Understanding Esports in Southeast Asia
The esports market continues to grow on an exponential scale in Asia with a prediction of a 3 billion revenue by 2022, up from 655m in 2017.Greater Southeast Asia (Indonesia, Malaysia, Philippines, Singapore, Thailand, Vietnam and Taiwan/Chinese Taipei) is becoming a huge region for esports as the industry grows through...
What the inclusion of Esports at the SEA Games will mean for the industry?
For the first time in its 60-year history, the SEA Games will be including an esports tournament as a fully medalled event for its 2019 lineup. This marks the very first time that esports will enter a major international sporting tournament on an equal footing with the rest of the...
5 Ways to Create World Class Esports Arenas
As Esports becomes more and more mainstream, it is only a matter of time before physical Esport arenas become a permanent fixture. So how do we create world class Esports venues? What are the challenges and how do we overcome them? What are the differences from traditional sporting venues? In...
Past Presentation Slides
Developing Your Coherent Branding and Marketing Strategy in Esports
Walter Wang, Director of Esports, HTC presented on The HTC experience so far in the esports scene- Why we have invested and what have been the returns since?Developing your coherent branding and marketing strategy- How to create genuine content that resonates with your audience?Working with influencers to maximize your return on...
Publisher’s Perspective: Ensuring a Sustainable and Robust Business Model in an Unregulated Esports Market
In this presentation, Chris Tran, General Manager - Southeast Asia of Riot Games spoke about: Unveiling Riot Games’ new esports model for the Asian marketEnsuring business sustainability and maximized brand positioning for non-endemic sponsorsOvercoming challenges in an unregulated market and business instabilityReviewing the steps done and future opportunities in the Asian...
The Business of Esports - What Investors Need to Know
Esports has caught the feverish attention of media owners, sponsors and sports rights holders as its commercial growth rate zooms at the speed of light. And its live events, whether online or at sport stadiums, are worshipped by hordes of the young male consumers brands want to associate with. As...
Esports in Asia 101: Witnessing the rise of a global industry
By the end of 2015, the global Esports audience was estimated to be around 235 million viewers, contributing to total annual industry revenues of $325 million. By 2020, almost 600 million global Esports fans are predicted to be contributing to the growth of an industry with annual revenues of approximately...
Exploring the Future of Brand Investment in Esports: Interviewing Walter Wang, Head of Esports, HTC
“We’re currently witnessing the rise of an industry that has the potential to be bigger than most traditional sports in maybe 20 years’ time, so getting in at the ground floor and gaining a genuine presence is a very valuable outcome for HTC.” – Walter Wang, Head of Esports, HTCThree...
The Global Esports Market
As a consumer phenomenon, esports continues to grow its huge base of passionate fans across the globe. As a business, esports is now entering a new and critical phase toward maturity. Big investments have been made, new league structures have been launched, sponsorship budgets have moved from experimental to continuous,...
Getting the right start on your Esports Journey
The burgeoning Esports industry has the potential to be bigger than traditional sports with rapid expansion across PC, console and mobile. To gain greater insight into how games developers can start this journey on the right footing, the Esports Asia Summit team interviewed two long-term veterans of the Esports industry;...
The Chinese Gamer
In 2017, there will be 565 million gamers in China spending a total of $27.5 billion. This makes China the #1 country worldwide in terms of game revenues.
The Indonesian Gamer
In 2017, there will be 43.7 million gamers in Indonesia, spending a total of $880 million. This makes Indonesia #16 worldwide in terms of game revenues.
The Indian Gamer
India’s 264 million gamers will spend $818 million in 2017, making it the 17th largest games market.
The Malaysian Gamer
In 2017, there will be 14.0 million gamers in Malaysia spending a total of $587 million. This makes Malaysia #21 worldwide in terms of game revenues.
The Japanese Gamer
In 2017, there will be 65 million gamers in Japan spending a total of $12.5 billion. This makes Japan the #3 country worldwide in terms of game revenues.
The Filipino Gamer
In 2017, there will be 29.9 million gamers in the Philippines, spending a total of $354 million, making the Philippines #29 worldwide in terms of game revenues.
The Singaporean Gamer
In 2017, there will be 2.9 million gamers in Singapore, spending a total of $318 million. This makes Singapore #36 worldwide in terms of game revenues.
The South-Korean Gamer
South Korea is #6 worldwide in terms of game revenues with 25.6 million gamers set to spend $4.2 billion in 2017.
The Taiwanese Gamer
Taiwan is #15 worldwide in terms of game revenues, with Taiwanese gamers set to spend $1.0 billion in 2017 and one-quarter of them playing on all three platforms.
The Thai Gamer
In 2017, there will be 18.3 million gamers in Thailand, spending a total of $597 million. This makes Thailand #20 worldwide in terms of game revenues.