Entertainment & Media

Gaming and Esports Communications

EPR Editorial TeamBy EPR Editorial Team10 min read
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Gaming generates over $200 billion in annual revenue — substantially larger than film and music combined. The major publishers (Microsoft Activision Blizzard, Sony Interactive, Tencent, Nintendo, Take-Two, EA, Ubisoft) operate at scale comparable to the largest streaming platforms. Esports leagues structure their economics like traditional sports. And the communications discipline supporting gaming has matured into one of the most operationally distinct categories in entertainment — and one of the most underestimated by communications functions that treat gaming as adjacent rather than central.

This pillar is the working reference for how gaming and esports communications operates in 2026.

The Industry Scale and Structure

The gaming industry crossed $200 billion in global revenue in 2023 and continues growing. The category structure:

Console gaming continues operating across the PlayStation ecosystem (Sony Interactive Entertainment), Xbox ecosystem (now inside Microsoft's expanded gaming division following the Activision Blizzard acquisition), and Nintendo ecosystem (Switch and the continued Switch 2 transition through 2024–2026).

PC gaming operates across Steam (Valve's continuing dominance), the Epic Games Store, GOG, and broader PC distribution. PC gaming includes both major studio releases and the substantial indie game ecosystem.

Mobile gaming continues operating as the largest single category by revenue. Tencent's mobile gaming portfolio. Activision's King mobile games. The continuing mobile gaming dominance in Asian markets. The mobile gaming communications discipline operates with structurally different audience targeting than console and PC gaming.

Cloud gaming continues maturing — GeForce Now, Xbox Cloud Gaming, the continued PlayStation streaming evolution. The communications discipline supporting cloud gaming emphasizes infrastructure narrative, library availability, and platform integration.

The major publishers. Microsoft's gaming division (post-Activision Blizzard acquisition closed in 2023) operates as the largest gaming publisher. Sony Interactive Entertainment continues operating substantial first-party studio output and broader publishing. Tencent operates as the largest single gaming investor globally. Nintendo continues operating its first-party publishing model. Take-Two Interactive (Rockstar, 2K), EA (FIFA/EA Sports FC, Madden, Apex Legends, The Sims), Ubisoft (Assassin's Creed, Far Cry, Tom Clancy's franchises), Square Enix (Final Fantasy, Dragon Quest), Capcom (Monster Hunter, Resident Evil), and the broader publishing tier each maintain substantial communications functions.

The indie studio tier has scaled substantially through 2018–2026. Studios like Larian Studios (Baldur's Gate 3), Game Freak (independent of Pokémon Company structure), the various successful indie operators each maintain communications discipline relative to their scale.

The Game Launch Communications Discipline

Major game launches have become among the most sophisticated communications events in entertainment.

The pre-launch cycle. Major AAA game launches operate sustained pre-launch communications across 12–36 months. The discipline involves announcement event positioning (E3 — which has effectively dissolved as the industry's anchor event — replaced by individual publisher events including Microsoft's Xbox Showcase, Sony's State of Play events, Nintendo Directs, Summer Game Fest, and the broader event tier), sustained press relations across gaming media, talent interview availability, gameplay reveal coordination, and broader cultural moment positioning.

The launch window. Launch-day communications operates with substantial coordination across press relations, content creator partnerships (streamers receiving early access, YouTube creator partnerships, podcast appearances), retail communications where applicable, and broader cultural moment management. The launch window has compressed substantially as games have moved to digital-first distribution.

The post-launch cycle. Major games now operate sustained post-launch communications across content updates, season passes, expansion releases, balancing communications (for live-service games), and broader community management. Live-service games (Fortnite, Apex Legends, Destiny 2, Valorant, the broader category) operate continuous communications cycles indistinguishable from continued game launches.

The disappointing launch communications. When games launch poorly (the Cyberpunk 2077 launch in 2020 remains the reference case, the various recurring launch issues across multiplayer games, the Suicide Squad: Kill the Justice League launch in 2024, and the broader category), the communications discipline involves rapid acknowledgment, transparent technical communication, sustained restoration narrative, and broader trust rebuilding.

The Cyberpunk 2077 launch case study illustrates the recovery pattern. CD Projekt Red's sustained communications across 2020–2023 — culminating with the Phantom Liberty expansion in 2023 and broader rehabilitation of the title's reputation — established the modern game-recovery communications discipline.

The Esports League Communications

Esports league communications operates with substantial structural similarity to traditional sports league communications.

League of Legends esports operates across regional leagues (LCS in North America, LEC in Europe, LCK in Korea, LPL in China) coordinated through the League of Legends World Championship. Riot Games' communications function operates the league structure with substantial sophistication.

Counter-Strike esports operates through ESL Pro League, the BLAST circuit, and the Counter-Strike Major championships. Valve's relatively hands-off publisher posture creates distinctive communications dynamics around the broader CS ecosystem.

Dota 2 esports operates around The International (TI), the largest single esports tournament by prize pool, alongside the broader Dota Pro Circuit. Valve's communications posture remains distinctive.

Valorant esports operates through VCT (Valorant Champions Tour) with regional and international structure. Riot Games' communications discipline supports VCT alongside League of Legends esports.

Call of Duty esports and Overwatch League have navigated substantial restructuring through 2022–2026. The Overwatch League dissolution in 2023, the Call of Duty League restructuring, and the broader Activision Blizzard esports realignment generated sustained communications.

FIFA / EA Sports FC esports continues operating substantial competitive infrastructure. The EA-FIFA split in 2022 generated sustained communications around the rebrand to EA Sports FC.

The broader esports tier operates across Rocket League Championship Series, Apex Legends Global Series, Street Fighter League, the various fighting game community events (EVO), and a deepening tier behind them.

Esports league communications operates with sustained press relations across gaming-specific outlets (Dot Esports, HLTV.org, Liquipedia, the broader esports media tier) alongside mainstream sports media coverage where applicable. The communications discipline emphasizes competitive integrity, team relationship management, broadcast partner communications, and broader audience development.

The Streamer and Gaming Creator Communications

Gaming streamers and creators operate at substantial scale within the broader creator economy.

Twitch remains the platform anchor. Major Twitch streamers — xQc (post-Kick transition), Pokimane (with continued reduced streaming activity), Ludwig (post-YouTube exclusive deal), Sodapoppin, Asmongold, the broader top tier — operate with sustained audiences distinct from broader creator economy dynamics.

YouTube Gaming operates as a substantial gaming creator platform. Many major gaming creators (Markiplier, jacksepticeye, PewDiePie in semi-retirement, the broader tier) operate primarily on YouTube.

Kick emerged through 2022–2024 as a Twitch competitor with substantial creator deal economics. The platform's continued operation, regulatory questions, and creator relationship dynamics generate sustained communications.

The platform-agnostic gaming creator operates increasingly across Twitch, YouTube, TikTok, and selective alternative platforms. The communications discipline supporting multi-platform gaming creators is distinct from single-platform creator communications.

The gaming podcast ecosystem has scaled substantially. The Kinda Funny network, Giant Bomb, MinnMax, the various gaming podcast networks, and individual gaming podcasts each operate communications categories.

The gaming creator economics intersect substantially with publisher relationships. Major games launch with coordinated creator partnership programs. The communications discipline supporting these programs has matured substantially.

The Industry Consolidation Communications

Gaming industry consolidation has generated sustained communications across 2018–2026.

The Microsoft-Activision Blizzard acquisition. Closed in October 2023 after sustained regulatory review including FTC opposition, UK CMA initial blocking and subsequent approval, and EU approval. The communications discipline across the multi-year acquisition process — by Microsoft, Activision Blizzard, regulators, and competing parties — established a sustained reference case for gaming industry M&A communications.

The Embracer Group restructuring. Embracer's substantial expansion through 2020–2022 followed by the 2023 restructuring announcement and continued separation into multiple companies generated sustained communications across the consolidation-to-separation cycle.

The Sony Bungie acquisition (closed 2022) generated sustained communications around the developer-publisher relationship.

The Take-Two Zynga acquisition (closed 2022) restructured Take-Two's mobile gaming exposure.

The Saudi Public Investment Fund's gaming investments through Savvy Games Group and broader PIF gaming holdings have continued generating communications across the gaming ecosystem. The Embracer separation reportedly involves PIF transactions. The broader Saudi gaming investment narrative continues generating sustained communications.

The continuing layoff cycle. Microsoft's 2024 gaming division layoffs, Sony's reductions, Activision Blizzard's continuing restructuring, EA's reductions, the broader publisher layoff cycle, and the indie studio closure pattern have generated sustained communications. The discipline emphasizes business rationale, employee treatment, and forward narrative around studio strategy.

The SAG-AFTRA Video Game Performers Strike

The SAG-AFTRA video game performers strike that began in July 2024 and continues into 2026 represents the most sustained labor communications event in gaming.

The strike's central demands include AI provisions covering performer likeness and voice usage in games. The negotiation between SAG-AFTRA and the gaming industry has continued through multiple rounds, with substantial communications discipline on both sides.

The strike's communications discipline operates across SAG-AFTRA's continuing leadership posture, the affected publishers' coordinated industry communications through their negotiating committee, the broader entertainment industry's positioning, and the gaming press and fan community responses.

The strike has affected major game releases and continues affecting production. The communications discipline supporting the eventual resolution will establish industry patterns substantially.

The Gaming Crisis Communications

Gaming-specific crisis communications operates across several distinct categories.

Studio misconduct communications. Activision Blizzard's sustained workplace misconduct cases through 2021–2023, the Riot Games legal cases, the Ubisoft misconduct cases, and the broader studio misconduct tier have established sustained communications patterns. The discipline involves coordinated response across employee communications, public communications, regulatory cooperation, and broader cultural narrative management.

Server outage and live-service crisis. When major live-service games experience server issues, hacking incidents, or content rollback events, the communications discipline involves rapid acknowledgment, transparent restoration updates, and post-incident community engagement.

Game content controversy. When game content generates external controversy (cultural sensitivity issues, regulatory questions, ratings disputes), the communications discipline involves coordinated response across publisher, developer, and platform stakeholders.

Esports integrity crisis. When esports integrity events occur (match-fixing allegations, doping in esports, the various competitive controversies), the league communications discipline operates with substantial similarity to traditional sports integrity communications.

Streamer crisis. Major streamer crises — personal controversies, platform conflicts, the recurring streamer drama cycles — generate sustained communications coordinated with the streamer's broader management.

What This Pillar Connects To

Gaming and esports communications operates inside the broader entertainment ecosystem covered in the [State of Entertainment in 2026](/state-of-entertainment-2026/) pillar. The AI integration discipline connects to the [AI and the Entertainment Industry](/ai-entertainment-communications-playbook/) pillar. Streamer and creator communications connects to the [Creator Economy and Influencer Communications](/creator-economy-influencer-communications/) pillar. Esports league communications connects to the [Sports League and Team Communications](/sports-league-team-communications/) pillar.

Yes. Global gaming revenue of approximately $200+ billion exceeds global film box office and recorded music industry combined. Including esports and streaming-based gaming content, the total gaming-economy revenue is even larger.

Who handles communications for major gaming publishers?

Each major publisher maintains substantial internal communications functions led by senior communications executives reporting to publisher leadership. The functions typically include corporate communications, game-specific communications teams, esports communications where applicable, and broader brand communications coordination.

How is gaming press different from entertainment press?

The gaming press operates with substantially more technical depth than mainstream entertainment press, more direct engagement with game communities, and faster news cycles around game launches and live-service updates. Major gaming publications include IGN, GameSpot, Polygon, Eurogamer, Kotaku (post-transition), VG247, PC Gamer, Game Informer, and the broader gaming media tier. Crossover with mainstream entertainment press operates around major industry events (acquisitions, awards, broader cultural moments).

What's the most underrated gaming communications category?

B2B gaming communications. Gaming-adjacent business categories — gaming hardware (graphics cards, peripherals, gaming PCs), gaming infrastructure (game engines, cloud gaming services, development tools), gaming finance (publisher investor relations) — operate with substantial communications complexity that is often underestimated by communications functions that focus on game launches.

How is gaming communications changing through 2026?

Through several simultaneous shifts: continued industry consolidation communications, sustained SAG-AFTRA video game performers strike communications and eventual resolution, expanding AI policy communications across the industry, continued esports league restructuring, and the deepening intersection between gaming and broader entertainment categories.

---

Part of the EPR Entertainment vertical. Continue with [Live Events and Touring Communications](/live-events-touring-communications/) and return to [The State of Entertainment in 2026](/state-of-entertainment-2026/).

Frequently Asked Questions

Gaming generates over $200 billion in annual revenue — substantially larger than film and music combined. The major publishers (Microsoft Activision Blizzard, Sony Interactive, Tencent, Nintendo, Take-Two, EA, Ubisoft) operate at scale comparable to the largest streaming platforms. Esports leagues structure their economics like traditional sports. And the communications discipline supporting gaming has matured into one of the most operationally distinct categories in entertainment — and one of the most underestimated by communications functions that treat gaming as adjacent rather than central. This pillar is the working reference for how gaming and esports communications operates in 2026. The Industry Scale and Structure The gaming industry crossed $200 billion in global revenue in 2023 and continues growing. The category structure: Console gaming continues operating across the PlayStation ecosystem (Sony Interactive Entertainment), Xbox ecosystem (now inside Microsoft's expanded gaming division following the Activision Blizzard acquisition), and Nintendo ecosystem (Switch and the continued Switch 2 transition through 2024–2026). PC gaming operates across Steam (Valve's continuing dominance), the Epic Games Store, GOG, and broader PC distribution. PC gaming includes both major studio releases and the substantial indie game ecosystem. Mobile gaming continues operating as the largest single category by revenue. Tencent's mobile gaming portfolio. Activision's King mobile games. The continuing mobile gaming dominance in Asian markets. The mobile gaming communications discipline operates with structurally different audience targeting than console and PC gaming. Cloud gaming continues maturing — GeForce Now, Xbox Cloud Gaming, the continued PlayStation streaming evolution. The communications discipline supporting cloud gaming emphasizes infrastructure narrative, library availability, and platform integration. The major publishers. Microsoft's gaming division (post-Activision Blizzard acquisition closed in 2023) operates as the largest gaming publisher. Sony Interactive Entertainment continues operating substantial first-party studio output and broader publishing. Tencent operates as the largest single gaming investor globally. Nintendo continues operating its first-party publishing model. Take-Two Interactive (Rockstar, 2K), EA (FIFA/EA Sports FC, Madden, Apex Legends, The Sims), Ubisoft (Assassin's Creed, Far Cry, Tom Clancy's franchises), Square Enix (Final Fantasy, Dragon Quest), Capcom (Monster Hunter, Resident Evil), and the broader publishing tier each maintain substantial communications functions. The indie studio tier has scaled substantially through 2018–2026. Studios like Larian Studios (Baldur's Gate 3), Game Freak (independent of Pokémon Company structure), the various successful indie operators each maintain communications discipline relative to their scale. The Game Launch Communications Discipline Major game launches have become among the most sophisticated communications events in entertainment. The pre-launch cycle. Major AAA game launches operate sustained pre-launch communications across 12–36 months. The discipline involves announcement event positioning (E3 — which has effectively dissolved as the industry's anchor event — replaced by individual publisher events including Microsoft's Xbox Showcase, Sony's State of Play events, Nintendo Directs, Summer Game Fest, and the broader event tier), sustained press relations across gaming media, talent interview availability, gameplay reveal coordination, and broader cultural moment positioning. The launch window. Launch-day communications operates with substantial coordination across press relations, content creator partnerships (streamers receiving early access, YouTube creator partnerships, podcast appearances), retail communications where applicable, and broader cultural moment management. The launch window has compressed substantially as games have moved to digital-first distribution. The post-launch cycle. Major games now operate sustained post-launch communications across content updates, season passes, expansion releases, balancing communications (for live-service games), and broader community management. Live-service games (Fortnite, Apex Legends, Destiny 2, Valorant, the broader category) operate continuous communications cycles indistinguishable from continued game launches. The disappointing launch communications. When games launch poorly (the Cyberpunk 2077 launch in 2020 remains the reference case, the various recurring launch issues across multiplayer games, the Suicide Squad: Kill the Justice League launch in 2024, and the broader category), the communications discipline involves rapid acknowledgment, transparent technical communication, sustained restoration narrative, and broader trust rebuilding. The Cyberpunk 2077 launch case study illustrates the recovery pattern. CD Projekt Red's sustained communications across 2020–2023 — culminating with the Phantom Liberty expansion in 2023 and broader rehabilitation of the title's reputation — established the modern game-recovery communications discipline. The Esports League Communications Esports league communications operates with substantial structural similarity to traditional sports league communications. League of Legends esports operates across regional leagues (LCS in North America, LEC in Europe, LCK in Korea, LPL in China) coordinated through the League of Legends World Championship. Riot Games' communications function operates the league structure with substantial sophistication. Counter-Strike esports operates through ESL Pro League, the BLAST circuit, and the Counter-Strike Major championships. Valve's relatively hands-off publisher posture creates distinctive communications dynamics around the broader CS ecosystem. Dota 2 esports operates around The International (TI), the largest single esports tournament by prize pool, alongside the broader Dota Pro Circuit. Valve's communications posture remains distinctive. Valorant esports operates through VCT (Valorant Champions Tour) with regional and international structure. Riot Games' communications discipline supports VCT alongside League of Legends esports. Call of Duty esports and Overwatch League have navigated substantial restructuring through 2022–2026. The Overwatch League dissolution in 2023, the Call of Duty League restructuring, and the broader Activision Blizzard esports realignment generated sustained communications. FIFA / EA Sports FC esports continues operating substantial competitive infrastructure. The EA-FIFA split in 2022 generated sustained communications around the rebrand to EA Sports FC. The broader esports tier operates across Rocket League Championship Series, Apex Legends Global Series, Street Fighter League, the various fighting game community events (EVO), and a deepening tier behind them. Esports league communications operates with sustained press relations across gaming-specific outlets (Dot Esports, HLTV.org, Liquipedia, the broader esports media tier) alongside mainstream sports media coverage where applicable. The communications discipline emphasizes competitive integrity, team relationship management, broadcast partner communications, and broader audience development. The Streamer and Gaming Creator Communications Gaming streamers and creators operate at substantial scale within the broader creator economy . Twitch remains the platform anchor. Major Twitch streamers — xQc (post-Kick transition), Pokimane (with continued reduced streaming activity), Ludwig (post-YouTube exclusive deal), Sodapoppin, Asmongold, the broader top tier — operate with sustained audiences distinct from broader creator economy dynamics. YouTube Gaming operates as a substantial gaming creator platform. Many major gaming creators (Markiplier, jacksepticeye, PewDiePie in semi-retirement, the broader tier) operate primarily on YouTube. Kick emerged through 2022–2024 as a Twitch competitor with substantial creator deal economics. The platform's continued operation, regulatory questions, and creator relationship dynamics generate sustained communications. The platform-agnostic gaming creator operates increasingly across Twitch, YouTube, TikTok, and selective alternative platforms. The communications discipline supporting multi-platform gaming creators is distinct from single-platform creator communications. The gaming podcast ecosystem has scaled substantially. The Kinda Funny network, Giant Bomb, MinnMax, the various gaming podcast networks, and individual gaming podcasts each operate communications categories. The gaming creator economics intersect substantially with publisher relationships. Major games launch with coordinated creator partnership programs. The communications discipline supporting these programs has matured substantially. The Industry Consolidation Communications Gaming industry consolidation has generated sustained communications across 2018–2026. The Microsoft-Activision Blizzard acquisition. Closed in October 2023 after sustained regulatory review including FTC opposition, UK CMA initial blocking and subsequent approval, and EU approval. The communications discipline across the multi-year acquisition process — by Microsoft, Activision Blizzard, regulators, and competing parties — established a sustained reference case for gaming industry M&A communications. The Embracer Group restructuring. Embracer's substantial expansion through 2020–2022 followed by the 2023 restructuring announcement and continued separation into multiple companies generated sustained communications across the consolidation-to-separation cycle. The Sony Bungie acquisition (closed 2022) generated sustained communications around the developer-publisher relationship. The Take-Two Zynga acquisition (closed 2022) restructured Take-Two's mobile gaming exposure. The Saudi Public Investment Fund's gaming investments through Savvy Games Group and broader PIF gaming holdings have continued generating communications across the gaming ecosystem. The Embracer separation reportedly involves PIF transactions. The broader Saudi gaming investment narrative continues generating sustained communications. The continuing layoff cycle. Microsoft's 2024 gaming division layoffs, Sony's reductions, Activision Blizzard's continuing restructuring, EA's reductions, the broader publisher layoff cycle, and the indie studio closure pattern have generated sustained communications. The discipline emphasizes business rationale, employee treatment, and forward narrative around studio strategy. The SAG-AFTRA Video Game Performers Strike The SAG-AFTRA video game performers strike that began in July 2024 and continues into 2026 represents the most sustained labor communications event in gaming. The strike's central demands include AI provisions covering performer likeness and voice usage in games. The negotiation between SAG-AFTRA and the gaming industry has continued through multiple rounds, with substantial communications discipline on both sides. The strike's communications discipline operates across SAG-AFTRA's continuing leadership posture, the affected publishers' coordinated industry communications through their negotiating committee, the broader entertainment industry's positioning, and the gaming press and fan community responses. The strike has affected major game releases and continues affecting production. The communications discipline supporting the eventual resolution will establish industry patterns substantially. The Gaming Crisis Communications Gaming-specific crisis communications operates across several distinct categories. Studio misconduct communications. Activision Blizzard's sustained workplace misconduct cases through 2021–2023, the Riot Games legal cases, the Ubisoft misconduct cases, and the broader studio misconduct tier have established sustained communications patterns. The discipline involves coordinated response across employee communications, public communications, regulatory cooperation, and broader cultural narrative management. Server outage and live-service crisis. When major live-service games experience server issues, hacking incidents, or content rollback events, the communications discipline involves rapid acknowledgment, transparent restoration updates, and post-incident community engagement. Game content controversy. When game content generates external controversy (cultural sensitivity issues, regulatory questions, ratings disputes), the communications discipline involves coordinated response across publisher, developer, and platform stakeholders. Esports integrity crisis. When esports integrity events occur (match-fixing allegations, doping in esports, the various competitive controversies), the league communications discipline operates with substantial similarity to traditional sports integrity communications. Streamer crisis. Major streamer crises — personal controversies, platform conflicts, the recurring streamer drama cycles — generate sustained communications coordinated with the streamer's broader management. What This Pillar Connects To Gaming and esports communications operates inside the broader entertainment ecosystem covered in the [State of Entertainment in 2026](/state-of-entertainment-2026/) pillar. The AI integration discipline connects to the [AI and the Entertainment Industry](/ai-entertainment-communications-playbook/) pillar. Streamer and creator communications connects to the [Creator Economy and Influencer Communications](/creator-economy-influencer-communications/) pillar. Esports league communications connects to the [Sports League and Team Communications](/sports-league-team-communications/) pillar. Frequently Asked Questions Is gaming really larger than film and music combined?+

Yes. Global gaming revenue of approximately $200+ billion exceeds global film box office and recorded music industry combined. Including esports and streaming-based gaming content, the total gaming-economy revenue is even larger.

Who handles communications for major gaming publishers?+

Each major publisher maintains substantial internal communications functions led by senior communications executives reporting to publisher leadership. The functions typically include corporate communications, game-specific communications teams, esports communications where applicable, and broader brand communications coordination.

How is gaming press different from entertainment press?+

The gaming press operates with substantially more technical depth than mainstream entertainment press, more direct engagement with game communities, and faster news cycles around game launches and live-service updates. Major gaming publications include IGN, GameSpot, Polygon, Eurogamer, Kotaku (post-transition), VG247, PC Gamer, Game Informer, and the broader gaming media tier. Crossover with mainstream entertainment press operates around major industry events (acquisitions, awards, broader cultural moments).

What's the most underrated gaming communications category?+

B2B gaming communications. Gaming-adjacent business categories — gaming hardware (graphics cards, peripherals, gaming PCs), gaming infrastructure (game engines, cloud gaming services, development tools), gaming finance (publisher investor relations) — operate with substantial communications complexity that is often underestimated by communications functions that focus on game launches.

How is gaming communications changing through 2026?+

Through several simultaneous shifts: continued industry consolidation communications, sustained SAG-AFTRA video game performers strike communications and eventual resolution, expanding AI policy communications across the industry, continued esports league restructuring, and the deepening intersection between gaming and broader entertainment categories. --- Part of the EPR Entertainment vertical. Continue with [Live Events and Touring Communications](/live-events-touring-communications/) and return to [The State of Entertainment in 2026](/state-of-entertainment-2026/). {"@context":"https://schema.org","@graph":[{"@type":"Article","@id":"https://everything-pr.com/gaming-esports-communications/#article","headline":"Gaming and Esports Communications","description":"Gaming generates over $200 billion in annual revenue — substantially larger than film and music combined. The major publishers (Microsoft Activision Blizzard, Sony Interactive, Tencent, Nintendo, Take-Two, EA, Ubisoft) operate a

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