Sponsorship is key to holding some of the most popular events in the world.
Sexual harassment and discrimination in gaming and tech is not inevitable or permanent, write experts in the field. The solutions are positive community standards and women in power.
Women are a rarity in college esports. A scholar explores the reasons.
Diversification into related businesses can provide a firmer financial footing.
Esports is becoming a goldmine for betting companies. New research shows how their online ads are reeling in children.
Combating sexism and other forms of harassment in online videogames comes down to community standards.
The success of the virtual road race shows how quickly esports are moving into the mainstream.
With current social distancing measures, Australia’s sporting bodies can’t rely on physical attendance for revenue. Not turning to esports at such a time would be a missed opportunity.
Video games are becoming just as popular as professional sports, so why do people think it’s only a game?
Could the Olympics and other major sports be on the brink of bringing gamers into the ‘real’ sporting arena?
Esports is huge business, attracting millions of players and huge tournament prizes. But investors are worried about the level of hype in the industry.
A self-taught AI beat humans at their own game – here’s how they did it.
Video games were once thought to offer an escape from everyday life – but they often hold a mirror to what we do in reality.
Young people are spending more and more time in digital environments – isn’t it time that support was embedded?
Fortnite was the most outstanding and unexpected success of 2018, hitting 78.3 million players in August, and bumping developer Epic Games to a US$15 billion dollar valuation.
The International Olympic Committee recently hosted a meeting on e-sports – organized video competitions. Should e-sports be in the Olympic Games? An Olympian says no.
Facebook enters the world of gaming – where the web addresses are short, the streams are long and the cash flows.
Media giants like ESPN may have thought that eSports was a fad but not anymore. Revenue from eSports video games are set to take over traditional sports leagues.
We should consider the messages that violence and aggression in sports of all kinds give children and young people – and devise strategies to lessen the impact.
PlayerUnknown’s Battleground - a multiplayer, fight-to-the-death video game - was the most downloaded game for the first quarter of 2018. It feels like an immersive experience of today’s nightmares.