Global esports economy shifts as Faker's dynasty endures his sixth Worlds trophy
Faker's dynasty, spanning twelve years and three consecutive titles, has become a stabilising narrative that sponsors, investors from every corner, even industries far removed from gaming, and governments use to justify billion‑dollar commitments to competitive gaming
Few athletes in any arena have rewritten history as swiftly as Lee "Faker" Sang‑hyeok. By the age of 29, he has already lifted six League of Legends World Championship trophies, building a dynasty that began in his teens and matured into one of the most dominant runs in competitive sport.
His rise as a prodigy echoes the way icons in traditional sports reshaped their games, showing how youth can transform entire industries, break stereotypes, and prove gaming to be a legitimate career and economic force.
When Lee "Faker" Sang‑hyeok lifted his sixth League of Legends World Championship trophy in Chengdu in November 2025, the moment was more than a sporting triumph. It was a reminder of how far esports has evolved into a global economy.
Faker's dynasty, spanning twelve years and three consecutive titles, has become a stabilising narrative that sponsors, investors from every corner, even industries far removed from gaming, and governments use to justify billion‑dollar commitments to competitive gaming.
Global esports growth
The global esports industry in 2025 is projected to generate between $3.8 and $4.0 billion in annual revenue.
Sponsorships remain the largest contributor, followed by media rights, advertising, merchandise, and publisher fees.
Profit margins for top tournament organisers and franchise teams hover between 15% and 25%, driven by broadcast deals and long‑term sponsorship contracts.
The scale of viewership underscores this growth: the Worlds 2025 final between T1 and KT Rolster drew more than 67 million peak viewers, a figure that rivals the audience of major football and cricket finals.
Saudi Arabia's role
Saudi Arabia has emerged as one of the most aggressive investors in this new economy. Through Savvy Games Group and the National Gaming & Esports Strategy, the Kingdom has committed more than $38 billion to gaming and esports.
PwC projects that Saudi Arabia's gaming and esports market will reach $13.3 billion by 2030.
Riyadh has already hosted the Esports World Cup, offering a record $60 million prize pool and attracting more than 1,500 players from around the world.
Even after the termination of a planned 12‑year partnership with the International Olympic Committee to host the Olympic Esports Games, Saudi Arabia continues to position itself as a global hub for competitive gaming, using esports as a tool of diversification, tourism, and soft power.
The Telecom war bringing sponsorships
The rivalry between T1 and KT Rolster, known as the Telecom War, illustrates how corporate competition translates into economic impact.
SK Telecom and KT Corporation use their teams' performances to reinforce their brand identities as innovative and youth‑oriented.
Victories on the Rift translate into consumer loyalty among younger demographics, who often associate their telecom provider with their favourite team.
Beyond telecoms, esports teams now collaborate with fashion brands (Louis Vuitton, Nike, Tiffany & Co), car manufacturers (BMW, Mercedes), and financial services (Mastercard, Woori Bank, Coinbase), expanding the sponsorship ecosystem far beyond technology.
Merchandise and infrastructure
Merchandise sales add another layer to the economy. Faker's dynasty has created a loyal global fanbase, and that loyalty translates into spending power.
Replica jerseys and collectibles tied to T1 sell out worldwide within weeks, while Riot Games generates millions through digital goods such as in‑game skins and event passes linked to Worlds.
Secondary markets, where fans resell memorabilia, further amplify the financial impact. Infrastructure investment has also followed the growth of esports.
Franchise leagues encourage investors to commit capital to training facilities and academies. Cities in China, North America, and Europe continue to build arenas and esports hubs, inspired by the success of Worlds.
Governments, particularly in South Korea and China, recognise esports as a cultural export and fund programmes to nurture talent and host global events.
Opportunity for Bangladesh
For Bangladesh, the implications are clear. With a median age under 28 and one of the fastest‑growing digital populations in South Asia, the country is well‑placed to benefit from the global esports boom.
More than 3.5 million active online gamers already participate in titles such as PUBG Mobile, Free Fire, FIFA, and Valorant. Structured support – through government recognition, private investment, and partnerships with global publishers – could transform this enthusiasm into an industry that generates jobs, revenue, and international visibility.
With an already growing player and fanbase, Bangladesh can also step into the world of esports, offering opportunities in broadcasting, content creation, and technology development. By positioning itself as a South Asian hub for esports, Bangladesh can attract regional tournaments, international sponsors, and tourism linked to live events.
Just as Faker rose as a prodigy, much like Messi in football, Bangladesh's youthful population has the potential to break stereotypes and redefine what success looks like in South Asia.
A teenager in Dhaka who hones their skills today could become the face of esports tomorrow, inspiring millions and proving that youth can drive both cultural pride and economic growth.
What can we do?
A concrete roadmap for Bangladesh would begin with policy incentives. Tax breaks for esports startups and tournament organisers could encourage private sector investment. Public‑private partnerships could fund the construction of esports arenas and training facilities, ensuring infrastructure keeps pace with demand.
Integrating esports into education – through university clubs, scholarships, and digital literacy programmes – would nurture talent and normalise competitive gaming as a legitimate career path. Finally, partnerships with global publishers and sponsors could bring international tournaments to Dhaka, boosting tourism and creating new revenue streams.
A legacy with boosting economics
Esports is not only about economics – it is about identity. Faker's dynasty has created a narrative that resonates across generations. For millions of young fans worldwide, esports is their first major sport, and their spending on merchandise, subscriptions, and tickets drives the industry.
Unlike traditional sports tied to geography, esports transcends borders. A fan in Dhaka, Paris, or São Paulo can support T1 with equal passion, creating a truly global consumer base. Just as Michael Jordan elevated basketball's commercial value, Faker's dynasty elevated esports into mainstream recognition, ensuring long‑term growth.
Faker's sixth Worlds trophy is therefore more than a sporting milestone. It is an economic catalyst. His dynasty sustains record‑breaking viewership, drives sponsorships, fuels merchandise sales, and legitimises global investment in esports infrastructure.
Saudi Arabia's $38 billion commitment underscores how governments now view esports as a strategic industry. With revenues projected at nearly $4 billion annually and audiences rivalling traditional sports, esports has become a global economy in its own right.
Bangladesh, with its youthful population and growing digital ecosystem, is well‑placed to carve out its share of this future. Faker's legacy – like Messi's in football, or LeBron James in basketball – is both a sporting legend and an economic engine, proving that youth can transform industries and shape the future of global esports.
