
A few years ago, a venture capitalist in San Francisco told me investing in esports was like buying beachfront property during low tide. You just had to wait for the wave. Today, many of those properties are underwater—metaphorically, but sometimes almost literally. Stadiums are closing, teams are dissolving, and the tide isn’t coming back anytime soon.
This isn’t a story of sudden implosion. It’s more like the slow unwinding of a dream too big for its own infrastructure. The esports collapse, now widely referred to as the “Esports Winter,” is the result of structural overreach and misplaced expectations, particularly around sponsorships that once flowed freely but now drip reluctantly.
| Key Factor | Description |
|---|---|
| Sponsorship Share of Revenue | Over 60% of team revenue came from short-term sponsorships |
| Decline in VC Funding | Investment has dropped to pre-2016 levels (excluding 2022) |
| Overvalued Teams | Teams were valued like tech startups with no matching profitability |
| Publisher–Team Disconnect | Game publishers retain IP and revenue, while teams absorb operating costs |
| Low Fan Monetization | Esports fans generate just ~$5.30 per capita annually compared to much higher in traditional sports |
| Failed Franchising Models | Overwatch League collapsed despite high investment |
| Viewer Ad Fatigue | Audiences use ad blockers, skip sponsor content, and are harder to convert |
| Future Outlook | Leaner models focused on content, influencer branding, and direct-to-fan monetization |
Back when FaZe Clan was trading on the NASDAQ and VC firms were pouring millions into organizations like TSM and 100 Thieves, the energy felt limitless. Brands were plastered on every hoodie and headset. Yet even then, the revenue logic felt fragile—like a startup boasting users but burning through cash to get them.
For years, over 60% of an average esports team’s revenue came from sponsorships. Not merchandise. Not media rights. And certainly not ticket sales. These were deals that looked solid on paper but were ephemeral in practice. Unlike traditional sports media rights, which lock in long-term income, esports teams were operating on short-term, often seasonal sponsorship contracts with minimal guarantees.
As interest rates rose and consumer spending fell, corporate ad budgets shrank. Suddenly, logos on jerseys weren’t enough. Sponsors began demanding measurable returns—clicks, conversions, direct product lift. Esports, with its fragmented platforms and ad-skipping youth audiences, couldn’t deliver. And so the tap turned off.
I remember watching a Valorant championship last year where six out of the ten players had no visible team sponsor. No patch, no headset partner, not even a snack logo. It felt eerily quiet—like walking through a tech office after layoffs.
Teams like Evil Geniuses, once dominant, have downsized staff and dropped entire rosters. The Overwatch League, once considered esports’ NFL-style blueprint, quietly folded after staggering franchise buy-ins and dwindling viewership. Meanwhile, publishers like Riot and Blizzard, who own the game IP, continue to benefit from in-game cosmetic sales that players buy after watching tournaments. Teams, on the other hand, get no slice of those millions unless special revenue-sharing events are negotiated.
By leaning too hard on the NFL franchise model, publishers forced geographic teams and expensive infrastructure onto a digitally native fanbase that didn’t care about cities. The model assumed people in Dallas would care about a Dallas Overwatch team the same way they love the Cowboys. That assumption proved remarkably flawed.
And then there’s the fanbase itself. Passionate, yes. But also younger, cash-strapped, and resistant to traditional monetization. Esports fans rarely pay for content. They watch for free, use ad blockers, and don’t buy as much merch. A recent estimate put per capita fan spend at $5.30 annually—compared to over $50 in traditional sports.
For sponsors trying to justify spend, this math simply doesn’t add up.
Through strategic partnerships, some publishers have experimented with shared revenue models. Riot’s VCT Team Capsules and Counter-Strike’s sticker capsule sales have generated tens of millions, with a portion routed back to teams. At its best, these initiatives are remarkably effective in aligning incentives. At its worst, they’re temporary band-aids on a chronic wound.
At one point last fall, I found myself scrolling LinkedIn and noticing how many ex-esports employees were pivoting to “creator economy” roles—managing influencers, running YouTube channels, consulting for digital brands. The switch felt less like a retreat and more like a survival mechanism.
What’s emerging now is a leaner, more realistic esports ecosystem. Teams that once burned millions on travel and celebrity players are investing in scalable content strategies. They’re focusing on streamers, micro-events, and direct-to-fan platforms. Influencers like Jynxzi or Tarik have become more commercially valuable than entire rosters, simply because they convert better and cost less to maintain.
Incredibly versatile strategies like these—combining entertainment with competition—are where esports is rediscovering its footing. Rather than mimicking legacy sports, it’s finally embracing its unique identity.
While the narrative may feel grim, it’s also a needed recalibration. The esports industry was never broken, just bloated. Publishers are realizing they need to share more of the pie. Sponsors are learning to activate creatively rather than passively. Teams are waking up to the idea that fans don’t just want competitive wins—they want stories, personalities, and connection.
In the context of today’s media landscape, where short-form content dominates and fan loyalty is fragmented across Twitch, TikTok, and Discord, esports is quietly reinventing itself. Not with the fireworks of billion-dollar valuations—but with the resilience of creators adapting to the tools and trends of now.
The collapse isn’t the end. It’s the contraction before the correction. And for those still standing, the next wave—if it comes—won’t be about beachfront property. It’ll be about building something exceptionally durable on bedrock instead of sand.
