ESG Gaming will work collaboratively with both academic organisations and specialist research partners to extend the current emerging literature around gaming, esports and the metaverse and its impact on humanity. We will deliver these two specific projects in 2024 and a robust and independent evaluation of our products.
World Esports IESF Request for Proposal (RFP) Research on Esports Promotion and Development by ESG Gaming and Esports Insider
Our research paper will consider two General and two Specific Objectives.
Within the full report will be a literature review, case studies and a handpicked list of recommendations that can be applied in a real-world setting to help the wider Esports sector and IESF understand more about video gaming and esports participation among those aged 50 years and over. Additionally, the research will collate medical insight into the value of video gaming and esports as a form of entertainment to reduce social isolation and loneliness.
The research report itself will be made up of a high-quality visual document available as a PDF and in printed form. The research will also be accompanied by a high-quality and visual PowerPoint Document, which can be used to present the research to stakeholders.
We propose to share the research at a number of education and video gaming conferences in early 2024, including the Global Bett Education Show at the London Excel Centre in January; the World Mobile Congress Show at Fira de Barcelona in February; at ESI Next Gen at Oxford University in March and London Tech Week at London Olympia in June.
Influencer-led gambling in gaming and streaming channels. Report Published Q2 2026
The aim of this research is to explore the behavioural (e.g. gambling activity) and environmental/technological (e.g. group and platform factors) characteristics of influencer-led gambling in gaming on streaming channels through both academic & lived-experience research. This research would be extending the current emerging literature on the role of gambling type behaviours in gaming and streaming.
A mixed method approach of qualitative and quantitative methods would be applied to understand the following characteristics of influencer-led gambling in gaming on streaming channels: i) Behavioural (e.g. gambling activity); ii) Environmental (e.g. social/group factors); and iii) Technological (e.g. platform factors).
The aim of this research is to understand:
The differences between Web2 and Web3 gambling, including some of the specific risks and challenges for Web3 as well as opportunities for customers, in the context of gaming and gambling
An analysis of the specific Web3 gambling features, platforms, activities and experiences which relate to risks, challenges, and opportunities for customers, in the context of gaming and gambling.
Considerations of the different types of customers, the customer awareness, and how this might influence the challenges, risks and opportunities, in the context of gaming and gambling
Considerations of the different types of customers, the customer awareness, and how thisA contrast between the context of gaming and gambling with other Web3 activities and platforms (i.e. does gambling pose specific, similar or different risks and opportunities). might influence the challenges, risks and opportunities, in the context of gaming and gambling