Esports attracted enormous venture capital and private equity investment from approximately 2017 to 2021, based on projections of audience growth, franchise value appreciation, and media rights revenues that would match traditional sports. The subsequent period of contraction, layoffs, and organization closures has produced a clearer picture of what esports actually is as an industry — and it's both more and less than the projections suggested.
The esports investment thesis was built on two primary pillars: audience growth among younger demographics who were abandoning traditional sports, and the franchise model (permanent slots in leagues, like traditional sports franchises) that would provide appreciating assets to team owners.
The audience growth pillar has partially materialized — esports viewership has grown, and gaming is genuinely central to youth culture in ways traditional sports are not for the same age groups. What didn't materialize: the conversion of gaming audience into monetizable broadcast viewership at scale. Twitch and YouTube audiences that numbers suggest would be equivalent to major cable sports audiences have proven significantly harder to monetize through traditional advertising models.
The franchise model has underperformed dramatically for early investors. Overwatch League slots originally sold for $20 million are now essentially worthless after Activision Blizzard (now Microsoft) significantly restructured the league. League of Legends franchised slots in the LCS, originally sold for $10-15 million, have declined significantly in market value as the league has contracted from ten to eight teams.
The game publisher model — where publishers like Riot Games (Valorant, League of Legends), Valve (Counter-Strike), and Activision/Blizzard maintain and govern the competitive ecosystem around their games — has proven more durable than the independent esports organization model. Publisher-controlled leagues have more stability and clearer incentive alignment than leagues where teams own an asset in a game they don't control.
The most financially stable esports organizations have diversified beyond tournament prize money and media deals into content creation, merchandise, and gaming lifestyle brands. Team Liquid, Cloud9, and similar organizations generate significant revenue from content creator partnerships and branded merchandise that is largely independent of their competitive performance.
While the investment-driven esports ecosystem contracted, grass-roots competitive gaming in several titles has grown significantly. Valorant's competitive scene, driven partly by Riot's investment and partly by genuine player and viewer interest, has built a sustainable audience. Counter-Strike (now CS2) has maintained its position as one of the most-watched esports with relatively low publisher investment in the scene, driven by genuine fan interest in the sport.
From experience: Having followed esports investment closely since 2018, the correction was more predictable than it appeared in hindsight. The franchise model that attracted institutional capital was always premised on audience monetization that hadn't materialized — and the gap between viewers and paying customers was larger than investors modeled.
According to PricewaterhouseCoopers' global entertainment and media outlook, esports revenue growth has significantly underperformed projections made in 2019-2020, with media rights revenue in particular coming in at a fraction of what the traditional sports comparison suggested. The correction reflects a structural difference between esports audiences (primarily digital, accustomed to free content) and traditional sports audiences (accustomed to paid broadcast).
Honest Bottom Line: The esports investment thesis significantly overestimated the speed of traditional media rights monetization and underestimated the structural differences between esports and traditional sports franchise value. Overwatch League and LCS franchise slots that sold for tens of millions have declined dramatically in value. The most durable esports businesses have publisher-controlled competitive ecosystems and organization diversification into content and lifestyle brands beyond competitive gaming revenue. Organic viewer interest in specific titles (CS2, Valorant) has proven more durable than investment-driven audience building.

David Thompson is a sports journalist with 14 years of experience covering professional and amateur athletics across three continents. He has reported from four Olympic Games and numerous World Cup tournaments. David bri...