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Inside the Rise of Esports: From £1M CS2 Tournaments to Mainstream Media

By Kara SterlingNovember 20, 2025
Inside the Rise of Esports: From £1M CS2 T

When 6.7 million people watched the League of Legends World Championship 2025 Grand Final simultaneously, they weren’t just watching a video game.

They were part of a global audience of 641 million esports fans that now rivals the Premier League’s worldwide viewership.

This isn’t a niche hobby anymore. It’s a cultural force that’s rewriting how we think about sport, entertainment, and what counts as mainstream.

The Roobet Cup quadrupled its prize pool from 2023 to hit $1 million this year. The Perfect World CS Asia Championships doubled theirs to match it.

Counter-Strike 2 tournaments now routinely offer prize pools comparable to major tennis opens, and organisers battle each other to sign the best teams.

What was once a scrappy scene of LAN parties and passionate amateurs has become a billion-dollar arms race.

The Money’s Real Now

Here’s what changed: the cheques are being written by people who matter. Mercedes-Benz extended its partnership with Riot Games through 2025, treating League of Legends with the same reverence it gives Formula 1.

Spotify entered a partnership with T1’s League of Legends team, one of the most successful esports organisations on the planet.

Louis Vuitton designed trophy cases for Worlds champions. These aren’t experimental marketing budgets. They’re strategic investments.

Traditional broadcasters finally get it too. ESPN and Fox Sports now dedicate programming slots to tournaments, something unthinkable five years ago.

According to research from Deloitte, over half of esports viewers also regularly follow traditional sports, making the crossover audience incredibly valuable for advertisers trying to reach younger demographics who’ve abandoned linear television.

The International Olympic Committee’s announcement that the Olympic Esports Games will go ahead, initially planned under a 12-year partnership with the Saudi Olympic and Paralympic Committee, signalling that esports is increasingly being recognised within the Olympic movement.

When the Olympics recognise something, the debate about legitimacy ends. Esports is sport now, whether purists like it or not.

Bigger Than Glastonbury

Let’s talk viewership. League of Legends clocked over 230 million cumulative hours watched in Q1 2025 alone. Mobile games like PUBG Mobile surpassed 900 million watch hours globally.

To put that in context, Glastonbury Festival draws roughly 200,000 attendees over five days, whilst the biggest esports tournaments pull millions of concurrent viewers from their bedrooms, university halls, and smartphones.

The watch behaviour differs from music too. Average viewing sessions hit 41 minutes, up from 35 minutes two years ago. People aren’t passively consuming.

They’re in Twitch chat, clipping moments, following players on Instagram, debating strategy on Reddit. It’s participatory in ways that even live music struggles to match.

Twitch still dominates with 71% of streaming hours, but the landscape’s splintering. YouTube Gaming, TikTok Live, and controversial newcomer Kick all fight for audiences, each offering different creator economics and community cultures.

TikTok Live boosted esports content viewership by 39% year-over-year, proving short-form clips drive discovery better than anything traditional sports have managed.

Here’s whats crazy: 56% of global tournament viewing happens on mobile devices. People watch CS2 Majors on their morning commute. They catch Valorant Champions Tour matches during lunch breaks. The barrier to entry vanished when everyone carried a high-quality screen in their pocket.

When Post Malone Meets Counter-Strike

The music industry cottoned on quickly. Post Malone performed at the Esports World Cup 2025 opening ceremony in Riyadh, where Cristiano Ronaldo served as global ambassador.

These aren’t token celebrity appearances. They’re calculated moves to reach audiences that streaming services and record labels desperately need.

Spotify’s partnership with Riot Games created dedicated League of Legends hubs featuring game soundtracks, player playlists, and esports-themed podcasts.

Warner Music Asia signed deals letting tournament organisers license their catalogue for broadcasts and in-game use.

The model copies what Tony Hawk’s Pro Skater and Grand Theft Auto did for entire genres of music, but at industrial scale.

Musicians invest directly in teams too, though many deals stay private. The logic’s sound: esports organisations offer brand-building opportunities and cultural relevance amongst Gen Z audiences who’ve largely abandoned traditional media consumption patterns.

When FaZe Clan or 100 Thieves partner with artists, they’re not just sponsoring content. They’re building lifestyle brands that transcend gaming.

The Asian Tiger and American Money

Geography tells the real story. Asia-Pacific accounts for 57% of global esports viewers, with China and the Philippines alone representing 40% of the total fanbase.

Southeast Asia’s 350 million mobile gamers fuel tournaments for titles like Mobile Legends: Bang Bang, which peaked at 1.1 million concurrent viewers for its M5 championship.

India’s esports base exploded to 160 million gamers, driven by Battlegrounds Mobile India (BGMI) and regional competitions.

The Skyesports Championship 5.0 reached 12 million concurrent viewers, a record for mobile esports tournaments.

These markets grow faster than Western ones because mobile-first infrastructure removes the entry cost of gaming PCs or consoles.

North America contributes different value: infrastructure and institutional legitimacy. Over 240 US colleges offer varsity esports programmes, with $24 million in scholarships awarded in 2024 according to NACE.

Universities treat competitive gaming with the same seriousness as athletics, complete with coaching staffs, training facilities, and academic support.

The professionalism mirrors traditional sports now. Top teams employ nutritionists, sports psychologists, and data analysts.

Training facilities rival Premier League clubs. Team Liquid, which earned $46.3 million in total prize money as of Q1 2025, operates multiple international offices and invests millions in player development infrastructure.

The Uncomfortable Questions

Not everyone’s convinced this boom is sustainable. Team valuations plummeted in recent years, with many publicly traded esports organisations seeing stock prices crash 80-90%.

GameSquare Holdings, which owns FaZe Clan, trades far below its IPO price. Tournament organisers still struggle with profitability despite massive viewership numbers.

The betting industry’s involvement raises eyebrows too. Riot Games lifted restrictions on sports betting sponsorships for League of Legends and Valorant teams in 2025, opening floodgates for operators like Betway and GG.BET to plaster logos across jerseys.

Critics worry about normalising gambling to predominantly young audiences, particularly as match-fixing scandals have plagued esports historically.

Player welfare remains dodgy. Burnout rates are high, contracts often favour organisations over competitors, and the average career span is brutally short.

Mental health support improved, with 60% of top teams now employing psychologists, but the pressure to perform whilst living in team houses under constant scrutiny takes its toll.

What This Means for Music

Esports offers a blueprint for music’s digital future. Both industries face the same challenge: capturing and monetising attention in an era of infinite content choice.

Esports solved it by making viewing participatory, building communities around players rather than just games, and meeting audiences on their platforms rather than demanding they come to yours.

The revenue split is instructive. Sponsorships generated $935 million globally in 2025, nearly half the industry’s total revenue.

Compare that to music, where streaming payouts per play remain controversial and touring got devastated by pandemic economics.

Esports diversified income streams early: merchandise, media rights, in-game purchases, and brand partnerships all contribute.

Most tellingly, esports didn’t wait for traditional gatekeepers’ permission. Twitch and YouTube democratised broadcasting in ways radio and television never could.

Anyone with skill and personality can build audiences, sign sponsors, and earn livings without record label equivalents controlling access. The meritocracy isn’t perfect, but it’s more open than most entertainment industries manage.

The question isn’t whether esports matters. It’s whether traditional entertainment can adapt fast enough to compete with industries born digital.

The 641 million fans have already voted with their time and attention. The rest of us are just catching up.

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