23 - 24 May, 2018
Hilton Singapore, Singapore

Media Center

Esports Asia Summit 2018 Brochure

As the Esports industry continues to grow rapidly at a global scale, all eyes now are fixed on Asia as the next big market. This is the only esports B2B-focused event in Asia. the Esports Asia Summit will draw delegates from Asia including game publishers and developers, government ag ...

Articles

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;...

Infographics

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. 

The Vietnamese Gamer

In 2017, there will be 32.8 million gamers in Vietnam, spending a total of $365 million. This makes Vietnam #28 worldwide in terms of game revenues.