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 a projected market value expanding from $3.02 billion in 2025 to $7.71 billion by 2030, according to the Business Research Company. However, many esports team operators struggle to translate their popularity into profitability due to rising player salaries and unstable competition revenues.
DRX, an esports team, has managed to stay profitable since 2024. This success can be attributed to a diversified portfolio across multiple esports titles and a stable revenue base generated through its advertising agency subsidiary. CEO Yang "Can" Sun-il recently spoke with The Korea Times, revealing his ambition to transform DRX into a broader digital entertainment company.
Sun-il aims to expand DRX's scope beyond esports, utilizing intellectual property (IP) and its esports academy, particularly in Southeast Asia. He acknowledges that K-culture has matured and gained substantial value over the past decade. According to Yang, "If you go to co..."
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.
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