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Ralf Reichert on the ENC: Esports has been missing meaningful national representation

EWC

The Esports Nations Cup (ENC) 2026 was announced on August 23, 2025, with Electronic Arts, Krafton, Tencent, and Ubisoft as co-developers for the inaugural edition.

Shortly after this, the International Olympic Committee (IOC) and the Saudi Olympic and Paralympic Committee (SOPC) revealed that they had mutually agreed to end their cooperation for the Olympic Esports Games, the first edition of which was set to take place in 2027 in Riyadh, Saudi Arabia itself.

The SOPC had partnered with the Esports Foundation (then called the Esports World Cup Foundation) to organize it.

EWCF x IOC

The EWCF was to be the founding partner for the inaugural Olympic Esports Games in Riyadh. (Image credit: IOC and Esports Foundation)

The ENC was likely the Esports Foundation’s response to the failed project with the IOC. It was announced as a country-vs-country event, and over the past nine months has unveiled its full lineup of 16 games including Dota 2, Counter-Strike 2, MLBB, VALORANT, League of Legends, Rocket League, PUBG, and more.

However, country representation, while a staple in most sports, is not something commonly seen in esports where organizations build fanbases. That being said, we have seen certain orgs such as S8UL in India, Vitality with France, and the MongolZ in Mongolia leveraging their national identity, but a pure national esports tournament of this scale is happening for the first time.

To understand what the ENC’s national system means, how it will attract fans, its effect on new talent, and more, Jaxon.gg spoke with Ralf Reichert, the CEO of the Esports Foundation.

The Esports Nations Cup introduces a structured national system at scale. What does this enable that existing international competitions have not been able to achieve so far?

I would start with who this is for: players and fans.

At its core, the Esports Nations Cup introduces something esports has been missing: meaningful national representation. In traditional sports, playing for your country changes the context of competition. It makes it instantly relatable, connects people through shared identity, and creates a pathway for athletes to resonate far beyond their core audience. It gives millions of people something simple to rally behind.

Esports already has world-class players and global competition, but this dimension has never existed consistently across titles and regions. For fans, that changes everything. You don’t need to follow every game or understand every roster—if your country is competing, you care.

This is not about adding another event. It is about completing the ecosystem with a format that naturally connects players and fans and expands the reach of esports.

From a development standpoint, how does a national-team model change the way emerging regions build talent compared to the current organisation-led system?

Clubs will remain the core competitive structure of esports. That does not change. What the national-team model introduces is an additional pathway.

For players, that means more opportunities to be discovered, to compete at the highest level, and to break through onto the global stage. For emerging regions, it brings structure to environments that are often fragmented today, creating a clearer connection between grassroots participation and elite competition.

It also expands the set of stakeholders involved. Governments, federations, and local institutions now have a defined role in supporting infrastructure and player development. So this is not a replacement. It strengthens the existing system by improving access and creating more consistent pathways.

With publisher partnerships secured and a structured selection system in place, how is the Esports Foundation defining success for the first year of the Esports Nations Cup?

Esports Nations Cup

Image credit: Esports Foundation

Success starts with players.

If players want to be there, if they are proud to represent their country, and if they see this as a meaningful part of their career, then the foundation is right.

From there, it extends to fans. Someone who has never followed esports should immediately understand why this matters: because their country is competing. At the same time, the core audience needs to recognize this as top-level competition, with the best players and the right level of intensity.

If we achieve both – strong player buy-in and broad relevance, without compromising competitive integrity – then we have proven the model in year one.

How do you expect a national-team format to bridge that gap and build engagement beyond individual game communities?

National identity adds a layer that sits above individual titles.

Today, most esports fandom is tied to a specific game, team, or player. What this introduces is a reason to engage that is independent of any single title. You may not follow every game, but if your country is competing, you are more likely to watch across the competition.

That naturally connects different communities without forcing them together. At the same time, each title keeps its integrity. The best players still compete at the highest level within their disciplines.

So it is not about replacing existing fandom. It is about expanding it, adding another reason to care, and bringing those moments together into something bigger.

Read also: USA Esports CEO says fans will buy into Team USA if ENC feels legitimate

Featured image credit: Esports Foundation

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