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Business of Esports 2026: What the New Commercial Report Tells Brands
The Business of Esports 2026 report maps viewership, sponsorship and commercial trends. What CMOs should take from it for next year's budgets.
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The most comprehensive commercial snapshot of professional gaming this year has just landed, and it reads like a budget justification document for every CMO still explaining why esports belongs in the plan. The Business of Esports 2026 report, published this month by Research and Markets, maps the sector's continued growth across viewership, sponsorship, media rights and social monetization, while identifying the trends now shaping where the money actually goes.
The headline findings confirm what most marketers in the space already suspected, but now with numbers attached. League of Legends remains the most popular esports title in the analysis, holding its position through an established competitive structure and a massive international audience. Mobile esports continues to gain momentum as mobile gaming expands its influence across major markets. And Asia-Pacific keeps its position as the largest region for esports consumption, powered by highly engaged gaming communities and mature competitive ecosystems.
For brands planning next year's sponsorship and creator budgets, the report offers something more useful than headlines: a map of where commercial investment is concentrating, and why.
Where the Sponsorship Money Is Concentrating
The report's commercial analysis names Logitech and Red Bull as the most prominent sponsors across the major gaming titles examined, while the technology, media and telecommunications sector stands out as the leading industry category for esports team sponsorship. That alignment, professional gaming with digital platforms, hardware providers and communications businesses, continues to define the sponsorship core of the industry.
The report also breaks down prize money distribution in 2026 by game and country, reviews social media followers and digital reach across leading esports properties, and examines the media rights landscape that increasingly underpins the economics of major tournaments. For marketing teams evaluating where esports sits in the channel mix, these are the sections that matter: they quantify the audiences, the platforms and the commercial structures that sponsorship and creator campaigns are actually buying into.
One finding deserves particular attention from brands: the report flags persistent gender inequality across esports as a significant industry challenge, with stakeholders seeking to improve representation, competitive opportunities and inclusion throughout the ecosystem. For brands, that is not just a social note. It is an audience note: the esports audience of the next five years will be measurably different from the one of the last five, and the properties investing in inclusion today are building tomorrow's reach.
What the Report Means for Sponsorship Strategy
Read carefully, the report describes a market that has moved past experimentation. Esports sponsorship is no longer a test line in the budget; it is an established commercial category with its own media rights economy, its own measurement standards and its own tier of global properties. The brands that treat it as a novelty are now competing against companies that have spent years building positions inside it.
The practical implications for CMOs are threefold. First, property selection matters more than ever: as sponsorship inventory professionalizes, the difference between a logo placement and an integrated partnership with content, creators and community activation keeps widening in value. Second, mobile is no longer optional: the momentum of mobile esports, especially across Asia-Pacific and Latin America, means campaigns designed around PC-era tournament structures miss the fastest-growing audience segments. Third, measurement expectations are rising on both sides: properties want sponsors who understand the ecosystem, and sponsors need commercial data like this report to defend the spend internally.
FAQ
What are the main findings of the Business of Esports 2026 report?
League of Legends remains the most popular esports title, mobile esports keeps gaining momentum, Asia-Pacific is the largest region for esports consumption, and Logitech and Red Bull are the most prominent sponsors. The technology, media and telecommunications sector leads team sponsorship investment.
Is esports sponsorship still growing for non-endemic brands?
Yes. The report shows continued commercial investment growth across viewership, sponsorship and media rights, with opportunities in mobile esports expansion, Asia-Pacific engagement, broader sponsorship and social content monetization.
What should brands prioritize when planning esports campaigns for next year?
Integrated partnerships over logo placements, mobile-first audience segments, and measurement frameworks tied to the commercial data the ecosystem now produces, since properties and sponsors are both raising their measurement expectations.
Miela Insight
Reports like this one matter because they move esports from anecdote to evidence in the boardroom. The brands that will win the next sponsorship cycle are not the ones asking whether esports works, they are the ones using commercial data to decide where, how and with whom it works best. Mobile-first, Asia-Pacific and LATAM, integrated with creators and community, measured against real commercial structures: that is where the audience growth in this report actually lives.
That is also how we build esports and gaming campaigns at Miela: exceptional human talent, amplified by purpose-built technology, grounded in the communities where gaming culture actually happens. The report's map of sponsorship concentration shows the industry maturing around the same principle we tell every client: in esports, presence is easy to buy, but belonging is what performs.
Sources
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