We are helping bring Video Gaming Center and eSports concepts to sports training centers, parks and recreation departments, YMCA centers, Boy’s and Girl’s Clubs and other city and/or county owned venues nationwide.

The Visitor’s Bureau Network is creating a program helping non-profits, boys and girl’s clubs, youth leagues and other groups, create their own video gaming centers and clubs as well as their own eSports leagues. Video Gaming Centers along with Video Gaming TV and Fortnite Fashions, will be launched in markets nationwide soon.

A video Gaming Center is a dedicated facility where individuals can play video games on high-performance gaming PCs, consoles, or arcade machines. These centers offer a social and immersive gaming environment, often featuring high-speed internet, ergonomic gaming chairs, and large monitors or VR setups. They cater to casual players, competitive gamers, and esports enthusiasts, providing a space for tournaments, multiplayer gaming, and community events. Many gaming centers also offer refreshments, membership programs, and access to the latest gaming titles, creating an engaging hub for the gaming community.

Sean Vandebrake, a well-known social media personality, video gamer, and industry advisor, has played a pivotal role in developing VideoGamingCenters.com, VideoGamerTV.com, and FortniteFashions.com. As a project manager, Sean brings his deep expertise in gaming culture and online engagement to these platforms, shaping them into innovative hubs for gamers worldwide. VideoGamingCenters.com connects players with top-tier gaming venues, VideoGamerTV.com delivers cutting-edge gaming content and esports coverage, and FortniteFashions.com explores the intersection of gaming and style.

​The global video gaming and esports industry has experienced remarkable growth in recent years. In 2020, the global video gaming market was valued at approximately $174.9 billion, reflecting a 19.6% year-over-year increase. Esports, a significant segment of this industry, reached a global revenue of $1.08 billion in 2021, with projections estimating it will grow to $1.62 billion by 2024. This surge has led to the establishment of numerous esports facilities and arenas across the United States, with the industry projected to exceed $5 billion by 2029. Educational institutions are increasingly integrating esports into their programs; over 300 colleges and universities in the U.S. now offer esports programs, some even constructing dedicated arenas. At the high school level, organizations like the High School Esports League (HSEL) have grown to include over 3,100 schools and 100,000 students, offering competitions in various popular games. Additionally, youth organizations such as the Boys & Girls Clubs of America are implementing esports programs to engage young gamers, promote career exploration, and develop life skills. This widespread adoption underscores the expanding influence of esports and gaming centers in educational and community settings.