In 2020, global revenues for electronic sports were almost $1 billion. This figure may not be surprising appreciating that, in the same year, the video games industry as a whole was worth some $174.9 billion according to Bloomberg. This is some four times higher than the movie / film revenue. Gaming has, for some time, been the largest entertainment market in the world. Esports is therefore one element in a very well established industry.
This type of growth does not go unnoticed and Esports have become a target for cyber criminals. The digital platforms supporting the industry are repositories of personal data, including payment card information, and are therefore tempting targets.
In recent years there have been a number of successful attacks on Esports platforms. Hackers have stolen gamer account credentials from Steam and the E-Sports Entertainment Association League. The ESEA hosts professional tournaments offering cash prizes and 1.5m customer records were posted online when it refused to pay a $100,000 ransom. Notwithstanding the ESEA patching the affected database, the hackers also later accessed a different area of their environment and changed player statistics.
All digital industries are particularly vulnerable to attacks. And the growing Esports treasure chests will attract the bandits.
/Passle/59994aefb00e801a0c1447be/SearchServiceImages/2025-12-10-07-32-05-080-693921f5c47d027aed97f070.jpg)
/Passle/59994aefb00e801a0c1447be/SearchServiceImages/2025-12-10-15-40-45-257-6939947d02740079da0bf8c6.jpg)
/Passle/59994aefb00e801a0c1447be/SearchServiceImages/2025-11-19-08-52-31-626-691d854f11052ef2a4d9eb33.jpg)