A national esports strategy is a multi-year government plan that treats competitive gaming as public infrastructure rather than a marketing event. A credible one sets out governance, grassroots pathways, education, safeguarding, a workforce agenda and a calendar of events, with a named public body accountable for delivery. Hosting a single international tournament is not a strategy, and a large audience is not the same thing as economic impact.
What does a real national esports strategy actually include?
The same building blocks recur across the countries that have published one. Governance means a recognised body and clear rules. Grassroots pathways connect school and community play to organised competition. Education covers both esports as a subject and the technical skills the sector hires for. Safeguarding protects minors and competitive integrity. A workforce agenda targets jobs in development, broadcast and event operations. Events give the whole system something to aim at. Cover only one or two of these and you have a campaign, not a strategy.
What does Saudi Arabia’s National Gaming and Esports Strategy set out to do?
Saudi Arabia launched its National Gaming and Esports Strategy in 2022 under Crown Prince Mohammed bin Salman. It aims to contribute approximately SAR 50 billion to GDP by 2030, create more than 39,000 new jobs, produce more than thirty globally competitive games in Saudi studios, and rank the Kingdom among the top three countries for the number of professional esports players. Delivery runs through eighty-six initiatives managed by twenty government or private entities. The scale is unusual, but the structure is the instructive part: the targets are attached to an implementation plan and named owners, not to one event.
How did South Korea build the earliest national esports system?
South Korea shows what continuity looks like. Its governing body, the Korea e-Sports Association, was founded in 2000 with the approval of the Ministry of Culture, Sports and Tourism. More than a decade later the National Assembly passed the Act on Promotion of e-Sports (Electronic Sports), Act No. 11315, enacted on 17 February 2012, which set out to build infrastructure for esports culture and industry, raise competitiveness and support the national economy. A standing governing body paired with a dedicated law is what turns momentum into a durable system.
What is Europe’s approach to esports strategy?
The European Union has acted at the level of direction rather than a single national programme. On 10 November 2022 the European Parliament adopted a resolution on esports and video games. It calls for a coherent, long-term European video game strategy that takes esports into account and builds on existing national strategies, citing a European market worth EUR 23.3 billion in 2021, with more than 4,900 game studios and 200 game publishers. It also names the components that are easy to skip, including transparency on loot boxes and in-game monetisation and a workforce that employed roughly 98,000 people in Europe in 2020. This is a framework rather than a budget, but it points at the same set of building blocks.
Why is a tournament not a strategy, and why is audience not impact?
Two mistakes recur. The first is treating an event as a plan. A marquee tournament can be one output of a strategy, yet on its own it leaves behind no governance, no pathway and no lasting jobs once the venue empties. The second is reading economic value straight off viewership. Esports audiences are genuinely large, reaching 640.7 million people worldwide in 2025, while direct revenue is far smaller and unevenly distributed. Statista projects esports revenue of $5.1 billion in 2026, with betting the single largest segment at $3.0 billion. A big audience is a reason to build the other components. It does not stand in for them, and it does not by itself measure the return.
For a small country, the point is not to match Saudi Arabia’s spending or Korea’s twenty-year head start. It is to write down the components, give each a public owner, and measure them over years rather than by one weekend’s peak viewers.
Sources
- Saudipedia: The National Gaming and Esports Strategy
- Korea e-Sports Association (KeSPA), founded 2000
- Statutes of the Republic of Korea: Act on Promotion of e-Sports (Electronic Sports), Act No. 11315
- European Parliament: Resolution of 10 November 2022 on esports and video games
- Crowell Data Law: The European Parliament calls for a long-term European video game and esports strategy
- Statista: Global esports audience size by viewer type
- Statista: Esports worldwide market outlook