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AyoRichie emerges victorious at Red Bull Golden Letters after incredible upsets against Tekken’s biggest stars

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AyoRichie emerges victorious at Red Bull Golden Letters after incredible upsets against Tekken’s biggest stars
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Richie “AyoRichie” Olusanya has been crowned Red Bull Golden Letters champion, overcoming Joey Fury in the Grand Final after a weekend of tense Tekken 7 action at the Red Bull Gaming Sphere in London.

AyoRichie won out at the new Tekken 7 LAN event, which was broadcast live from the Red Bull Gaming Sphere in London, staking a claim as one of the UK’s rising stars in Tekken as a series of outstanding performances saw them rise to the top of 100 aspiring and professional players.

The Brit proved a force to be reckoned with throughout the weekend, pulling off an unbelievable series of upsets over some of Tekken’s biggest stars to set up a tense Grand Final against Loser’s Bracket winner Joey Fury.

The Grand Final started as a tense affair where Joey Fury’s experience could stand out, as the American pulled off a clean sweep to take the first game and, despite signs of a recovering AyoRichie, shortly after took home the second, scoring a ‘Perfect’ in the process. The third was a closer affair but a confident Joey Fury capitalised to pull off a clean sweep in the set and confirm a Grand Final Reset with everything to play for.

In the second set, AyoRichie immediately took the advantage and displayed the incredible form he’d shown throughout the tournament, scoring a clutch ‘Great’ score that saw him gain enough momentum to take game one. The second game went all the way as the pair traded blows, and while AyoRichie’s momentum scooped him game two to put him within reach of the Championship, Joey Fury proved clutch in game three to take it to a pulse-racing fourth game.

With another game ramping up the tension, AyoRichie pressed his advantage in a brilliant display, securing a clean sweep to win the set and the Red Bull Golden Letters trophy.

The Championship Sunday played host to a series of epic matchups, after the Saturday had whittled down the field of 96 players to the four best players and saw Tekken 7 stars including Anakin, Super Akouma, Joey Fury & Chickenmaru entering the fray.

Despite the star-studded field of competitors, AyoRichie was the story of the tournament, battling through from Open Qualifiers with some excellent performances to reach the top eight. He reached another level on Championship Sunday as the Rize Gaming player pulled off surprise upsets against Super Akouma, Joey Fury and home-favourite Anakin to set up a Grand Final against Loser’s Bracket winner Joey Fury.

Following his amazing performance in the Grand Final, newly-crowned Red Bull Golden Letters Champion Richie “AyoRichie” Olusanya said: “I can’t describe the feeling of coming away with the win, I’ve been working so hard at the game and it’s finally paid off so I’m just excited to see what’s going to happen next.

“The [Golden Letters] format brings so much hype to it, the scoring can work against you but it’s sick and so great to watch and play in. It was unbelievable playing here in front of a live audience – with people cheering you on there’s nothing like it at all and that atmosphere definitely inspired some of the performances today.”

Red Bull Golden Letters pioneers a unique format that offers a fresh and scintillating twist to the classic Tekken 7 formula. In best of five sets, players who can carry out dominant wins or clutch plays and earn ‘Perfect’ or ‘Great’ scores – Tekken’s iconic golden letters – will reap the rewards with automatic wins.

The format helped inspire some unforgettable matches and mouth-watering moments as some of the best Tekken 7 pros showed off their poise under pressure, with a total of 14 Golden Letters victories throughout the competition..

Red Bull Golden Letters host Hassan “Spag” Farooq, commented after the Grand Final: “It’s great to see a UK player put in this kind of amazing performance on home turf at Red Bull Golden Letters. When he started out during the pandemic everyone in the UK could see he had potential for greatness but he’s proved it now with a huge breakout performance.

“Nothing like the Golden Letters format had been done before and it’s been a huge success, genuinely adding to the viewing experience and building up the hype even more for fans with some unforgettable moments, and we’re already hearing people want another one.”

As the Official Hardware Partner The ‘Legion by Lenovo: Beat the Pro’ challenge saw players compete against the best of the best for a chance to win exclusive Legion by Lenovo prizes, with five challengers taking a win against Tekken stars Anakin, Super Akouma, Joey Fury and Chickenmaru to take home exclusive Lenovo headsets. Tekken fans were also treated to additional mouth-watering clashes ahead of the Grand Final as continents collided in UK vs EU and UK vs The World special exhibition matches.

Tekken icon Hassan “Spag” Farooq was front and centre of yet another blockbuster Tekken event as the live broadcast host, supported by an all-star casting team of Rasheed “Bubsy” Jenkins, Hussain “Gosain” Shah and Kobi “K-Wiss” Scarlett. As one of the first major Tekken 7 LAN events of the year, the broadcast garnered over 18,000 concurrent viewers across all channels.

Red Bull Golden Letters was delivered in partnership with ​​Lenovo Legion, official hardware partner of The Red Bull Gaming Sphere.


Speakers Announced for British Esports’ fifth Esports in Education Summit



Speakers Announced for British Esports’ fifth Esports in Education Summit
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Lineup of keynote speakers and panellists announced for the leading UK and International Esports in Education conference and networking event this February.

British Esports, the national body set up to support grassroots esports in the UK, has announced the lineup of speakers and panellists for the fifth edition of the Esports in Education Summit, taking place on Friday 10th February 2023 at Confetti Institute of Creative Technologies.

Designed for Senior Leaders, Curriculum Managers, Lecturers, and Educational Institutions with a keen interest in esports, as well as those from amateur and professional esports organisations, the Esports in Education Summit provides a platform to discuss the ongoing impact, developments and opportunities available in competitive gaming and esports for schools and colleges, whatever their stage of esports development.

The lineup of speakers for the 2023 summit includes:

  • Andy Payne OBE, Chair, British Esports Federation
  • Kalam Neale, Head of Education, British Esports Federation
  • Alice Leaman, Head of Operations, British Esports Federation
  • Danny Lee, Curriculum Manager Sport, Loughborough College
  • Amardeep Malhi, Curriculum Leader Esports, Colton Hills Community School
  • Tom Hurrell, Rocket League Product Manager, NUEL
  • Gary Tibbett, Head of International Relations (APAC), British Esports Federation
  • Scott Santus, Standards Verification, Senior Team Leader, Pearson
  • Shoubna Naika-Taylor, Curriculum Manager of Digital, Coventry College
  • James Fraser-Murison, Director of Esports, Queen Mary’s College
  • Gin Rai, Esports Manager and CL, Confetti Institute of Technologies
  • Tom Dore, Global Head – International Relations, British Esports Federation
  • Sarah Trowler-Wren, Head of Sales & Marketing, GoBubble
  • Derek Johnstone, Senior Consultant, NSPCC
  • Dominic Sacco, Founder/Editor, Esports News UK
  • Michael Moriarty, Esports Manager, Wolves Esports
  • Jeff Simpkins, Chief Operating Officer, Resolve Esports
  • Emma Rose, Commonwealth Esports Championships Gold Medalist
  • Professor Phillip Wilson, Chair of the Board, College of Esports
  • Camilla Maurice, Education Engagement Manager, Midkent, NCSG
  • Dave Martin, COO, British Esports Federation
  • Chester King, Founder and CEO, British Esports Federation

“I am delighted that Confetti is hosting the British Esports’ Esports in Education Summit again this year,” said Craig Chettle MBE, Chief Executive, Confetti Media Group, part of Nottingham Trent University. “Confetti has been delivering the best creative educational experience for almost 30 years, and our aim now, as it has always been, is to prepare students for dynamic and exciting careers in the entertainment industries.  We’re excited to welcome guests from across the UK to our world-class facilities in Nottingham.”

In a slight change to the agenda, there will now be an additional panel focused on ‘How Esports Supports Progression to Higher Education‘.

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eSport Market Is Expected To Reach around USD 5.48 Billion by 2030, Grow at a CAGR Of 21.0% during Forecast Period 2023 To 2030 | Data By Contrive Datum Insights Pvt Ltd.



Reading Time: 5 minutes


The Global eSports Market Size Was Valued at USD 1.22 Billion In 2021. The Market Is Projected To Grow From USD 1.44 Billion In 2022 To USD 5.48 Billion By 2030, Exhibiting A CAGR Of 21.0% During The Forecast PeriodWe found that the global market for eSports grew by an average of 15.4% between 2019 and 2020.

The market is growing because more games are being streamed live, big investments are being made, more people are watching, more people are getting involved, and league tournaments have better infrastructure. Because gamers, organisers, influencers, and game developers are getting better at what they do, there are more ways to make money in the market. Electronic sports can be a profession because they have big international prize pools and make money from streaming.

Also, colleges and universities have started to offer programmes that are designed to turn out skilled workers.

Recent Developments:

  • In August 2021: Gameloft partnered with ESL Gaming to enhance the mobile electronic sports-native sponsoring solutions.
  • In July 2021: Intel collaborated with the International Olympic Committee to increase the focus on hosting one of the major virtual competitions as a kickoff to the Games. The electronic sports event was mainly scheduled to be held in Katowice, a city of approximately 3,00,000 individuals in Poland, a month before the Olympic Games.
  • In June 2021: Gameloft partnered with Epik Prime, an NFT platform functioning with AAA gaming organizations & large entertainment IP and brands, which focused on launching a racing-themed set of archives within the mobile racing game Asphalt 9.

Segment Overview

Streaming Insights

There are two main types of streaming: live streaming and on-demand streaming. During the period covered by the forecast, live streaming is expected to make up the biggest part of the segment. As more attention is paid to getting fans involved, live electronic sports events are likely to become more popular. Also, as the number of smartphone users grows, more people are likely to watch live tournaments of electronic sports.

People want more entertainment at home, so video-on-demand is likely to grow quickly over the next few years. People watch more games on Over-the-Top (OTT) platforms than live because they can watch the game whenever they want. Because of this, the video-on-demand part of this business is likely to grow.

Revenue Streaming Insights

Depending on how the money comes in, the market is split into media rights, advertising, sponsorship, ticket and merchandise sales, game publisher fees, and other categories. The media rights segment is expected to gain the most market share during the time frame of the forecast. Many media companies are putting money into these games because the industry is growing and more than 380 million people around the world watch them.

Sponsorship and advertising are expected to grow quickly during the time frame of the forecast. The team that pays for the platform is putting money into it to build its brand as the number of viewers grows. In the same way, many apps that let you play games have ads in them to make more money.

Gaming Genre Insights

Based on the type of game, the market is split into real-time strategy games, first-person shooter games, fighting games, multiplayer online battle arena games, mass multiplayer online role-playing games, and other types. During the time frame of the prediction, the market for first-person shooter games is expected to grow a lot. Many different game providers offer a huge number of first-person shooter games. The 3D worlds in the games of the past looked real.

Fighting games will get better in a lot of ways. Because it is used in virtual and video games, it is becoming more popular on the market.

Over the next few years, multiplayer online battle arena games will grow quickly because they are fun and profitable. Since multiplayer is becoming more and more popular, it is likely to grow.

Regional Outlook:

In 2021, North America had the largest share of the market. There are a lot of online gamers in this area, which should help the business grow. The largest companies in the area are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. To stay ahead of the competition and meet customer needs, they spend a lot of money on research and development.

Asia-Pacific is likely to grow a lot over the next few years. Because of how quickly sports events are moving to digital platforms for entertainment, countries like China, Japan, and India are likely to have a high demand. Electronic sports are becoming more popular because the gaming and entertainment industry in Asia and the Pacific has so many opportunities.

Most European countries have a strong sports market, which is likely to give companies that offer online sports platforms more ways to make money. Fans are always looking for new ways to play games. In the same way, a lot of different people are investing a lot in this market in Europe because it has a growing audience and a higher return on investment.

Scope of Report:

Report Attributes Details
Growth Rate CAGR of 21.0% from 2023 to 2030.
Revenue Forecast by 2022                        USD 1.44 Billion
By Streaming Type On-demand, Live, Others
By Revenue Streaming Game Publisher Fees, Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Others
By Gaming Genre Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games, Others
By Companies  Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.)
Regions and Countries Covered
  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe(Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa(Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America(Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
Base Year  2022
Historical Year  2017 to 2022
Forecast Year  2023 to 2030


Advertisements aimed at people who watch electronic sports, like those shown during live streams on online platforms or electronic sports TV, bring money into this market.

Advertising is likely to bring in a lot of money in the coming years as more people watch online platforms like YouTube and Twitch.

Streamlabs says that in 2018, the most money was made by YouTube and Twitch. Twitch had 4.32 million quarterly active streamers, while YouTube had 1.13 million.

So, as the number of streamers grows, advertising-related content is likely to increase, which will help the market make money.

Driving Factors:

Because technology is always getting better, people all over the world have become dependent on smartphones, other high-tech gadgets, and the internet. Because so many people want to play games, video game companies have moved to a model where they make money over and over again. Also, as technology keeps getting better, there are more and more video game tournaments, virtual reality products, and people spending a lot of money on video content all over the world.

The online gaming market is growing because more people are using advanced gaming technologies, people have different tastes in entertainment, and more people want to play games on their phones. Because more people have smartphones and the internet is better, the number of players has grown quickly.

Restraining Factors:

LED computer monitors can cause metabolic disorders, and gambling addiction and social behaviour disorders can cause psychological problems in gamers.

A recent study by Zwiebel et al. on the health effects of electronic sports players found that they are more likely to get back, neck, and upper limb injuries. The same thing can happen if you spend too much time in front of a computer screen. Most of these problems happen because these players don’t move around much and stand in an awkward way.

Key Segments Covered:

Top Market Players:
Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), and others.

By Streaming Type

  • On-demand
  • Live
  • Others

By Revenue Streaming

  • Game Publisher Fees
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Others

By Gaming Genre

  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

Regions and Countries Covered

  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe: (Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific: (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa: (Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America: (Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
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ESL FACEIT Group brings world-class Dota 2 action to Germany with the ESL One Berlin Major powered by Intel®



ESL FACEIT Group brings world-class Dota 2 action to Germany with the ESL One Berlin Major powered by Intel®
Reading Time: 2 minutes


ESL, an ESL FACEIT Group brand, announced the next ESL One Dota 2 Major, powered by Intel® which will be held in Berlin, Germany, on April 26 – May 7, 2023.

18 of the world’s best Dota 2 teams will battle it out for their share of the $500,000 total prize pool and a chance to play in front of their fans at Velodrom during the final three days of the competition. Furthermore, with the Major, the competing teams can earn the valuable Dota Pro Circuit (DPC) points needed to qualify for the renowned Dota 2 Championship, The International 12 (TI 12), which will take place later this year.

“We’re super excited to welcome the world’s best Dota 2 teams to Berlin for what promises to be a spectacular Major,” said Shane Clarke, Director Game Ecosystems at ESL FACEIT Group. “Last year, with the ESL One Stockholm Major, fans from all around Europe and beyond already showed an incredible support. We can’t wait for the top players to enter the live stage at Velodrom and feel that phenomenal atmosphere once again.”

Dota 2 teams from Eastern Europe, Western Europe, North America, South America, Southeast Asia, and China can look forward to a spectacular conclusion of the DPC Spring Tour 2022-2023. The two to four best teams of each region will travel to Berlin, Germany, as they qualify for the ESL One Dota 2 Major.

The ESL One Berlin Major starts on April 26 with the Group Stage, which uses a best-of-2 round-robin format. Here, the participating teams will be split into two groups of nine teams and compete in a studio environment. The top six teams of each group proceed to the double-elimination Playoff Stage which takes place in front of a live audience at Velodrom in Berlin, on May 5 – 7, 2023.

Commencing April 26, fans from around the globe can tune in during the live transmissions on ESL’s Dota 2 Twitch and YouTube channels and via dedicated broadcast partners.

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