TOTAL ESPORTS (TES) is set to provide Total Sports Asia’s flagship services which have generated over US$ 500 MILLION for the traditional sports industry to the booming Esports industry as well.
TES is launching new GAMING PLATFORMS in the MENA and SEA region based on the Swarmio engine with local partners. Check out D11 GAMING in Bahrain and HUBBER in Thailand.
WITH OVER 320 MILLION FANS WORLDWIDE, esports is fast becoming a billion-dollar mainstream industry. According to Newzoo, revenue from global esports is estimated to grow to over $1.6 billion by 2021.

Gaming & Esports is a US $150 BILLION DOLLAR industry globally
Gaming is the NEW SPORTS in the form of Esports

ESPORTS IS ALWAYS GAMING but Gaming isn’t always Esports
One of the most attractive aspects of esports today is its UNPARALLELED POTENTIAL for growth



TES unique position creates tremendous synergies for the new Gaming ecosystem,COMBINING the power of TRADITIONAL SPORTS and ENTERTAINMENT IP with the booming ESPORTS and GAMING SECTOR.
TES is brokering several deals between GAME PUBLISHERS and TOP IP OWNERS in sports and entertainment (Film/Music). This includes integrating 3rd party IP into the Games (ie. Skins, Avatars and other items which will be monetized within the game).
TES will focus on new partnerships for the Gaming Ecosystem by brokering deals between BRANDS/SPONSORS and CONTENT (IP) OWNERS:
- Developers/Publishers (ie. Tencent, Riot, Activision Blizzard, Garena, Moonton, etc) – IN-GAME ADVERTISING and UNIQUE BRANDING opportunities at online and offline events
- Influencers/KOL (Ninja, etc) – ENDORSEMENT and LICENSING partnerships
- PLATFORM OWNERS (Twitch, FaceIt, Discord, etc). (content creation & media rights). We are also BUILDING our own platform in MENA and SEA. – uniqiue brand and content partnerships
- ESPORTS TEAMS and GAMERS/PLAYERS (Team Liquid, FazeClan, etc ) – partnerships with brands and sponsors
Categories Of Games
Esports are video games which are played in PROFESSIONAL COMPETITIONS, usually fall into a few major genres.



The MOST POPULAR Esports titles are in the MOBA, FPS and Battle Royal genre
3 Billion Gamers at Home Worldwide

CASUAL

PRO
3 Billion Gamers at Home Worldwide

MOBILE

CONSOLE
Asia's Gaming Growth
REVENUE GROWTH

The Esports and Gaming market in the Asia-Pacific region as a whole is the BIGGEST IN THE WORLD, accounting for 48% of global revenues with over $71.5 billion in 2019.
According to NEWZOO, the Asia-Pacific region as a whole had an esports audience of over 98.6 MILLION people.
SOUTHEAST ASIA, is one of the MOST ACTIVE regions in Esports, and the research firm predicts that it’s the fastest-growing Esports audience expanded to over 31.9 million in 2019.
INVESTMENTS, SPONSORSHIPS & ADS

ADVERTISERS and INVESTORS finally take notice of Esports access to key audiences, with contributions accounting for 85% of the worldwide market.
“Video game companies like ACTIVISION BLIZZARD, RIOT GAMES and VALVE continue to support their flagship Esports titles with player franchising agreements and larger prize pools. But a number of high-profile sports organisations and brands invested in the market for the first time, highlighting a GROWING CONFIDENCE in its ability to break into the mainstream.
Advertisers and brands like THE KRAFT GROUP (owner of New England Patriots) and MERCEDES-BENZ are among the most notable, with several other sports teams and brands making financial commitments.”
MOBILE GAMING MARKET IN SEA

Asia’s gaming market is evolving and becoming EXTREMELY COMPETITIVE.
- Indonesia, Malaysia, Thailand, Vietnam, Singapore and the Philippines are the six biggest countries for mobile gaming.
- Mobile games are GROWING FASTER than PC online games due to the availability of free-to play option.
MOBILE GAMING MARKET IN SEA

Southeast Asia is the fastest growing region in the gaming world and so far, MOBILE has been the main cause for that acceleration.
NEWZOO discovered that 61% of the URBAN GAMERS across the five countries are already playing both PC/laptop and mobile games at least once a month.
THAILAND has the largest share, with 63% playing on both platforms, but even the country with the lowest share, MALAYSIA, still had 56% of players regularly enjoying games on both platforms.
Even more impressive is that 40% of gamers across the region are SPENDING money on BOTH platforms.
Founder & CEO

MARCUS LUER is Asia’s #1 Sports Marketing Entrepreneur and the Group CEO of TSA (Total Sports Asia), Asia’s global sports marketing agency which he founded 23 years ago in Kuala Lumpur, Malaysia.
Marcus is a THOUGHT AFTER INDUSTRY EXPERT and speaker and has been featured on CNBC, BBC News, Bloomberg Asia, regularly presents at major global sports conferences and has contributed to many international newspapers and industry magazines articles.
He recently launched his own SPORTS ENTREPRENEURS PODCAST featuring top sports executives and entrepreneurs from around the world.
SPORTS BUSINESS INTERNATIONAL (SBI) magazine voted him into the “SBI 200 Team”, comprising of the most influential leaders in the industry over the past 18 years.
Total Esports (TES), is his latest venture, combining the expertise in sponsorship, media and IP licensing from the traditional world of sports to the booming Gaming & Esports ecosystem. TES works with top Gaming publishers, platforms and Esports teams from around the world in Asia. TES is also involved in launching new OTT Gaming platforms in MENA (www.d11.gg) and SEA region (www.hubber.gg).
He is also the CO-FOUNDER OF GLORY SPORTS INTERNATIONAL (GSI), the #1 Kickboxing League in the world. www.glorykickboxing.com…
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