In recent years, esports has emerged as a significant cultural and economic force within the global gaming landscape, influencing not only how games are played and consumed but also shaping a new generation of entertainment.
The rise of competitive gaming has transformed what was once perceived as a niche hobby into a thriving industry, complete with professional leagues, sponsorships, and a dedicated fan base.
At the core of esports’ influence is its capacity for community building and engagement. Unlike traditional sports, where spectatorship is often limited to physical venues or television broadcasts, esports harnesses the power of digital platforms to bridge the gap between players and fans. Live streaming slot services, such as Twitch and YouTube Gaming, have enabled millions to watch and interact with their favorite players in real time, fostering a sense of community that transcends geographical boundaries. This interactivity not only enhances the viewing experience but also allows for direct communication between players and their fans, further solidifying the culture surrounding esports.
The economic impact of esports cannot be overstated. According to Newzoo’s Global Esports Market Report, the industry is projected to surpass $1.8 billion in revenue by 2022, underscoring its rapid growth. This influx of revenue is driven by various streams, including sponsorship deals, advertising, media rights, and merchandise sales. Major brands, ranging from Coca-Cola to Intel, have recognized the potential of esports as a marketing platform, investing heavily in teams, tournaments, and events to reach the coveted younger demographic that is increasingly disengaged from traditional media.
Event organization has also evolved within the esports realm. Major tournaments, such as The International for Dota 2 and the League of Legends World Championship, draw millions of viewers and offer multi-million dollar prize pools. These events are not only spectacles of skill but also serve as social gatherings for fans and players alike. The atmosphere surrounding these tournaments mirrors that of traditional sporting events, with elaborate production values, commentary, and hype-building strategies designed to engage audiences. This evolution in event management has set new standards for how competitive gaming is presented, attracting attention from mainstream media and further legitimizing esports as a significant entertainment industry.
Moreover, the rise of esports has compelled educational institutions to reconsider their approach to gaming. Schools and universities are increasingly incorporating esports into their curricula, recognizing the potential for competitive gaming to foster teamwork, strategic thinking, and technical skills. Scholastic esports leagues are being formed, providing students with opportunities to compete at various levels while also gaining access to scholarships and potential career paths in a burgeoning industry. This integration into educational settings not only legitimizes gaming but also promotes positive narratives surrounding esports, highlighting its capacity to teach valuable life skills.
Despite its growth, the esports industry faces several challenges. Issues relating to regulation, player welfare, and inclusivity remain pressing concerns. The lack of standardized governance structures has led to inconsistencies in how players are treated, with reports of burnout, exploitation, and mental health struggles surfacing among professional gamers. Furthermore, diversity and representation within the esports community have been criticized, prompting calls for greater inclusivity across gender, race, and socioeconomic backgrounds. Addressing these challenges is crucial for the continued growth and sustainability of esports as a legitimate and respected sector of the entertainment industry.
The influence of esports sv388 on the global gaming landscape extends beyond economic metrics and community engagement; it also shapes cultural perceptions of gaming as a whole. As more individuals embrace esports not merely as a hobby but as a viable career path, the stigma surrounding gaming continues to diminish. This shift in perception is further fueled by the increasing presence of high-profile athletes and celebrities endorsing esports, which helps to bridge the gap between traditional sports and gaming. The evolution of esports reflects broader societal trends towards digital engagement, participatory culture, and the blurring of lines between work and play.
In conclusion, esports has undeniably transformed the gaming landscape, presenting new opportunities and challenges that require ongoing dialogue and adaptation. Its impact spans economic growth, community engagement, educational innovation, and cultural acceptance, establishing esports as a defining phenomenon of the contemporary entertainment era. As the industry continues to evolve, its influence is poised to reshape not only how games are understood and consumed but also how they are integrated into the broader fabric of society. The future of esports is bright, and its trajectory will undoubtedly continue to captivate audiences worldwide.
The Esports World Cup Foundation (EWCF) today announced a partnership with Tencent, making Tencent E-sports its strategic partner in China.
The aims is to drive the expansion of the Esports World Cup’s presence in the region. This partnership marks a significant milestone in the EWCF’s purpose to unite global esports fans under one competitive umbrella.
The group said the deal underscores its commitment to integrating the world’s most important and rapidly growing esports market into the Esports World Cup platform. The agreement was formalized at the Empower Esports Worldwide Series – The Esports Operation and Technology Session in Shenzhen, China.
The collaboration will establish a dedicated development team to enhance EWC’s visibility, engagement, and industry collaboration in China, while leveraging EWC’s and Tencent E-sports’ networks and expertise to connect Chinese esports with EWC’s global ecosystem.
“The Esports World Cup has created a global stage for competitive gaming, demonstrating its influence not only in China but across the world,” said Mars Hou, vice president of Tencent Games and general manager of Tencent E-sports, in a statement. “Through this partnership, we are committed to elevating EWC’s presence in China and integrating our esports industry with the world’s largest competitive gaming event. We look forward to deepening our collaboration with EWCF to push esports forward on a global scale.”
Tencent E-sports will provide marketing expertise, strategic consulting, and operational support to deliver diverse content and experiences.
“The Esports World Cup’s purpose is to create a global platform for esports and gaming fans worldwide, and investing in key growth markets for esports is a core pillar of our mission,” said Thamer Al Shuaibi, chief of staff at the Esports World Cup Foundation, in a statement. “China plays a critical role in this vision, and Tencent’s leadership in gaming and esports positions it as an essential partner. By combining our expertise, we will continue to strengthen esports as an industry, providing new opportunities for Chinese players and Clubs, and bringing the best of the Esports World Cup to Chinese fans.”
Esports World Cup 2025 will once again unite gaming and esports communities in Riyadh, Saudi Arabia, for a global competition that will crown the next Esports World Cup Champion. The tournament’s unique cross-game format will reward Clubs and players competing for a life-changing prize pool in a mix of platforms and genres, bringing together esports’ best players, Clubs and games under one banner in the largest-ever celebration of esports.
The inaugural Esports World Cup in 2024 united 1,500 elite athletes from 100 countries and 200 clubs, competing across 21 game titles for a life-changing $60 million prize pool.
The world’s largest esports event welcomed 2.6 million visitors to Riyadh and more online viewers, connecting fans with the best games, players and teams. Returning in the summer of 2025, gamers, publishers, and fans from around the globe will come together in Riyadh, Saudi Arabia, to crown the next Esports World Cup Club Champion.
Esports World Cup Foundation, the organisation behind Esports World Cup, was recently announced as a founding partner of the Esports Olympic Games, in partnership with The International Olympic Committee.
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Fatal Fury is back and already betting on esports.
Credit: SNK
Fatal Fury: City of the Wolves is a brand-new fighting game, the first in the legendary series for 26 years, that is due to launch in late April. So far, it looks like a competent fighting game, and one that should prove to be pretty popular among genre fans when it launches. But, despite not being out for months, a massive tournament has been announced for the game at the Esports World Cup, which is not something you see particularly often.
For years, publishers have mostly kept quiet about competitive ambitions for new titles until it has launched. After a handful of spectacular failures in the mid 2010s, even the biggest publishers in the world tend to brush off any pre-release questions about competition with answers that usually mention how the community will decide if it should be an esport. Even Valorant, arguably the biggest competitive game launch of the last five years, effectively followed this path prior to launch.
But SNK, the publisher behind Fatal Fury: City of the Wolves, is already confident about the game’s competitive potential and is leaning into it as it heads towards launch.
“Since March 2024, we’ve been hosting hands-on demo events for media and players worldwide, and the feedback has been extremely positive,” said Yasuyuki Oda, chief producer on Fatal Fury: City of the Wolves. “We’ve also been making continuous updates based on player input. Additionally, an open beta test will be held starting on February 20. As we approach the release, we’re confident that the game will meet expectations, so there’s no doubt in our minds about its quality.”
This confidence has led the publisher to sign a multi-year agreement with the Esports World Cup that will see Fatal Fury: City of the Wolves, along with other SNK titles, featured at the event. There’s no specific details on how the tournament will run, what prizes are on the line or who will be eligible to compete, but given players will only have a matter of weeks to practise with the final release, it’s going to be one of the more interesting tournaments at the event for a variety of reasons. Not least because top esports teams will be looking to sign the best players to help them in the Club Championship, with only weeks to scout them.
“There is more to what makes a game a good esports title in the EWC than just active players,” said Fabian Scheuermann, chief games officer at the Esports World Cup Foundation. “We’re working closely with clubs and the publisher to make sure there are ample opportunities for the community to develop around their esports and events. With the support and interest from our partners, the clubs and the publisher, we think we'll be able to build a story and product fans will be thrilled to see.”
Despite the confidence both parties have around the partnership, there is no doubt that this is a risk. With just weeks between release and the competition, there will be a lot of unknowns, from both the game and how it translates to a spectator sport, to the players and how teams will manage who they have on their roster. But, there’s little doubt that it will be entertaining, especially with hype around the game still likely to be high following the release given how it is shaping up already.
“Of course, we’ve developed this game not only for top players but also for casual players to enjoy,” said Oda. “The familiar 1v1 basic style, along with the unique system that offers both speed and strategy, will be a major draw for fighting game fans. Also, with our partnership with EWC and other initiatives, SNK is strengthening its focus on esports alongside other titles such as THE KING OF FIGHTERS XV. We’re aiming to provide many players with opportunities to participate in esports for this game, and we believe that esports will be one of its most exciting features.”
It’s actually refreshing for a publisher and major tournament organiser to set their stall out so early when it comes to a new release of a competitive game, and a successful first tournament in Riyadh this summer could change how other publishers engage with the esports community pre-release.
While the current strategy of keeping relatively quiet obviously works, it can get very frustrating for fans who want to know what a competitive scene will look like for an upcoming game. This strategy from SNK and EWC instantly answers that question, and let's top players know that there will be some kind of competitive circuit for this franchise for years to come, which is a lot more stability than most new games can offer. That, is no doubt a good thing for everyone involved, and will hopefully set a new precedent going forward.
Fatal Fury is back and already betting on esports.
Credit: SNK
Fatal Fury: City of the Wolves is a brand-new fighting game, the first in the legendary series for 26 years, that is due to launch in late April. So far, it looks like a competent fighting game, and one that should prove to be pretty popular among genre fans when it launches. But, despite not being out for months, a massive tournament has been announced for the game at the Esports World Cup, which is not something you see particularly often.
For years, publishers have mostly kept quiet about competitive ambitions for new titles until it has launched. After a handful of spectacular failures in the mid 2010s, even the biggest publishers in the world tend to brush off any pre-release questions about competition with answers that usually mention how the community will decide if it should be an esport. Even Valorant, arguably the biggest competitive game launch of the last five years, effectively followed this path prior to launch.
But SNK, the publisher behind Fatal Fury: City of the Wolves, is already confident about the game’s competitive potential and is leaning into it as it heads towards launch.
“Since March 2024, we’ve been hosting hands-on demo events for media and players worldwide, and the feedback has been extremely positive,” said Yasuyuki Oda, chief producer on Fatal Fury: City of the Wolves. “We’ve also been making continuous updates based on player input. Additionally, an open beta test will be held starting on February 20. As we approach the release, we’re confident that the game will meet expectations, so there’s no doubt in our minds about its quality.”
This confidence has led the publisher to sign a multi-year agreement with the Esports World Cup that will see Fatal Fury: City of the Wolves, along with other SNK titles, featured at the event. There’s no specific details on how the tournament will run, what prizes are on the line or who will be eligible to compete, but given players will only have a matter of weeks to practise with the final release, it’s going to be one of the more interesting tournaments at the event for a variety of reasons. Not least because top esports teams will be looking to sign the best players to help them in the Club Championship, with only weeks to scout them.
“There is more to what makes a game a good esports title in the EWC than just active players,” said Fabian Scheuermann, chief games officer at the Esports World Cup Foundation. “We’re working closely with clubs and the publisher to make sure there are ample opportunities for the community to develop around their esports and events. With the support and interest from our partners, the clubs and the publisher, we think we'll be able to build a story and product fans will be thrilled to see.”
Despite the confidence both parties have around the partnership, there is no doubt that this is a risk. With just weeks between release and the competition, there will be a lot of unknowns, from both the game and how it translates to a spectator sport, to the players and how teams will manage who they have on their roster. But, there’s little doubt that it will be entertaining, especially with hype around the game still likely to be high following the release given how it is shaping up already.
“Of course, we’ve developed this game not only for top players but also for casual players to enjoy,” said Oda. “The familiar 1v1 basic style, along with the unique system that offers both speed and strategy, will be a major draw for fighting game fans. Also, with our partnership with EWC and other initiatives, SNK is strengthening its focus on esports alongside other titles such as THE KING OF FIGHTERS XV. We’re aiming to provide many players with opportunities to participate in esports for this game, and we believe that esports will be one of its most exciting features.”
It’s actually refreshing for a publisher and major tournament organiser to set their stall out so early when it comes to a new release of a competitive game, and a successful first tournament in Riyadh this summer could change how other publishers engage with the esports community pre-release.
While the current strategy of keeping relatively quiet obviously works, it can get very frustrating for fans who want to know what a competitive scene will look like for an upcoming game. This strategy from SNK and EWC instantly answers that question, and let's top players know that there will be some kind of competitive circuit for this franchise for years to come, which is a lot more stability than most new games can offer. That, is no doubt a good thing for everyone involved, and will hopefully set a new precedent going forward.
In a significant development, India’s Sports Ministry has officially included esports in its cash rewards program for medalists in world and continental championships. This move marks a pivotal moment for competitive gaming in India, as it now stands on par with traditional sports in terms of government recognition and financial incentives.
According to a report by The Bridge, this recognition follows esports’ inclusion as an official medal event at the 2023 Asian Games, where India competed in League of Legends, DOTA 2, Street Fighter V, and EAFC. With esports set to debut in the Olympics in 2025 during the inaugural Olympic Esports Games, this inclusion further solidifies its status within India’s sporting landscape.
The Indian government has consistently supported the gaming sector, with Prime Minister Narendra Modi recently highlighting its potential in a Lok Sabha speech. He emphasized the importance of gaming and encouraged India’s youth to position the country as a global leader in creative gaming. This growing national endorsement fuels optimism about the future of esports in India.
Several key figures in the esports industry have praised this move. Akshat Rathee, Co-founder and Managing Director of NODWIN Gaming, emphasized that esports shares fundamental characteristics with traditional sports, such as hand-eye coordination, reflexes, strategic thinking, and teamwork. According to him, just like cricket or football, esports demands rigorous training, discipline, and a passionate fan base. As technology continues to shape competitive gaming, the parallels between sports and esports are expected to grow stronger.
Echoing similar sentiments, Animesh Agarwal, Co-founder of S8UL Esports, called this decision a major milestone for the esports industry. He stated that the inclusion of esports in the Sports Ministry’s cash incentive program validates the dedication of players while opening up new opportunities for growth, investment, and talent development.
One of the key challenges esports in India has faced is the frequent disbanding of teams after major tournaments, making it difficult for players to sustain long-term careers. Vishal Parekh, Chief Operating Officer of CyberPowerPC India, believes this move can help address that by encouraging team cohesion and cultivating a more stable competitive environment.
Esports Recognition: A Game-Changer for Players, Coaches, and the Industry
Beyond financial rewards, the recognition of esports alongside traditional sports provides reassurance to aspiring gamers, parents, and stakeholders. According to Vishal Parekh, this inclusion legitimizes esports as a government-backed competitive discipline, paving the way for structured career paths and professional opportunities.
A significant aspect of this new policy is the recognition of coaches’ contributions to esports athletes’ success. Under the new framework, coaches will receive financial rewards based on their role in developing medal-winning players. The grassroots-level coach, responsible for identifying and grooming talent, will receive 30% of the total cash incentive. Developmental-level coaches, who further nurture these athletes, will also receive 30%, while elite-level coaches, who provide advanced training, will be awarded the largest share of 40%.
Mikhail Bhutia, Co-Founder & Tech Lead of Dirtcube Interactive LLP, highlights that this structured reward system will help promote professional coaching in esports. He believes that by extending financial incentives to both athletes and coaches, the move unlocks long-term career opportunities and strengthens India’s esports ecosystem.
The expansion of esports in India is expected to have positive spillover effects on related industries. Game development, digital design, software engineering, and content creation are among the sectors that will benefit from this growing industry. Startups and established companies alike stand to gain from the increased investment and innovation within the gaming ecosystem.
The inclusion of esports in India’s Sports Ministry cash rewards program represents a defining moment for the industry. With ongoing government support and financial incentives for both players and coaches, esports in India is set to reach new heights. As competitive gaming continues to evolve, this recognition ensures that esports athletes have a structured path toward long-term success, bringing India closer to becoming a global powerhouse in the gaming sector.
The Esports World Cup Foundation announced a partnership with Riot Games to bring League of Legends, Valorant, and Teamfight Tactics to the Esports World Cup 2025 this summer in Riyadh, Saudi Arabia.
Financial terms of this new deal were not disclosed.
The news wasn’t particularly surprising for anyone who has been paying attention to Riot or the Esports World Cup Foundation—last year Riot allowed both Teamfight tactics and League of Legends to have a presence at the eight-week competition, and told The Esports Advocate that it would have included Valorant if not for some scheduling conflicts with the competitive calendar for the Valorant Champions Tour.
The new three-year partnership will see Valorant, Teamfight Tactics, and League of Legends become official club titles for the event. The announcement from the Esports World Cup Foundation notes that Valorant’s presence during the Esports World Cup will serve as “the largest major tournament outside the VCT structure,” while “TFT will provide opportunities for top, international talent to compete in an exciting team format.” In addition, this new agreement includes “a global commercial partnership between EWCF and LOL Esports, the VALORANT Champions Tour (VCT), and the TFT 2025 competitive circuit. This includes but is not limited to EWC in-broadcast activations at LoL Esports, VCT, and TFT global LAN events.
“Riot Games has shaped the cultural impact of competitive gaming, transforming esports into a global entertainment force,” said Fabian Scheuermann, chief games officer, Esports World Cup Foundation. “With League of Legends’ iconic World Championship – which continues to set new standards for immersive experiences, VALORANT’s cultural collaborations, and Teamfight Tactics’ community-driven events, Riot has pioneered an ecosystem far beyond competition. By bringing these titles to the Esports World Cup, we are not just celebrating elite gameplay – we are, together, expanding esports as a global entertainment movement, creating deeper connections with fans across gaming, music, and digital culture.”
In case you are not familiar with it, the Esports World Cup is a multi-title, eight-week competition held on an annual basis during the summer that is managed by the Esports World Cup Foundation, a non-profit funded (it claims) by a sporting grant from the Saudi government’s sovereign wealth fund, the Public Investment Fund. The Esports World Cup is operated by ESL FACEIT Group, a wholly owned subsidiary of Saudi government-owned gaming and esports company Savvy Games Group. EFG is home to a number of tournament organizers and broadcast production companies including DreamHack, ESL, FACEIT, and Esports Engine.
Projects backed or owned by the Saudi Arabian government such as the Esports World Cup are frequently criticized for helping the government engage in what is called “sports washing,” or using various forms of sport and entertainment to cover up its record on human rights, women’s rights, LGTBQ+ rights, military actions in Yemen, and more. These and other criticisms are actively highlighted by international watchdog groups such as Amnesty International and Human Rights Watch.
MANILA, Philippines — The Esports World Cup Foundation and Riot Games have officially announced a three-year partnership with Riot Games' titles League of Legends, Teamfight Tactics and Valorant as mainstay titles for the foundation's titular event — the Esports World Cup.
“Riot Games has shaped the cultural impact of competitive gaming, transforming esports into a global entertainment force. With League of Legends’ iconic World Championship — which continues to set new standards for immersive experiences, Valorant’s cultural collaborations, and Teamfight Tactics’ community-driven events, Riot has pioneered an ecosystem far beyond the competition. By bringing these titles to the Esports World Cup, we are not just celebrating elite gameplay — we are, together, expanding esports as a global entertainment movement, creating deeper connections with fans across gaming, music, and digital culture,” said Fabian Scheuermann, Chief Games Officer at Esports World Cup Foundation.
Valorant's absence from last year's inaugural Esports World Cup was noted by fans but was mainly due to a packed esports calendar in 2024. With the partnership, Riot Games hopes to “open the door for more tournaments” while “complementing their existing global schedule”.
“When we made the decision to participate [in EWC] last year, we went into it wanting to evaluate the tournament experience and better understand its benefit to pro players and teams. The feedback we got from players and teams who participated last year was positive. The event’s significant prize pool offered crucial financial support for them, providing stability at a time when many esports organizations were working toward a stronger future,” Riot Games said in a statement posted on their website.
The addition of Valorant, the publisher added, was also due to the demand to see Valorant events in new regions and creating new opportunities for players and noted that participation in the coming EWC for their three titles are optional.
Debuting in 2024, the Esports World Cup is an annual international esports conference that featured 23 events across 22 different esports titles. Last year, the event made history with the largest prize pool to date for any esports tournament — $62.5 million.
Riot Games has signed a three-year partnership with the Esports World Cup Foundation to bring a trio of titles to the hyper-valuable event. From this year, League of Legends, Teamfight Tactics, and most importantly, VALORANT will appear at the Esports World Cup event in Riyadh, Saudi Arabia.
This will mark the first time that VALORANT has appeared at the event, as last year during the inaugural showcase, the game failed to surface.
‘The Cultural Impact of Competitive Gaming’
The Esports World Cup is the biggest modern event in competitive gaming. It boasts a collective prize pool worth tens of millions of dollars, and it plays host to the industry’s biggest games and most talented players. For many, it’s an immoral event seen as ‘esportswashing’ and nothing more, but for others, it’s a monumental thing that’s set to become a staple of the wider business.
In a recent release, it was revealed that VALORANT will appear alongside League and TFT at the Esports World Cup 2025. During 2024’s event, VALORANT didn’t appear, so this will be the first time that the game has a place at the EWC:
Riot Games has shaped the cultural impact of competitive gaming, transforming esports into a global entertainment force. With League of Legends’ iconic World Championship — which continues to set new standards for immersive experiences, Valorant’s cultural collaborations, and Teamfight Tactics’ community-driven events, Riot has pioneered an ecosystem far beyond the competition.
By bringing these titles to the Esports World Cup, we are not just celebrating elite gameplay — we are, together, expanding esports as a global entertainment movement, creating deeper connections with fans across gaming, music, and digital culture
– Fabian Scheuermann, Chief Games Officer at EWCF.
Riot Games representatives explained that last year was an evaluation of sorts, and that’s why VALORANT wasn’t one of the games to appear at the Esports World Cup in 2024. In a post, the team explained, ‘The feedback we got from players and teams who participated last year was positive. The event’s significant prize pool offered crucial financial support for them, providing stability at a time when many esports organizations were working toward a stronger future.’
Are you excited to see VALORANT appear at this year’s Esports World Cup? Let us know on the Insider Gaming forum.
For more Insider Gaming esports, check out the news that Vitality has won at IEM Katowice
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Esports has reached unprecedented heights in 2024, solidifying itself as a cultural phenomenon and a booming industry. The League of Legends World Championship reached an astonishing peak of 6.94 million concurrent viewers outside mainland China, cementing its place as a staple of global esports. Meanwhile, Dota 2’s The International, Valorant Champions, and CS Majors also reported remarkable figures, highlighting the widespread appeal of PC gaming.
Another key side of the industry is mobile gaming esports. In regions like Southeast Asia, South Asia, and Latin America, mobile esports titles dominate due to their accessibility and growing player base. Games like Mobile Legends: Bang Bang, PUBG Mobile, Free Fire, and Arena of Valor have attracted millions of viewers and players. For example, the Mobile Legends: Bang Bang M5 World Championship broke records, peaking at over 5 million viewers, underscoring the massive influence of mobile gaming in bridging the esports accessibility gap.
Esports Charts present the all-time most watched esports games across global esports. The esports viewership records reported reflect the highest peak esports live viewership ever recorded by the game for a single tournament. In League of Legends’ case, this is the recent Worlds 2024. At 6.94M Peak Viewers, LoL currently leads the esports industry’s most popular game.
Most Popular Esports Games
League of Legends
League of Legends (LoL) is one of the top esports titles by viewership in the world. The game, which was developed by Riot Games in 2009, has a blend of strategic depth, fast-paced gameplay, and a diverse cast of champions, which has made it a staple for competitive gamers and casual players alike. Riot Games revolutionized the esports landscape by introducing professional leagues like the LEC, LCS, LCK, and LPL, each contributing to a global ecosystem culminating in the annual League of Legends World Championship. 2025 will bring new exciting changes to the global system, highlighting Riot Games’ commitment to continuously improving and growing.
In 2024, the World Championship broke esports streaming records with over 6.9 million peak concurrent viewers, hosting some of the biggest esports game streams. This monumental achievement reflects the game’s enduring popularity and Riot’s ability to engage fans with high-quality production and compelling narratives. Riot has cultivated a devoted fanbase that eagerly tunes in year after year.
In recent years, League of Legends has been effectively growing small regional viewership from powerful regions. Esports audience statistics show that areas like Vietnam and Brazil are major areas of esports growth at the moment, and League of Legends has cultivated passionate fanbases across both regions. Riot Games is planning to combine the Americas circuits in 2025, and Brazil’s viewership will surely be a significant driving force for that side of the globe.
Free Fire
Free Fire, developed by Garena and released in 2017, emerged as one of the highest viewed esports games in mobile esports. The game has become especially popular in regions like Southeast Asia, Latin America, and South Asia, where affordable smartphones dominate the gaming market. Its streamlined gameplay, optimized for low-end devices, makes it easy for millions of players to jump into the action.
The Free Fire World Series 2021 Singapore showcased the game’s growing global impact, drawing a staggering 5.42 million peak concurrent viewers. This success is attributed to Garena’s focus on localizing content and effectively building an audience among many different global regions. By tapping into the unique cultures and gaming habits of various regions, Free Fire has built an enthusiastic community of players and fans. The 2021 event in Singapore was supported by Indian, Brazilian, Indonesian, Spanish, and Vietnamese audiences.
Free Fire thrives on its ability to balance casual gaming with intense competition. Its short match durations and engaging mechanics make it perfect for both players and spectators. However, since the game reached its multi-million viewer peak in 2021, it was banned in India, which was a big setback for the title. Since the ban, the game has been on downward esports viewership trends year-on-year, and the following game in our ranking is on pace to soon overtake Free Fire. Nevertheless, the achievements of Free Fire remain.
Mobile Legends Bang Bang
Mobile Legends: Bang Bang (MLBB) is a MOBA designed specifically for mobile devices, launched by Moonton in 2016. Its intuitive controls and fast-paced gameplay have made it a hit in Southeast Asia, where it reigns as a record-breaking esports game and sits at the top of esports game rankings by viewership. Its professional circuit, the Mobile Legends Professional League (MPL), operates in multiple countries, fostering regional rivalries and cultivating local talent. In 2024, the MPL reached numerous gaming viewership milestones, hosting regional esports games with the highest ratings ever.
The M5 World Championship in 2024 was a landmark event, drawing over 5 million peak concurrent viewers for one of the most viewed esports matches. This milestone underscores the game’s ability to captivate audiences across borders. Moonton’s success lies in its dedication to community building, with localized events, influencer partnerships, and content tailored to diverse audiences.
Throughout 2024, our esports game viewership statistics show MLBB has been setting viewership records over and over across various regional circuits. Countries like Malaysia and Indonesia are just some of the MPL regions to record their highest viewerships yet this year. As it stands, the game is in a prime position for the upcoming M6 to be wildly popular, and potentially even overtake Free Fire as one of the most successful esports games.
MLBB’s accessibility has been a game-changer in regions where gaming PCs and consoles are less common. Its competitive ecosystem offers opportunities for aspiring players to rise to stardom, further fuelling its popularity. Moonton’s collaborations with major sponsors and media outlets ensure high-quality broadcasts that rival traditional sports in production value. With its dynamic gameplay and strong regional support, MLBB continues to lead the charge in mobile esports.
Top Esports Games with the Highest Live Viewership Records
PUBG Mobile
PUBG Mobile is the mobile platform 2018 release by Tencent for one of battle royale’s most-genre-defining titles. Its immersive gameplay, expansive maps, and realistic combat mechanics have attracted millions of players worldwide. Catering to a global audience, PUBG Mobile has become a cornerstone of mobile esports, particularly in Asia, Latin America, and the Middle East.
The inaugural edition of the world championship, PUBG Mobile Global Championship Season 0, set the game’s peak viewership record at over 3.8M concurrent viewers, a show of dominance in the esports scene. Tencent’s commitment to supporting competitive players and organizing regional and international tournaments has been key to this success. PUBG Mobile appeals to diverse demographics, ensuring its global reach.
What sets PUBG Mobile apart is its accessibility. The game runs smoothly on low-end devices, making it a go-to option for players in emerging markets. Regular updates, new game modes, and vibrant in-game events keep the community engaged. In recent years, PUBG Mobile has been unable to reach the millions-of-viewers heights it previously enjoyed, but it still is a leading game in the mobile esports industry.
Counter-Strike 2
Counter-Strike, a franchise whose roots begin in the 90s, has evolved into one of the most influential esports titles in history and one of the esports games with the highest peak viewership. The game’s latest version, Counter-Strike 2, continues the franchise’s legacy, offering players tactical, team-based first-person shooter action. Over two decades, it has built an enduring community of fans and professional players, with tournaments that rank among the most prestigious in esports.
A few years ago, our esports streaming data shows the PGL Major Stockholm 2021 achieved a peak viewership of 2.75 million concurrent viewers, showcasing Counter-Strike’s dominant global appeal. Its success is deeply rooted in its strategic gameplay, where precise communication and split-second decisions can determine the outcome of a match. This complexity has kept players and audiences engaged for years. The game is also easy to explain and quick for newcomers to understand the basics, a key reason why Counter-Strike is such an accessible esports title.
Valve’s support for third-party tournament organizers like ESL, BLAST and PGL has also been instrumental in Counter-Strike’s longevity and esports viewership growth. These organizations deliver high-quality events with significant prize pools, drawing top-tier teams and fostering intense rivalries. The game’s presence in multiple regions ensures a diverse, loyal fanbase. Counter-Strike’s impact on esports is unparalleled, and it remains a benchmark for competitive gaming excellence.
Dota 2
Dota 2, also developed by Valve and released in 2013, is a game synonymous with high-stakes competition and elite-level gameplay. Known for its deep mechanics and strategic complexity, it has become a favourite for MOBA fans. Valve’s flagship event, The International (TI), is one of the most anticipated esports tournaments annually, boasting crowd-funded prize pools which have reached almost $50M at their peak.
In 2024, TI continued its tradition of excellence, peaking at 1.5 million concurrent viewers according to our esports viewership analysis. The game’s all-time peak lays with The International 10 back in 2021, which received 2.74M peak concurrent viewers. The 2021 grand final was a showdown between Eastern Europe’s Team Spirit and China’s PSG.LGD: a true clash of global titans for Dota 2 esports. The game’s success stems from its passionate community and Valve’s innovative approach to prize pool funding, which engages players through in-game purchases linked to the event.
Dota 2’s competitive scene thrives on intense rivalries and dramatic comebacks, captivating both veteran fans and new viewers. Valve’s support for grassroots tournaments and third-party organizers ensures a steady stream of content throughout the year. Despite being a challenging game to master, Dota 2’s complexity and depth keep its fanbase loyal, ensuring it remains one of the most prestigious esports titles globally.
Fortnite
Fortnite was released by Epic Games in 2017 and enthralled the gaming industry with its battle royale mode and vibrant, ever-evolving universe. Its combination of fast-paced gameplay, building mechanics, and social features has made it a cultural icon. As one of the world’s most well-known and most popular games, Fortnite’s blend of entertainment and competition ensures its continued relevance.
The game has recorded massive peaks in esports viewership thanks to its previous status at the forefront of gaming culture, but it has since been developing its own healthy and organic esports system. The Fortnite Champion Series (FNCS) 2024 Global Championship showcased the game’s competitive potential, with a peak of 809K concurrent viewers. This was the game’s highest peak since its record-breaking Fortnite World Cup 2019 Finals, which received 2.33M PV, recorded in our global esports streaming statistics.
Epic Games’ ability to mix esports with pop culture is a key driver of its success. From in-game concerts to collaborations with global brands, Fortnite consistently engages its audience beyond traditional gameplay. Fortnite’s focus on inclusivity also plays a major role in its popularity. Its open formats and accessible tournaments give players of all skill levels a chance to compete, building a grassroots community that feeds into the professional scene.
Valorant
Following its launch by Riot Games in 2020, Valorant has quickly risen to become one of the leading tactical shooters in esports and one of the most popular esports titles in 2024. Combining precise gunplay with unique agent abilities, it offers a fresh take on the FPS genre, specifically a formula heavily inspired by Counter-Strike. Riot’s expertise from League of Legends in creating structured esports ecosystems has been instrumental in Valorant’s rapid growth.
The VCT 2024 Masters Madrid event earlier this year peaked at 1.68 million concurrent viewers, setting a new record for the game. In Valorant’s short existence, various highly popular teams and strong regional audiences have started fuelling the game’s viewership, leading to high potential peak viewerships. Riot’s regional leagues, such as VCT Americas and VCT EMEA, have played a pivotal role in cultivating local talent and creating compelling storylines. These leagues feed into international tournaments like Valorant Champions, where the world’s best teams compete for glory.
Valorant’s appeal lies in its ability to blend tactical depth with approachable gameplay. Riot has also invested heavily in high-quality broadcasts, player-focused narratives, and in-game events tied to major tournaments, ensuring that both casual fans and hardcore esports enthusiasts remain engaged. The game’s vibrant community, frequent updates, and Riot’s dedication to inclusivity and professionalism position Valorant as a flagship title in modern esports, and a real competitor to Counter-Strike.
Brawl Stars
Brawl Stars was developed by Supercell and released in 2018: a Finnish games company well-known for their other mobile games like Clash of Clans and Clash Royale. Brawl Stars has carved out a unique space in the esports industry, designed for short, action-packed matches. It's perfect for mobile players seeking fast-paced fun. The colourful graphics, diverse characters, and easy-to-learn mechanics have made it a hit among younger audiences and casual gamers.
The Brawl Stars World Finals 2024 demonstrated the game’s esports potential, achieving a peak viewership of 1.1 million concurrent viewers. It was the first-ever Brawl Stars tournament to reach over a million viewers, and it massive improved on the game’s previous viewership. Supercell’s commitment to fostering a competitive ecosystem has been key to this success. By organizing regional qualifiers and providing opportunities for amateur players to climb the ranks, Brawl Stars has cultivated a vibrant and accessible community.
Supercell’s partnerships with content creators and influencers have also boosted the game’s visibility. The recent World Finals were heavily supported by co-streamers across YouTube and Twitch. These broadcasters contributed a significant portion to the event’s total viewership. Following this event, Brawl Stars has cemented itself as a genuine competitor in the mobile gaming esports space. With regular updates, engaging seasonal content, and a focus on grassroots initiatives, Brawl Stars could still climb the ladder as one of esports’ most popular games.
Arena of Valor
Arena of Valor, developed by Tencent and released in 2016, has become a dominant force in the mobile MOBA genre. Known as Honor of Kings in China, the game is now known internationally as Arena of Valor, the official international release of Honor of Kings. Its streamlined gameplay and polished mechanics make it a favorite among mobile gamers, especially in regions where accessibility to gaming PCs and consoles is limited.
In 2023, the Arena of Valor Premier League 2023 peaked at 974.6K peak concurrent viewers, cementing AoV’s position as a mobile esports giant. Tencent’s investment in regional leagues and partnerships with major brands has played a crucial role in its success. The game’s localization efforts, including language options and culturally relevant events, further enhance its appeal in different markets.
AoV’s strong competitive scene is driven by frequent updates, balanced gameplay, and high-stakes tournaments. Tencent’s ability to create engaging narratives and promote top players has built a passionate fanbase. With its accessibility, global reach, and robust esports infrastructure, Arena of Valor remains a powerhouse in mobile gaming and a staple in the esports world.
The esports industry in 2024 showcases an incredible diversity of games, each captivating millions of fans worldwide. Each game has carved its niche by blending accessible gameplay, regional focus, and high-quality competitive events. Mobile esports has democratizing competitive gaming by reaching players in emerging markets with accessible hardware requirements. Meanwhile, established PC and console titles maintain their dominance through innovation, hosting exciting matches, and their unmatched production quality.
The enduring popularity of esports beyond the Covid-19 pandemic has shown there’s real appetite for watching gamers go head-to-head. In regulated markets globally, sports simulation games are a particularly ripe niche for operators to capitalise on given the synergies with ‘traditional’ sports. Peter Camden, Competitive gaming product manager at 24/7 betting service SIS, talks over the trends and challenges to watch out for in 2025 as esports betting continues trending upwards.
The global esports betting market is set to expand in 2025, with reports predicting even bigger player numbers. Despite this, with impressive growth come great challenges. What challenges do you think stand in the way of esports betting reaching new heights?
“Tournament-based esports betting will continue to see its demand increase over the course of 2025 with numerous million-pound events already in place, including IEM Katowice 2025 which ended February 9th. The event’s previous instalment generated millions of views and interactions across social and streaming platforms with impressive live figures for audiences watching live.
“Viewing numbers are expected to continue on a sharp upward trajectory and the ever-strengthening demand paves the way for tournament-faced esports betting to become a valuable asset for operators.
“Nevertheless, despite the justified excitement, quite a lot of tournament-based esports betting still contains an element of risk for operators. Low-tier tournaments can be prone to integrity issues with significant latency and lengthy matches restricting the number of operators that are able to generate serious profits when hosting such events on their platforms.
“The SIS H2H Global Gaming League, which includes 24/7 eBasketball and eSoccer matches, enables operators to maximise betting revenue with our team of expert traders providing an extensive range of pre-match and in-play markets and prices.
“Our high-quality production with on-screen graphics also help to drive bettor engagement, and competitive match-ups between high-skilled gamers help to generate a consistent margin for our customers. To help provide context to end users, we also display data points including previous head-to-head results and the recent form of the respective gamers.”
Technology plays a pivotal role in the esports vertical. How do you believe technology is changing and shaping the viewer and bettor experience? Can that experience have a significant impact on player engagement and retention?
“Developing technologies continue to have a critical role in enhancing engagement and retention. To improve the experience for the bettor, operators will need to integrate products that showcase close to real-time streaming.
“In the case of esports events that simulate real-life action, betting markets that are either the same as (or very similar to) those traditional sports can have a big effect in attracting activity. These can include same-game parlays, for example, and high uptimes are also key.
“For us, all of this can be enabled through sub-second latency streams delivered in full HD, with real-time pricing powered by AI technology. As technology continues to involve, I would expect tailored betting prompts to be rolled out, along with improved graphics.”
What role do you see real-time analytics playing in esports, and how can this help operators to develop their offering even further?
“As the esports betting industry grows, with multiple estimates projecting that the sector generates multiple billions in annual revenue, so does the importance of real-time data. Advances in artificial intelligence (AI) and machine learning (ML) are likely to improve the way data is captured, processed and analysed in real-time.
“As esports betting continues to learn from mainstream sports, we can also expect more sophisticated tools to emerge offering deeper insights into player performance and game strategies. Graphical representations and relevant stats that are paired with live gameplay also help to guide operators on how they can elevate their offering and mirror the engagement and thrill that is captured from typical live sports betting.
“We use the latest CVAI technology to collect data directly from our live video streams, providing sub-second data and pricing to our customers. We also use cutting edge AI and Business Intelligence tools to measure thousands of data points in relation to gamer and pricing performance. These advanced data approaches allow us to ensure our competitive gaming markets resonate strongly with existing sports and esports bettors, providing profitable markets that suit all betting styles.”
Do you think we will see more diversified streaming platforms or will the big players we’ve seen in 2024 continue to dominate? How has the esports streaming landscape evolved, and how does SIS’s custom streaming platform fit in?
“No longer a niche interest, esports has become a cultural phenomenon with a loyal and growing fan base, meaning the playing field has become increasingly accessible for streaming suppliers. The SIS streaming platform, specifically designed for short-form content in the betting industry, showcases unmatched stability.
“Supplied as a complete end-to-end solution for both retail and online operators from our secure UK studios, our product differs from tournament-based esports contests which rely on delayed feeds from mainstream platforms. Built exclusively for betting, our product’s direct access to live game data allows for real-time betting opportunities and more engaging streams, differentiating us from tournament-based offerings and many of our direct competitors.”
Much like other areas of igaming, there is a spotlight on responsible gambling in esports in 2025 and better strategies to enhance the safety of players. How do you see safer gambling initiatives and esports evolving this year? What strategies do you think we could see to help player well-being?
“In 2025, we expect to see advanced technologies play an increased role in promoting responsible gaming. AI can analyse user behaviour in real-time, detecting signs of problem gambling before they escalate, and we should expect new tools to surface allowing operators to customise alerts and prompts to encourage responsible play.
“Moreover, new responsible gambling tools can also be expected to leverage players’ data to recommend tailored spending and time limits, helping users set responsible boundaries based on their behaviour patterns.
“From a supplier perspective, it remains vital that we expand our collaborative approach with operators surrounding responsible gambling. This means incorporating features and best practices where possible into our products that ensure all bettors are able to enjoy their experience in a sustainable and safe manner. A vital feature of SIS Competitive Gaming is the fact all gamers are over the age of 18 and the vertical’s content and annual events are unavailable on platforms where minors are able to gain access, including the likes of Twitch or YouTube.”
As more and more markets open across the world for the igaming industry, like Africa and Latin America, there is particular interest in where esports could find success next. What do you think are the most exciting emerging markets we could see come into play for esports in 2025?
“eBasketball and eSoccer content has garnered significant interest among many customers in Latin America due to their deep-rooted interest in sports, particularly football and basketball which SIS Competitive Gaming centres around. The barrier to entry is very low; if a bettor is familiar with real-life soccer and basketball, they will immediately recognise the sports sims equivalents and the relevant pre-event and in-play markets we can offer.
“Mexico is making great progress in this area as there is a substantial interest in esports. Some football clubs are developing their own esports teams, leading to an increase in audience awareness. Interest is also growing in other South American countries, such as Peru and Colombia, where the cultural exposure to esports is extensive.”
With emerging markets comes new regulation, however. What regulatory changes and trends in the esports sector will we see in 2025?
“The United States represents a massive opportunity as it slowly regulates betting, thanks to its large size, high internet penetration and major appetite for esports. Sports betting continues to be embraced by an increased number of states across the US and with a number of regions pushing for the green light in 2025, esports in turn stands to benefit.
“SIS proudly increased the American footprint of SIS Competitive Gaming with 12 US states live with the product before the turn of the new year. Annually, over 200,000 eBasketball and eSoccer games are offered through FanDuel and bet365 sportsbooks. The H2H Global Gaming League (H2HGGL) eBasketball and eSoccer games are now approved for sports betting in states including New Jersey, Colorado, Kentucky, Ohio, Arizona, North Carolina, West Virginia, Tennessee, Kansas, Connecticut, Wyoming and Vermont.
“As regulatory acceptance grows, SIS will be ready to extend its comprehensive competitive gaming offering which has already resonated with the US’ leading sportsbooks and their players – boosted by the Gold Standard certification we received from the Esports Integrity Commission (ESIC).”