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eSports revenue East Asia 2021, by country

eSport market revenue in East Asia in 2021, by country

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Supplementary notes

The eSports market encompasses the revenues and users from professional competitive gaming content. Incorporated in this definition are any professional and semi-professional gaming competitions from tournaments or leagues that offer a championship title or prize money. The eSports market covers revenues generated from the segments Sponsorship & Advertising, Merchandise & Ticketing, Streaming, Media Rights and Publisher Fees.

Not included in the eSports market are amateur competitions, streaming revenues of non-organized competitive gaming, digital and physical sales from video games, revenues from digital tools associated with eSports (e.g. Teamspeak or Discord) and revenues from online gambling and betting on eSport games.

All monetary figures refer to the annual gross revenue.

Detailed definitions can be found in the individual market segments.

All figures are estimates. A detailed methodology can be found in the Statista Market Outlook.

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Statistics on " eSports market in the Asia-Pacific region "

Statistics on eSports market in the Asia-Pacific region



Market revenue


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Tournament earnings


Number of professional players


Leading professional players


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