Electronic Gaming Federation
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.
- Company typePrivate
- Founded2015
- HeadquartersNew York, United States
- Headcount1–10
- GTM typeB2B
- OfferingServices
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
Where Electronic Gaming Federation is headquartered
LocationHeadquarters
- 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
- 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.
- Sponsorship Revenue: Major sponsors like Intel and Alienware sponsor national championship events. Sponsors receive brand visibility at events and through broadcasts.
- Broadcast Rights: Exclusive broadcast deal with BrinxTV for all esports regular season and postseason tournaments, providing content for the platform's viewership.
- 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
| Model | Billing | Price |
|---|---|---|
| Subscription | Annual | Full Membership for Colleges/Universities |
| Subscription | Annual | Associate Membership |
Go-to-market motion2 records
Distribution channels4 records
Marketing channels8 records
Electronic Gaming Federation product offering
Product offeringCore 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 profileNamed customers10 records
Segments4 records
Ideal customer profiles5 records
Electronic Gaming Federation technology and API
TechnologyTechnology 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 signalPartnerships
Twelve partnerships are on record, tiered core, minor and major.
- EDGE (Esports Development and Growth Enterprise)corePartnership 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)coreCollaboration 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.
- QuipucoreTechnology partner in collaboration with AIHEC and EGF for Tribal College and Universities Esports League. Quipu provides expertise for TCU esports program development.
- MarketPrycecorePartnership 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 GymminorPartnership 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.
- BrinxTVcoreBrinxTV 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 ComplexmajorLong-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 CorporationmajorIntel 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)majorAlienware 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 ConferencecoreMulti-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 ConferencecoreFull participation from both MAAC and BIG EAST Conferences in EGFC leagues, expanding collegiate esports reach across these athletic conferences.
- BIG EAST ConferencecoreFull 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 assessmentDirect 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 presenceElectronic Gaming Federation financial estimates
Financial estimateRevenue estimate
Valuation estimate
Electronic Gaming Federation leadership team
Management profileNumber of profiles
Profiles4 records
Electronic Gaming Federation subsidiaries and ownership
Company hierarchySubsidiaries4 records
Electronic Gaming Federation funding detail
Funding detailFunding 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 investmentM&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.