It’s seven weeks into this 12 months’s Esports World Cup, the world’s largest worldwide online game competitors, however CEO Ralf Reichert doesn’t seem drained in any respect. Sipping a cappuccino contained in the VIP embassy of Paris’ Expo Porte de Versailles, the previous professional gamer-turned-entrepreneur is completely relaxed. In spite of everything, he’s not one of many over two thousand folks competing. These days are lengthy behind him.
“We’d pack a automotive and convey our personal computer systems and the massive CRT displays,” Reichert tells Rolling Stone. “There was a match right here in Paris known as LAN Enviornment. It was in 1999 and 2000; we rented a bus, packed it, and got here right here with a complete crew of six folks and spent the weekend. I believe we gained each instances, truly.”
At the moment, it’s all very completely different. Reichert has traded in his keyboard and mouse for a coveted gig as the top of one of many largest online game organizations on the planet with the Esports Basis. Within the quiet lull of a noon break between match play, he’s in a position to unwind and bask within the entirety of all he’s achieved in his quarter century in esports. What as soon as was an underground group of hobbyists pursuing their ardour has now turn into a worldwide spectacle, with gamers competing throughout 24 video games for a prize pool of $75 million.

The third iteration of the annual summer season occasion was initially set to be hosted in Riyadh, Saudi Arabia, like its predecessors, however geopolitical circumstances required a shift, leaving Reichert and his crew with a pivot to Paris in simply over eight weeks. The Herculean enterprise of the worldwide swap is spectacular sufficient, earlier than ever factoring in that the Paris venue itself wanted to be a perpetually shifting mosaic; with the whole present flooring turning over weekly as new tournaments and activations traded in.
However Reichert isn’t any stranger to manning the helm of a ship in unsteady waters. A pioneer {of professional} gaming earlier than the idea was ever a viable job, he co-founded SK Gaming together with his brothers, Benjamin and Tim, again when the web was simply in its infancy. What started as a private competitors between his siblings would finally result in an unconventional and boundary-shattering profession.
A hobbyist turned entrepreneur
Raised in Oberhausen, Germany, Reichert’s ardour for gaming began early. Like many, his early years had been predicated on an insatiable have to greatest his siblings. “I’ve two brothers; we competed in the whole lot,” he says. “Soccer was our predominant turf, however [it was] the whole lot you’ll be able to consider, in addition to video video games. I had my first console on the age of six, and we’d compete in Pong. They had been on that journey with me, and it was as a lot digital as bodily from the very begin.”
The trio of brothers had been all the time trying to supplant each other in quite a lot of video games, but it surely was one particularly title that landed its hooks: 1996’s Quake, one of many first 3D shooters, designed particularly for multiplayer competitors.
“1996 to 1997 was particular as a result of the web got here at scale, and Quake was the primary true 3D shooter, which they even constructed for on-line play — or they did in Quake World, an internet model for it,” Reichert remembers. “There have been completely different elements earlier than, video games which you may compete in, which had some complexity. However Quake introduced it collectively to the subsequent degree within the first 3D world, and it had tens of 1000’s of individuals on-line competing to construct a scene, to construct a neighborhood.”
The arrival of internet-enabled play accelerated the methods during which communities may construct round anybody sport — one thing Reichert was drawn to. With Quake, his brothers and he had discovered a bigger household of like-minded people to play with, quickly forming the form of neighborhood earlier video games would take years to amass.
“You normally want a join level and, traditionally, that connection level had been bodily occasions in conventional sports activities. It was both tremendous native or it took a long time to construct, and the web was taking away loads of these obstacles. There have been competitions round Area Invaders, however they by no means received to scale as a result of that they had obstacles to promotion,” Reichert says. “In Quake, it was in all probability the primary time in historical past the place these obstacles had been gone, the place this was purely constructed on the web, broadcasted on the web, reported on by way of the web. It was very area of interest, proper? It was solely folks with entry to the web in 1996 or 1997 who may really feel and see this, so it was not at all mainstream. However it created a sport.”
What began as a familial problem out of the blue grew to become a crew effort towards exterior forces. However within the Wild West of on-line gaming, there wasn’t any true construction. To cement themselves as a crew, the Reichert brothers needed to construct their very own web site, which served as a enterprise card, and journey in individual to LAN (native space community) occasions to play. However they progressed shortly. By the tip of 1997, they had been among the many greatest German golf equipment, but it surely took a bigger congregation for his or her dad and mom to actually perceive the scope of their private passion.
“For TGI [True Gamers Invitation], it was the primary time my dad and mom traveled with us and watched,” he says. “And my brother ended up in second place, very unfortunate. However the takeaway from that was, once we traveled dwelling, they mainly mentioned, ‘Look, we’ve been with you on soccer for our entire life, now we’ve seen this. It’s the identical. If we may perceive that sport, if we had grown up with it, we might watch this as a lot as we watch you play soccer.’”
Defying stigma and getting a mother or father’s blessing as knowledgeable gamer was an enormous deal within the Nineties — and nonetheless is right this moment — but it surely was actually simply the primary hurdle for Reichert. Within the years to observe, SK Gaming would turn into the perfect crew in Germany, then Europe, then among the many higher echelon of the world. However the esports business was nonetheless inherently grassroots — missing any sort of bigger group or reverence.
“There was no recognition. There was no construction [or infrastructure],” he says. “There was no monetization. There have been no establishments. There was no social acceptance for it. However the elements had been there.”
These elements coalesced in 2000, when Reichert was approached about creating the ESL (Digital Sports activities League), one of many world’s largest esports match organizers. Whereas his brothers went on to pursue soccer — the extra clearly profitable path on the time — Ralf had discovered a chance to carry a unique dream to fruition: professional gaming as a profession was out of the blue a actuality. And never only for himself, however for a complete technology of gamers forward.
The genesis of aggressive on-line gaming
With out an infrastructure or information to observe, the early days of ESL had been the Wild West for Reichert. It started with pulling collectively golf equipment in particular areas, then internationally, however merely internet hosting competitions wasn’t sufficient. It wasn’t a provided that constructing an esports ecosystem would routinely draw an viewers. The impetus, particularly early on, was to create a following past the oldsters who wished to compete themselves. They knew folks wished to play, however who wished to observe?
“All the things we arrange was to give attention to the gamers and the followers,” Reichert says. “We wished to have the gamers take levels and be the middle of this, and the followers to have the ability to observe this like another sport, as a result of again within the day it was extra a participatory factor; the viewership angle was a aspect impact, however not the core. What ESL introduced was an unwavering give attention to making this a spectator sport.”
Reichert made makes an attempt to advertise esports the normal method — dabbling with terrestrial broadcast and the burgeoning scene of web internet hosting within the 2000s, but it surely was finally too pricey. Internet marketing and garnering site visitors wasn’t a plug-and-play state of affairs 20 years in the past. However by 2011, platforms like Twitch and YouTube out of the blue leveled the taking part in discipline. However, even on an business degree, there have been points.
“We tried to get the publishers, the sport builders, to speculate on this — which was actually laborious as a result of their enterprise mannequin was, ‘We create a $60 boxed sport, promote it for 4 weeks, after which it’s onto the subsequent one,” he explains.

Reichert factors towards firms like Blizzard (of Overwatch fame) and Valve (Counter-Strike) as a number of the first to see the prolonged promotional runway afforded by esports and took steps to recalibrate their enterprise fashions.
“The primary successes had been 50 folks, then 100, then 500, 1,000, 2,000 — then we went to commerce gala’s and it was 10,000! The purpose was to create this as a life expertise at scale, after which to internationalize it,” Reichert says. “We went to different international locations and did worldwide tournaments, after which did it throughout completely different video games, not simply Counter-Strike or Quake. Then we introduced policymakers and oldsters and all of the critics into the game to indicate them. After which [it was] to usher in sponsors to assist finance it. All of these items collectively helped construct the business, and there have been completely different milestones.”
On prime of organizing the precise occasions, promotion was additionally key. On the time, in 2000, amplification meant working with conventional media — TV, newspapers, magazines — however nothing was assured. ESL even bought their very own tv studio for broadcast, but it surely was by no means the precise match. It was solely on the web the place esports may discover an endemic viewers.
“It was nearly a race towards time if you consider it,” Reichert laments. “On the very starting, it wasn’t clear that conventional media would go away. The web would substitute for lots of conventional media, however that was not a confirmed mannequin. Again in 2000, the amplification was in newspapers, magazines, and TV. To popularize your sport, to make these gamers stars, to lift the worth of the game, these had been your go-to guys, and the worth of media on the web was deemed very low, particularly through the 2000 bubble. Now, 20 years later, it’s flipped. However, over time, it grew to become clear that the prime media for this was the web, as a result of that’s the place the video games originate. That’s the place we play.”
There was additionally the difficulty of how esports could be offered to the general public, not simply as an thought, however as one thing to spend money on. Was it a league? A match? It wasn’t the identical as laborious launching a single sport to the plenty; it was a wholly new thought of what all sports activities may very well be.
“In 2000, we based it. We had on-line leagues, we had tournaments. We tried to construct an infrastructure, and we tried to map this out after the soccer ecosystem,” Reichert explains. “However we realized fairly shortly that leagues are an imperfect mannequin as a result of they don’t have the pliability you want in such a fast-emerging sport. They’re static. In the event you have a look at the matches of a league, they normally create loads of irrelevant matches — [or rather] non-deciding matches.”
Reichert calls this his “innovator’s dilemma” — if leagues are the best way sports activities are already established, it ought to make sense to observe the formulation. However by 2004, that they had pivoted to give attention to tournaments. By the daybreak of streaming and social media acceptance, it was a lot simpler to arrange a following.
“Oftentimes, we are saying we had been 10 years too early,” he says

If 2010 was the catalyst for esports, every subsequent 12 months solely multiplied the potential. In 2013, 8,000 folks confirmed up in individual to a Counter-Strike match in Katowice, Poland. But, folks remained skeptical — that’s, till they set foot in an area. From there, the query wasn’t whether or not this may very well be an actual sport, however moderately how a lot greater may it probably turn into.
By means of 2016, the speedy improvement of esports drew the eye of publishers, all of whom wished their very own piece of the pie, resulting in a cavalcade of competing franchise leagues pegged to particular person video games — and, in flip, one other bubble. Then, got here the pandemic, a state of affairs that esports was satirically extra geared up to navigate than most different industries.
“The entire business grew, grew, grew, after which Covid got here, and it truly exploded. It was one other accelerator,” Reichert explains. “I’ve had this humorous dialogue with folks the place they are saying, ‘Covid’s actually laborious, it took a toll on us.’ I say, ‘We’ve been coaching for 25 years to do that.’ Way back to 1996, we realized you’ll be able to talk on-line, even with out video and audio. We may recruit gamers, run the corporate and membership on-line with out even talking bodily.”
The way forward for world esports
After establishing esports’ legitimacy by way of the phenomenon of ESL, which was offered to the Savvy Gaming Group in 2022 for over $1 billion, Reichert moved on to a fair greater endeavor because the CEO of the Esports Basis — a singular group designed to carry the world’s best gamers, Golf equipment and video games collectively underneath one roof. Not predicated on any single sport, it’s as an alternative a wide-reaching match, encompassing the whole lot from League of Legends to chess, drawing in 2,000 opponents from over 100 international locations in 2026 alone. If ESL laid the groundwork for esports’ world growth, the Esports World Cup is its subsequent chapter, and a colossal leap ahead for creating the establishments the business deserves.
To see the Esports World Cup is to expertise gaming at its most maximalist. For 2 years in Riyadh, it took over town completely. This 12 months’s Parisian version was no completely different, promoting 175,000 aggressive occasion tickets to carry followers from internationally into considered one of Europe’s oldest cities for considered one of its latest colosseum-esque delights.
On the ultimate day of the seven-week match, Paris’ Accor Enviornment hosted a 20,000-person Counter-Strike occasion, a large punctuation mark on the most important gaming occasion of all time. The sector roared because the Serbian-based Group Spirit upset the Turkish FUT Esports for the win. Glowed by laserlight and a fireworks show, it was exhilarating. However it was solely a smaller a part of the puzzle.

The night was the fruits of the whole lot Reichert had labored towards. There have been many seminal Counter-Strike occasions throughout the globe, however this explicit one is a component of a bigger amalgamation of esports as a uniting pressure internationally.
“The core feeling is neighborhood. You go to a spot the place lots of, typically 1000’s, of individuals come for a similar motive, for a similar goal, for a similar ardour — which again at the moment was an underground factor,” Reichert says. “You are feeling like a pioneer, and also you do one thing that you simply love, and also you meet lots of people who share that very same ardour. It was a way of joint belonging, joint goal, joint curiosity, and was that sense of constructing one thing which will likely be significant and can allow future generations to do that for a dwelling.”
Regardless of having introduced professional gaming from the rec room to the worldwide stage, Reichert has even larger ambitions. Subsequent 12 months, the Esports Nations Cup is ready to launch, bringing a unique spin on the present membership mannequin. The Esports World Cup takes its collection of golf equipment critically — winners’ trophies are actually molded from the goop of losers’ manufacturers — however pivoting to a flag-waving mannequin goals to drive a fair deeper connection.
“We have now 3.6 billion avid gamers on the earth, roughly 40 % of the world’s inhabitants, and that’s what we see because the goal group for the Esports World Cup. The membership ecosystem is the place esports was constructed. For us to launch with that makes good sense, rising the present ecosystem and bringing it collectively,” Reichert says.
“However then, in case you have a look at any conventional sport, nationwide groups play an enormous position. In the event you have a look at soccer, the World Cup, a nationwide crew is first-and-foremost a membership representing a rustic,” he continues. “So, within the Esports Nations Cup, greater than 150 nations participated in qualification. There’s 150 nations which have a transparent membership to establish with and rally behind. In the event you give every nation a membership to rally behind, you have interaction a a lot bigger a part of the world’s inhabitants. You [also] truly give governments a solution to have interaction with this, which was actually laborious earlier than, as a result of esports was so borderless.”

Past assist, there’s a really actual side to how a nationwide cup can profit particular person international locations. Fairly than anybody individual being tied to a crew, there’s an actual alternative to carry consciousness and status to a rustic primarily based on a person’s efficiency.
“To create entry is such an enormous factor, and the Esports Nations Cup makes it very inclusive from the beginning, to have loads of nation variety and actually have interaction the world — giving these international locations one thing to rally behind,” Reichert says. “The lads’s [FIFA] World Cup has solely been gained by European and South American groups; nobody outdoors of those continents has ever gained a soccer World Cup. However now we have a highway to the Esports World Cup, with 1.5 million folks collaborating straight in qualifiers. We had a last-chance qualifier the place the man who gained Tekken got here out of Pakistan.”
“The nationwide ecosystem lets you faucet into the whole lot that has been constructed round sports activities for the final 200 years and amplify that for esports,” he provides, earlier than going one step additional. “Esports shouldn’t be right here to turn into conventional sports activities. My job is to make it the perfect model of esports it may be.”
Bringing all of it dwelling
Because the CEO of the Esports Basis, and spearheading its a number of offshoots, Reichert’s days are packed. However his final focus stays on the people — the avid gamers — who, like himself, have devoted themselves to a calling.
For a lot of gamers, there’s doubtlessly thousands and thousands of {dollars} on the road. However most of that’s nonetheless fantasy; it hasn’t but sunk in that they’re taking part in their favourite sport as a job. For that, Reichert recommends monetary advisors (“they need to all have one”); however the childlike fascination by no means ends.
“Each single time I stroll right into a stadium, it’s a proof level that what we believed 25 years in the past grew to become actuality,” Reichert says, “The opposite aspect is that I wish to present everybody how nice this shared second is. It’s a way of delight, a way of success. It’s loads of life philosophy. What’s life about? It’s about experiences and shared moments; I wish to share this second with as many individuals as potential.”
“Seeing is believing.”
