Living Notes

Home, travel, relationships and hobbies

A blog by Atobro

How Do Esports Orgs Make Money? Revenue Explained

⚠️ This page connects you to Atovia’s partners and affiliate markets. We may receive a commission from affiliate partners for activities made through these links. Discount offers may change at any time according to policy! Rest assured, there are no additional costs to you! We hope this saves you time in finding the right items!

You see huge prize pools and packed arenas, then wonder how teams actually pay the bills. Prize money is rarely the full answer. Below is a clear map of the real revenue streams, who pays for each, and why revenue is not the same as profit.

How Do Esports Orgs Make Money? The Short Answer

Orgs earn money from brand sponsorships, publisher payouts, in-game item and merchandise sales, content, prize money, and occasionally player transfers. Sponsorship is a leading source, and Riot described its League of Legends (LoL) esports business in 2024 as heavily sponsor-dependent.

Here’s the catch: income did not keep pace with costs in that business, and Riot said some teams’ cash positions suffered. A big revenue line does not guarantee a healthy org.

Key Takeaways
  • Riot said its 2024 LoL esports business leaned heavily on sponsorship, and income growth lagged cost growth.
  • In VCT 2024, Riot shared $78.4 million across 44 teams, including $44.3 million from digital items. That is not team profit.
  • Prize pools are not org income, because player and org splits vary by contract.
  • Investor cash funds operations but is not revenue or profit.

Sponsorships and Brand Partnerships

Sponsorship is a leading revenue source for esports orgs, and it works as a trade of exposure for money. A brand pays, and the team delivers visibility.

What does a sponsor actually get?

According to WIPO, sponsorship deals can include team naming rights, jersey logos, social media exposure, and promotion during broadcasts. Each deal bundles these differently.

Desk with a laptop and notebook mapping out revenue streams

Why does sponsor dependence create risk?

When one source carries most of the load, a pullback hurts quickly. Riot’s 2024 description of LoL esports shows the pattern: heavy sponsorship reliance, with income growth trailing cost growth.

Publisher Revenue Sharing and League Payments

In some leagues, the game publisher pays partner teams directly. These are specific league programs, not rules for every game.

Esports team jersey with blank sponsor patches

In VALORANT’s VCT, Riot said in 2024 that each team receives 50% of the capsule profit attributable to that team. Riot also reported that it shared $78.4 million across 44 teams in VCT 2024, including $44.3 million from digital items. That total is not team income or profit.

LoL worked differently. Before 2024, partnership teams received 50% of league revenue, not profit. Riot’s 2024 proposal for LCK, LCS, and LEC teams added fixed support plus a share of digital content revenue.

Program What teams receive Main caveat
VCT 2024 (VALORANT) 50% of each team’s capsule profit Profit share, not total team income
LoL partnership model before 2024 50% of league revenue Revenue, not profit
LoL 2024 proposal (LCK, LCS, LEC) Fixed support plus digital content revenue share A proposal for specific regions
Empty esports broadcast studio with glowing screens

In-Game Items, Team Capsules, and Merchandise

Fan purchases reach teams in two ways: through publisher revenue splits and through the org’s own merchandise. WIPO lists merchandise and in-game item sales among the main revenue sources for orgs.

The scale of publisher splits can be large. Riot said that in 2023, VALORANT international in-game collections distributed more than $33 million to partner teams.

How does a capsule differ from a hoodie?

A capsule is a publisher-run in-game item, and the team receives a share of the profit attributable to it. A hoodie is the org’s own product, where the org sells directly to fans. Team and player-linked merchandise deals can also add income, depending on contracts.

Team merchandise beside a phone showing an item shop

Prize Money: Why the Headline Number Isn’t Org Income

A headline prize pool is not what an org keeps. Esports Insider notes that the split between players and the org varies by team, game, and contract.

Next time you see a prize figure, ask three things:

Golden trophy on an esports stage with confetti

🛒 Recommended Product

Amazon.com 🛒 Recommended Product

  • Who actually won it, the players or the org?
  • What share does the contract send to the org?
  • Is the figure before salaries and operating costs?

Content, Streaming, and Media Rights

Broadcast money is modest in the West. Riot has said Western streaming platforms pay little for broadcast rights, and it described past league revenue as mostly sponsorship, with far less from media rights.

Orgs still earn through content and fan engagement, which WIPO groups with merchandise as a revenue category. The pack does not give sizes for these lines, so treat them as supplements, not proven big earners.

Streaming setup with camera, microphone and monitor

Player Image Rights and Transfer Fees

Players can generate income beyond competing, and orgs may share in it. Depending on the contract, an org may use a player’s image and promotion rights or receive part of player-linked sponsorship and merchandise income (WIPO).

Transfer and buyout fees are a real income source for some orgs, according to Esports Insider. Terms and disclosure vary by contract, so this is occasional income, not a dependable line.

Two people reviewing a contract at a table

Revenue vs. Profit vs. Investment

Revenue, profit, and investor cash are three different things. Payouts, revenue shares, and support all arrive before player and staff salaries and operating costs.

Investment helps fund operations, but Esports Insider’s framing is clear: it is not operating revenue. Keep it out of any revenue tally.

Revenue stream Who pays Main caveat
Sponsorships Brands Riot described heavy dependence in LoL esports in 2024
Publisher share Game publisher Specific league and year, not universal
In-game items and merchandise Fans, through the publisher or the org Publisher splits are shares, not total income
Prize money Tournament organizers Player and org split varies by contract
Content and media Platforms, fans, sponsors Western streaming broadcast revenue is low
Transfers and buyouts Other orgs Terms and disclosure vary
Investment Investors Funding, not revenue or profit
Coin stacks beside a calculator on a desk

FAQs

Do players get all the prize money?

Not necessarily. The split between players and the org varies by team, game, and contract.

Do teams get money from game sales?

In some leagues, publishers share in-game item revenue with teams. In VCT 2024, each team received 50% of the capsule profit attributable to it.

Are transfer fees a regular income source?

No. They matter to some orgs, but terms and disclosure vary, so they are occasional income.

Notepad with a question mark beside a laptop

Is investor money the same as revenue?

No. Investment funds operations, but it is not revenue or operating profit.

Do all leagues share revenue with teams?

No. The VCT and LoL examples are specific programs from specific years, so check each league’s own rules.

Hands sorting sticky notes into columns on a whiteboard

How to Read an Esports Org’s Finances

Sort every announced dollar into a category before judging an org’s health. When you read a funding or payout announcement, check these:

  • What share comes from sponsorship?
  • Is there publisher revenue, and is it a profit share or a revenue share?
  • Is a revenue share being mistaken for profit?
  • Is investor cash being counted as income?

Today’s next step: pick one org, list its announced income sources, and sort them into the categories in the table above.

Want to check the numbers yourself? Start with Riot’s own announcements.

Read the VCT 2024 recap

Want more comparisons and buying guides?

More at Atovia →

Join our community

Leave a Comment