Who Builds Esports? Power, Pressure, and the People Behind the Screens

Esports is often described as a multi-billion-dollar industry, but the figures used to support that description frequently combine competitive gaming with betting and other adjacent activity. This paper examines the global esports ecosystem from 2016 to 2026 through 22 stakeholder groups. It asks where control, revenue and risk sit, and how they have shifted over the decade. The study is based on desk research: market data, company filings, publisher and organiser announcements, legal texts, peer-reviewed literature and specialist journalism. Key claims are graded on a five-tier evidence hierarchy. No interviews or surveys were conducted. Audience measurement remains inconsistent: peak viewership figures for a single event differ several-fold across sources. Legal protection for players also varies widely by jurisdiction. The paper closes with seven testable hypotheses for 2026–2030 and recommendations for publishers, regulators, organisers and market-research providers. The paper is current to September 2026 and includes 164 references and 26 tables. It is a revised and fully cited edition of the author’s earlier industry white paper.

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-11-01
DOI
https://doi.org/10.5281/zenodo.23853758
Primary Topic
Digital Games and Media
Type
preprint
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
preprint

Who Builds Esports? Power, Pressure, and the People Behind the Screens

Sonu Singh
2 links
Zenodo (CERN European Organization for Nuclear Research)
Digital Games and Media
preprint

Who Builds Esports? Power, Pressure, and the People Behind the Screens

Sonu Singh
preprint en

Abstract

Esports is often described as a multi-billion-dollar industry, but the figures used to support that description frequently combine competitive gaming with betting and other adjacent activity. This paper examines the global esports ecosystem from 2016 to 2026 through 22 stakeholder groups. It asks where control, revenue and risk sit, and how they have shifted over the decade. The study is based on desk research: market data, company filings, publisher and organiser announcements, legal texts, peer-reviewed literature and specialist journalism. Key claims are graded on a five-tier evidence hierarchy. No interviews or surveys were conducted. Audience measurement remains inconsistent: peak viewership figures for a single event differ several-fold across sources. Legal protection for players also varies widely by jurisdiction. The paper closes with seven testable hypotheses for 2026–2030 and recommendations for publishers, regulators, organisers and market-research providers. The paper is current to September 2026 and includes 164 references and 26 tables. It is a revised and fully cited edition of the author’s earlier industry white paper.

Zenodo (CERN European Organization for Nuclear Research)
Peace, justice, and strong institutions
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon