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The evolution of women’s esports tournaments

Sara Kerrigan

March 17, 2026

Women have always been part of gaming. But for a long time, competitive esports acted like we were not. The story of women’s tournaments is about prize pools and viewership, and numbers – yes. But it is also about a community that kept fighting, kept showing up, and kept building (even when no one was watching).

This is that story.

Where it all started

Esports itself is older than most people think. The first recognized competitive gaming event took place in 1972 at Stanford University, and the first large-scale tournament, Atari’s Space Invaders Championship, drew over 10,000 players in 1980. That tournament was won by a teenager who would later transition and live as Rebecca Heineman, a pioneering game developer and a reminder that gaming has always had more diversity in it than the industry liked to admit.

Through the 1980s and 1990s, gaming became more popular (but also more male-dominated). By the end of the 1980s, women represented just 3% of the competitive gaming scene, a sharp drop caused largely by how games and gaming culture were being marketed. The rise of LAN parties, shooter games, and internet cafes in the 1990s created communities that were often unwelcoming to women. Harassment was common. Opportunities were almost nonexistent.

But women kept playing.

The 2000s: The first women’s tournaments appear

The early 2000s saw the first serious attempts to create dedicated spaces for women in competitive gaming. The Electronic Sports World Cup (ESWC) introduced a women’s division in Counter-Strike, which became one of the most important proving grounds for female players for years.

Players like Stephanie ‘missharvey’ Harvey, a five-time female world champion, built legendary careers during this period. Teams competed for small prize pools and even smaller audiences, but the competitive skill was real. These pioneers proved that the talent existed. What was missing was the infrastructure.

During this same era, esports overall was booming. The number of major tournaments grew from around 10 in the year 2000 to around 260 by 2010. Women’s events grew, too, but much more slowly. The prize pools were a fraction of what men competed for. Coverage was minimal. Sponsorships were rare.

The 2010s: Building something bigger

The mid-2010s brought more structure to women’s esports. In 2015, Counter Logic Gaming signed an all-female CS:GO roster, CLG Red, becoming one of the first major esports organizations to invest seriously in a women’s team. This was a signal to the rest of the industry: women’s esports was worth supporting.

Events like the Intel Challenge Katowice, the Copenhagen Games Female Tournament, and the ESWC Women’s division gave players a circuit to compete on. Prize pools reached up to $30,000, still modest compared to men’s events, but a real improvement. Teams like CLG Red, Dignitas Fe, and later FURIA Female became consistent competitors, building fanbases and proving that women’s esports could draw attention.

In 2017, the GirlGamer Esports Festival launched in Macau as a dedicated multi-game women’s tournament. It offered a structured global circuit with regional events and a World Finals, growing its prize pool over the years and expanding to locations like Dubai and Bahrain.

Still, the big publishers were largely absent. Women’s esports was still being carried mostly by independent organizers and passionate community members.

2021: A Turning Point

The launch of Valorant in 2020 changed the landscape. Riot Games, the publisher behind League of Legends, was more intentional about inclusion from the beginning. In February 2021, they announced the VCT Game Changers: a dedicated competitive circuit for women and other marginalized genders in Valorant.

Game Changers did not start big. The first North American tournament had just four signed teams. But it grew fast. By the end of 2022, the Game Changers Championship in Berlin featured a $500,000 prize pool (at the time, the largest in the history of women’s esports). The finals between G2 Gozen and Shopify Rebellion drew around 239,000 peak viewers, making it the most-watched women’s esports event ever recorded.

Those numbers mattered. They showed sponsors, publishers, and organizations that there was an audience.

Since then, Game Changers has continued to grow. The 2024 championship featured 10 teams from around the world competing for $500,000 at Riot Games Arena. By 2025, the total cumulative prize pool across all Game Changers events had passed $4.7 million. Regional circuits now exist in North America, Latin America, EMEA, Brazil, East Asia, and Asia Pacific.

Valorant also has one of the highest female player rates in the shooter genre: around 15% of its estimated 18.5 million players. That is not a coincidence. Investing in women’s competition helps grow the female player base, which, in turn, increases the pool of potential competitors.

Raidiant’s Role

Raidiant was founded by Heather ‘sapphiRe’ Garozzo, a retired professional Counter-Strike player, esports observer, and leader in the industry. From the beginning, the mission was clear: improve conditions for women in gaming and esports.

Raidiant is an all-women production and broadcast company. What makes us different is not just who we are, but how we approach our work. We do not just stream a tournament. We tell the stories of the players, build community around the events, and create a welcoming environment for audiences who have often felt excluded from esports broadcasting.

Calling All Heroes (CAH)

In late 2022, Blizzard Entertainment partnered with Raidiant to launch Calling All Heroes, a tournament series for women and marginalized genders in Overwatch 2. The inaugural Challengers Cup final had a $25,000 prize pool and eight teams. Raidiant handled production and storytelling throughout. From 2023 onward, Raidiant took on a larger role in running the Challengers Series: a year-long competitive circuit with qualifying events leading to a championship in February 2024. The program also included a Caster Camp and Speaker Series to help players develop careers in esports beyond just competing. By 2025, the CAH Championship prize pool had grown to $28,000, and the program continued running with Raidiant as a core partner.

Game Changers NA

Raidiant became the official broadcast and event host for the Valorant Game Changers North America circuit in 2025. Their all-female crew brought main-event quality production to the series, with co-stream-friendly setups and personal player storytelling. The 2025 NA Stage 2 broadcasts peaked at over 11,000 concurrent viewers, accumulating more than 252,000 watch hours across the season.

The Milk Cup

In 2024, Raidiant partnered with Gonna Need Milk (a campaign by MilkPEP) and Fortnite streamer ThePeachCobbler to create The Milk Cup: the largest women’s Fortnite tournament ever held, with a $250,000 prize pool and 400 female competitors. The LAN finals on October 5, 2024, held at LA Comic Con, made history as the first all-women LAN event in Fortnite esports. Team Moxie took home the win. In 2025, The Milk Cup returned with an even larger $300,000 prize pool, a LAN finals at TwitchCon San Diego, and a new program called The Milk Cup Academy, offering coaching, scrims, and mentorship to players who want to compete but need more support to get there.

Raidiant: an all-women production and broadcast company

These events show what Raidiant is building, and that’s not just a broadcast company; it’s a pipeline for women in esports, from first-time competitors to professional players to broadcast crew.

The numbers tell the story

Data helps show how far women’s esports has come, and how far it still needs to go.

Women make up roughly half of all gamers worldwide. But as of 2024, women represent only around 5% of esports players, and none of them appear in the top 500 highest overall earners in esports history.

Prize money in women’s esports reached nearly $3 million in 2024, with Valorant alone contributing over $1.2 million. Viewership, however, dropped by 26% in 2024 compared to the previous year: a reminder that growth is not always linear, and that visibility requires an active effort from all parts involved.

In Valorant, 23.9% of all tournaments are women-only events. That is the highest rate of any major esports game, and it reflects Riot’s sustained commitment to the space. By comparison, women-only events make up only 5% of Counter-Strike tournaments.

But progress is not just about numbers

It also shows up in moments:

  • When G2 Gozen’s Julia ‘juliano’ Kirancried after winning the 2022 Game Changers Championship, because she had set that goal when she switched from CS:GO to Valorant and then achieved it.
  • When Ava ‘florescent’ Eugene became the first Game Changers athlete to sign with a VCT team, joining Apeks in the EMEA league in December 2024.
  • When Shopify Rebellion made history in January 2025 by becoming the first all-women roster from Game Changers to qualify for the VCT Challengers circuit, competing directly against mixed-gender teams.
  • When Christine ‘Potter’ Chi won the Women’s Electronic Sports World Cup five times in Counter-Strike, she became one of the most decorated players in the game’s history. And then, after retiring from competition, she went on to become a broadcast analyst and later a coach for Evil Geniuses’ mixed-gender Valorant roster.
  • When Li ‘Liooon’ Xiaomeng became the first woman to win the Hearthstone Grandmaster Global Finals at BlizzCon in 2019, competing in a completely open, mixed-gender event with a $250,000 prize pool, she won the whole thing.
  • When Melanie ‘meL’ Capone led Cloud9 White to win all three North American Game Changers tournaments in 2021, becoming the dominant force in the region and one of the loudest advocates for women’s teams competing beyond women-only circuits.

These are the moments that show why women’s tournaments matter. Not as a separate, lesser version of esports. But as a space where women can develop skills, find teammates, build careers, and show the world what they can do.

Skill was never the problem

One argument has followed women’s esports since the very beginning: that women simply aren’t as good as men at competitive games. The data doesn’t support this.

Unlike traditional sports, esports has no meaningful physical difference between genders. Reaction times, strategic thinking, teamwork, and game sense… these skills are not determined by sex. Women are not worse at video games; they just are not given the same environment to grow in.

The barrier is not biological. It is environmental.

Consider what women face just trying to improve. Online ranked matches (the training ground where all professional players develop) are significantly more hostile for women than for men. Streamer Imane ‘Pokimane’ Anys, one of the most skilled and visible Valorant players in the world, publicly called out the harassment she received in Valorant in 2020, being called slurs and vulgar names by teammates, and notably, this happened even when she was not using her microphone at all. Her username was enough. On top of that, she has since explained that she hesitates to use her mic in ranked games because the moment teammates hear a female voice, their behaviour changes. In a team-based game, not being able to use your microphone freely is a direct competitive disadvantage. Male players rarely have to take all of that into account.

@PlayVALORANT please implement anonymous mode. i've asked since playtesting alpha + am tired of people calling me a skank, thot, or saying other rude and vulgar things EVEN when i don't use my mic. 🥺🙏

— pokimane (@pokimanelol) May 1, 2020

This is the core of the problem. Men get to practice freely. Women have to decide whether to reveal their gender and risk harassment, or hide it and still be unable to play fully. Both options cost them something. The result is not a skill gap: it is an opportunity gap, a training gap, and a support gap that is created by the environment, not by the players themselves.

Women’s tournaments exist, in part, to create a space where that gap can close. Where players can use their microphones without fear. Where they can develop, fail, learn, and improve without having to fight for basic respect at the same time. The goal is to, one day, mix everyone into the same tournaments. But to get there, the infrastructure to support women has to be built first.

Looking ahead

Women’s esports is stronger than it has ever been, but is still facing real obstacles. Harassment in online games remains a serious problem. Sponsorship and investment still fall far short of what men’s esports receives. Viewership numbers, while growing over time, can be fragile.

But the infrastructure is being built. Publishers like Riot are investing in long-term circuits. Organizations are signing women’s teams. Production companies like Raidiant are creating professional broadcasts that treat women’s esports as the main event, not the afterthought.

In 2025, the best women’s Valorant players are qualifying for mixed-gender Challengers events. In Fortnite, 400 women competed at a LAN in front of a live crowd. In Overwatch, a year-long circuit is creating opportunities not just to compete, but to build careers in coaching, casting, and production.

The story of women’s esports is one of persistence. It’s the story of players who competed when there was almost no prize money and almost no audience. Of community organizers who made tournaments happen because no one else would. Of the broadcast teams that showed readiness and delivered with professionalism and heart.

We are in the middle of that story. And it keeps getting better.

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