Southeast Asian Esports Circuits

ONE Esports and AfreecaTV Host the SEA VALORANT Invitational

ONE Esports has recruited Korean streaming service AfreecaTV for the forthcoming SEA VALORANT Invitational, an esports event for residents of the Southeast Asian (SEA) region. As a part of the VALORANT OFF/SEASON, the event intends to provide third-party tournament organizers the opportunity to stage VALORANT events outside Riot Games' VCT circuit. Teams will compete for a cash prize of $25,000, and notable Asian organizations involved in the event include Rex Regum Qeon (RRQ), BOOM Esports, XERXIA, and Alter Ego.

According to VALORANT publisher Riot Games, "at least 25 events" will be run by different tournament organizers during the off-season. ONE Esports will deliver content across its publications and social platforms during the group stage and playoffs.

Image Credit: ONE Esports

Off-season Esports Events
Creating third-party tournament circuits outside of established esports leagues, like Riot Games' VCT circuit, provides opportunities for new organizers to disrupt the industry.
Southeast Asian Esports Circuit
Focusing on expanding esports opportunities to regions like Southeast Asia where there is a growing interest in the industry is a valuable and potentially lucrative trend for businesses to invest in.
Collaboration in Esports
Collaborating with other companies or organizations provides the ability to expand reach and further promote the esports industry while also possibly identifying new disruptive innovations.

Who This Affects Most

Esports
The esports industry can benefit from creating more off-season events and expanding into regions like Southeast Asia to capture a growing audience
Sports Media
Sports media companies can disrupt the industry by collaborating with esports organizations and providing content across a variety of platforms to a diverse audience.
Tournament Organization
Tournament organizers can build recognition and success by staging successful third-party events outside of established esports leagues and promoting diverse teams and regions.
SCORE
0.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 1%
Activity 4%
Freshness 14%