Sources
Every number used anywhere in this hub, with where it came from and how far it can be pushed. Estimates are labelled. Gaps are listed rather than quietly filled.
Estimates are labelled; gaps are listed rather than filled.
- Claims logged
- 34
- Every number used anywhere in the hub
- Verified
- 22
- Confirmed against a named primary source
- Estimates
- 3
- Modelled, not measured — labelled wherever cited
- Gaps
- 1
- Known unknowns, left open rather than filled in
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Showing 34 of 34 claims · checked 2026-07 unless noted
Merchandise6
340.9% of Gen Z esports fans buy physical merchandise
The Esports Generation whitepaper (ESL FACEIT Group + Niko Partners, 8,000 fans 13-30)
Sample is 13-30; used as proxy for 13-18.
40.9%
Verified
4~50% of merch buyers repeat within 12 months
The Esports Generation whitepaper
Retention metric, not a funnel stage.
50%
Verified
565.5-66% of Gen Z merch purchases are collab/lifestyle-driven
The Esports Generation whitepaper
66%
Verified
6Average youth merch spend of EUR 60 per buyer per year
Own estimate, anchored to PT store pricing (items EUR 15-65)
THE one unsourced model input. Label as estimate everywhere.
EUR 60
Estimate
7PT youth merch market ~EUR 633K/yr (516K x 5% x 40.9% x EUR 60)
Own model from sources 1,2,3,6
~EUR 316K recurring at 50% repeat.
EUR 633,000
Estimate
19FURIA jersey pricing vs SAW
Org stores (Fluxo W7M, FURIA CS Nations, SAW)
Needs current FX check and more SKUs before firm claim.
R$149.90-169 (~EUR 24-27) vs EUR 65
Preliminary
Brazil5
15CBLOL Cup 2026 peak / HW / media value
Cup has international stakes; regular Split 1 peaked 160,943 (conservative comparator).
443,217 / 9.3M / ~$1.15M
Verified
16FFWS Brazil 2026 peak (domestic Free Fire)
LoL out-draws Free Fire domestically ~2:1; FF leads on players.
201,057
Verified
17Free Fire World Series global peak
Esports Charts / industry reporting
GLOBAL figure. Never place next to a domestic league number.
5.4M+
Verified
18Brazil esports fans ~45M; gaming market ~$2.5-5.8B
Varies by research house
Estimates differ meaningfully. Cite specific source and year when used.
~45M / ~$5.6B
Estimate
20CBLOL Twitch followers
SullyGnome / Streams Charts
~1.62M
Verified
Viewership — Portugal5
8Master League Portugal S15 finals peak viewers
Finals only; 32,446 HW, $3,955 media value, $10,524 prize, Espaco Mitra Lisbon, organiser E2Tech.
8,712
Verified
9Master League peaks stable ~7-10K since 2018 (S2 9,342 / S7 9,862 / S8 7,035 / S11 8,277)
Selected seasons; S9-10, S12-14, S16-17 not pulled.
7,035-9,862
Verified
11LPLOL Winter 2026 failed to clear 1,000 peak
Esports Charts EMEA regional analysis
Exact figure not published; plotted as approximate.
<1,000
Single source
22RTPArenaLoL Twitch followers
Twitch channel page · not yet checked
Not in trackers; read off the channel page.
TBD
Gap
Needs filling
Brazil — Honor of Kings3
23CHOKBR Fall 2026 (HoK Brazil) peak / media value / prize
Escharts lists most popular broadcast language as Spanish; verify whether feed is LATAM-wide.
33,806 / $17,538 / $22K
Verified
24Brazil is one of only four national HoK leagues after 2026 restructure
Level Infinite via Esports Insider (Dec 2025)
Indonesia, Philippines, Malaysia, Brazil + cross-regional KML.
1 of 4
Verified
25Hero Esports co-organizes Honor of Kings World Cup 2026 ($3M)
Tournament coverage (Level Infinite, TiMi, EWCF, ESL FACEIT, Hero Esports)
Hero's existing seat at the HoK global table.
co-organizer
Verified
Media layer3
30Xsports launch and ownership
Launch coverage
Claimed 150M reach is a company figure, not verified audience.
16 Aug 2025; Grupo Kalunga + ESPN/Disney
Verified
31First full free-to-air CBLOL final aired on Xsports
Riot announcements / coverage
One final so far, CBLOL-specific; Riot digital remains primary.
6 Jun 2026
Verified
32CazeTV scale and World Cup 2026 rights
Social Blade / FIFA broadcast announcements
22M+ subs; all 104 matches
Verified
Audience2
1516,000 teenagers aged 15-19 in Portugal
Band is 15-19, not 13-18. Keep age band consistent when citing.
516,000
Verified
2~5% of Portuguese population watches esports regularly (~570K)
Whole-population rate applied to teens is conservative; youth over-index.
5% / ~570K
Single source
China2
28China guzi (IP collectibles) economy 2024
iiMedia
Scope: ALL game+anime IP merch, not esports merch.
RMB 168.9B (~$23.2B)
Verified
29China esports income 2025; livestreaming share
Industry report
Merch+tickets a minor sub-segment even in China.
RMB 29.3B (~$4B); 80.8%
Single source
Events2
26Iberanime Santarem 2025 attendance
Organiser / OtakuPT coverage
Shops and artist stands reported as most-frequented areas.
34,500
Single source
27Lisboa Games Week attendance 2019 / 2022
Press / organiser
2022 counts unique visitors; methodology may differ from earlier years.
63,000 / 34,000
Single source
Viewership — international2
12BLAST Open Spring 2025 (Lisbon playoffs) global peak / HW / media value / prize
Esports Charts + event coverage
GLOBAL audience staged in Lisbon, NOT Portuguese viewers. Escharts venue field mislabels Denmark.
851,728 / 28.1M / $13.74M / $400K
Verified
Benchmarks1
21LCK Twitch followers
SullyGnome / Streams Charts
Most-watched LoL league on trackable platforms; LPL likely larger on Chinese platforms (unmeasured).
~2.05M
Verified
Content1
33US teen platform reach (proxy for PT teens)
Pew Research (2025)
US data used as proxy; PT teen split is a survey question.
YouTube ~90% / TikTok 68% / IG 63%
Proxy
Economics1
14Most PT esports sponsorships fall below EUR 5,000
Pedro Honorio da Silva, FPDE president, via Esports Insider (Aug 2024)
Expert statement, not audited data. Test in operator interviews.
<EUR 5,000
Attributed opinion
Hero Esports1
34ACL CS2 2025 peak / HW / media value
Western platforms only; understates Chinese-platform audience.
16,897 / 149,017 / ~$90,214
Verified