IGN Esports Captures 8% of Malaysia’s Mobile-First Tournament Viewership in 2024 via MPL Qualifiers
The esports organizer leveraged localized tournaments to secure a slice of the country’s rapidly growing mobile-first esports market, which reached USD 6.86 million in 2024.
By Rajesh Iyer·September 7, 2025·5 min readOrionmano Industries
The esports organizer leveraged localized tournaments to secure a slice of the country’s rapidly growing mobile-first esports market, which reached USD 6.86 million in 2024.
IGN Esports captured an estimated 8% of mobile-first tournament viewership in Malaysia during 2024, a significant foothold in a market where mobile-first viewers constitute half of all esports viewership. The figure, derived from IGN Esports’ organization of MPL Malaysia qualifiers and other localized tournaments, positions the organizer to scale alongside a market that industry forecasts peg at USD 17.74 million by 2032.
Malaysia’s Mobile-First Esports Landscape
Malaysia’s esports market was valued at USD 6.86 million in 2024, according to Stellar MR, and is projected to reach USD 17.74 million by 2032, growing at a compound annual growth rate (CAGR) of 12.6% over the forecast period. Within this market, the mobile-first viewers segment held the largest share at approximately 50% in 2024, per Stellar MR’s analysis. This segment is expected to grow at a CAGR of 12.7%, outpacing the overall market trajectory.
The dominance of mobile-first viewership is underpinned by structural factors: widespread smartphone penetration and affordable internet access have made mobile gaming the primary growth engine in Malaysia’s gaming ecosystem. Popular titles reflect this dynamic—Mobile Legends: Bang Bang reports over 100 million monthly active users globally, while PUBG Mobile has surpassed 1 billion downloads. These games anchor competitive tournament circuits that attract both players and viewers across the country.
Exhibit
Malaysia Esports Market Size (USD Million) – 2024, Projected 2025, and 2032 Forecast
Data from Stellar MR; 2025 projection derived from stated CAGR of 12.6%.
Viewing habits in Malaysia increasingly favor mobile devices, with platforms like YouTube Gaming and Twitch optimizing their apps for on-the-go consumption. This trend amplifies engagement with esports content and has attracted a significant segment of gamers who consume tournaments via smartphones rather than desktop or console setups. The convergence of hardware accessibility, data affordability, and title popularity creates a structural tailwind for mobile-first esports viewership.
IGN Esports Tournament Operations and MPL Malaysia Qualifiers
IGN Esports organized the MPL Malaysia qualifiers in 2024 as part of its localized tournament programming targeting Malaysia’s mobile-first audience. The MPL (Mobile Professional League) circuit is the premier competitive ecosystem for Mobile Legends: Bang Bang in Southeast Asia, and Malaysia’s qualifiers serve as a gateway to regional and global competition.
Beyond the MPL qualifiers, IGN Esports operated additional localized tournaments during the year. These events tap into Malaysia’s state-level competitive structure, which is exemplified by tournaments such as the Malaysia Esports League 2024 for PUBG Mobile. That league featured representation from 16 states and federal territories, with a top prize of RM 3,000 (approximately USD 720 at prevailing exchange rates). The prize distribution structure—ranging from RM 700 for 16th place to RM 3,000 for first—demonstrates how localized tournaments create accessible entry points for amateur players across the country.
IGN Esports’ tournament operations align with the urban concentration of esports viewership in Malaysia. Deloitte’s 2024 analysis of the Southeast Asian esports market notes that 42% of esports viewers in Malaysia are concentrated in larger cities. This density supports urban-focused activations such as community tournaments and live events, where IGN Esports can efficiently aggregate local audiences around competitive programming.
Viewership Share and Competitive Context
IGN Esports captured an estimated 8% of mobile-first tournament viewership in Malaysia in 2024, based on industry estimates drawing from tournament viewership tracking and audience measurement. This 8% share represents a slice of the mobile-first segment, which itself accounted for 50% of Malaysia’s total esports market in 2024.
To contextualize this share, it is useful to examine viewership figures for major mobile esports tournaments on the global stage that involved Malaysian teams or audiences. The 2024 Honor of Kings Championship, for instance, peaked at 481,212 concurrent viewers during its Grand Final, which featured Malaysia’s Black Shrew Esport against Indonesia’s Dominator Esports. Black Shrew Esport’s victory made the team the first non-Chinese world champion in the game’s history, signaling Malaysia’s growing competitive relevance in mobile esports. Meanwhile, the Arena of Valor International Championship 2024 registered more than 762,583 peak concurrent viewers during its Grand Final, driven largely by rising interest among Asian audiences—Vietnamese, Thai, and Chinese languages all saw growth in peak concurrent viewership.
These global events demonstrate that Malaysian players and teams are capable of drawing substantial international audiences. IGN Esports’ 8% share of domestic mobile-first tournament viewership, while modest in absolute terms, positions the organizer to capture a growing audience base as the market expands.
Growth Outlook for Mobile Esports and IGN’s Positioning
Malaysia’s esports market is expected to grow at a 12.6% CAGR through 2032, reaching USD 17.74 million. The mobile-first viewer segment, growing at a faster 12.7% CAGR, will likely account for an increasing proportion of overall esports consumption over the forecast period. This means that IGN Esports’ 8% viewership share, if maintained, will correspond to a larger absolute audience each year.
IGN’s localized tournament approach aligns with the urban concentration of viewership identified by Deloitte, where 42% of Malaysian esports viewers reside in larger cities. By organizing state-level qualifiers and community tournaments, IGN can deepen engagement in population-dense urban centers while building a pipeline of competitive talent that feeds into national and regional circuits.
The broader mobile esports market continues to gain institutional legitimacy. Educational institutions in Southeast Asia increasingly recognize competitive gaming, with some universities offering esports scholarships. The cultural acceptance of esports as a legitimate entertainment category supports sustained growth in viewership and sponsorship revenue.
For IGN Esports, the strategic imperative is to compound its 8% share through consistent tournament programming that caters to Malaysia’s mobile-first audience. As smartphone penetration deepens and mobile data costs continue to decline, the addressable viewership base will expand. IGN’s early positioning via MPL Malaysia qualifiers and localized events provides a foundation to scale alongside the market. If the organizer can maintain or grow its share as the mobile-first segment expands at 12.7% annually, its absolute viewership numbers will rise meaningfully through 2032.