Monetising the Next Big Thing

Over the last two years Esports has moved to becoming a global phenomenon, in part driven by a number of broadcasters. Taking the sport from its online origins to a TV format, has catapulted the genre into the mainstream, earning its reputation as the world’s fastest-growing sport. In 2018, there are expected to be 380 million people around the world watching Esports content, up 13.5 per cent from 2017. Market researcher Newzoo estimates that Esports will become a $1.5 billion to $2.5 billion business by 2020.

With money pouring into Esports and viewership numbers climbing, a growing range of companies and media are trying to understand the phenomenon and how they can hop aboard in order to connect with a highly desirable millennial fan base.

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Launched at CABSAT 2019, the Esports Congress will once again provide Broadcasters, Advertising & Marketing Agencies, Premium Brands & Game Developers a tremendous opportunity to understand, learn and adapt these bite-sized formats

CABSAT will be launching this new sector providing an opportunity to showcase and understand monetisation models. An invite-only networking event for high-level executives to create a marketplace for Esports deals to happen featuring a conference with panels and keynotes designed to debate and educate newcomers about how Esports work. Most importantly, you’ll gain insights, celebrate success, and find unexpected opportunities to accelerate your business.

Join the Discussion. Join the Community.

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What is Esports?

Esports refers to organized competitive video gaming among professional players. The most common video game genres associated with Esports are real-time strategy (RTS), first-person shooter (FPS), fighting and multiplayer online battle arena (MOBA). Popular games for Esports include League of Legends, Dota 2, Counter-Strike: Global Offensive, Call of Duty, Overwatch, PlayerUnknown's Battlegrounds, Fortnite Battle Royale, and StarCraft II.

The audience can watch the event by either visiting the arena live or online through gaming broadcasters. By 2019, it is estimated that 427 million people worldwide will be watching some form of Esports. Conglomerates such as, Disney, ESPN, ABC, Nielsen, and more are signing deals to secure broadcast rights to Esports tournaments.

Why Exhibit

Meet key stakeholders

Meet key stakeholders and make high-level connections with potential clients across the Esports ecosystem

Get high-level access

Get high-level access to the biggest Esports buyers and understand how to profit from this rapidly growing phenomenon

Get maximum exposure

Get maximum exposure and dominate the show using any of our effective sponsorship options and exhibit packages

Learn from key executives

Learn from key executives who are growing their businesses by leveraging the passionate global audience that Esports delivers

Who will Attend

Game Developers and Publishers Government Regulators and Bodies Private Equity Firms Venture Capitalists

Angel Investors Major League Organisers Infrastructure Players Stadium and Arena Owners

Esports Teams Esports Associations Endemic Brands Non-Endemic Brands


Strategic Partner

Gold Sponsor - Content Congress

First slide

Gold Sponsor - SATEXPO Summit

Silver Sponsor - Content Congress

Silver Sponsor - SATEXPO Summit

Registration & Visitor Badge Sponsor

Supporting Associations

Supporting Partner

Official Media Partners

Official Publication

Ecosystem Partner

Official Publisher

Official Courier Handler

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