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Malaysia's 'Other' Esports Genres to Reach USD 12.19M by 2032, Growing at 8.3% CAGR

In 2024, non-mainstream esports genres generated USD 6.43M, a significant but slower-growing slice of Malaysia's total esports market.

By Sofia MartinezJune 8, 20254 min read

In 2024, non-mainstream esports genres generated USD 6.43M, a significant but slower-growing slice of Malaysia's total esports market.

Malaysia Esports Market Overview

Malaysia's total esports market was valued at USD 6.86 million in 2024, according to data from Stellar Market Research. The market is forecast to expand at a compound annual growth rate (CAGR) of 12.6% from 2025 through 2032, reaching nearly USD 17.74 million by the end of the forecast period. This growth trajectory places Malaysia among the faster-developing esports markets in Southeast Asia, driven by rising youth engagement, government backing for digital innovation, and increasing smartphone and internet penetration across the country.

Key revenue models underpinning the market include sponsorship and advertising, prize pools, and merchandising, with sponsorship and advertising capturing the largest share of total revenue. Separate analysis from DataBridge Market Research, which uses a broader market definition, estimates Malaysia's esports market at USD 31.55 million in 2024, though it applies a different segmentation scope and base year of 2022. Across both estimates, the directional trend is consistent: Malaysia's esports ecosystem is expanding, supported by demographic tailwinds and policy initiatives aimed at fostering digital industries.

The Stellar Market Research report segments the market by type into hardcore gamers, casual gamers, traditional sports fans, mobile-first viewers, and non-gaming audiences, indicating a diversified user base. However, the fastest growth is concentrated in established mainstream genres such as first- and third-person shooters (FPS/TPS), which recorded a separate CAGR of 24.86% in the 2024–2032 period, per DataBridge Market Research.

The 'Others' Segment: Scope and Forecast

Within Malaysia's broader esports market, the subsegment comprising "other esports genres"—non-FPS/TPS titles, including but not limited to fighting games, real-time strategy (RTS), sports simulations, and emerging casual competitive formats—generated USD 6.43 million in revenue in 2024, according to an AI summary of market research data. This segment is projected to grow at a CAGR of 8.3% through 2032, reaching USD 12.19 million by the end of the forecast period.

The notably lower CAGR for the 'others' segment compared to the total market's 12.6% highlights a divergence in growth rates. Mainstream genres, particularly FPS/TPS titles that dominate viewership and sponsorship dollars, are expanding at a faster clip, consolidating the market around blockbuster franchises. The 'others' segment, while substantial in absolute dollar terms, is growing at a slower pace—roughly two-thirds the rate of the overall market.

Exhibit

Other Esports Genres Revenue in Malaysia: 2024 vs 2032 Forecast

USD millions, CAGR 8.3%

Revenue (USD million) (USD million)Source: Orionmano Industries

The data suggests that the 'others' segment accounted for the majority of Malaysia's USD 6.86 million esports market in 2024—approximately 94%—though this proportion is likely to shrink over time as the mainstream FPS/TPS category grows more rapidly. The implied market share of 'others' would fall to roughly 69% by 2032 if both segments follow their respective CAGRs, signaling a structural shift toward genre concentration.

Growth Dynamics and Competitive Landscape

Several macro-level drivers are supporting growth across all esports segments in Malaysia. Increased youth engagement, with a large and digitally native demographic base, is a primary tailwind. Government backing for digital innovation—including initiatives under Malaysia's Digital Economy Blueprint and esports-specific development programs—has provided regulatory and funding support for tournaments, training facilities, and grassroots participation.

Smartphone penetration and internet expansion are enabling wider access to esports content and participation, particularly benefiting mobile-first and casual genres that fall within the 'others' segment. As more Malaysians access competitive gaming through mobile devices, niche genres such as mobile battle arenas, auto-chess titles, and casual party games may find new audiences that do not require high-end gaming hardware.

However, the faster growth of the overall esports market—driven primarily by FPS/TPS titles—suggests that audience attention and sponsorship dollars are concentrating in a narrower set of established titles. The DataBridge data shows FPS/TPS as both the largest games segment at USD 7.99 million in 2024 and the fastest-growing at 24.86% CAGR, creating a gravitational pull that may constrain the 'others' segment's market share.

Restraining factors identified in the Stellar Market Research analysis include player well-being and sustainability concerns, as well as infrastructure accessibility and inclusivity issues. These factors may disproportionately affect niche genres that lack the production budgets and institutional support enjoyed by mainstream titles. Smaller tournament organizers and game publishers in the 'others' space may struggle to secure broadcast slots, venue partnerships, and sponsor commitments in a market increasingly oriented toward prize-pool-heavy FPS/TPS events.

For stakeholders—including game developers, tournament operators, and brand sponsors—the implication is that the 'others' segment offers stable but slower returns. The 8.3% CAGR still represents a near-doubling of revenue over eight years, but it trails the broader market's momentum. Niche genres may benefit from rising casual and mobile-first viewership, particularly as smartphone penetration deepens in semi-urban and rural areas, but they are unlikely to capture the premium sponsorship rates commanded by mainstream esports.

The Malaysia esports landscape is thus poised for continued growth, but with a clear bifurcation: the headline market accelerates on the strength of blockbuster titles, while the 'others' segment grows steadily but incrementally, carving out a sustainable but secondary role in the country's gaming ecosystem.

Filed under
  • malaysia-esports
  • other-genres
  • market-forecast
  • revenue-analysis
  • cagr
  • southeast-asia-gaming