EESL FACEIT Group coordinates and produces esports tournaments, leagues, and events for players and fans around the world. Its offerings span online and offline competitions, content partnerships, and media distributions, supported by sponsorships, advertising, media rights deals, ticket sales, and merchandise. The company serves gamers, fans, content creators, game developers and publishers, brands, and media partners, delivering large-scale, multi‑platform events that attract millions of viewers and participants. Unlike others in the space, EFG leverages its broad network and integrated event ecosystem to create continuous engagement across competitive play, media rights, and brand partnerships, rather than focusing on a single game or format. The goal is to grow the esports audience and industry by connecting communities, creators, developers, and brands through compelling, accessible competitive experiences.
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London, United Kingdom
Founded
2000
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Riedel technology powers record-breaking Esports World Cup production in Paris. WUPPERTAL, Germany - Sept. 11, 2026 - From July 6 to Aug. 23, 2026, Paris hosted the Esports World Cup (EWC), a seven-week live production spanning eight stages and broadcasts in 35 languages. ESL FACEIT Group turned to technical service providers Charco, Gravity Media, and Riedel Communications to deliver the event's communications and signal distribution infrastructure, with ARRI camera systems supporting the main-stage production. The deployment achieved several world firsts, including the highest density of Bolero wireless intercom beltpacks ever deployed in a single enclosed venue. The production brought together more than 2,000 players representing 200 clubs, who competed for a total prize pool of $75 million, making it one of the largest esports events ever staged in Europe. Each of the eight competition stages operated as a fully equipped broadcast environment, with dedicated operators and production managers preparing content for the world feed. Connecting the broadcast systems at each stage with four production areas, central broadcast facilities, and supporting technical spaces required a tightly integrated communications and signal distribution backbone. ESL FACEIT Group and Charco jointly designed and deployed the event's on-site intercom infrastructure using an extensive Riedel ecosystem comprising five Artist-1024 frames, 341 Bolero beltpacks, 79 Bolero antennas, and 330 SmartPanels. Producers, directors, referees, and international production crews relied on the system to coordinate activities seamlessly across all eight stages throughout the tournament. Operating up to 341 Bolero beltpacks simultaneously in a single venue presented one of the project's most demanding technical challenges. Achieving this unprecedented wireless device density required meticulous RF planning, extensive use of Bolero's Frequency Scanner functionality, and additional frequency spectrum made available by the French National Frequency Agency. Seven dedicated scanner antennas continuously monitored the RF environment during production, helping the technical team identify and address potential interference before it could affect operations. "Delivering dependable communications in such a dense RF environment was a remarkable technical achievement," said Mateusz Kałuża, Lead Audio & Intercom Engineer, ESL FACEIT Group. "Bringing experienced intercom engineers from Charco on board was critical to our success. That expertise, paired with close collaboration across all teams, enabled us to support users throughout Paris Expo's 45,000 square meters of event space without compromising operational reliability." International broadcast and production service provider Gravity Media was responsible for the tournament's central video infrastructure. More than 140 Riedel MediorNet MicroN UHD units were deployed across the production, forming the largest temporary MicroN UHD network ever deployed. Interconnected through a centralized MediorNet core, the distributed units spanned the competition stages, four production areas, and additional technical support facilities. The infrastructure transported signals from more than 300 camera sources alongside numerous gameplay and graphic feeds. "Reliability and scalability are indispensable for a production of this size. Riedel's distributed MediorNet infrastructure allowed us to route signals efficiently between a wide range of production areas and adapt the system to the event's specific operational requirements," said Peter Newton, Director Media Services & Facilities, Gravity Media. The main stage featured six ARRI camera systems, including ALEXA 35 Live cameras, together with a range of specialty camera platforms such as Trinity, Steadicam, Spidercam, Technocranes, and cable- and rail-mounted systems. Integrated into the MediorNet infrastructure, the cameras delivered cinematic live images, while the distributed network ensured reliable signal transport across the production. Camera operators were also equipped with Bolero beltpacks, connecting image acquisition, signal transport, and crew communications within a unified Riedel technology environment. "The sheer scale and complexity of the Esports World Cup placed exceptional demands on every part of the production," said Fabian Leimbach, VP Production Technology, ESL FACEIT Group. "Gravity Media, Charco, ARRI, and Riedel Communications brought outstanding expertise, precision, and commitment to the project, creating a robust technical foundation for our international teams throughout the tournament. Their close collaboration and ability to perform under intense time pressure were instrumental to the success of this landmark production." About Riedel The Riedel Group, led by founder and Group CEO Thomas Riedel, unites a diverse portfolio of technology companies and service providers with complementary expertise across media, sports, entertainment, and related markets. Its core operating businesses are Riedel Communications, comprising the Product Division and Managed Technology Division, and Riedel Networks, which provides global network solutions and services. Riedel Communications is a leading provider of live production technologies and services. Its hardware and software portfolio spans distributed video and audio networks, intercom systems, live video production and broadcast control systems, and Private 5G networks. These offerings are complemented by managed technology expertise and services for complex live productions and events. Together, this broad portfolio enables customers to execute projects on-site, remotely, or in the cloud. Headquartered in Wuppertal, Germany, Riedel Communications employs more than 1,000 people in 30 locations across Europe, Australia, Asia, and the Americas. Further information about Riedel and its solutions is available at www.riedel.net. All trademarks appearing herein are the property of their respective owners. About Gravity Media Gravity Media is a global media services, facilities, production and content company, driven by its ethos 'Capture, Craft, Create'. Operating in 37 locations across 10 countries worldwide, Gravity Media is built on collaboration, trust and innovation supported by a global network of technical and creative expertise. The company delivers end-to-end media services and solutions to many of the world's leading broadcasters, rights holders and production houses. Gravity Media is trusted to deliver some of the world's most-watched live sport and entertainment, including the UEFA EURO Championships, Olympic Games, FIFA World Cup, Formula E, Tour de France, US Open, alongside premium entertainment like I'm a Celebrity... Get Me Out of Here! and The Voice. With established operations across Europe, America and Asia-Pacific, and continued investment in growth markets including Middle East, Gravity Media provides expertise in outside broadcast, studios, live and remote production, post production, cloud-based workflows and specialist camera technologies. Through long-standing partnerships and a commitment to technical excellence, Gravity Media allows audiences worldwide to experience iconic moments in sport and entertainment at the highest quality. Photo Caption: Riedel technology powered the communications and signal distribution infrastructure for the Esports World Cup production in Paris, while ARRI camera systems supported the main-stage production
published on 07/16/2026 at 14:00 from GameSquare Holdings, Inc. (NASDAQ:GAME). Stream Hatchet named a Data provider for the 2026 Esports World Cup. Two consecutive years Stream Hatchet has provided key insights for the Esports World Cup Foundation 2026 Esports World Cup taking place July 6 to August 23 in Paris, France FRISCO, TX / ACCESS Newswire / July 16, 2026 / Stream Hatchet a GameSquare Holdings, Inc. company (NASDAQ:GAME), ("GameSquare", or the "Company"), today announced that The Esports Foundation (EF) and ESL FACEIT Group (EFG) have selected Stream Hatchet to serve as a Data and Insights provider for the Esports World Cup (EWC) 2026. Stream Hatchet will deliver real-time analytics, performance dashboards, and tailored insights to empower the world's largest esports event, which takes place from July 6 to August 23, 2026 in Paris, France. Stream Hatchet, a trusted analytics partner across the global gaming ecosystem, measures billions of hours of livestreaming content annually across platforms including Twitch, YouTube, and Kick. For EWC 2026, the company will deploy advanced tracking systems to measure audience reach, engagement trends, and in-event performance metrics, all geared toward delivering strategic value to rights holders, sponsors, and fans alike. "We are proud to once again work with the Esports World Cup," said Eduard Montserrat, CEO of Stream Hatchet. "Having supported the EWC for two years, we are proud to have our data and technology play an important role in how the world watches and understands the action in real time." Taking place in Paris, France, from July 6 to August 23, 2026, the Esports World Cup will unite global gaming communities for a celebration of esports culture. Over 2,000 players representing more than 200 Clubs and over 100 countries will compete for a record-breaking $75 million prize pool in Paris this summer in the industry-leading cross-game Club Championship. EWC 2026 will feature seven weeks of competition across every major genre in competitive gaming, including first-person shooters, strategy games, sports titles, MOBAs, battle royales, fighting games, racing games, and Chess. To learn more about EWC, visit esportsworldcup.com and follow Esports World Cup Foundation on LinkedIn. About The Esports World Cup The Esports World Cup (EWC) is a premier annual sporting event and global celebration of competitive excellence and esports fandom. The competition features a unique cross-game format that pits the world's top esports clubs against one another for the largest prize pool in esports history. Taking place in Paris, France, in the summer of 2026, the EWC will bring gaming and esports communities together again to crown the next Esports World Cup Club Champion. esportsworldcup.com About Stream Hatchet Stream Hatchet, a GameSquare company, is the global leader in live-streaming analytics for gaming and esports. The company delivers actionable insights that drive business decisions for brands, rights holders, and publishers worldwide. About GameSquare Holdings, Inc. GameSquare (NASDAQ:GAME) is a cutting-edge media, entertainment, and technology company transforming how brands and publishers connect with Gen Z, Gen Alpha, and Millennial audiences. With a platform that spans award-winning creative services, advanced analytics, and FaZe Esports, one of the most iconic gaming organizations, Web Disclosure operate one of the largest gaming media networks in North America. As a digital-native business, GameSquare provides brands with unparalleled access to world-class creators and talent, delivering authentic connections across gaming, esports, and youth culture. Complementing its operating strategy, GameSquare has developed an innovative treasury management program designed to generate yield and enhance capital efficiency, reinforcing its commitment to building a dynamic, high-performing media company at the intersection of culture, technology, and next-generation financial innovation. Forward-Looking Statements: This news release contains "forward-looking information" and "forward-looking statements" (collectively, "forward-looking statements") within the meaning of the applicable securities legislation. All statements, other than statements of historical fact, are forward-looking statements and are based on expectations, estimates and projections as at the date of this news release. Any statement that involves discussions with respect to predictions, expectations, beliefs, plans, projections, objectives, assumptions, future events or performance (often but not always using phrases such as "expects", or "does not expect", "is expected", "anticipates" or "does not anticipate", "plans", "budget", "scheduled", "forecasts", "estimates", "believes" or "intends" or variations of such words and phrases or stating that certain actions, events or results "may" or "could", "would", "might" or "will" be taken to occur or be achieved) are not statements of historical fact and may be forward-looking statements. In this news release, forward-looking statements relate, among other things, to: the Company's future repurchases of its common stock, future performance, revenue, growth and profitability; and the Company's ability to execute on its current and future business plans. These forward-looking statements are provided only to provide information currently available to Web Disclosure and are not intended to serve as and must not be relied on by any investor as, a guarantee, assurance or definitive statement of fact or probability. Forward-looking statements are necessarily based upon a number of estimates and assumptions which include, but are not limited to: the Company's ability to grow its business and being able to execute on its business plans, the success of Company's vendors and partners in their provision of services to the Company, the Company being able to recognize and capitalize on opportunities and the Company continuing to attract qualified personnel to support its development requirements. These assumptions, while considered reasonable, are subject to known and unknown risks, uncertainties, and other factors which may cause the actual results and future events to differ materially from those expressed or implied by such forward-looking statements. Such factors include, but are not limited to: the Company's ability to achieve its objectives, the Company successfully executing its growth strategy, the ability of the Company to obtain future financings or complete offerings on acceptable terms, failure to leverage the Company's portfolio across entertainment and media platforms, dependence on the Company's key personnel and general business, economic, competitive, political and social uncertainties. These risk factors are not intended to represent a complete list of the factors that could affect the Company which are discussed in the Company's most recent MD&A. There can be no assurance that forward-looking statements will prove to be accurate, as actual results and future events could differ materially from those anticipated in such statements. Accordingly, readers should not place undue reliance on the forward-looking statements and information contained in this news release. GameSquare assumes no obligation to update the forward-looking statements of beliefs, opinions, projections, or other factors, should they change, except as required by law. GameSquare Investor Relations Andrew Berger Phone: (216) 464-6400 Email: [email protected] GameSquare Media Relations
ESL sets strict new co-streaming rules for CS2 and Dota 2. ESL FACEIT Group has unveiled strict new co-streaming guidelines for CS2 and Dota 2, requiring uninterrupted broadcasts and granting ESL rights to streamer content. April 11, 2026 Esports tournament organizer ESL FACEIT Group has introduced a comprehensive update to its co-streaming guidelines for Counter-Strike 2 and Dota 2 events, set to take effect in 2026. The new rules introduce significant changes for content creators, including a mandate for continuous, uninterrupted coverage and a clause granting ESL rights to use streamers' likeness for promotional purposes. Key takeaways. * | ESL now requires co-streamers to broadcast the entire official tournament feed without interruption. * | Switching to other games, streams, or 'Just Chatting' segments during live events is prohibited. * | A new 'Likeness License' grants ESL perpetual, royalty-free rights to use co-streamers' content for marketing. * | Discussions related to skin gambling, trading, or marketplaces are now strictly forbidden on co-streams. The 'Always-On Coverage' mandate. The most significant change in the updated guidelines is the introduction of an "Always-On Coverage" policy. This rule requires content creators to broadcast the official ESL feed from the beginning to the end of the event without interruption. Under this new mandate, streamers are no longer permitted to switch away from the tournament broadcast to play other games, watch different content, or engage in "Just Chatting" segments with their audience during breaks. This applies to all parts of the broadcast, including desk analysis, player interviews, and advertisement slots. ESL states this change is designed to "eliminate audience leakage and maintain narrative integrity." The goal is to ensure that viewers on co-streams experience the full production, including segments featuring official broadcast talent and sponsor integrations, which are crucial for the financial health of large-scale esports events. Specific broadcast requirements. * During Gameplay: Co-streamers' own video feed is limited to a strict 5% Picture-in-Picture (PIP) window. * During Interstitials: Overlays and other on-screen graphics from the streamer may occupy a maximum of 33% of the screen space. * Audio: The official ESL broadcast audio must remain clearly audible at a reasonable volume throughout the entire co-stream. This policy directly impacts how streamers can interact with their communities during traditionally slower moments of a tournament. Activities like analyzing previous rounds with custom graphics or engaging in off-topic discussions during technical pauses will now be heavily restricted. Content rights and Likeness License. Another pivotal update that has generated significant discussion is the new "Likeness License" clause. By agreeing to the co-streaming terms, creators grant ESL a perpetual, royalty-free license to use their image, voice, and excerpts from their broadcast. This means ESL can feature clips from popular co-streams in its own marketing and promotional materials without additional permission or compensation. The broad nature of a "perpetual" license has raised concerns among some community figures about the long-term implications for creators' personal brands. " "Forever rights are always fun..." remarked industry veteran Scott 'SirScoots' Smith in response to the announcement, highlighting the community's apprehension towards the clause. This move positions co-streamer content as a potential marketing asset for ESL, leveraging the personalities and audiences of individual creators to promote its own events. While this can provide exposure for streamers, it also cedes a significant amount of control over their own content and likeness to the tournament organizer. Restrictions on commercial topics. The updated guidelines also introduce specific content prohibitions, most notably a ban on discussing skin gambling, trading, or marketplaces. This rule is particularly relevant to the Counter-Strike 2 scene, where the in-game cosmetics market is a major topic of interest for many viewers and a core part of the content for certain streamers. Creators like Mark 'OhnePixel' Zimmermann, known for their focus on the CS2 skin economy, will have to significantly adjust their content strategy when co-streaming ESL events. The rule aims to distance ESL's official broadcasts from the often-unregulated and controversial aspects of the skin trading world. Why this matters. Co-streaming has become an integral part of the esports viewing experience. Popular streamers offer alternative commentary and a more interactive, community-focused environment, often drawing massive audiences that rival or even exceed official broadcasts. These new rules represent an attempt by a major tournament organizer to formalize and control this ecosystem, ensuring its own commercial and narrative priorities are met. Community and creator reaction. The reaction to these changes has been mixed. While some observers understand ESL's desire to protect its sponsors and the integrity of its official broadcast, many creators and fans feel the rules are overly restrictive. The primary concerns revolve around the stifling of streamer creativity and the loss of autonomy. The "Always-On" rule, in particular, challenges the very nature of co-streaming, which often thrives on the streamer's unique personality and their interaction with their chat during downtime. Forcing them to passively broadcast desk segments could diminish the unique value they provide. Furthermore, the Likeness License and the ban on skin-market talk are seen by some as an overreach, placing the tournament organizer's interests far ahead of the individual creators who help build hype and viewership for their events. The implementation and enforcement of these new guidelines at upcoming tournaments, such as the popular IEM Cologne, will be closely watched by the entire esports community.
ESL FACEIT Group and FaZe announce 2026 cod League championship in Las Vegas. February 5, 2026 The ESL FACEIT Group, FaZe Esports, and the Call of Duty League have released the event information regarding the 2026 Championship, which will determine the Black Ops 7 world champions in Las Vegas. This major tournament will see the top eight teams compete for a prize pool of $2 million in four days. The competition will take place from July 16 to 19, 2026, at the Michelob ULTRA Arena in Mandalay Bay Resort and Casino. The format will be a double-elimination bracket with best-of-five series, except for the grand finals, which will be best-of-nine. Tickets are now available through AXS, with fans encouraged to register early for this major CDL event. The ESL FACEIT Group (EFG) is the official production partner. FaZe Esports is the host organization, bringing its Vegas vibe to the championship weekend. This is a high-profile partnership under Activision supervision for the CDL Season 7 playoffs. The 2026 CDL season in Black Ops 7 features four Majors: Dallas, Birmingham, Atlanta, and Paris, with two Minors, all leading to the top eight qualifiers. The broadcast team and prize purse are yet to be announced.
ESL FACEIT Group (EFG) co-CEO Craig Levine has confirmed he will be stepping away from his role, leaving Niccolò Maisto as the sole CEO of the company.
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Industries
Company Size
1,001-5,000
Company Stage
N/A
Total Funding
N/A
Headquarters
London, United Kingdom
Founded
2000
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