves to have the experience, as well as an advanced system that provides the credibility and peace of mind needed at one of our biggest and most prestigious events, IEM Katowice,” Carsten Kramer, Director of Tournament Management at EFG, said.
The post ESIC Implemented its Anti-doping Testing Programme at IEM Katowice 2025 appeared first on European Gaming Industry News.
eSports
Abios partners with Kindred Group to provide full esports betting solutions
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New partnership will see Kambi’s Esports division deliver its full suite of esports products, including odds via Kambi’s Odds Feed+ API, to Kindred’s in-house sportsbook
Abios, a leading esports data and odds provider and part of Kambi Group, is pleased to announce a multi-year partnership with Kindred Group, one of the world’s leading online betting and gaming operators, to provide its full range of best-in-class esports betting solutions.
Abios will supply its complete esports package, including odds, data, widgets and always-on content, to Kindred’s Unibet and 32Red brands, providing the operator’s in-house sportsbook with unrivalled esports betting experiences.
Leveraging Kambi’s Odds Feed+ API, Abios will deliver its high-uptime odds feed which includes comprehensive esoccer and ebasketball coverage, as well as leading esports titles such as Counter-Strike 2, League of Legends, Dota 2 and VALORANT. Utilising automated modelling, Abios’ low latency odds feed utilises official tournament data to power leading features such as bet builder and player props.
The new agreement is in addition to the Esports odds service Abios currently provides to Kindred as part of Kambi’s Turnkey Sportsbook service.
Anton Janér, Managing Director and Co-founder of Abios, said: “We are delighted to strengthen our partnership with Unibet and the wider Kindred Group, a leader in the global sports betting and gaming market. This agreement showcases the value of Abios’ full esports odds packages and our ability to deliver innovative solutions that meet the evolving needs of operators and enables them to reach new audiences through the growth of esports.”
Ben Colley, Sportsbook Director of Kindred Group, added: “Esports continues to grow in popularity, and it’s essential that we offer our customers the best possible experience in this exciting category. Extending our partnership with Abios via Kambi’s Odds Feed+ API and leveraging their deep expertise and esports odds solutions ensures we remain at the forefront of esports betting, delivering unparalleled products and services to our players.”
The post Abios partners with Kindred Group to provide full esports betting solutions appeared first on European Gaming Industry News.
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