Esports team DRX seeks to broaden territory into digital entertainment
The esports industry continues to expand, drawing large audiences across game titles and appealing to an increasingly diverse range of people. The Business Research Company expects the global market to grow at an average annual rate of about 20 percent, from $3.02 billion in 2025 to $7.71 billion in 2030. However, few esports team operators have managed to turn that popularity into profits, as…
The esports industry is experiencing significant growth, with global revenue projected to reach $7.71 billion by 2030, up from $3.02 billion in 2025, according to the Business Research Company. Despite the industry's expanding reach, many esports team operators struggle to convert popularity into profits, as player salaries increase while competition revenues, including prize money and league revenue sharing, remain unpredictable.
DRX, an esports team, has managed to maintain profitability since 2024, largely due to a diversified portfolio across multiple esports titles and a stable revenue base from its advertising agency subsidiary. CEO Yang "Can" Sun-il, speaking to The Korea Times, announced plans to expand DRX's operations beyond esports into broader digital entertainment.
This expansion would leverage the team's intellectual property and esports academy, with a particular focus on Southeast Asia. Yang noted that K-culture has matured considerably over the past decade, transforming into a valuable asset. He emphasized the potential of this cultural growth to drive the transformation of DRX into a more diverse digital entertainment company.
Written by urgent.news from The Korea Times's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.