Esports
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Annual Report & Accounts 2014: Sweden
CEO’s Review 1 Directors’ Report 11 The MTG Share 32 Corporate Governance Report 36 Board of Directors 46 Executive Management 49 Consolidated Financial Statements 54 Parent Company Financial Statements 59 Notes to the Accounts 64 Audit Report 119 Definitions 121 Glossary 12...
- MTG's net sales increased to SEK 15,746 million in 2014 from SEK 14,073 million in 2013, while total net income remained relatively stable at SEK 1,172 million in 2014 compared to SEK 1,168 million in 2013.
- The company's average number of employees grew significantly from 3,361 in 2013 to 4,059 in 2014, with a notable increase in Sweden (from 1,022 to 1,273 employees) and the UK (from 373 to 402 employees).
- MTG faces potential adverse impacts on its business from ongoing legal uncertainties regarding additional rights clearance for satellite TV transmissions and investigations into exclusive broadcasting rights for pay-TV services.
- The share capital of MTG consists of Class A, Class B, and Class C shares, with Class A shares carrying ten voting rights, and Class B and C shares carrying one voting right each; Class C shares do not entitle holders to dividends.
- The gender distribution among senior executives in 2014 showed 71% men and 29% women for the Group, and for the Parent Company, the Board of Directors was 71% men and 29% women, while other senior executives were 67% men and 33% women.
Annual Report 2019: Shaping the Future of Entertainment
Corporate responsibility and sustainability priorities are covered in MTG’s Annual Corporate Responsibility Report, published 19 S EGMENTAL PERFORMANCE 31 Other Group Information 34 Financial Policies and Risk Management 36 Governance and Responsibilities 41 Internal Control Report 101 ALTERNATIVE PERFORMANCE It’s impossible to reflect on 2019 without first commenting on the split of MTG into two companies in March – Nordic Enter- tainment and new MTG.
- MTG's 2019 strategy focused on profitable growth in esports and gaming, driven by the ESL Pro Tour launch, Kongregate's revised strategy, and Innogames' mobile revenue optimization.
- MTG divested Nova Broadcasting Group in Bulgaria for EUR 185 million (SEK 1,917 million) in January 2019 and Zoomin in October 2019, to focus on its core esports and gaming verticals.
- MTG announced annual savings, redundancy costs, and impairment charges in 2019 as part of a strategic review and evaluation of its gaming portfolio.
- MTG's esports vertical, comprising ESL and DreamHack, saw external sales of SEK 1,712 million in 2019, up from SEK 1,515 million in 2018, but reported an EBIT loss of SEK -430 million.
- The gaming vertical generated SEK 2,531 million in external sales in 2019, an increase from SEK 2,296 million in 2018, with an EBIT of SEK 269 million.
Let’s Play! 2024: The Esports Market in Southeast Asia
The report examines the esports market across Southeast Asia (SEA) for 2024, drawing on a summer‑2024 consumer survey of 14,250 respondents representing the region’s online population aged 16–65. The study focuses on audience reach, engagement maturity, demographic composition, consumption habits, and monetisation challenges. SEA emerges as the world’s most extensive esports market, with a 75 % overall reach but only 32 % of viewers engaging regularly; about half of those regular viewers watch more than seven hours per week. Mobile gaming dominates, accounting for roughly 55 % of esports consumption and driving the shift toward digital-first viewing platforms such as YouTube Gaming, Facebook Gaming, and local streaming services. Gender distribution shows 43 % female viewership, slightly higher than in traditional sports, while the audience is markedly younger—81 % of viewers are Millennials or Gen Z. Compared to traditional sports, esports has a comparable male share but a younger demographic profile and higher urban concentration.
Country‑level snapshots reveal Vietnam, Malaysia, and the Philippines as leaders in regular viewership (over 70 % of aware audiences), whereas Singapore lags behind. The report highlights a significant drop‑off from sporadic to regular viewership, underscoring the need for brands and tournament organisers to build stronger brand equity and leverage influencers. Engagement data indicate that esports audiences are highly willing to pay for free‑time activities, yet they also maintain many hobbies, presenting both opportunity and competition for attention. Overall, the findings suggest that SEA’s esports ecosystem is maturing into a mainstream entertainment sector, offering substantial growth potential for advertisers, publishers, and league operators willing to invest in mobile‑centric, data‑driven engagement strategies.
- Southeast Asia is the world's largest esports market by reach at 75%, though regular viewership remains limited to 32% of the total audience.
- Mobile gaming drives 55% of all esports consumption in the region, fueling a shift toward digital-first platforms like YouTube Gaming, Facebook Gaming, and local streaming services.
- The audience is predominantly young, with 81% of viewers belonging to the Millennial or Gen Z generations, and features a 43% female viewership share.
- Vietnam, Malaysia, and the Philippines lead the region with regular viewership rates exceeding 70% among those aware of esports, while Singapore shows lower engagement levels.
- Approximately half of all regular viewers consume more than seven hours of esports content per week.
Gaming and Esports in Vietnam: A New Arena for Brands
Vietnam’s gaming and esports landscape has evolved into a high‑growth, culturally resonant channel for brands targeting the country’s youthful, tech‑savvy population. With one‑third of the populace engaged in esports and an adult gamer rate of 85 %—the highest globally—the market is driven by widespread smartphone penetration, robust 4G coverage, and a demographic where roughly 70 % are under 25. Mobile titles dominate, particularly MOBAs and FPS games, while PC gaming remains significant; casual players account for nearly half of the audience.
Consumer behavior shows intense engagement: gamers spend 1–3 hours per session, seek entertainment (85.9 %), stress relief (74.7 %), and social interaction (46.5 %). Streaming platforms such as YouTube Gaming and Facebook Gaming lead, with Twitch lagging behind. Brands that sponsor mobile esports events or partner with key opinion leaders (KOLs) can tap into this high‑interaction environment, especially as 51 % of gamers trust KOL recommendations and 42 % purchase endorsed products.
Investment trends confirm the sector’s appeal. Global esports spend reached $844 million in 2021, with 9.9 % allocated to Vietnam. In‑game advertising that offers prizes (49 %) and video content (40 %) yields the strongest purchase intent, particularly for electronics, tech, and gaming accessories. Best practices emphasize customized creative assets, reward‑based incentives, and authentic collaborations—examples include Adidas “Time In” with Ninja, Dashing’s team sponsorship, and Mastercard’s League of Legends partnership—demonstrating higher recall than traditional sports ads.
Practical engagement strategies recommend experiential pop‑ups, in‑game placements, and co‑creation with publishers (e.g., Louis Vuitton’s LVxLOL) to deliver authentic touchpoints. Cause‑based campaigns resonate with Gen Z’s social consciousness, while treating esports as a “co‑business” encourages integrated, audience‑centric messaging. Overall, Vietnam’s rapidly expanding mobile and PC gaming ecosystem offers brands a fertile arena for digital fluidity, agile research, influencer partnerships, and localized media strategies to capture high‑growth engagement.
- Vietnam has the world's highest adult gamer rate at 85%, with a demographic where 70% of the population is under 25 and one-third of citizens are engaged in esports.
- Mobile gaming dominates the market, supported by high smartphone penetration and 4G coverage, with gamers typically spending 1–3 hours per session.
- Influencer marketing is highly effective, as 51% of gamers trust key opinion leader (KOL) recommendations and 42% report purchasing products endorsed by them.
- In-game advertising featuring prizes (49%) and video content (40%) generates the strongest purchase intent, particularly for electronics, tech, and gaming accessories.
- Vietnam captured 9.9% of the $844 million global esports spend in 2021, signaling significant market appeal for international investment.
The Value of Esports in the UK
The study demonstrates that the United Kingdom’s esports industry has experienced robust growth, expanding at an average annual rate of 8.5 % between 2016 and 2019. In 2019 alone, the sector generated approximately £60 million in revenue—about eight per cent of global esports earnings—and contributed £111.5 million to the national Gross Value Added, supporting more than 1,200 full‑time equivalent jobs. These figures underscore the sector’s role as a significant driver of the UK digital creative economy.
Key drivers identified include the proliferation of professional teams, high‑profile tournaments hosted by organisations such as ESL, Gfinity and Epic.LAN, and the rise of streaming platforms that have broadened audience reach. Dedicated venues like Belong Gaming Arenas further stimulate grassroots participation and local economic activity. Modelling of direct, indirect and induced effects reveals a total impact of roughly 216 FTEs and £19.5 million in GVA, while spill‑over benefits from event tourism—estimated at £234 k per 1,000 visitors and nearly five FTEs—highlight additional value for host communities.
The analysis projects that hosting a major global esports event could add 238 full‑time equivalents and £12 million in GVA to the UK economy, signalling substantial upside potential. The findings point to opportunities for further investment, clearer regulatory frameworks and strategic positioning to attract international events, thereby consolidating esports as a pivotal growth sector within the United Kingdom’s broader digital economy.
- In 2019, the UK esports industry generated £60 million in revenue and contributed £111.5 million to the national Gross Value Added (GVA), supporting over 1,200 full-time equivalent (FTE) jobs.
- The sector experienced robust growth between 2016 and 2019, expanding at an average annual rate of 8.5%.
- Hosting a single major global esports event is projected to add £12 million in GVA and 238 FTE jobs to the UK economy.
- Event tourism provides significant spill-over benefits, estimated at £234,000 in economic value and nearly five FTEs per 1,000 visitors.
- Key industry drivers include professional tournament organizers such as ESL, Gfinity, and Epic.LAN, alongside the expansion of streaming platforms and physical infrastructure like Belong Gaming Arenas.
Esports 2023: Challenges and Opportunities in the UK
The report argues that the United Kingdom’s esports sector has evolved from a fragmented niche into a rapidly professionalised ecosystem, yet it still requires coordinated investment and policy to sustain growth. Key findings show an audience of roughly 55 million adults, with 82.7 % aged 18‑34 and a male dominance of 83 %. While shooters such as Call of Duty, CS:GO and Fortnite command the largest viewership, only 3.8 % of gamers follow competitive play, revealing a small “iceberg” of engaged fans. This gap highlights opportunities for talent development and global brand expansion, especially as the UK lags behind U.S. and Asian markets in producing top‑tier professionals.
Economic data underscore the sector’s momentum: gross value added reaches £111 million and sponsorship revenue exceeds $1.38 billion, with UK events and teams capturing a $1.5 billion share of the global market. Major brands—Intel, Red Bull, Saudi PIF—and tournament operators such as ESL, FACEIT and Gfinity are driving investment, while infrastructure projects by XLHQ, Royal Ravens and Cloud9 create dedicated studios and community hubs. Educational initiatives, including a BTEC programme with Pearson and university leagues like NUEL, demonstrate that esports can boost computing engagement and skill development among 10 000 pupils.
Despite these gains, challenges persist. Mainstream media coverage remains limited, and government support is uneven, constraining broader recognition of esports as a legitimate sport. Diversity and inclusion remain under‑addressed, with female participation at 17 % and a need for stronger links between education, industry and policy to create sustainable career pathways. Emerging monetisation models—Web3, NFTs, metaverse experiences—offer new revenue streams but require regulatory clarity and infrastructure investment. Coordinated action across stakeholders is essential to unlock the UK’s full economic and cultural potential in esports.
- The UK esports sector generates £111 million in gross value added, with UK-based teams and events capturing a $1.5 billion share of the global market.
- While the UK has a potential audience of 55 million adults, only 3.8% of gamers follow competitive play, indicating a significant opportunity for fan base expansion.
- The demographic profile of the UK esports audience is highly concentrated, with 82.7% aged 18–34 and 83% male, highlighting a need for improved diversity and inclusion efforts.
- Major investment is being driven by global brands like Intel, Red Bull, and the Saudi PIF, alongside infrastructure developments from organizations such as XLHQ, Royal Ravens, and Cloud9.
- Educational initiatives, including a Pearson BTEC programme and the NUEL university league, are currently engaging 10,000 pupils in computing and skill development.
Esports is Shaping the Future of Live Entertainment
Esports is rapidly evolving into a mainstream live‑entertainment sector, with viewership surpassing 100 million hours and prize pools doubling since 2018. The industry’s growth outpaces traditional sports, registering a 10 % year‑over‑year increase while leagues such as the NFL and NBA stagnate. Core titles—League of Legends, CS:GO, Mobile Legends: Bang Bang, Dota 2 and Valorant—concentrate 70 % of total viewing hours, yet an estimated $2.5 billion in untapped gamer audiences remains available, underscoring significant scalability potential.
Geographically, governments across France, Denmark, China and Japan are investing in infrastructure, tax incentives and athlete support, while the International Esports Federation seeks Olympic recognition. Sponsorship penetration has reached 45 % of non‑gaming brands, and universities now offer esports scholarships, indicating a blending of traditional sports support structures with the unique dynamics of game publishers. However, media‑rights monetisation remains constrained by fragmented licensing arrangements.
The absence of a unified regulatory body creates volatility for players; games and prize pools can collapse abruptly, as seen with Fortnite and Heroes of the Storm. Coordinated regulation, career pathways, post‑career support and state investment are identified as essential for legitimising esports as a sustainable profession. In sum, the sector demonstrates explosive growth and high engagement among younger, tech‑savvy audiences, but requires cohesive governance and media‑rights frameworks to unlock its full economic potential.
- Esports is outperforming traditional sports with a 10% year-over-year growth rate, while viewership has surpassed 100 million hours and prize pools have doubled since 2018.
- Five core titles—League of Legends, CS:GO, Mobile Legends: Bang Bang, Dota 2, and Valorant—account for 70% of total viewing hours, yet $2.5 billion in gamer audiences remains untapped.
- Non-gaming brand sponsorship has reached 45% penetration, supported by emerging institutional structures like university scholarships and government investments in infrastructure and tax incentives.
- The lack of a unified regulatory body and fragmented media-rights licensing remain the primary barriers to long-term economic stability and monetization.
- The industry faces significant volatility, as evidenced by the abrupt collapse of prize pools and professional ecosystems for titles like Fortnite and Heroes of the Storm.
The Gaming and Interactive Media Opportunity in India
India’s gaming and interactive media sector is undergoing a rapid transformation, evolving from a $2.4 billion market into a projected $7.8 billion industry by fiscal year 2030. This growth is underpinned by a young, digitally native population, widespread smartphone penetration, and a robust digital payment infrastructure. While the industry is pivoting away from online money games due to regulatory shifts, the broader ecosystem is finding resilience through a transition toward core and mid-core digital gaming, esports, and emerging interactive media platforms.
The market is increasingly defined by a mobile-first approach that prioritizes culturally relevant, vernacular content to capture audiences in Tier 2 and Tier 3 cities. Domestic studios are scaling their capabilities to serve both local and global markets, leveraging generative AI and gamification to enhance user engagement. Monetization strategies are maturing alongside this expansion, moving toward in-app purchases, subscriptions, and nanotransactions facilitated by seamless payment systems like UPI AutoPay. These financial models are proving essential for the sustainability of diverse segments, including social discovery, audio streaming, and micro-dramas.
Niche sectors such as devotional tech and AI-driven companionship are also emerging as significant growth engines. By integrating localized storytelling and personalized digital services, these platforms address specific cultural needs and the rising demand for community-driven experiences. Although the industry faces ongoing challenges related to regulatory scrutiny, content authenticity, and the necessity of optimizing customer acquisition costs, the overall trajectory remains positive. The convergence of technological innovation and a deepening consumer appetite for interactive, short-form content positions India as a critical player in the global digital media landscape through the end of the decade.
- India’s gaming and interactive media market is projected to grow from $2.4 billion to $7.8 billion by fiscal year 2030.
- The industry is shifting its focus away from online money games toward core and mid-core digital gaming, esports, and interactive media platforms due to regulatory changes.
- Market expansion is driven by a mobile-first strategy that targets Tier 2 and Tier 3 cities through culturally relevant, vernacular content.
- Monetization is evolving toward sustainable models including in-app purchases, subscriptions, and nanotransactions, supported by digital infrastructure like UPI AutoPay.
- Domestic studios are increasingly utilizing generative AI and gamification to scale production and enhance user engagement for both local and global audiences.
2025 eSports Player Rankings: By Game and Earnings in Korea
South Korea’s professional gaming landscape is characterized by a title-centered evaluation system where prize earnings are highly concentrated among elite players. Analysis of the country’s top eSports competitors across five major PC-based titles—League of Legends, StarCraft II, Valorant, Overwatch 2, and PlayerUnknown’s Battlegrounds (PUBG)—reveals significant disparities in cumulative wealth based on the longevity and global scale of each game’s competitive scene.
League of Legends remains a dominant sector, with Lee Sang-hyeok (Faker) leading all players with approximately $1.88 million in prize money as of July 2025. This exceeds the top earners in other disciplines, such as Cho Sung-choo (Maru) in StarCraft II, who earned $1.39 million, and Park Jung-young (Loki) in PUBG, who secured $1.25 million. In contrast, newer or more recently transitioned titles like Overwatch 2 and Valorant show lower cumulative earnings, with top players Choi Tae-min (MER1T) and Kim Jong-min (Lakia) earning $375,450 and $164,980 respectively.
The data, sourced from eSports Earnings and compiled by the Korea Creative Content Agency, utilizes a longitudinal methodology tracking performance from as early as 2010 through mid-2025. While the rankings for League of Legends, StarCraft II, and Valorant reflect 2025 figures, the data for Overwatch 2 and PUBG is current through late 2024. This segmentation highlights a fragmented domestic performance structure where success is measured by game-specific milestones rather than a unified national ranking. The findings underscore a mature market where established titles continue to provide the highest financial returns for top-tier professional talent.
- League of Legends remains the most lucrative eSports title in South Korea, with top earner Lee Sang-hyeok (Faker) accumulating $1.88 million in prize money as of July 2025.
- Established titles offer significantly higher financial returns than newer games, as evidenced by StarCraft II leader Cho Sung-choo earning $1.39 million and PUBG leader Park Jung-young earning $1.25 million.
- Newer competitive titles show a substantial earnings gap compared to legacy games, with top Overwatch 2 player Choi Tae-min earning $375,450 and Valorant leader Kim Jong-min earning $164,980.
- The South Korean professional gaming market lacks a unified national ranking system, relying instead on a fragmented structure where success is measured by game-specific milestones.
- Data compiled by the Korea Creative Content Agency indicates that cumulative wealth in the sector is heavily concentrated among elite players at the top of their respective disciplines.
Shooter Games on Live Streaming Mini-Report
This analysis explores the landscape of shooter games on live streaming platforms from 2019 through 2025, tracking viewership trends, subgenre shifts, and the impact of esports. While shooters remain a cornerstone of the industry—consistently accounting for at least 20% of all gaming viewership—the genre has seen a 6% decline in market share since 2022. By 2024, shooters represented approximately one-in-five gaming hours watched, totaling 6.1 billion hours.
The data reveals a significant transition in subgenre dominance. Tactical shooters overtook battle royale games in 2023 to become the most-watched subgenre. This shift is largely driven by the sustained popularity of Valorant and Counter-Strike, which together claim 90% of tactical shooter viewership. Conversely, the battle royale subgenre has seen its viewership halve since its 2020 peak, despite the continued popularity of Fortnite. Other segments, such as extraction and arena shooters, have maintained stable but smaller market shares, with Escape From Tarkov accounting for nearly two-thirds of all extraction shooter hours.
Esports serves as a primary engine for the genre's visibility. By late 2025, nearly half of all Counter-Strike viewership was generated by esports events. Valorant maintains a balanced global presence, holding significant viewership shares across North America, Europe, Asia, and the Southern Hemisphere. In contrast, Counter-Strike remains heavily reliant on the European market, while PUBG Mobile dominates the mobile-centric Asian market.
The analysis also highlights the influence of individual creators and variety streamers. In 2024, Gaules emerged as the leading shooter streamer with 79.2 million hours watched. While Twitch remains the dominant platform for top creators, accounting for 73% of the top ten's viewership, the data shows high viewer overlap between franchises. For example, over 40% of Valorant viewers also engage with other tactical shooters, suggesting strong community fluidity across the genre. Methodology for these findings includes data aggregation from all major streaming platforms, excluding TikTok Live, with specific sentiment analysis conducted on Twitch chat data.
- Shooter games remain a pillar of live streaming, accounting for 6.1 billion hours watched in 2024, though their total market share has declined by 6% since 2022.
- Tactical shooters became the most-watched subgenre in 2023, with Valorant and Counter-Strike capturing 90% of that segment's viewership.
- Battle royale viewership has halved since its 2020 peak, despite the sustained popularity of Fortnite.
- Esports is a critical driver of engagement, accounting for nearly 50% of all Counter-Strike viewership by late 2025.
- Viewer demographics are geographically segmented, with Counter-Strike concentrated in Europe, PUBG Mobile dominating the Asian market, and Valorant maintaining a balanced global presence.
Save Point 2024: Recapping the Year's Biggest Trends in Live Streaming
The live streaming industry in 2024 underwent a fundamental transformation characterized by decentralization and the diversification of content beyond traditional gaming. As platforms like Kick experienced explosive growth and new services emerged to fill regional voids left by Twitch’s departure from Korea, the ecosystem shifted toward a multi-platform approach. Creators increasingly utilized simulcasting to expand their reach, while high-production marathons and global IRL content became the primary drivers of audience engagement. This evolution reflects a broader move away from platform exclusivity toward a creator-led model where individual influence dictates viewership patterns.
Esports and competitive gaming remained central to the industry’s success, though the nature of consumption changed significantly. Co-streaming emerged as a dominant force, accounting for nearly 45 percent of all esports viewership, while mobile esports solidified its status as a global powerhouse, particularly during the Esports World Cup. Simultaneously, the industry benefited from a strong synergy between transmedia adaptations and gaming, as film and television projects like Fallout revitalized interest in specific titles. The rise of VTubers and the enduring popularity of RPGs and nostalgia-driven remakes further sustained high levels of viewer retention throughout the year.
Beyond gaming, the landscape expanded to include political commentary, music-focused programming, and massive independent events that rivaled traditional broadcast media. Large-scale spectacles, such as La Velada del Año 4, demonstrated the potential for creators to command millions of concurrent viewers outside of established gaming frameworks. Brands successfully capitalized on these shifts by integrating directly into the viewer experience through strategic initiatives like Twitch Drops. Ultimately, the industry in 2024 proved that long-term growth is now tethered to the ability to blend interactive community engagement with diverse, multi-genre content that transcends the traditional boundaries of the gaming sector.
- The live streaming industry shifted toward a creator-led, multi-platform model in 2024, characterized by widespread simulcasting and the rise of alternative platforms like Kick following Twitch’s withdrawal from the Korean market.
- Co-streaming has become a dominant force in competitive gaming, now accounting for nearly 45 percent of total esports viewership.
- Large-scale, non-gaming spectacles like La Velada del Año 4 demonstrated that independent creators can now command millions of concurrent viewers, rivaling traditional broadcast media.
- Mobile esports solidified its status as a global powerhouse in 2024, highlighted by the significant viewership performance of the Esports World Cup.
- Transmedia adaptations, such as the Fallout series, proved highly effective at revitalizing interest in specific gaming titles and driving viewer retention.
2024 Professional Gamer Workforce and Career Structure in Korea
The analysis aims to map the composition, demographics, career trajectories, and income streams of South Korea’s professional e‑sports workforce, drawing on Statista surveys conducted between June and November 2024. It covers domestic players across major titles, Korean competitors active in overseas leagues, and the age, tenure, and earnings profiles of a sample of 138 active professionals, providing a snapshot of the industry’s structure during the current competitive season.
Domestic data identify 361 professional gamers, heavily clustered around four titles: League of Legends (58 players), Valorant (56), PUBG (54) and PUBG Mobile (48). Smaller but notable presences include Rainbow Six Siege (37) and Eternal Return (32). Internationally, 372 Korean e‑sports athletes were reported competing abroad, with League of Legends accounting for 169 participants and Overwatch 2 for 108, while StarCraft II, Valorant and other games each contributed fewer than 30 players.
Age distribution reveals a predominance of young adults, as 37.7 % fall within the 22‑24 year bracket, followed by 29.7 % aged 25 and older, 23.9 % aged 20‑21, and 8.7 % under 19. Career length shows a polarized pattern: 29.7 % have six or more years of experience, while the
- South Korea’s professional e-sports workforce consists of 361 domestic players and 372 athletes competing in overseas leagues.
- League of Legends is the dominant title for Korean professionals, accounting for 58 domestic players and 169 athletes competing internationally.
- The professional player base is heavily concentrated in four domestic titles: League of Legends (58), Valorant (56), PUBG (54), and PUBG Mobile (48).
- Overwatch 2 serves as the second-largest destination for Korean talent abroad, with 108 players currently competing in international leagues.
- The workforce is primarily composed of young adults, with 61.6% of professionals aged 20 to 24 and only 8.7% under the age of 19.