About Esports.NGO
We are a non-profit organisation using esports and gaming to create safer, smarter and more inclusive digital communities.
Problem
Gaming is one of the largest cultural forces in the world, but many institutions still treat it only as entertainment or risk.
This creates missed opportunities. Governments struggle to reach young people. Schools lack structured gaming programmes. Brands sponsor events without long-term impact. Parents worry but often lack guidance. Gaming communities face cybersecurity risks, harassment and toxic behaviour without enough support.
Solution
Esports.NGO exists to connect gaming culture with public value.
We work across esports, education, digital wellbeing, cybersecurity, age assurance, grassroots development, research, campaigns, grants and international cooperation.
Who we are
Esports.NGO is the public name of a non-profit association registered in Estonia. Its legal identity and registry details are below; founder, team and governance information will follow as it is published.
- Registered legal name
- Eesti Spordi ja Hariduse Digitaliseerimise Keskus MTÜ
- Also known as
- Estonian Center of Digitalisation of Sports and Education
- Estonian registry code
- 80631157
- Registered in
- Estonia
Founder
Ignat Bobrovich
Esports.NGO was founded by Ignat Bobrovich, who has been in esports since 2000, when he first competed at the age of 13. Over the following years he moved through most roles in the industry — from competitive player to executive in esports media, event organisation and technology.
He is also the founder of Passport.GG, an esports identity and competitions platform based in Tallinn, Estonia, and the founder of Valvur, a digital-trust and online-safety venture. He founded Esports.NGO to turn that industry experience into public value — using gaming and esports for education, online safety, digital trust and grassroots development.
He is the author of the book esports: Insider Tips on Succeeding in the Industry that is Shaping the Future of Entertainment , published by Palgrave Macmillan (2024).
We believe gaming can become a powerful tool for:
Digital safety
Cybersecurity awareness
Education and future skills
Inclusion
Responsible behaviour
Community development
Research and policy innovation
Public-private cooperation
Let’s build the future of positive gaming together.
Gaming is shaping the next generation. The question is whether we leave it to grow by accident — or build it with purpose.