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Retailers Embrace E-sports as Female Fan Base Grows
๐Ÿ‡ฐ๐Ÿ‡ท South Korea /Culture & Society

Retailers Embrace E-sports as Female Fan Base Grows

From Dong-A Ilbo · () Korean

Translated from Korean, summarized and contextualized by DistantNews.

At a glance

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  • The retail industry is increasingly collaborating with e-sports teams, driven by the growing popularity of e-sports and the rise of female fan bases with significant purchasing power.
  • Shinsegae Department Store is hosting a pop-up event featuring a collaboration between the e-sports team Gen.G Esports and the character 'Dream Doolie' to attract fans attending the League of Legends international tournament in Daejeon.
  • The e-sports market is expanding rapidly, with increased viewership and industry size, making it an attractive sector for brands seeking to engage with a younger, affluent demographic.

South Korean retailers are aggressively expanding into the e-sports arena, forging partnerships with professional teams as the industry's popularity surges and a lucrative female fan base emerges. This strategic shift aims to tap into the growing demand for e-sports-related merchandise and experiences.

Shinsegae Department Store exemplifies this trend with its 'GenLang X Dream Doolie Collaboration Pop-up' event in Daejeon. Running until July 12, the event is timed to coincide with the 'League of Legends International Tournament 2026 MSI,' expecting to draw around 80,000 domestic and international e-sports fans. The pop-up offers 26 types of limited-edition merchandise, including team goods featuring Gen.G Esports' mascot 'GenLang' and Daejeon's symbolic character 'Dream Doolie.'

Fashion brands are also deepening their involvement. Musinsa, a fashion platform, is a sponsor of Gen.G Esports, designing official team uniforms and releasing limited-edition apparel. This collaboration extends to exclusive product launches, highlighting the synergy between fashion and e-sports.

The retail sector's focus on e-sports stems from its escalating public recognition, amplified by its inclusion as a medal sport in the 2022 Asian Games. Viewership figures for major leagues are also on the rise; the League of Legends Champions Korea (LCK) saw a 42% year-on-year increase in average minute viewership in its revamped 2025 season. The domestic e-sports industry's market size has steadily grown, projected to reach approximately 287.2 billion won in 2024, with the global market expected to hit $8.1 billion by 2025.

Furthermore, the increasing purchasing power of female fans is a significant driver. Park Hyung-jun, head of business development at T1, noted that women constitute a majority of their fan base, making targeted product planning crucial. Fashion platform Ably Corporation's collaboration with T1 generated substantial sales, with a collection selling over 100 million won in just 30 minutes, underscoring the strong market potential.

DistantNews Editorial

Originally published by Dong-A Ilbo in Korean. Translated, summarized, and contextualized by our editorial team with added local perspective. Read our editorial standards.