ESPORTS, is an organized sporting competition for multi-player video games. As an industry, it is wildly popular in the US, China and South East Asia. Esports is having an active 320 million-strong gaming fans community worldwide and is fast becoming a billion-dollar mainstream industry.

TOTAL Esports (TES) is set to provide TSA’s core and flagship services which have generated over US$ 500 milion for the traditional sports industry to the boomng E-Sports industry as well.

With over 320 million fans worldwide, esports is fast becoming a billion-dollar mainstream industry. According to Newzoo, revenue from global esports was over $655 million in 2017 and is estimated to grow to over $1.6 billion by 2021.​​


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 Series 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.

He is also the co-founder of GLORY Sports International (GSI), the #1 Kickboxing League in the world.

Marcus also created the Branded Real Estate (BRE) concept, a brand consulting business to the Real Estate industry…


Short for electronic sports, Esports is competitive video gaming at the professional level. Top players in the world to compete in for cash prizes and notoriety, Esports do the same, bringing individual players or teams of players together to do battle in competitive video games

These competitions are exciting spectator sports whose popularity is sweeping the nation.The most common place to watch Esports is online. Esports are also making their way onto mainstream television as well. Networks like ESPN and TBS have broadcasted Esports coverage and as the popularity of the sport continues to grow


have a similar ecosystem in many ways. Both have dominant rights holders or publishers which control the “games”. The teams and players drive the ecosystem and make the games what they are, a popular form of entertainment for millions of fans who actively engage in the “sport/games”


as we have been doing for 23 years for traditional sports entities, our job will be to generate new revenue streams for the Esports ecosystems and bringing Sponsor and Broadcast partners from traditional broadcasters to streaming platforms to our clients




TSA being the leader in the Asian sports industry has already been actively working with Esports for several years.

Current partnerships are:


  • MOBILE LEGEND BANG BANG (Moonton) – one of the top Mobile Games in the world (originated from China), with a huge following in ASEAN. We are working on sponsors and broadcasters for their platform and events in ASEAN
  • one of the best Motorsports games with amazinggraphics (from Germany). Working on sponsors and events in ASEAN.
  • We have other contacts with major publishers like Garena, etc and are exploring partnerships with them for the region.


  • – one of the top promoters globally (from Germany), they run some of the biggest E-Sports events (focus on top end Gamers) – looking for potential sponsors for their events in the region

  • – online platform from Europe. We are partnering with them to launch in Asean. Focused on grassroots gamers, mass participation in their online tournament platform. Very good online system which is scalable. Working on sponsorships to launch in Malaysia.


  • Geek Fam (Malaysia) – strong team from Malaysia. Looking at sponsorships. We are working with them to study the Team model to potentially acquire an existing team and/or create a team on our own.

  • In discussions with various other teams and players from the regions



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.”


Global Esports revenue will grow 26% by 2020 as it attracts a more mainstream audience.

“This increase will be fueled by a viewership projected to grow 12% each year and a swelling number of third-party investments.

In addition to receiving indirect revenue from investments, Overwatch and League of Legends are projected to grow their direct revenue by selling brand sponsorships, advertisements, tickets sales and team merchandise.”