DreamHack confirmed it will discontinue its iconic Bring Your Own Computer (BYOC) LAN areas at all future festivals, ending a tradition that dates back to the event’s founding in 1994. The decision follows a consistent downturn in participants bringing their own gaming setups, with BYOC attendees representing less than 10% of total ticket holders globally in 2025.
The BYOC experience allowed attendees to bring their personal gaming rigs for 24-hour gaming sessions, compete in tournaments across titles like Call of Duty, Fall Guys and VALORANT, and participate in large-scale community gatherings centered around PC gaming.
The format became synonymous with DreamHack’s identity as a grassroots gaming festival that originated in Malung, Sweden, and was for a number of years a big hit, which in some ways makes it something of a surprise that it’s come to an end.
DreamHack, though, has one eye on the future.
ESL FACEIT Group, which operates DreamHack, says the change will free up more venue space for other brand activations and interactive content. Recent partnerships have already demonstrated this shift, with brands like Sour Punch creating spaces featuring old school arcade gaming stations at DreamHack Atlanta 2026.
Declining participation drives strategic pivot
DreamHack Atlanta 2026 featured games, more games – and cars. Image via DreamHack on X
The company cited steadily falling BYOC participation as the main reason for the decision. While specific attendance figures haven’t been shared, the sub-10% participation rate in 2025 is a big drop-off from the format’s peak popularity in the early 2010s.
“The difference is that we are shifting our focus toward providing those experiences for you,” an ESL FACEIT Group representative said, according to dust2.us.
The move aligns with DreamHack’s increased emphasis on brand partnerships, including recent deals with hardware manufacturers Samsung and Logitech to showcase product demonstrations and gaming setups at festivals. These activations have replaced the traditional “ocean of screens” that once defined DreamHack’s visual identity.
End of an era for competitive discovery
For Counter-Strike history, BYOC events hold particular significance as pathways for amateur teams to reach professional competition. The first CS:GO Major at DreamHack Winter 2013 featured two teams that qualified through the BYOC LAN qualifier, highlighting the format’s role in competitive discovery.
The elimination affects tournaments across multiple esports titles that previously used BYOC areas for open bracket competition and community-driven events. These tournaments provided entry points for aspiring professionals and served as testing grounds for emerging talent.
Of course, there’s sure to be lots of nostalgia for the format’s grassroots appeal. Swedish gaming veterans will be well aware of the shift away from DreamHack’s original LAN party atmosphere that started in 1994 but can happily point to alternative events like Glitched as maintaining the traditional BYOC experience. Some gamers, though, will say they saw this coming.
DreamHack no longer to feature BYOC table spaces. If DH leaving Jönköping wasn't a strong enough signal to you that an era has ended, this should be. https://t.co/JRUbII7T9f
— walterp (@walterp_tv) May 26, 2026
Strategic focus on commercial partnerships
While some might lament the demise of (BYOC) LAN, there is still plenty to be excited about. Gaming culture is still in good shape – it’s just that the way people participate in festivals is different now.
For one thing, the venue space previously used by hundreds of gaming setups will now accommodate expanded brand experiences and interactive content zones, with DreamHack Atlanta 2026 exemplifying this approach earlier this month.
They had dedicated spaces for sponsors to showcase products and created immersive brand experiences that could be enjoyed by everyone. The event was a huge success.
One thing is for sure, the festival experience is going nowhere, with DreamHack confirming in a statement that “the ocean of screens isn’t going anywhere.”