FPS/TPS Segment Leads Malaysia Esports Growth with 24.86% CAGR, Outpacing Overall Market
First/Third Person Shooters generated $7.99M in 2024 and are the fastest-growing game segment from 2025 to 2032.
By Aiko Tanaka·March 2, 2026·4 min readOrionmano Industries
First/Third Person Shooters generated $7.99M in 2024 and are the fastest-growing game segment from 2025 to 2032.
Malaysia Esports Market at a Glance
Malaysia’s esports market was valued at USD 31.55 million in 2024 and is projected to grow at a compound annual growth rate (CAGR) of 23.55% through 2032, according to Data Bridge Market Research. This expansion is underpinned by a maturing ecosystem that now includes over 5.2 million active esports players as of 2025, per KITAMEN Esports Solutions. The government has allocated more than RM 50 million under the National Esports Blueprint 2021–2025, providing a structured framework for infrastructure development, talent pipeline cultivation, and tournament support. Mobile and tablet platforms represent the largest e-platform segment, reflecting the country’s high smartphone penetration and the accessibility of competitive mobile titles.
FPS/TPS: Largest and Fastest-Growing Game Segment
Within the Malaysian esports market, First/Third Person Shooters (FPS/TPS) generated USD 7.99 million in 2024, making it the largest revenue segment among all game genres. More significantly, it is also the fastest-growing segment, with a projected CAGR of 24.86% from 2025 to 2032. This rate meaningfully exceeds the overall market CAGR of 23.55% over the same period. The FPS/TPS segment’s dual status as both the largest and fastest-growing category underscores its centrality to the market’s trajectory.
Exhibit
CAGR Comparison: FPS/TPS vs. Overall Market and Fastest Revenue Stream (2025–2032)
FPS/TPS game segment CAGR outpaces both the total esports market and the fastest-growing revenue stream.
CAGR (%) (%)Source: Orionmano Industries
The FPS/TPS segment benefits from the sustained popularity of titles such as PUBG Mobile and Valorant, both of which rank among the top esports games in Malaysia according to KITAMEN. These games combine high spectator engagement with deep competitive mechanics, attracting both casual participants and professional teams. Mobile Legends: Bang Bang remains a top title, but it belongs to the MOBA segment, which typically yields a different revenue profile. The shooter genre’s ability to monetize through in-game cosmetics, battle passes, and tournament entry fees has contributed to its revenue leadership.
Revenue Streams: Sponsorships Dominate, Media Rights Surge
Sponsorships and direct advertisements remain the backbone of Malaysia’s esports monetization, generating USD 19.22 million in 2024—the largest revenue stream by a wide margin. This reflects a market where brand activation and endemic sponsorship deals drive the majority of commercial value. The fastest-growing revenue stream, however, is media rights, which is projected to grow at a CAGR of 23.63% from 2025 to 2032. This growth signals increasing competition among broadcasters and digital platforms for exclusive streaming rights to major tournaments, particularly in the FPS/TPS category where viewership tends to be high and engagement metrics strong.
Other revenue streams include streaming (direct tipping, subscriptions, and ad revenue on platforms like YouTube and Twitch), digital (virtual goods and microtransactions), tickets and merchandise (on-site and e-commerce), and publisher fees (revenue-sharing from game developers for tournament licensing and official circuits). While these streams currently trail sponsorships and media rights in absolute value, their collective growth contributes to the market’s diversified base.
Outlook and Drivers for FPS/TPS Growth
The FPS/TPS segment’s 24.86% CAGR is sustainable through 2032 due to several reinforcing drivers. First, the widespread adoption of smartphones and gaming devices is expanding the addressable gamer base across demographics, as noted by Mobility Foresights. Mobile-first titles such as PUBG Mobile allow lower-barrier entry compared to PC or console shooters, broadening participation in Malaysia, where mobile gaming accounts for the largest share of time spent.
Second, the top esports titles in Malaysia—PUBG Mobile and Valorant—are both FPS/TPS games, providing a concentrated base for tournament organizers, sponsors, and media partners to invest in. The government’s infrastructure spending under the National Esports Blueprint has also created dedicated esports venues (such as the Malaysia Esports Stadium in Kuala Lumpur) that host live shooter tournaments, driving both participation and spectator traffic.
Third, the esports sector now supports more than 6,000 jobs in event management, content creation, broadcasting, and sponsorship marketing (KITAMEN, 2025). This employment base creates a virtuous cycle: as the sector professionalizes, production quality rises, attracting more sponsors and media buyers, which in turn funds larger prize pools and more frequent tournaments for shooter titles.
With a strong government framework, rising mobile penetration, and high spectator engagement in shooter titles, the FPS/TPS segment is poised to sustain its growth lead through 2032, potentially reshaping the revenue mix across game genres. Should media rights continue to climb at near-parity with the FPS/TPS segment, Malaysia esports may evolve from a sponsorship-dependent market into one where content distribution and game-specific monetization drive a more balanced structure.