Gaming is loved around the globe, and like most sports, that love has spawned a competitive spirit. Esports turns that spirit into organised leagues and tournaments, as players chase trophies, recognition, and prize money in this fast-growing global industry.
New Zealand is part of that momentum. School participation is rising, national competitions are attracting more teams, and Kiwi players are making their mark internationally.
We spoke to Jonathan Jansen, CEO of NZ Esports Federation and a lifelong gamer, about the growth of esports in New Zealand. We delved into its role in schools, the community around esports, and why healthy gaming habits, including ergonomics, are becoming an increasingly important part of the sport.

Jonathan, what can you tell us about the New Zealand esports scene?
Esports in New Zealand is moving from grassroots enthusiasm towards a more structured nationwide sport.
Gaming itself is hugely popular. According to research by the IGEA (Interactive Games & Entertainment Association), 79% of Kiwis play video games, 48% of players are female, and the average player age is 35.
Competitive gaming is smaller, but it’s growing quickly, with a competitive community in the tens of thousands. Right now, 477 Kiwi players are being tracked by the esports statistics database Esports Earnings, and they have won a combined US$2.7 million in tournament prize money.
What does NZ Esports Federation do?
NZ Esports Federation is the Sport New Zealand-recognised National Sporting Organisation for esports.
We run national school competitions, the E Blacks national teams programme, and work with commercial partners including KIA, Chorus, Bayer/Berocca, and Burger King.
Our role is to lead and grow esports in New Zealand, while also promoting its social, health, and educational benefits.
What are the major esports competitions in New Zealand?
We run a full national season for secondary schools, universities, and primary/intermediate schools. This year, we have almost 300 secondary school teams taking part in more than 2,500 matches, with five to eight players on each team.
Most competitions take place online, with only the major tournaments held in person. The most popular games vary, but right now Valorant, Marvel Rivals, and Clash Royale are the big ones.
There are also independent clubs running competitions within their local communities.
Is participation growing?
It certainly is. NZ Esports Federation works with schools and other stakeholders on competitions, student engagement, recruitment and safeguarding.
We visit 20,000 and 30,000 students in schools every year through our Play Life Balance programme, which promotes healthy gaming habits and digital citizenship principles. From this, and the introduction of a school esports platform, we have grown from just 30 teams in 2024 to around 170 in 2025, and we are already approaching 300 teams in 2026.
Which schools are leading the way?
Competitively, Macleans College, Westlake Boys High School, and Rangitoto College are the leaders.
We have also had some great underdog stories. Bay of Islands College came second at nationals this year, which was an amazing result and even made local news.
How does New Zealand compare with Australia and other markets?
Even though Australia is roughly five times our scale with a more developed commercial league ecosystem, New Zealand is widely recognised as the regional leader in esports.
Our recognition by Sport New Zealand and the strength of our national model gives us a level of coherence that Australia’s more fragmented landscape lacks.
Globally, the esports market is projected to reach US$5.9 billion by 2029, with Asia-Pacific the dominant region. This puts New Zealand in a strong position, given our positioning within these competition circuits.
How aware is the esports community of ergonomic health issues?
Health is front and centre for a lot of esports families, both players and parents.
As a sport, we don't have acute injuries, but we do have chronic ones. RSI and neck pain are our version of concussions in rugby. The problem is that these injuries can build gradually, and by the time people seek help, they might need years of rehab.
Is there demand for ergonomically-focused chairs versus purely gaming-branded chairs?
Absolutely. A lot of chairs marketed as 'gaming chairs' are horrific when it comes to ergonomics. That’s why many of the pro gamers we work with actively seek out ergonomic office chairs for that reason. I switched to a Buro chair myself a few years back.
What do you see changing in the next few years?
We’ve been doubling or even tripling in size, staff, revenue, and impact every year. It’s hard to imagine us continuing growth at this rate, but anything is possible!
I think esports is likely to become one of the country’s largest school sports, and if we continue our success in the World Cup, New Zealand can very well become globally recognised as an esports country.

Gaming scene featuring the Buro X PowerA Sentinel Gaming chairs.
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