Malaysia Esports Top 5 Market Share 2024: The top five esports organisations in Malaysia held an estimated 38–42% of domestic market revenue in 2024, indicating m
By Jun-ho Park·March 12, 2025·5 min readOrionmano Industries
Malaysia's esports market reached US$31.55 million in 2024, with the top five domestic organisations capturing an estimated 38–42% of revenue, a concentration level that signals a maturing but still fragmented competitive landscape. Sponsorship and direct advertising remain the dominant revenue stream, accounting for over 60% of total market income.
Market Size and Structure
The Malaysia esports market was valued at US$31.55 million in 2024, according to Data Bridge Market Research, with a projected compound annual growth rate (CAGR) of 23.55% through 2032, reaching an estimated US$119.28 million. This growth trajectory places Malaysia among the faster-growing esports markets in Southeast Asia, supported by increasing youth engagement, rising smartphone penetration, and government initiatives that include dedicated esports development policies.
The domestic market comprises roughly 15–20 active professional organisations, ranging from multi-title rosters to single-game specialists. Revenue distribution is uneven: the top five organisations by estimated income—including household names such as EVOS Esports, Team Flash, and ONIC Esports—hold an aggregate 38–42% share, based on data from Niko Partners and competitive benchmarking from market reports. This level of concentration is moderate by global standards; for comparison, top-five concentration in mature markets such as South Korea or China often exceeds 60%. The Malaysian market remains accessible for challenger organisations and new entrants, particularly those focusing on mobile-first titles that dominate local viewership.
Revenue by Stream
Among revenue streams, sponsorships and direct advertisements represented the largest share in 2024, contributing approximately US$19.22 million—roughly 61% of total market value, per Data Bridge Market Research. This reflects the strong pull of Malaysian viewership for titles such as Mobile Legends: Bang Bang and Free Fire, which have hosted world championships in Southeast Asia for five consecutive years.
Media rights constitute the fastest-growing stream, projected to expand at a CAGR of 23.63% between 2025 and 2032, driven by platform competition among Twitch, YouTube Gaming, and regional streaming services. Merchandise, tickets, and publisher fees make up the remainder. A notable feature of the Malaysian market is the high share of mobile esports revenue relative to PC; as of 2024, mobile esports titles command the bulk of viewership and sponsorship spending, a dynamic that shapes organisational roster strategies and venue requirements.
Exhibit
Malaysia Esports Market Revenue by Stream, 2024 (US$ million)
Sponsorships dominate; media rights lead growth trajectory
First/third-person shooters (FPS/TPS) represent the largest game segment by revenue, generating US$7.99 million in 2024, and are also the fastest-growing category, with a CAGR of 24.86% over the forecast period. This segment’s strength is buoyed by titles such as Valorant and Call of Duty: Mobile, which have attracted consistent tournament sponsorship and prize-pool contributions from publishers. Multiplayer online battle arena (MOBA) games, led by Mobile Legends: Bang Bang, remain the most-viewed category in domestic streaming hours, though their monetisation skews toward in-game purchases rather than direct tournament revenue, partially explaining why FPS/TPS leads in measured revenue.
Mobile esports account for an estimated 65–70% of total user engagement in Malaysia, according to industry estimates in the STELLAR report. This mobile-heavy profile distinguishes Malaysia from markets in Europe or North America, where PC-based esports still generate the majority of revenue. The pattern has implications for organisational strategy: top Malaysian teams typically maintain mobile rosters alongside PC squads, and sponsorship packages increasingly bundle mobile and desktop viewership metrics.
Organisational Landscape and Competitive Dynamics
The top five organisations by estimated share demonstrate different specialisations. EVOS Esports, headquartered in Singapore but with substantial Malaysian operations, fields rosters across Mobile Legends, Free Fire, and Valorant, and has secured partnerships with regional telecom providers and energy-drink brands. Team Flash, based in Singapore but operating a dedicated Malaysia division, competes primarily in Mobile Legends and PUBG Mobile. ONIC Esports focuses heavily on Mobile Legends, where it has held top-tier domestic finishes. Additional top-ranked Malaysian organisations include Geek Family and Team SMG, each commanding loyal viewership bases that translate into sponsorship premiums.
Below the top five, an estimated 10–15 mid-tier organisations operate with smaller budgets but often higher cost efficiency, relying on grassroots fan funding, smaller local sponsors, and prize-pool income. The market remains conducive for smaller entities to break into the top tier, provided they can secure consistent tournament placements and negotiate media-rights deals as the market expands.
Outlook Through 2032
At a projected CAGR of 23.55%, the Malaysia esports market is on track to reach US$119.28 million by 2032. This growth will be driven by three factors: continued government policy support (including esports being formally recognised under the National Sports Council), rising internet penetration—already above 96% of the population—and increased publisher investment in localised tournaments.
The highest-risk variable is media-rights monetisation. If media-rights revenue grows at the projected 23.63% CAGR, it will approach parity with sponsorship revenue by around 2030, fundamentally altering the revenue mix and the bargaining power of organisations versus platforms. Organisations that invest early in dedicated content studios and streaming talent may capture disproportionate value from this shift.
Market concentration is expected to increase modestly over the next five years as top organisations accumulate media-rights contracts and sponsor exclusivity clauses. However, the entrance of mobile-native publishers and the potential for new game titles to disrupt viewership patterns will likely keep the market from reaching the high concentration levels seen in more mature esports economies.
Competitive Brief for Stakeholders
Domestic organisations should prioritise mobile-first rosters and invest in media-rights capability, as this segment offers the highest growth leverage through 2032.
Sponsors and advertisers can achieve cost-efficient reach by targeting FPS/TPS tournaments, which deliver the highest measured revenue per view among game segments.
Publishers considering market entry should note that Malaysia’s relatively moderate concentration allows for partnering with top-five entities without lock-in, while also offering opportunities with mid-tier organisations able to convert tournament success into viewership.
Investors may find the Malaysia esports market attractive for its 23.55% CAGR combined with a still-fragmented structure, although due diligence should account for regulatory risks related to gaming-hour restrictions and content licensing.