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Esports - Malaysia

Malaysia
  • In Malaysia, revenue in the Esports market is projected to reach US$6.8m in 2025.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2025-2029) of 10.36%, culminating in a projected market volume of US$10.1m by 2029.
  • The largest market within this market in Malaysia is Media Rights, which is expected to have a market volume of US$2.2m in 2025.
  • Most revenue in the Esports market is generated the United States, with a projected market volume of US$1.2bn in 2025.
  • In Malaysia, the number of users in the Esports market is expected to reach 7.1m users by 2029.
  • User penetration in the Esports market is anticipated to be 17.3% in 2025, increasing to 19.4% by 2029.
  • Additionally, the average revenue per user (ARPU) in Malaysia is expected to amount to US$1.13.
  • In Malaysia, the Esports market is witnessing a surge in popularity, driven by increased youth engagement and government support for digital innovation.

Definition:

Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.

Structure:

The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.

Additional information:

The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.
In-Scope
  • Professional and semi-professional gaming competitions, such as Semi-Pro League
  • Tournaments and leagues, such as Dota 2 The International
  • Sponsorship deals and advertising, such as FaZe and Steelseries
  • Merchandise and ticketing for Esport tournaments
  • Streaming of tournaments, such as streaming on Twitch
Out-Of-Scope
  • Amateur competitions, such as Amateur Esports League
  • Streaming revenues of non-organized competitive gaming, such as casual gaming on Twitch
  • Digital and physical sales from video games, such as sales of Call of Duty
  • Digital tools associated with revenues from Esports, such as Teamspeak or Discord
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis
CONTENTBOX_CAPTION_STUDY_DETAILS

    Revenue

    Created with Highcharts 11.4.8ValuesTotalMedia RightsMerchandise & TicketingPublisher FeesSponsorship & AdvertisingStreaming2017201820192020202120222023202420252026202720282029246810121416182022

    NOTES: Data was converted from local currencies using average exchange rates of the respective year.

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    Created with Highcharts 11.4.8ValuesAverageMedia RightsMerchandise & TicketingPublisher FeesSponsorship & AdvertisingStreaming2017201820192020202120222023202420252026202720282029102030405060708090

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    Analyst Opinion

    The eSports market in Malaysia has seen a steady growth rate, influenced by factors such as increasing awareness and adoption of digital technologies, as well as the convenience offered by online services. However, the market's growth has been subdued due to challenges in areas such as sponsorship, merchandise, streaming, and media rights. These factors have impacted the overall market, leading to a slower growth rate than expected.

    Customer preferences:
    The eSports industry in Malaysia has seen a significant rise in consumer preference for mobile gaming, with a growing number of individuals seeking out mobile-friendly eSports tournaments and events. This shift is driven by the increasing popularity of mobile gaming in the country, as well as the convenience and accessibility of playing on-the-go. Additionally, with the rise of social media and influencer culture, there has been a growing trend of players and teams leveraging social media platforms to connect with fans and attract sponsorships, indicating a shift towards a more digital and social media-driven approach in the industry.

    Trends in the market:
    In Malaysia, the eSports market is experiencing a surge in mobile gaming, with a growing number of players and viewers turning to mobile devices for their gaming needs. This trend is expected to continue as the country's mobile penetration rate continues to rise. Additionally, there is a significant increase in the popularity of eSports tournaments and leagues, with major brands and sponsors investing in the industry. This trend is significant as it solidifies the legitimacy of eSports as a mainstream form of entertainment and presents lucrative opportunities for industry stakeholders. However, it also raises concerns about the potential for exploitation and the need for regulations to protect players and viewers.

    Local special circumstances:
    In Malaysia, the eSports market is thriving due to the country's strong internet infrastructure and young, tech-savvy population. The government has also recognized the potential of eSports and has implemented policies to support its growth. Additionally, Malaysia's diverse culture and love for competitive gaming has contributed to the success of local eSports teams and tournaments. However, strict regulations on gambling and online content may pose challenges for the market's further expansion.

    Underlying macroeconomic factors:
    The eSports market in Malaysia is also affected by macroeconomic factors such as government policies, technological advancements, and investment in the gaming industry. Countries with supportive regulatory environments and significant investment in eSports infrastructure are experiencing rapid market growth compared to regions with regulatory obstacles and limited funding. Moreover, the rising popularity of eSports globally and the increasing disposable income of the Malaysian population are contributing to the growth of the market. Additionally, the growing use of smartphones and internet penetration in Malaysia is creating a favorable environment for the growth of the eSports market.

    Reach

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    Global Comparison

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Esports: market data & analysis - BackgroundEsports: market data & analysis - Cover

    Key Market Indicators

    NOTES: Based on data from IMF, World Bank, UN and Eurostat

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    OUTLOOK_EXPLORE_RELATED_TOPICS

    eSports market - statistics & facts

    The rapidly growing phenomenon surrounding eSports continues to gather steam. The intersection of gaming and sports offers an innovative wave of branding opportunities, engaging content and activations for millions across the world. It therefore comes as no surprise that the size of the global eSports market is expected to increase more than fivefold between 2023 and 2032, reaching a value of over 10 billion U.S. dollars within the next ten years.
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