Australian Esports Partnerships

ORDER Announced the 'RMIT Futures Series' in Melbourne

'ORDER,' an Australian esports and entertainment organization, announced a new partnership with the 'Royal Melbourne Institute of Technology University' whereby the two entities will collaborate on the 'RMIT Futures Series.' The RMIT Futures Series is an upcoming college-level set of esports tournaments that will be free-to-join for competitors and players.

Players will be able to vote for which games they would like to see in the series on the RMIT Discord server. However, the list of potential games is limited to popular mainstream titles such as 'Apex Legends' and 'Fortnite.' The RMIT Futures Series competitors will be assisted by ORDER in terms of access to games, accessories, hardware, and more. According to RMIT, it currently hosts a large esports-focused discord of over 3,000 members, showing that there is significant interest in the industry in Melbourne.

Image Credit: ORDER

College Esports Tournaments
Esports organizations can collaborate with universities to host college-level esports tournaments, creating opportunities for increased engagement and brand exposure.
Community-driven Gaming
By allowing players to vote for which games they would like to see in tournaments, organizations can create a more engaged and invested community of gamers.
Esports Education
Partnerships between esports and education organizations can create opportunities for educational programs and initiatives around the burgeoning industry.

Who This Affects Most

Esports
Esports organizations can partner with educational institutions to create engaging college-level esports tournaments and invest in the next generation of gamers.
Education
Esports partnerships with educational institutions can provide opportunities for exploring the intersection of gaming and academia, from research to curriculum development.
Gaming Accessories
Esports organizations can provide gaming accessories and hardware to tournament competitors as part of partnerships, creating opportunities for increased brand exposure and sales in the gaming industry.
SCORE
3.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 31%
Activity 54%
Freshness 14%

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