eSports market in the Asia-Pacific region - statistics & facts

Following its addition to the Southeast Asian Games in 2019, eSports is also set to debut as an official discipline at the 2022 Asian Games. Players from all over Asia will be competing in eight medal events, including popular video game titles such as League of Legends, Dota 2, and PUBG Mobile. With Asia as the biggest market, the global eSports industry generates over one billion U.S. dollars in annual revenue across its various segments and is projected to continue growing over the next few years.

 From PC bangs to the world

Among the leading competitive gaming markets worldwide, South Korea is often referred to as the birthplace of eSports. PC bangs – internet cafés focused on computer games – have been around in the country since the late 1980s and have provided hubs for gamers to mingle and engage in multiplayer games. This social aspect as well as the high-end PCs the gaming centers are equipped with are among the reasons for PC bangs' lasting popularity. In 2000, the Korea e-Sports Association was founded as an arm of the South Korean Ministry of Culture, Sports, and Tourism. Since then, the organization has regulated and promoted the local eSports industry and supports upcoming gaming talent.

Bans, funds, and eSports curriculums

The structure of local eSports markets differs vastly across the Asia-Pacific region. In Japan, one of the biggest markets in APAC's gaming industry, national gambling and copyright laws have previously complicated the process of hosting and broadcasting eSports events.

While eSports and gaming have faced regulations by the Chinese government in the past, several cities like Hangzhou and Shanghai have opened up dedicated eSports towns with training facilities and event spaces in recent years. Having overtaken South Korea in 2014, China leads APAC's most successful eSports nations – in 2021, pro gamers and teams from China made more than 44 million U.S. dollars in competition prize money.

Companies like Tencent and Singtel are financially involved in developing such eSports spaces and have teams of their own. Tier One Entertainment has made headlines for collaborating with the Lyceum of the Philippines University (LPU) to launch an eSports degree program.

 A plethora of revenue streams

Currently generating revenue from various segments, including streaming and ticketing, the involvement of big companies is diversifying eSports revenue streams. Top-notch pro gamers like Sang Hyeok Lee alias “Faker”, one of South Korea's leading eSports players, are reaching influencer status and are involved in regional and global brand sponsorships and merchandising.
Competitive gaming events also give exposure to the titles played, therefore fuelling related industries such as mobile gaming in APAC, which in turn is responsible for making eSports titles accessible to a broader audience, especially across the mobile-first Southeast Asian markets.

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