E-sports upstart Matchroom.net eyes revenue opportunities in region


Matchroom.net co-founder Keith Long said telecommunication companies (telcos) and over-the-top (OTT) service providers are increasingly looking for unique opportunities to access and monetise South-East Asia’s e-sports grassroots communities to generate additional income streams and retain customers.

KUALA LUMPUR: Homegrown e-sports platform Matchroom.net is rapidly expanding in the region, putting it in a good position to be the gateway for brands and businesses looking to capitalise on the fastest-growing e-sports market in the world.

Matchroom.net co-founder Keith Long said telecommunication companies (telcos) and over-the-top (OTT) service providers are increasingly looking for unique opportunities to access and monetise South-East Asia’s e-sports grassroots communities to generate additional income streams and retain customers.

“We built an end-to-end e-sports platform, available on mobile and web, that is uniquely designed to respond to the fast-evolving demands of consumers with unique business-to-business solutions for brands and businesses.

“The technology and expertise behind Matchroom.net were cultivated specifically to recruit, engage, retain and monetise the mass e-sports market the region offers, ” he said.

He noted that the high adoption of smartphones has created a much larger market space with unique and untapped opportunities.

“This change (from PC to smartphones) is happening fastest in Asia and will be supercharged by the rollout of 5G across the region. Consumers who previously had limited access to gaming devices and titles can now fully participate in mainstream gaming, ” said Long.

Long is also the CEO of LEET Technology Inc, the e-sports entertainment company that owns Matchroom.net.

The platform, founded in 2019, is Malaysia's first e-sports platform.

LEET, is one the only pure-play e-sports company traded on the OTC market in the US that is focused on the fast-growing Asia-Pacific market.

The company has established strategic revenue-generating partnerships with leading telcos and OTT providers across key markets in the Asia Pacific. A group-level agreement with Norway’s Telenor further gives the company access to the growth markets of Pakistan and Bangladesh and to the Nordic countries.

Additionally, the company has signed direct carrier billing agreements with telco partners, which allows users to pay for subscriptions to their gaming products through their regular mobile billing cycle.

In the latest development, Paytm Group, India’s largest payments company that offers multisource and multi-destination payment solutions, has also extended its partnership with LEET for the latter to provide e-sports tournament management services through Matchroom.net to its subsidiary Paytm First Games and its partner companies for their international expansion.

“Our focus is on the rapidly expanding markets of South-East Asia and we have developed a business model tailored to the unique opportunity that the markets offer. Our business strategy places us in a strong position to benefit from the rapidly-accelerating change.

“We believe that our unique offering that is available on mobile and web is poised to reap the full benefits of the market, ” said Long.

Matchroom.net is already revenue-generating with the potential for rapid upscaling through partnering in strategic markets. LEET’s focus on the Asian e-sports market is projected to drive its revenue growth at a rate well-above the industry average.

LEET projects revenue to reach US$57.7mil by 2025, up from US$425,000 in 2020, giving it a CAGR of 167% over the five-year period.

LEET is currently in advanced discussions with several other leading regional telco players which, upon successful conclusion, will give the e-sports entertainment company access to countries representing over 99% of South-East Asia’s gaming market by revenue.

Against this backdrop, LEET offers investors a highly-desirable pure-play investment focused on the fastest-growing segment of the global e-sports industry.

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