Developer docs
API playgroundTry for free, no card

Search company profiles

Electronic Gaming Federation

Full company profile

uuid0005l2x

Namestring
Electronic Gaming Federation
Legal namestring
Electronic Gaming Federation
Websiteurl
egf.gg
Company typeenum
Private
Founded yearint
2015
Descriptiontext

Electronic Gaming Federation (EGF) is a privately held North American esports organizing body, founded in 2015 and headquartered in New York, that operates structured competitive leagues across three education tiers — middle school (EGFY), high school (EGFH), and collegiate Division I (EGFC) — with a newly launched Tribal Colleges and Universities (TCU) Esports League added in 2025. Its core offering is a game-agnostic platform supporting more than ten competitive titles (including Overwatch 2, Rocket League, Valorant, Super Smash Bros. Ultimate, Counter-Strike 2, EA FC, NBA 2K25, Marvel Rivals, Chess, and Street Fighter 6), with two formal seasons per year (Fall and Spring), conference/regional playoffs, and in-person national championships hosted at venues including ESPN Wide World of Sports and the upcoming May 2026 San Antonio event. The technology stack is primarily governance, scheduling, and distribution rather than proprietary gaming infrastructure; tournament registration runs through Toornament and chess through Chess.com, with broadcasts streamed on Twitch, YouTube, and an exclusive partnership with BrinxTV covering 1,000+ hours of regular season and postseason content.

The business model combines four revenue streams: recurring school membership fees from roughly 100 colleges and 1,100+ high school teams, conference partnership fees from athletic conferences (Big Sky, MAAC, BIG EAST), sponsorship revenue from brands including Intel and Alienware for marquee championship events, and broadcast/licensing revenue via the exclusive BrinxTV deal. Adjacent monetization layers include NIL opportunities for collegiate athletes through MarketPryce (Nov 2024), training subscriptions through Game Gym (Jan 2024), and K-16 curriculum through the EDGE partnership (Feb 2026). The organization operates with a small core team of 1-10 employees under founder Tyler Schrodt (President) and Eric Johnson (CEO), and its named customers include universities such as Auburn, DePaul, Butler, University of Delaware, Washington State, Wichita State, University of Hawaii, and University of Tennessee Knoxville.

EGF's reach spans an aggregated 2,000+ schools across all tiers per its own commentary, with full participation across MAAC and BIG EAST conferences and 11 Big Sky schools. The firm has scaled primarily through distribution-side partnerships (Disney/ESPN, conferences, broadcast platforms) rather than venture funding — disclosed capital is limited to a $100,000 Techstars round in July 2016 plus accelerator engagements (Grand Central Tech 2017, StartFast Ventures 2015), with no institutional venture rounds disclosed in the input data.

Short descriptiontext

Electronic Gaming Federation (EGF) is a privately held North American esports organizing body, founded in 2015, that runs game-agnostic competitive leagues and national championships for middle schools (EGFY), high schools (EGFH), and Division I colleges (EGFC), serving over 2,000 schools through memberships, conference partnerships, and broadcast and sponsorship deals.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersNew York, United States
HQ citystring
New York
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
collegiate esports league, high school esports, esports governance organization, competitive gaming tournaments, esports broadcast platform
Industry7 codes
1Collegiate/Scholastic Esports Programs & Leagues
CodeMPAFADAKPrimaryYes
2Collegiate Esports Leagues & Tournaments
CodeMPAKANAGPrimaryNo
3Esports & Competitive Gaming Programs
CodeEDALAIAOPrimaryNo
4University/School Sport Governing Bodies (Collegiate/Scholastic Associations)
CodeMPAKAFAGPrimaryNo
5Esports Platforms & Competitive Gaming Networks
CodeBPAMAKAHPrimaryNo
6Collegiate & Scholastic Esports Tournaments
CodeMPAGANAEPrimaryNo
7Esports Data, Analytics & Integrity Services (Stats, Anti-Cheat, Anti-Fraud)
CodeMPAFADAIPrimaryNo
NAICS code3 codes
  • Sports Teams and Clubs711211
  • Spectator Sports71121
  • Spectator Sports7112
SIC code3 codes
  • Services-Membership Sports & Recreation Clubs7997
  • Services-Membership Organizations8600
  • Services-Educational Services8200
Product category
Esports League Organization
GTM motion2 records

Each record includes

Type, Description, Source

Revenue model4 records
1School Membership Fees
TypeSubscription Recurring
Description

Colleges and universities pay membership fees to participate in EGFC leagues. Membership requires being a Division I institution with a varsity esports program and adherence to EGFC regulations.

egf.gg
2Sponsorship Revenue
TypeAdvertising
Description

Major sponsors like Intel and Alienware sponsor national championship events. Sponsors receive brand visibility at events and through broadcasts.

egf.gg
3Broadcast Rights
TypeLicensing Royalties
Description

Exclusive broadcast deal with BrinxTV for all esports regular season and postseason tournaments, providing content for the platform's viewership.

egf.gg
4Conference Partnership Fees
TypeSubscription Recurring
Description

Athletic conferences (Big Sky, MAAC, BIG EAST) pay for multi-game partnerships that expand competition library and provide resources to member institutions.

egf.gg
Marketing channels8 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels4 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Operations, Marketing or Sales, Technology or R&D, Others
Pricing details2 tiers
1Full Membership for Colleges/Universities
ModelSubscriptionBilling cadenceAnnual
Notes

Institutions must pay application and relevant fees. Full members can participate in league competitions, vote in elections, and participate in revenue share. Associate Members have limited rights.

egf.gg
2Associate Membership
ModelSubscriptionBilling cadenceAnnual
Notes

Can compete in approved league competitions but cannot vote, cannot participate in revenue share, and cannot serve on committees. Automatically promoted to full Membership after meeting eligibility requirements.

egf.gg
GTM typeB2B
B2B
Offering typeServices
Services
Brand1 of 3 records shown
1EGFC
Description

Electronic Gaming Federation Collegiate - the organizing body and league for varsity esports programs at the collegiate/Division I level.

egf.gg
+2 more records
Core offering1 text field

Electronic Gaming Federation operates structured, game-agnostic esports leagues and national championships across middle school (EGFY), high school (EGFH), collegiate (EGFC), and tribal college (TCU) levels, providing schools with turn-key competition frameworks, governance, conference affiliations, and broadcast capabilities. The organization sells annual memberships and participation agreements to educational institutions and monetizes sponsorships and broadcast rights through partners such as Intel, Alienware, BrinxTV, and MarketPryce.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 3 values shown
  • EGF has grown to include over 2,000 schools and nearly 100 colleges and universities
+2 more records
Product overview1 text field

EGF (Electronic Gaming Federation) is a North American esports organizing body that operates a multi-tiered league structure spanning middle school (EGFY), high school (EGFH), and collegiate (EGFC) levels. Founded in 2015, EGF provides game-agnostic esports solutions for schools, managing formal league competitions, national championships, and program support. The organization partners with conferences (MAAC, BIG EAST, Big Sky) and supports diverse game titles including Overwatch 2, Rocket League, Valorant, Super Smash Bros. Ultimate, Street Fighter 6, NBA 2K25, Chess, Counter-Strike 2, EA FC 24, and Marvel Rivals. EGF also offers broadcast services via Twitch/YouTube/ESPN and exclusive partnerships with BrinxTV, plus NIL opportunities through MarketPryce for collegiate athletes.

Product and service9 records
1EGFC (EGF Collegiate)
CategoryCollegiate Esports League
Description

Organizing body for Division I varsity collegiate esports programs. Provides formalized league structure with Fall/Spring split seasons, conference championships, and national tournaments across multiple game titles. Members include Auburn, DePaul, Wichita State, and others, with conference affiliations with MAAC, BIG EAST, and Big Sky.

2EGFH (EGF High School)
CategoryHigh School Esports League
Description

National high school esports league offering member schools turn-key access to structured competition across multiple game titles. Operates two seasons per year (Fall and Spring) with 8-week regular seasons, regional playoffs, and the in-person EGF High School National Championships at venues such as Walt Disney World ESPN Wide World of Sports and San Antonio.

3EGFY (EGF Youth)
CategoryYouth Esports League
Description

National youth esports leagues for middle school students that bring the benefits of traditional sports such as teamwork, leadership, and competition to younger students through age-appropriate structured competition.

4TCU Esports League
CategoryTribal College Esports League
Description

Esports league specifically for Tribal Colleges and Universities, established in 2025 and launching its first competitive season in January 2026. Strengthens the TCU community and showcases Indigenous institutions through competitive gaming across multiple titles.

5EGF National Championships
CategoryEsports Championship Events
Description

Annual in-person national championship events for high school and collegiate divisions featuring group stage and elimination bracket formats, sponsor activations, and live broadcasting. High school championships have been held at Walt Disney World ESPN Wide World of Sports and San Antonio, TX.

6EGF Broadcast Services
CategoryEsports Broadcast and Streaming
Description

Live streaming and broadcast of esports competitions distributed via Twitch, YouTube, ESPN App, and ESPNU, with an exclusive broadcast partnership with BrinxTV delivering over 1,000 hours of D1, D2, D3 collegiate and high school content annually.

7EGF NIL Opportunities
CategoryAthlete NIL Services
Description

Program connecting college esports athletes with Name, Image, and Likeness (NIL) brand partnership opportunities through MarketPryce, enabling collegiate athletes to monetize their personal brand with companies seeking to reach esports audiences.

8EGF Member Support Services
CategoryMember Support and Governance
Description

Resources and administrative support for member schools including governance participation on the Board of Governors, eligibility management, infractions processes, and access to league policies, constitutions, and bylaws.

9EGF Program Development
CategoryEsports Program Development Consulting
Description

Consulting and resources for schools developing esports programs including facilities guidance, experiential learning opportunities for students in broadcasting, content creation, marketing, and management, and career development pathways into the esports and gaming industries.

Scale indicator6 records

Each record includes

Type, Value, Description, Source

Partnership12 partners
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2026-02-10
Description

Partnership announced February 2026 to offer esports curriculum and development services for K-16 market. EDGE provides esports education offerings to EGF's network of schools.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-10-28
Description

Collaboration for Tribal College and Universities Esports League, establishing esports competition for TCUs. League championships held at AIHEC Student Conference. Partnership aims to celebrate Indigenous identities and connect TCUs with esports industry.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-10-28
Description

Technology partner in collaboration with AIHEC and EGF for Tribal College and Universities Esports League. Quipu provides expertise for TCU esports program development.

Strategic tierCoreTypeGTM or Marketing PartnerAnnounced on2024-11-04
Description

Partnership helps college esports athletes from EGF find NIL (Name, Image, Likeness) brand opportunities. EGF athletes get free access to MarketPryce platform to discover brand partnerships. MarketPryce facilitated over 2,500 partnerships and helped more than 2,200 student-athletes secure deals with brands like Nike, Revlon, and Dr. Squatch in 2024.

Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2024-01-16
Description

Partnership makes Game Gym's training products available to EGF's community of middle school, high school, and collegiate gamers. EGF offers subscriptions to Game Gym's mobile training app, virtual private training, and parent education sessions. Game Gym provides structured workouts in SSBU, VALORANT, Rocket League, and Overwatch 2.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2023-11-13
Description

BrinxTV became the Exclusive Broadcast Platform for all EGF esports regular season and postseason tournaments at D1, D2, D3 and High School levels. Founded by 6x Emmy Award winner John Brenkus and backed by Trilith Ventures (VC arm of Trilith Studios). The deal brings over 1,000 hours of top flight Esports competitions to BrinxTV's single-screen experience platform where users can watch and shop.

Strategic tierMajorTypeStrategic or Co-development PartnerAnnounced on2022-06-17
Description

Long-term relationship with Walt Disney Co. for hosting EGF High School National Championships at ESPN Wide World of Sports Complex. Event staged and streamed live from Walt Disney World Resort. Rocket League finals aired on ESPN App and ESPNU.

Strategic tierMajorTypeGTM or Marketing PartnerAnnounced on2022-06-01
Description

Intel served as Lead Sponsor for 2022 Walt Disney World EGF High School National Championships. Gamers trust Intel brand for desktops and laptops to enhance gaming performance. Partnership leveraged Intel's retail partner network for visibility.

Strategic tierMajorTypeGTM or Marketing PartnerAnnounced on2022-06-01
Description

Alienware served as Lead Sponsor for 2022 Walt Disney World EGF High School National Championships, providing gaming systems powered by 12th generation Intel Core processors for the event.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-12-16
Description

Multi-game partnership with all 11 Big Sky Conference schools starting Spring 2022. EGF provides Rocket League and Overwatch competition rotation plus resources to develop and elevate esports programs within the conference. Schools gain voice in EGF's governance structure.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-12-16
Description

Full participation from both MAAC and BIG EAST Conferences in EGFC leagues, expanding collegiate esports reach across these athletic conferences.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-12-16
Description

Full participation from BIG EAST Conference in EGFC leagues, working with EGF for collegiate esports competition and conference championships.

Recent move8 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
1National Association of Collegiate Esports (NACE)
TypeDirect peer
Description

NACE is a governance and competition body for collegiate esports, providing standards, national championships, and starleague-style competition that parallel EGFC's collegiate mission.

TypeDirect peer
Description

PlayVS is the largest operator of high school and collegiate esports leagues in North America, running structured seasons, partner publishers (Nintendo, Riot), and a national championship pipeline — directly overlapping with EGF's EGFH and EGFC offerings.

TypeBroad incumbent
Description

ESL operates a global network of structured esports leagues and tournaments including collegiate/scholastic segments — a broader incumbent with overlap in league operations, broadcasting, and tournament production.

4National Esports League (NESL)
TypeDirect peer
Description

NESL is a collegiate-focused esports league operator running structured competition across multiple titles — overlapping with EGFC's Division I collegiate mission.

TypeDirect peer
Description

Generation Esports runs scholastic and collegiate esports leagues with curriculum integration and national championships, including the National Scholastic Esports Federation — a peer in K-12 esports program delivery.

TypeDirect peer
Description

HSEL runs a national high school esports league with conference structures and championships, directly competing with EGFH for student-athlete participation and school partnerships.

7Collegiate StarLeague (CSL)
TypeDirect peer
Description

CSL organizes competitive collegiate and high school esports leagues with seasonal play, scholarship pools, and finals events — competing for the same schools and conferences EGF targets.

TypeDirect peer
Description

NASEF operates scholastic esports programs with an educational/curriculum focus, partnering with schools to deliver both competition and STEAM-aligned learning — directly comparable to EGF's mission of integrating esports into education.

TypeBroad incumbent
Description

Riot's College League of Legends and other publisher-run collegiate programs compete for the same collegiate players and school budgets, with deeper game-side resources than third-party organizers like EGF.

TypeOthers
Description

Innovative non-traditional sports league operators that pair live events with digital distribution — thematically comparable as companies building league/IP-centric businesses around youth and emerging-sports audiences.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers10 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment4 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile5 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
No
API detail
Has APIbool
No

Docs URL, Description

Integration2 records

Each record includes

Title, Type, Description, Source

AI maturity
App detail

Has app

Feature3 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles4 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

Subsidiaries4 records

Each record includes

Name, Acquired on, Relationship type, Type, Business focus

No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds3 records

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors5 records

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Electronic Gaming Federation

Esports League Organizationegf.gg

Electronic Gaming Federation (EGF) is a privately held North American esports organizing body, founded in 2015, that runs game-agnostic competitive leagues and national championships for middle schools (EGFY), high schools (EGFH), and Division I colleges (EGFC), serving over 2,000 schools through memberships, conference partnerships, and broadcast and sponsorship deals.

What Electronic Gaming Federation does

Electronic Gaming Federation (EGF) is a privately held North American esports organizing body, founded in 2015 and headquartered in New York, that operates structured competitive leagues across three education tiers — middle school (EGFY), high school (EGFH), and collegiate Division I (EGFC) — with a newly launched Tribal Colleges and Universities (TCU) Esports League added in 2025. Its core offering is a game-agnostic platform supporting more than ten competitive titles (including Overwatch 2, Rocket League, Valorant, Super Smash Bros. Ultimate, Counter-Strike 2, EA FC, NBA 2K25, Marvel Rivals, Chess, and Street Fighter 6), with two formal seasons per year (Fall and Spring), conference/regional playoffs, and in-person national championships hosted at venues including ESPN Wide World of Sports and the upcoming May 2026 San Antonio event. The technology stack is primarily governance, scheduling, and distribution rather than proprietary gaming infrastructure; tournament registration runs through Toornament and chess through Chess.com, with broadcasts streamed on Twitch, YouTube, and an exclusive partnership with BrinxTV covering 1,000+ hours of regular season and postseason content.

The business model combines four revenue streams: recurring school membership fees from roughly 100 colleges and 1,100+ high school teams, conference partnership fees from athletic conferences (Big Sky, MAAC, BIG EAST), sponsorship revenue from brands including Intel and Alienware for marquee championship events, and broadcast/licensing revenue via the exclusive BrinxTV deal. Adjacent monetization layers include NIL opportunities for collegiate athletes through MarketPryce (Nov 2024), training subscriptions through Game Gym (Jan 2024), and K-16 curriculum through the EDGE partnership (Feb 2026). The organization operates with a small core team of 1-10 employees under founder Tyler Schrodt (President) and Eric Johnson (CEO), and its named customers include universities such as Auburn, DePaul, Butler, University of Delaware, Washington State, Wichita State, University of Hawaii, and University of Tennessee Knoxville.

EGF's reach spans an aggregated 2,000+ schools across all tiers per its own commentary, with full participation across MAAC and BIG EAST conferences and 11 Big Sky schools. The firm has scaled primarily through distribution-side partnerships (Disney/ESPN, conferences, broadcast platforms) rather than venture funding — disclosed capital is limited to a $100,000 Techstars round in July 2016 plus accelerator engagements (Grand Central Tech 2017, StartFast Ventures 2015), with no institutional venture rounds disclosed in the input data.

Electronic Gaming Federation firmographics

Firmographics
Name
Electronic Gaming Federation
Legal name
Electronic Gaming Federation
Website
https://egf.gg
Company type
Private
Founded year
2015
Operating status
Operating
Headcount range
1–10 employees
Short description
Electronic Gaming Federation (EGF) is a privately held North American esports organizing body, founded in 2015, that runs game-agnostic competitive leagues and national championships for middle schools (EGFY), high schools (EGFH), and Division I colleges (EGFC), serving over 2,000 schools through memberships, conference partnerships, and broadcast and sponsorship deals.
Ownership category
akta.pro rank

Electronic Gaming Federation industry classification

Industry
Product category
Esports League Organization
NAICS
Sports Teams and Clubs (711211), Spectator Sports (71121), Spectator Sports (7112)
SIC
Services-Membership Sports & Recreation Clubs (7997), Services-Membership Organizations (8600), Services-Educational Services (8200)
akta.pro primary industry
Collegiate/Scholastic Esports Programs & Leagues (MPAFADAK)
akta.pro secondary industries
Collegiate Esports Leagues & Tournaments (MPAKANAG), Esports & Competitive Gaming Programs (EDALAIAO), University/School Sport Governing Bodies (Collegiate/Scholastic Associations) (MPAKAFAG), Esports Platforms & Competitive Gaming Networks (BPAMAKAH), Collegiate & Scholastic Esports Tournaments (MPAGANAE), Esports Data, Analytics & Integrity Services (Stats, Anti-Cheat, Anti-Fraud) (MPAFADAI)

Keywords

  • Collegiate esports league
  • High school esports
  • Esports governance organization
  • Competitive gaming tournaments
  • Esports broadcast platform

Where Electronic Gaming Federation is headquartered

Location

Headquarters

HQ city
New York
HQ country
United States
HQ region
North America

Offices1 record

Markets served

Electronic Gaming Federation business model

Business model
GTM type
B2B
Offering type
Services
Cost components
Personnel, Operations, Marketing or Sales, Technology or R&D, Others

Revenue model

  1. School Membership Fees: Colleges and universities pay membership fees to participate in EGFC leagues. Membership requires being a Division I institution with a varsity esports program and adherence to EGFC regulations.
  2. Sponsorship Revenue: Major sponsors like Intel and Alienware sponsor national championship events. Sponsors receive brand visibility at events and through broadcasts.
  3. Broadcast Rights: Exclusive broadcast deal with BrinxTV for all esports regular season and postseason tournaments, providing content for the platform's viewership.
  4. Conference Partnership Fees: Athletic conferences (Big Sky, MAAC, BIG EAST) pay for multi-game partnerships that expand competition library and provide resources to member institutions.

Pricing tiers

ModelBillingPrice
SubscriptionAnnualFull Membership for Colleges/Universities
SubscriptionAnnualAssociate Membership

Go-to-market motion2 records

Distribution channels4 records

Marketing channels8 records

Electronic Gaming Federation product offering

Product offering

Core offering

Electronic Gaming Federation operates structured, game-agnostic esports leagues and national championships across middle school (EGFY), high school (EGFH), collegiate (EGFC), and tribal college (TCU) levels, providing schools with turn-key competition frameworks, governance, conference affiliations, and broadcast capabilities. The organization sells annual memberships and participation agreements to educational institutions and monetizes sponsorships and broadcast rights through partners such as Intel, Alienware, BrinxTV, and MarketPryce.

Product overview

EGF (Electronic Gaming Federation) is a North American esports organizing body that operates a multi-tiered league structure spanning middle school (EGFY), high school (EGFH), and collegiate (EGFC) levels. Founded in 2015, EGF provides game-agnostic esports solutions for schools, managing formal league competitions, national championships, and program support. The organization partners with conferences (MAAC, BIG EAST, Big Sky) and supports diverse game titles including Overwatch 2, Rocket League, Valorant, Super Smash Bros. Ultimate, Street Fighter 6, NBA 2K25, Chess, Counter-Strike 2, EA FC 24, and Marvel Rivals. EGF also offers broadcast services via Twitch/YouTube/ESPN and exclusive partnerships with BrinxTV, plus NIL opportunities through MarketPryce for collegiate athletes.

Differentiator

Problem solved

Functional benefit

Brands

  • EGFC: Electronic Gaming Federation Collegiate - the organizing body and league for varsity esports programs at the collegiate/Division I level.
  • EGFH
  • EGFY

Products and services

  • EGFC (EGF Collegiate) Organizing body for Division I varsity collegiate esports programs. Provides formalized league structure with Fall/Spring split seasons, conference championships, and national tournaments across multiple game titles. Members include Auburn, DePaul, Wichita State, and others, with conference affiliations with MAAC, BIG EAST, and Big Sky.
  • EGFH (EGF High School) National high school esports league offering member schools turn-key access to structured competition across multiple game titles. Operates two seasons per year (Fall and Spring) with 8-week regular seasons, regional playoffs, and the in-person EGF High School National Championships at venues such as Walt Disney World ESPN Wide World of Sports and San Antonio.
  • EGFY (EGF Youth) National youth esports leagues for middle school students that bring the benefits of traditional sports such as teamwork, leadership, and competition to younger students through age-appropriate structured competition.
  • TCU Esports League Esports league specifically for Tribal Colleges and Universities, established in 2025 and launching its first competitive season in January 2026. Strengthens the TCU community and showcases Indigenous institutions through competitive gaming across multiple titles.
  • EGF National Championships Annual in-person national championship events for high school and collegiate divisions featuring group stage and elimination bracket formats, sponsor activations, and live broadcasting. High school championships have been held at Walt Disney World ESPN Wide World of Sports and San Antonio, TX.
  • EGF Broadcast Services Live streaming and broadcast of esports competitions distributed via Twitch, YouTube, ESPN App, and ESPNU, with an exclusive broadcast partnership with BrinxTV delivering over 1,000 hours of D1, D2, D3 collegiate and high school content annually.
  • EGF NIL Opportunities Program connecting college esports athletes with Name, Image, and Likeness (NIL) brand partnership opportunities through MarketPryce, enabling collegiate athletes to monetize their personal brand with companies seeking to reach esports audiences.
  • EGF Member Support Services Resources and administrative support for member schools including governance participation on the Board of Governors, eligibility management, infractions processes, and access to league policies, constitutions, and bylaws.
  • EGF Program Development Consulting and resources for schools developing esports programs including facilities guidance, experiential learning opportunities for students in broadcasting, content creation, marketing, and management, and career development pathways into the esports and gaming industries.

Quantifiable outcome

  • EGF has grown to include over 2,000 schools and nearly 100 colleges and universities
  • +2 more outcomes

Companies that use Electronic Gaming Federation

Customer profile

Named customers10 records

Segments4 records

Ideal customer profiles5 records

Electronic Gaming Federation technology and API

Technology

Technology focussed No

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Integration2 records

Feature3 records

Electronic Gaming Federation partnerships and signals

Strategic signal

Partnerships

Twelve partnerships are on record, tiered core, minor and major.

  • EDGE (Esports Development and Growth Enterprise)coreStrategic or Co-development Partner · 10 February 2026Partnership announced February 2026 to offer esports curriculum and development services for K-16 market. EDGE provides esports education offerings to EGF's network of schools.
  • American Indian Higher Education Consortium (AIHEC)coreStrategic or Co-development Partner · 28 October 2025Collaboration for Tribal College and Universities Esports League, establishing esports competition for TCUs. League championships held at AIHEC Student Conference. Partnership aims to celebrate Indigenous identities and connect TCUs with esports industry.
  • QuipucoreStrategic or Co-development Partner · 28 October 2025Technology partner in collaboration with AIHEC and EGF for Tribal College and Universities Esports League. Quipu provides expertise for TCU esports program development.
  • MarketPrycecoreGTM or Marketing Partner · 4 November 2024Partnership helps college esports athletes from EGF find NIL (Name, Image, Likeness) brand opportunities. EGF athletes get free access to MarketPryce platform to discover brand partnerships. MarketPryce facilitated over 2,500 partnerships and helped more than 2,200 student-athletes secure deals with brands like Nike, Revlon, and Dr. Squatch in 2024.
  • Game GymminorStrategic or Co-development Partner · 16 January 2024Partnership makes Game Gym's training products available to EGF's community of middle school, high school, and collegiate gamers. EGF offers subscriptions to Game Gym's mobile training app, virtual private training, and parent education sessions. Game Gym provides structured workouts in SSBU, VALORANT, Rocket League, and Overwatch 2.
  • BrinxTVcoreStrategic or Co-development Partner · 13 November 2023BrinxTV became the Exclusive Broadcast Platform for all EGF esports regular season and postseason tournaments at D1, D2, D3 and High School levels. Founded by 6x Emmy Award winner John Brenkus and backed by Trilith Ventures (VC arm of Trilith Studios). The deal brings over 1,000 hours of top flight Esports competitions to BrinxTV's single-screen experience platform where users can watch and shop.
  • Walt Disney World / ESPN Wide World of Sports ComplexmajorStrategic or Co-development Partner · 17 June 2022Long-term relationship with Walt Disney Co. for hosting EGF High School National Championships at ESPN Wide World of Sports Complex. Event staged and streamed live from Walt Disney World Resort. Rocket League finals aired on ESPN App and ESPNU.
  • Intel CorporationmajorGTM or Marketing Partner · 1 June 2022Intel served as Lead Sponsor for 2022 Walt Disney World EGF High School National Championships. Gamers trust Intel brand for desktops and laptops to enhance gaming performance. Partnership leveraged Intel's retail partner network for visibility.
  • Alienware (Dell)majorGTM or Marketing Partner · 1 June 2022Alienware served as Lead Sponsor for 2022 Walt Disney World EGF High School National Championships, providing gaming systems powered by 12th generation Intel Core processors for the event.
  • Big Sky ConferencecoreStrategic or Co-development Partner · 16 December 2021Multi-game partnership with all 11 Big Sky Conference schools starting Spring 2022. EGF provides Rocket League and Overwatch competition rotation plus resources to develop and elevate esports programs within the conference. Schools gain voice in EGF's governance structure.
  • MAAC ConferencecoreStrategic or Co-development Partner · 16 December 2021Full participation from both MAAC and BIG EAST Conferences in EGFC leagues, expanding collegiate esports reach across these athletic conferences.
  • BIG EAST ConferencecoreStrategic or Co-development Partner · 16 December 2021Full participation from BIG EAST Conference in EGFC leagues, working with EGF for collegiate esports competition and conference championships.

Scale indicators6 records

Recent moves8 records

Expansion highlights5 records

Electronic Gaming Federation competitors and assessment

Company assessment

Direct peers

  • National Association of Collegiate Esports (NACE): NACE is a governance and competition body for collegiate esports, providing standards, national championships, and starleague-style competition that parallel EGFC's collegiate mission.
  • PlayVS: PlayVS is the largest operator of high school and collegiate esports leagues in North America, running structured seasons, partner publishers (Nintendo, Riot), and a national championship pipeline — directly overlapping with EGF's EGFH and EGFC offerings.
  • National Esports League (NESL): NESL is a collegiate-focused esports league operator running structured competition across multiple titles — overlapping with EGFC's Division I collegiate mission.
  • Generation Esports: Generation Esports runs scholastic and collegiate esports leagues with curriculum integration and national championships, including the National Scholastic Esports Federation — a peer in K-12 esports program delivery.
  • High School Esports League (HSEL): HSEL runs a national high school esports league with conference structures and championships, directly competing with EGFH for student-athlete participation and school partnerships.
  • Collegiate StarLeague (CSL): CSL organizes competitive collegiate and high school esports leagues with seasonal play, scholarship pools, and finals events — competing for the same schools and conferences EGF targets.
  • NASEF (North America Scholastic Esports Federation): NASEF operates scholastic esports programs with an educational/curriculum focus, partnering with schools to deliver both competition and STEAM-aligned learning — directly comparable to EGF's mission of integrating esports into education.

Broad incumbents

  • ESL FACEIT Group (ESL Gaming): ESL operates a global network of structured esports leagues and tournaments including collegiate/scholastic segments — a broader incumbent with overlap in league operations, broadcasting, and tournament production.
  • Riot Games College LoL / Scholastic Esports: Riot's College League of Legends and other publisher-run collegiate programs compete for the same collegiate players and school budgets, with deeper game-side resources than third-party organizers like EGF.

Others

  • BIG3 / Athletes Unlimited (Sports League Operators): Innovative non-traditional sports league operators that pair live events with digital distribution — thematically comparable as companies building league/IP-centric businesses around youth and emerging-sports audiences.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks6 records

Key highlights7 records

Customer concentration

Electronic Gaming Federation social profiles

Digital presence

Electronic Gaming Federation financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Electronic Gaming Federation leadership team

Management profile

Number of profiles

Profiles4 records

Electronic Gaming Federation subsidiaries and ownership

Company hierarchy

Subsidiaries4 records

Electronic Gaming Federation funding detail

Funding detail

Funding overview

Funding rounds3 records

Investors5 records

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

Electronic Gaming Federation M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about Electronic Gaming Federation

What does Electronic Gaming Federation do?

Electronic Gaming Federation operates structured, game-agnostic esports leagues and national championships across middle school (EGFY), high school (EGFH), collegiate (EGFC), and tribal college (TCU) levels, providing schools with turn-key competition frameworks, governance, conference affiliations, and broadcast capabilities. The organization sells annual memberships and participation agreements to educational institutions and monetizes sponsorships and broadcast rights through partners such as Intel, Alienware, BrinxTV, and MarketPryce.

Is Electronic Gaming Federation a public or private company?

Electronic Gaming Federation is a private company. It is classified as venture growth investor backed and is currently operating.

When was Electronic Gaming Federation founded?

Electronic Gaming Federation was founded in 2015. It employs 1 to 10 people.

Where is Electronic Gaming Federation based?

Electronic Gaming Federation is headquartered in New York, United States, in the North America region.

How does Electronic Gaming Federation make money?

Four revenue lines are on record. School Membership Fees are the primary driver. The others are sponsorship Revenue, broadcast Rights and conference Partnership Fees.

Who are Electronic Gaming Federation's main competitors?

Direct peers on record are National Association of Collegiate Esports (NACE), PlayVS, National Esports League (NESL), Generation Esports, High School Esports League (HSEL), Collegiate StarLeague (CSL) and NASEF (North America Scholastic Esports Federation). Broad incumbents are ESL FACEIT Group (ESL Gaming) and Riot Games College LoL / Scholastic Esports. BIG3 / Athletes Unlimited (Sports League Operators) is listed as an others.

Does Electronic Gaming Federation have an API?

No public API is recorded for Electronic Gaming Federation.

What industry is Electronic Gaming Federation in?

Electronic Gaming Federation's product category is Esports League Organization. Its primary akta.pro industry code is MPAFADAK, Collegiate/Scholastic Esports Programs & Leagues, with a secondary code of MPAKANAG, Collegiate Esports Leagues & Tournaments. Its NAICS code is 711211 and its SIC code is 7997.

Unlock the full company data

50 free credits on sign-up, no credit card required.

Contact sales
Live signals
PR NewswireScholastic Esports Championship Set to Take Place in San Antonio, Texas, May 10th-11thThe Scholastic Esports Championship, presented by Rally Cry, EGF, NECC, and SAMSAT R20, will take place May 10-11, 2025 at the Boeing Tech Port Center in San Antonio, Texas, bringing together over 200 teams and 800 students for competitive play in VALORANT, Rocket League, League of Legends, Overwatch 2, and Smash Ultimate. The event, supported by the Army National Guard, aims to showcase scholastic and collegiate esports talent on a national stage. Rally Cry, EGF, NECC, and SAMSAT collectively organize and operate leagues serving hundreds of schools and thousands of students across North America.BigeastSt. John’s, DePaul Face Off In League of Legends™ FinalTop-seeded DePaul and second-seeded St. John’s are set to compete in the BIG EAST League of Legends championship final on April 10, 2021. The Electronic Gaming Federation (EGF) will produce the event, which serves as a qualifier for the national College League of Legends Championship held in May.William & MaryW&M opens new Esports Training and Research CenterWilliam & Mary opened the Esports Training and Research Center (ETARC), a facility designed to support interdisciplinary research and competitive gaming for students. The center, developed over two years by an advisory board involving multiple university schools, aims to provide academic coursework and internship opportunities in fields such as data science and game design. This initiative follows a partnership with the Electronic Gaming Federation to enhance the university's collegiate esports program.MaacsportsElectronic Gaming Federation Selects First-Ever Board of GovernorsThe Electronic Gaming Federation (EGF) announced the election of its first Board of Governors, comprising seven representatives from various universities including DePaul, Marist College, and the University of Delaware. This board will assist in guiding league policy, governance, and expansion initiatives for collegiate esports. The EGF is scheduled to resume its Division 1 esports season on February 1, 2021.St. John's UniversityeSports at St. John’s Continues Expansive GrowthSt. John’s University won the BIG EAST title in the College League of Legends Fall Invitational with a perfect 4–0 record, earning selection as the top seed for the national championship hosted by Riot Games. The university also partners with the Electronic Gaming Federation Inc. to coordinate tournament matches and is developing the Vincentian Cup, a charity tournament involving DePaul and Niagara Universities.PR NewswirePerfect Game Teams with Electronic Gaming Federation to Launch Perfect Game ESPORTSPerfect Game has partnered with the Electronic Gaming Federation (EGF) to launch a global esports tournament featuring MLB The Show 20. The inaugural play-at-home event aims to engage Perfect Game's 500,000 players in competitive gaming while traditional sports are suspended, with registration opening until May 6.PR NewswireElectronic Gaming Federation to Launch National High School Esports Championship with ESPN Wide World of Sports Complex in 2020The Electronic Gaming Federation (EGF) and ESPN Wide World of Sports Complex announced they will co-host a national interscholastic high school esports championship tournament on June 12-14, 2020, at Walt Disney World Resort in Florida. Teams will qualify through regional events in fall 2019 and spring 2020. The partnership aims to elevate scholastic esports competitions and leverage Disney's brand and sports complex infrastructure to drive innovation in the rapidly growing esports sector.NBC ConnecticutConnecticut First State to Recognize ESports as Student CompetitionConnecticut has become the first U.S. state to officially recognize esports as a high school extracurricular competition through the Connecticut Association of Schools. The initiative, which launched a beta season last year involving 23 high schools, now integrates the Electronic Gaming Federation’s High School Esports League into the state's athletic framework.RITEsportsRochester Institute of Technology (RIT) has established one of the nation's largest collegiate esports programs, boasting nearly 300 players and seven national championships since its inception in 2016. The article highlights how students engage in competitive gaming, broadcasting, and production roles, while alumni have gone on to found or lead significant industry entities such as the Electronic Gaming Federation (EGF) and Great Lakes Gaming.