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Korea Times October 10, 2026 By namhw@koreatimes.co.kr(KoreaTimes) neutral

Esports team DRX seeks to broaden territory into digital entertainment

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The esports industry continues to expand, drawing large audiences across game titles and appealing to an increasingly diverse range of people. The Business Research Company expects the global market to grow at an average annual rate of about 20 percent, from $3.02 billion in 2025 to $7.71 billion in 2030. However, few esports team operators have managed to turn that popularity into profits, as player salaries continue to rise while revenues from competition, such as prize money and league revenue sharing, remain volatile. DRX has remained profitable since 2024, helped by a diversified portfolio across multiple esports titles and a stable revenue base built through its advertising agency subsidiary. During an interview with The Korea Times, CEO Yang “Can” Sun-il said he is seeking to transform DRX into a broader digital entertainment company, expanding beyond esports through intellectual property (IP) and its esports academy, particularly in Southeast Asia. “K-culture has certainly become much more sophisticated and valuable than it was 10 years ago,” Yang said. “If you go to co
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