League of Legends in Berlin and FIFA in Paris: The New Frontier of Digital Sports

For a generation that grew up with League of Legends, Counter-Strike, EA Sports FC and Twitch, the definition of “sport” has become much broader.
Millions of people watch competitive video games, follow esports teams, stream tournaments and spend hours playing the same titles that professional competitors use.
Naturally, the gambling industry has taken notice.
Esports betting has become an established product in a number of international markets, while virtual sports have created another category of betting products that can operate independently of real-world sporting schedules.
But Germany and France are a particularly interesting comparison because they have taken very different approaches.
Germany permits certain forms of sports betting within its regulated framework, subject to authorization and extensive restrictions.
France has taken a much harder line on esports: bets on esports competitions are currently not permitted at all. The French gambling regulator, ANJ, reiterated this position in July 2026 during the Esports World Cup in Paris.
So while esports may be huge culturally in both countries, that does not mean esports betting is available in both.
That distinction is crucial for anyone looking at the European iGaming market.
Esports Has Become More Than a Gaming Niche
It wasn’t that long ago that esports was treated as something happening on the margins of the gaming industry.
Today, major tournaments can fill arenas, attract international sponsors and generate enormous online audiences.
Games such as League of Legends, Counter-Strike and EA Sports FC have become recognizable competitive entertainment products in their own right.
The audience is also highly digital.
A traditional sports fan might watch football on television, read a newspaper and follow a club’s website.
An esports fan can watch a tournament on a streaming platform, follow a player on social media, join a Discord community, watch highlights on YouTube and discuss the match in real time.
That creates an obvious overlap with digital betting.
When esports betting is legally available, operators can offer markets that mirror some of the complexity found in traditional sports.
Depending on the game and jurisdiction, those can include:
- Match winner
- Map winner
- Series score
- Total maps
- Total kills
- First objective
- Handicap markets
- Tournament winner
- Player-specific markets
The important caveat is that not every market is legal everywhere.
Germany and France demonstrate exactly why operators need to check the local regulatory framework before building a product around esports.
Germany: A Regulated Market, Not a Free-for-All
Germany’s online gambling market is heavily regulated.
The Gemeinsame Glücksspielbehörde der Länder, or GGL, oversees licensed forms of online gambling including sports betting, online poker and virtual slots. Authorized operators are listed on the official German Whitelist.
That doesn’t mean every possible esports or gaming-related betting product is automatically approved.
German regulation distinguishes between permitted sports betting and other forms of betting that fall outside the legal framework.
The GGL, for example, explicitly states that so-called Gesellschaftswetten — bets on non-sporting public events — are not eligible for authorization.
For an operator, therefore, the lesson is simple:
Don’t assume that something qualifies as a betting product just because customers want to bet on it.
The underlying event and market have to fit the applicable German rules.
France: Esports Betting Is Off the Table
France is even clearer.
The ANJ states that only four broad categories of gambling are authorized nationally:
- Lottery games under FDJ’s exclusive-rights regime
- Online sports betting through approved operators
- Online horse-racing betting through approved operators
- Online poker through approved operators
Esports betting isn’t one of them.
The ANJ specifically says that betting on esports competitions is prohibited.
The reason isn’t that France lacks an esports audience.
Quite the opposite.
When Paris hosted the Esports World Cup in 2026, the ANJ noted that esports had a community of more than 12 million players in France, with a particularly young audience. The regulator used the event to remind consumers that betting on esports competitions remained prohibited.
That’s an important distinction.
A large esports audience does not automatically create a legal esports-betting market.
France is a perfect example of why audience size and betting availability need to be treated as separate questions.
What About EA Sports FC?
The original idea of “FIFA in Paris” is still useful from a cultural perspective, but the terminology has changed.
EA’s football franchise is now called EA Sports FC, following the end of the FIFA branding partnership.
It’s one of the most recognizable football video-game franchises in the world, and competitive football gaming is part of the wider esports ecosystem.
But again, there’s a difference between people playing or watching EA Sports FC and people being legally allowed to bet on an EA Sports FC competition.
In France, the latter is prohibited.
That means an operator targeting French consumers can’t simply see a large EA Sports FC audience and launch an esports betting product around it.
The regulatory question comes first.
Why Esports Looks So Attractive to Betting Operators
Where esports betting is legally available, the appeal is fairly obvious.
Traditional sports have downtime.
A football match lasts roughly 90 minutes.
A tennis match can take several hours.
A major esports event can provide a constant stream of matches across multiple games and tournaments.
That creates many potential betting moments.
The digital nature of esports also makes the product relatively easy to integrate into an online betting environment.
There are no stadium tickets.
No television broadcast is required.
No physical bookmaker is necessary.
The customer can watch the competition and interact with the betting interface from the same device.
That creates an extremely natural digital experience.
But it also creates additional integrity and responsible-gambling challenges.
Live Betting Is Where Things Get Interesting
Live betting is already a major part of traditional sports.
A football bettor might wager on the next goal while a match is in progress.
A tennis bettor might wager on the next game.
Esports can operate on a similar principle, with markets changing as the match develops.
The speed is much higher, though.
A team can win an important round in seconds.
An objective can completely change the balance of a game.
A player’s death, an economy reset or a major strategic decision can cause odds to move rapidly.
That makes live esports betting potentially engaging, but it also creates a much more demanding technical environment.
Operators need accurate data feeds, low latency and systems capable of suspending and reopening markets quickly when something significant happens.
A delay of several seconds can be a serious problem when the underlying event itself is changing that quickly.
Virtual Sports Are a Different Product
Virtual sports shouldn’t be confused with esports.
They’re fundamentally different.
Esports involve human players competing in video games.
Virtual sports are computer-generated simulations of sporting events, such as football matches or horse races.
The result is determined by a software-based system rather than actual athletes competing in the real world.
That gives virtual sports one major advantage:
They don’t depend on the real-world sporting calendar.
A real horse race needs horses, jockeys, a track and an actual event.
A virtual horse race can be generated whenever the product is scheduled to run.
The same applies to virtual football or other simulated sports.
The Appeal of 24/7 Availability
Imagine a sportsbook late on a Tuesday night.
There might not be a major football match happening.
The tennis schedule could be quiet.
The biggest basketball games might not start for several hours.
Virtual sports can fill some of that downtime.
A virtual race can take place.
A simulated football match can begin.
Another event can follow a few minutes later.
From an operator’s perspective, that creates a continuous product rather than one tied entirely to the real-world sports calendar.
For customers, it provides immediate entertainment.
But there is an obvious trade-off.
The convenience that makes virtual sports attractive can also encourage more frequent gambling sessions.
That’s why responsible-gambling controls remain important even when the underlying event is simulated.
“RNG Means No Match-Fixing” Is Too Simple
The original article describes virtual sports as having no match-fixing risk because outcomes are generated using random number generators.
There’s a useful point here, but it needs more nuance.
A virtual event doesn’t have athletes who can deliberately throw a match.
But that doesn’t mean the product has no integrity or technical risks.
The operator still has to ensure that the underlying randomization and game logic work correctly.
The software needs to be tested.
The outcome-generation process needs appropriate controls.
The game needs to operate according to the approved rules.
And the operator needs to meet the regulatory requirements applicable to that product.
In Germany, for example, virtual slot products are subject to authorization and continuous regulatory supervision by the GGL.
So “there’s no player who can fix the match” is different from saying “there are no regulatory or integrity considerations.”
Why Younger Audiences Matter
The demographic argument behind esports is probably the strongest part of the original article.
People who grew up with gaming are now adults.
They don’t necessarily separate “watching sport” and “watching games” as sharply as previous generations did.
A person might watch the Champions League on Saturday, a League of Legends tournament on Sunday and an esports streamer on Monday.
For the entertainment industry, that’s a significant shift.
For gambling companies, however, it creates a responsibility.
A large youth audience doesn’t mean an operator should aggressively target young people.
In fact, regulators are particularly concerned about protecting younger audiences from gambling-related harm.
France explicitly cited the young audience around esports when reminding the public that esports betting is prohibited.
The fact that a demographic is attractive commercially doesn’t override the regulatory and responsible-gambling considerations surrounding it.
Streaming and Betting Could Become More Closely Connected
One of the more interesting possibilities is the relationship between esports streaming and betting.
Imagine watching a tournament and having relevant statistics displayed alongside the broadcast.
A viewer could see:
- Current score
- Map information
- Player statistics
- Tournament standings
- Historical results
- Live match data
In a market where betting is legal, some of that information could potentially be connected to betting functionality.
But the idea of placing betting controls directly into a streaming interface comes with obvious regulatory questions.
Advertising rules matter.
Age verification matters.
Responsible-gambling rules matter.
Platform policies matter.
And the distinction between entertainment content and gambling promotion can become blurry.
So while integrated experiences are technically possible, they aren’t simply a matter of adding a betting button to Twitch or YouTube.
Germany and France Show Why Localization Matters
This is where the DE/FR comparison becomes especially useful.
An international operator might look at esports and think:
Young audience + huge tournaments + digital product = obvious betting opportunity.
That’s not enough.
In Germany, the operator needs to determine whether the proposed betting product falls within the authorized framework and whether the relevant event and markets can legally be offered.
In France, the answer for betting on esports competitions is currently much simpler:
No.
The ANJ explicitly prohibits it.
The same applies to online casino gaming in France.
France’s legal online gambling market is deliberately narrower than many other European markets. Conventional online casino games are prohibited, and esports betting is prohibited as well.
That makes France a particularly important market for regulatory due diligence.
A product that is commercially attractive elsewhere may simply not be available legally to French customers.
Virtual Sports and Esports Shouldn’t Be Put in the Same Bucket
Another important distinction is between the two products.
Esports:
Human players compete in a video game.
The outcome depends on the players and the competitive event.
Betting markets, where permitted, can follow the live competition.
Virtual sports:
Software generates a simulated sporting event.
The result is produced by the underlying system.
The event can be scheduled independently of real-world sporting calendars.
They may appeal to overlapping audiences, but they’re fundamentally different products.
From an operator perspective, they also create different regulatory, technical and integrity considerations.
What Could the Future Look Like?
The technology around both products will continue to improve.
Better graphics can make virtual sports look increasingly realistic.
More sophisticated data feeds can make live esports statistics more detailed.
Mobile interfaces can make it easier to follow events while on the move.
Streaming platforms can provide richer real-time information.
And AI could potentially make commentary, statistics and personalization more sophisticated.
But technology doesn’t determine whether a gambling product is legal.
Regulation does.
That’s especially important in Europe, where neighboring countries can take radically different approaches to the same product.
France’s treatment of esports is a perfect example.
The country can host one of the world’s largest esports events while simultaneously prohibiting betting on those competitions. The 2026 Esports World Cup in Paris demonstrated exactly that contrast.
The Opportunity Isn’t Just About Betting
There’s another reason esports matters to iGaming companies.
Even when betting isn’t permitted, esports can still be a powerful source of audience and content.
Operators can study how younger audiences consume live digital entertainment without automatically turning every gaming event into a betting opportunity.
For legal betting markets, esports can potentially become another product category.
For markets like France, the audience can still matter for the broader gaming and entertainment ecosystem even though betting itself is prohibited.
That distinction is important for companies building long-term strategies.
The Bottom Line
Esports and virtual sports are two of the most interesting developments in digital sports entertainment, but they shouldn’t be treated as one giant category.
Esports brings competitive gaming into the world of live entertainment.
Virtual sports create simulated sporting events that can operate independently of real-world schedules.
Both offer the potential for constant digital engagement.
But Germany and France demonstrate why the European market can’t be approached with a single playbook.
Germany has a regulated online sports-betting market, but operators still need to make sure their products and betting markets fall within the applicable authorization framework.
France takes a much stricter position on esports: betting on esports competitions is not authorized, even though the country has a large and youthful esports audience.
That may be the biggest lesson of all.
The size of an audience doesn’t automatically create a legal gambling market.
For iGaming companies, the future may involve better technology, richer live data, virtual events and increasingly sophisticated digital experiences.
But before building the product, there’s one question that always comes first:
Is it actually legal to offer it in that market?
