
ESL
Largest league for gamers in Europe.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor | €0.0 | round |
N/A | €0.0 | round | |
investor | €0.0 Valuation: €0.0 | round | |
investor | €0.0 Valuation: €0.0 4.7x EV/Revenue -14.2x EV/EBITDA | round | |
investor | €0.0 | round | |
investor | €0.0 Valuation: €0.0 | round | |
* | N/A | Merger | |
Total Funding | 000k |






EUR | 2016 | 2017 | 2018 | 2019 |
---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 |
% growth | - | - | 29 % | - |
EBITDA | 0000 | 0000 | 0000 | 0000 |
% EBITDA margin | - | (43 %) | (22 %) | (33 %) |
Profit | 0000 | 0000 | 0000 | 0000 |
EV | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 |
Source: Company filings or news article
Related Content
ESL Gaming GmbH, initially founded as the Electronic Sports League in 2000, stands as one of the oldest and most significant esports organizers and production companies globally. The company originated in Cologne, Germany, as a successor to the Deutsche Clanliga, which was established in 1997 by Jens Hilgers. Hilgers, a German entrepreneur, served as the founding CEO and is considered a pioneering figure in the esports world. His early ventures in the late 90s, including a news portal for online games and organizing LAN parties, laid the groundwork for what would become a major force in competitive gaming. Another key figure, Ralf Reichert, co-founded SK Gaming in 1997 before joining forces to establish ESL, driven by a passion for transforming competitive gaming into a legitimate sport.
The company's business revolves around producing and hosting video game competitions worldwide for a wide range of popular titles like Counter-Strike: Global Offensive, Dota 2, and StarCraft II. Its business model mirrors that of traditional sports media, generating revenue through a combination of event sponsorships, advertising, broadcasting rights, and ticket sales. ESL organizes large-scale tournaments in major venues, inviting top-tier professional teams to compete for substantial prize money. These events are broadcast online, primarily on platforms like Twitch, capturing millions of viewers and generating ad-share revenue. The company also offers an end-to-end solution for game developers and publishers, helping them build and sustain competitive gaming communities. This includes grassroots amateur cups, leagues, and matchmaking systems through its ESL Play platform, creating a path for players to progress from amateur to professional levels.
In a landmark move in 2022, ESL and competitive gaming platform FACEIT were acquired by the Saudi-backed Savvy Games Group (SGG) for a combined value of approximately $1.5 billion. This acquisition led to the merger of the two entities to form the ESL FACEIT Group, creating a comprehensive platform for competitive gaming. The new group aims to provide a seamless experience for players, fans, and partners, from casual competitions to major arena events. Prior to this, Modern Times Group (MTG) had acquired a majority stake in ESL in 2015 for $86 million. In 2020, ESL had already merged with DreamHack, another major tournament organizer, further consolidating its position in the market. As part of its commitment to the esports ecosystem, ESL has implemented a revenue-sharing model with participating teams, distributing a percentage of its revenue and profits from major tournaments.
Keywords: esports organizer, tournament production, competitive gaming, ESL FACEIT Group, video game competitions, Counter-Strike, Dota 2, Intel Extreme Masters, DreamHack, Ralf Reichert, Jens Hilgers, Savvy Games Group, esports broadcasting, gaming lifestyle, online leagues, LAN events, professional gaming, esports ecosystem, matchmaking systems, esports sponsorships
Tech stack
Investments by ESL
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