Esports teams that raised $100M+ at billion-dollar valuations are now doing mass layoffs because sponsorship was never real revenue — it was subsidized marketing spend
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The 'esports winter' of 2023-2025 revealed that the entire esports team business model was built on a fiction. Organizations like 100 Thieves, G2 Esports, and Team Liquid — which raised hundreds of millions in venture capital at sky-high valuations — implemented staff reductions in September 2025. 100 Thieves had to sell its Juvee energy drink business and spin off its game development studio. Riot Games laid off 530 employees (11% of its workforce) in January 2024. Team Liquid's Co-CEO Steve Arhancet described the industry as split between 'well-funded companies that failed to create real business models and simply ceased to exist' and 'companies running healthy businesses but valued substantially lower than their real value.'
The core problem is that esports team revenue was never real business revenue — it was marketing spend from brands experimenting with reaching Gen Z. When CMOs at BMW, Mercedes, and other non-endemic sponsors ran the ROI numbers, they found that esports sponsorships delivered vague 'brand awareness' metrics rather than measurable customer acquisition. As marketing budgets tightened in 2023-2024, these sponsors pulled back or demanded hard performance metrics that esports properties couldn't deliver. Teams that had staffed up to 200+ employees, signed players to $500K+ salaries, and leased expensive team facilities suddenly had sponsorship revenue that covered a fraction of their costs. The 'survive til 25' mantra reflected a grim reality: most esports orgs were burning cash with no path to profitability.
This persists because the fundamental economics of esports team ownership don't work. Teams don't own the game (publishers do), don't control broadcasting rights (publishers and platforms do), can't sell stadium tickets at scale (events are publisher-controlled), and can't generate meaningful merchandise revenue (gaming audiences don't buy jerseys like football fans). The revenue streams that make traditional sports franchises valuable — media rights deals, gate revenue, licensed merchandise — either don't exist or are controlled by game publishers. Teams are essentially marketing agencies for game publishers, and marketing agencies don't command billion-dollar valuations. Until this structural revenue problem is solved, esports team ownership will remain a money-losing proposition subsidized by the hope that someone will eventually figure out a business model.
Evidence
G2, 100 Thieves, Team Liquid layoffs September 2025: https://esportsadvocate.net/2025/09/layoffs-hit-g2-esports-100-thieves-and-team-liquid/ | Riot Games laid off 530 employees: https://www.blog.udonis.co/mobile-marketing/mobile-games/riot-layoffs | Esports team finances and 'survive til 25': https://esportsinsider.com/2024/07/esports-team-finances-2024-winter | 100 Thieves restructuring: https://esportsinsider.com/2024/12/esports-stakeholders-teams-2024-review