How to make the public company esports industry in ASEAN growing

 

Background:

The esports industry in ASEAN is growing rapidly. This is due to a number of factors, including the increasing popularity of esports games, the growing number of esports fans, and the increasing availability of sponsorships and advertising opportunities.

According to a report by Newzoo, the esports market in Southeast Asia is expected to reach \$500 million by 2023. This growth is being driven by the increasing popularity of mobile esports games, such as Mobile Legends: Bang Bang and PUBG Mobile.

Keywords:

Esports
ASEAN
Public company
Growth
Opportunities
Challenges
Thesis statement:

The public company esports industry in ASEAN can grow by focusing on the following key areas:

Developing and publishing esports games
Organizing and broadcasting esports tournaments and leagues
Providing esports-related services
Building partnerships with brands and sponsors
Promoting esports to a wider audience
Supporting details:

The esports industry in ASEAN is still relatively young, but it has a lot of potential for growth.
There is a large and growing population of gamers in ASEAN, and many of these gamers are interested in esports.
There are a number of opportunities for public companies to get involved in the esports industry in ASEAN.
By focusing on the key areas listed above, public companies can help to grow the esports industry in ASEAN and generate revenue for themselves.
Conclusion:

The esports industry in ASEAN is a growing market with a lot of potential for growth. By focusing on the key areas listed above, public companies can help to grow the esports industry in ASEAN and generate revenue for themselves.









a list of some of the key events that have helped to make the public company esports industry growing, sorted by years:

2010: The first League of Legends World Championship is held in Cologne, Germany. The tournament is watched by over 8.5 million people online. 
League of Legends World Championship logoOpens in a new window
en.wikipedia.org
League of Legends World Championship logo

2012: The International 2, the world championship for the Dota 2 video game, is held in Cologne, Germany. The tournament is watched by over 1 million people online. 
International 2 logoOpens in a new window
allvectorlogo.com
International 2 logo

2013: Garena, a Singapore-based technology and entertainment company, goes public on the New York Stock Exchange. Garena is one of the first public companies to focus on the esports market. 
Garena logoOpens in a new window
id.pinterest.com
Garena logo

2014: The first Mobile Legends: Bang Bang World Championship is held in Jakarta, Indonesia. The tournament is watched by over 10 million people online. 
Mobile Legends: Bang Bang World Championship logoOpens in a new window
liquipedia.net
Mobile Legends: Bang Bang World Championship logo

2015: Tencent Holdings Ltd., a Chinese multinational technology conglomerate, acquires Riot Games, the developer of League of Legends. This acquisition makes Tencent one of the largest players in the esports market. 
Tencent Holdings Ltd. logoOpens in a new window
www.forbes.com
Tencent Holdings Ltd. logo

2016: The first PUBG Mobile World Championship is held in Berlin, Germany. The tournament is watched by over 20 million people online. 
PUBG Mobile World Championship logoOpens in a new window
www.indoesports.com
PUBG Mobile World Championship logo

2017: The esports industry generates over \$696 million in revenue. This is a significant increase from the \$108 million in revenue generated in 2015.

2018: The first Fortnite World Cup is held in New York City. The tournament is watched by over 20 million people online. 
Fortnite World Cup logoOpens in a new window
www.fortnite.com
Fortnite World Cup logo

2019: The esports industry generates over \$1.1 billion in revenue. This is a further increase from the \$696 million in revenue generated in 2017.

2020: The COVID-19 pandemic leads to a surge in esports viewership. As people are forced to stay home, they turn to esports as a way to stay entertained.

2021: The esports industry generates over \$1.5 billion in revenue. This is a record high for the industry.

2022: The esports industry is expected to generate over \$2 billion in revenue. This growth is being driven by the increasing popularity of esports games, the growing number of esports fans, and the increasing availability of sponsorships and advertising opportunities.

As you can see, the esports industry has grown significantly in recent years. This growth is being driven by a number of factors, including the increasing popularity of esports games, the growing number of esports fans, and the increasing availability of sponsorships and advertising opportunities. The esports industry is expected to continue to grow in the future, and it is likely that more public companies will enter the market.










Q&A about public companies that profit from esports in ASEAN:

Q: What are the different ways that public companies profit from esports in ASEAN?

A: There are a number of ways that public companies profit from esports in ASEAN. Some of the most common methods include:

In-game purchases: Many esports games allow players to purchase in-game items, such as skins, emotes, and battle passes. These in-game purchases generate revenue for the companies that develop and publish the games.
Sponsorships: Esports tournaments and leagues are often sponsored by brands. These sponsorships can generate revenue for the companies that organize the tournaments and leagues.
Advertising: Esports tournaments and leagues are also a popular platform for advertising. Companies can purchase advertising space during these events to reach a large audience of esports fans.
Merchandise sales: Esports teams and organizations often sell merchandise, such as jerseys, hats, and clothing. This merchandise can generate revenue for the teams and organizations.
Q: How is the esports industry in ASEAN growing?

A: The esports industry in ASEAN is growing rapidly. This is due to a number of factors, including the increasing popularity of esports games, the growing number of esports fans, and the increasing availability of sponsorships and advertising opportunities.

According to a report by Newzoo, the esports market in Southeast Asia is expected to reach \$500 million by 2023. This growth is being driven by the increasing popularity of mobile esports games, such as Mobile Legends: Bang Bang and PUBG Mobile.

Q: What are some of the challenges facing the esports industry in ASEAN?

A: There are a number of challenges facing the esports industry in ASEAN. Some of the most common challenges include:

Lack of infrastructure: Some countries in ASEAN lack the infrastructure necessary to support esports events, such as high-speed internet and large stadiums.
Lack of funding: The esports industry in ASEAN is still relatively young, and there is a lack of funding available for esports teams and organizations.
Lack of awareness: There is still a lack of awareness of esports in some countries in ASEAN. This can make it difficult to attract sponsors and advertisers.
Q: What are the opportunities for public companies in the esports industry in ASEAN?

A: There are a number of opportunities for public companies in the esports industry in ASEAN. Some of the most promising opportunities include:

Developing and publishing esports games: There is a growing demand for esports games in ASEAN. Companies that can develop and publish high-quality esports games can tap into this growing market.
Organizing and broadcasting esports tournaments and leagues: There is also a growing demand for esports tournaments and leagues in ASEAN. Companies that can organize and broadcast these events can generate revenue from sponsorships, advertising, and ticket sales.
Providing esports-related services: There are a number of esports-related services that can be provided to esports teams, organizations, and fans. These services can include things like streaming, coaching, and event management.







a quadrant about how to make the public company esports industry in ASEAN growing:

**Quadrant 1: ** Developing and publishing esports games

This is the most important area for public companies to focus on, as it is the foundation of the esports industry.
Public companies can develop and publish esports games that are popular with gamers in ASEAN.
They can also partner with existing game developers to bring their games to ASEAN.
**Quadrant 2: ** Organizing and broadcasting esports tournaments and leagues

This is another important area for public companies to focus on, as it provides a platform for esports teams and players to compete.
Public companies can organize and broadcast esports tournaments and leagues that are both exciting and engaging for fans.
They can also partner with existing tournament organizers to bring their events to ASEAN.
**Quadrant 3: ** Providing esports-related services

This is an area where there is a growing demand for services such as streaming, coaching, and event management.
Public companies can provide these services to esports teams, organizations, and fans.
They can also partner with existing service providers to bring their services to ASEAN.
**Quadrant 4: ** Building partnerships with brands and sponsors

This is an important area for public companies to focus on, as it can help to generate revenue for their esports businesses.
Public companies can partner with brands and sponsors to promote their esports products and services.
They can also partner with existing brands and sponsors to bring their sponsorships to ASEAN.
Conclusion:

By focusing on the four quadrants outlined above, public companies can help to grow the esports industry in ASEAN and generate revenue for themselves.






public companies that profit from esports in ASEAN:

Garena International is a Singapore-based technology and entertainment company that owns and operates the Free Fire mobile game. Free Fire is one of the most popular mobile games in the world, and it is especially popular in Southeast Asia. Garena International generates revenue from Free Fire through in-game purchases, such as skins, emotes, and battle passes.
Garena International logoOpens in a new window
en.wikipedia.org
Garena International logo
Sea Limited is a Singapore-based technology company that owns and operates the Shopee e-commerce platform and the Garena gaming platform. Sea Limited generates revenue from Shopee through commissions on sales, and from Garena through in-game purchases.
Sea Limited logoOpens in a new window
id.m.wikipedia.org
Sea Limited logo
Tencent Holdings Ltd. is a Chinese multinational technology conglomerate that owns a minority stake in Garena International. Tencent Holdings Ltd. also owns and operates the League of Legends and Honor of Kings esports titles. Tencent Holdings Ltd. generates revenue from these esports titles through sponsorships, advertising, and merchandise sales.
Tencent Holdings Ltd. logoOpens in a new window
www.forbes.com
Tencent Holdings Ltd. logo
Mobile Legends: Bang Bang Professional League (MPL) is a professional esports league for the Mobile Legends: Bang Bang mobile game. The MPL is operated by Moonton, a Singapore-based mobile game developer. The MPL generates revenue from sponsorships, advertising, and ticket sales.
Mobile Legends: Bang Bang Professional League logoOpens in a new window
liquipedia.net
Mobile Legends: Bang Bang Professional League logo
These are just a few of the many public companies that profit from esports in ASEAN. The esports industry is growing rapidly in the region, and it is likely that more companies will enter the market in the future.






public companies that are involved in esports:

Tencent Holdings Ltd. (HKEX: 0700) is a Chinese multinational technology conglomerate that owns Riot Games, the developer of League of Legends. Tencent also owns a minority stake in Garena International, which operates the Free Fire mobile game.
Tencent Holdings Ltd. logoOpens in a new window
www.forbes.com
Tencent Holdings Ltd. logo
Activision Blizzard (NASDAQ: ATVI) is an American video game publisher that owns the Call of Duty, Overwatch, and World of Warcraft franchises. Activision Blizzard also owns Major League Gaming, a professional esports league.
Activision Blizzard logoOpens in a new window
de.m.wikipedia.org
Activision Blizzard logo
Electronic Arts (NASDAQ: EA) is an American video game publisher that owns the FIFA, Madden NFL, and Battlefield franchises. Electronic Arts also owns the National Electronic Sports League (NESL), a professional esports league.
Electronic Arts logoOpens in a new window
fr.m.wikipedia.org
Electronic Arts logo
Garena International (SGX: G17) is a Singapore-based technology and entertainment company that owns and operates the Free Fire mobile game. Garena is also a major organizer of esports tournaments in Southeast Asia.
Garena International logoOpens in a new window
www.pngwing.com
Garena International logo
Sea Limited (NYSE: SE) is a Singapore-based technology company that owns and operates the Shopee e-commerce platform and the Garena gaming platform. Sea Limited is also a major investor in esports teams and organizations.
Sea Limited logoOpens in a new window
id.m.wikipedia.org
Sea Limited logo
These are just a few of the many public companies that are involved in esports. The esports industry is growing rapidly, and it is likely that more public companies will enter the market in the future.







countries with the highest percentage of gamers who play esports:

South Korea: 63% of gamers play esports.
South Korea flagOpens in a new window
www.britannica.com
South Korea flag
China: 55% of gamers play esports.
China flagOpens in a new window
www.britannica.com
China flag
Taiwan: 52% of gamers play esports.
Taiwan flagOpens in a new window
en.wikipedia.org
Taiwan flag
Thailand: 48% of gamers play esports.
Thailand flagOpens in a new window
www.britannica.com
Thailand flag
Singapore: 47% of gamers play esports.
Singapore flagOpens in a new window
id.wikipedia.org
Singapore flag
These countries have a large and passionate population of gamers, and they are also home to some of the most popular esports teams and organizations in the world.

Here are some of the factors that contribute to the high percentage of gamers who play esports in these countries:

High internet penetration: These countries have a high percentage of people with access to the internet, which is essential for playing esports.
Strong esports culture: These countries have a strong esports culture, with many people following esports teams and tournaments.
Government support: These countries have government support for esports, which helps to promote the growth of the industry.
The esports industry is growing rapidly in these countries, and it is likely that the percentage of gamers who play esports will continue to grow in the future.







 people who have contributed to the high percentage of gamers who play esports. Here are a few of the most notable:

Bilibili: Bilibili is a Chinese video-sharing website that is popular for streaming esports content. The company has helped to popularize esports in China and has also helped to raise the profile of esports internationally.
Bilibili logoOpens in a new window
karirlab.co
Bilibili logo
Jeff Kaplan: Jeff Kaplan is the former game director of Overwatch, a popular multiplayer online battle arena (MOBA) game. Kaplan is credited with helping to popularize esports for Overwatch and has also been a vocal advocate for the growth of the industry.
Jeff Kaplan logoOpens in a new window
kabar24.bisnis.com
Jeff Kaplan logo
Stuart Saw: Stuart Saw is the CEO of Twitch, a live streaming platform that is popular for streaming esports content. Saw has helped to grow Twitch into one of the most popular streaming platforms in the world and has also been a vocal advocate for the growth of esports.
Stuart Saw logoOpens in a new window
www.dailydot.com
Stuart Saw logo
Ted Sarandos: Ted Sarandos is the co-CEO of Netflix, a streaming service that has begun to invest in esports content. Sarandos has been a vocal supporter of esports and has said that he believes that esports have the potential to become a major sport.
Ted Sarandos logoOpens in a new window
en.wikipedia.org
Ted Sarandos logo
Tyler Blevins: Tyler Blevins, better known by his online alias Ninja, is a popular American Twitch streamer and esports competitor. Blevins is credited with helping to popularize esports for Fortnite, a popular battle royale game.
Tyler Blevins logoOpens in a new window
logos-world.net
Tyler Blevins logo
These are just a few of the many people who have contributed to the high percentage of gamers who play esports. The esports industry is growing rapidly, and it is likely that more people will contribute to its growth in the future.



books that I can recommend about making the public company esports industry growing:

Esports: The Rise of a New Global Industry by James W. Kennedy and Matthew D. Bailey. This book provides a comprehensive overview of the esports industry, from its history to its current state. It also discusses the opportunities for public companies to get involved in the industry.
Esports: The Rise of a New Global Industry bookOpens in a new window
www.visualcapitalist.com
Esports: The Rise of a New Global Industry book
The Business of Esports by Rod Breslau. This book provides a more in-depth look at the business side of esports, covering topics such as sponsorships, media rights, and team ownership.
Business of Esports bookOpens in a new window
www.amazon.com
Business of Esports book
Esports Investing: The Ultimate Guide to Making Money in the World's Fastest-Growing Industry by John J. Kim. This book provides a guide for investors who are interested in getting involved in the esports industry. It covers topics such as how to identify promising esports companies, how to evaluate esports investments, and how to manage esports risk.
Esports Investing: The Ultimate Guide to Making Money in the World's Fastest-Growing Industry bookOpens in a new window
neilpatel.com
Esports Investing: The Ultimate Guide to Making Money in the World's Fastest-Growing Industry book
Esports Marketing: Building the Business of Competitive Video Games by Ben Tiddle. This book provides a guide for marketers who are interested in reaching esports audiences. It covers topics such as how to create esports marketing campaigns, how to measure the effectiveness of esports marketing, and how to build relationships with esports fans.
Esports Marketing: Building the Business of Competitive Video Games bookOpens in a new window
www.nytimes.com
Esports Marketing: Building the Business of Competitive Video Games book



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