Omnis Club

Insights

Entering China and Korea: What Western Brands Get Wrong in Esports

By Alex Robleno, founder

8 min read

For Western brands entering Asian esports markets, China and South Korea offer the largest and most mature gaming audiences in the world, and the highest failure rate for outsiders. The reason is structural: different platforms, different partners and different rules of trust mean the Western playbook simply does not apply. Successful entry requires local partners, localized content and people who have worked on the ground.

Why China and Korea are different

China and South Korea are not emerging esports markets; they are the markets the rest of the world learned from. Korea built the professional infrastructure of modern esports two decades ago: team houses, broadcast television, a star system around games like League of Legends. China built the scale: the largest player base on earth, city-backed franchises and arenas that sell out in minutes.

That maturity is precisely what makes entry hard. These markets don't need Western brands, and they don't organize themselves around Western gatekeepers. The teams, platforms, organizers and media that matter are local, and their trust is earned through relationships built over years, not through budgets wired from abroad.

Treating "Asia" as a single target is the first and most expensive mistake a Western brand can make.

The platform reality

Everything a Western esports plan assumes about distribution is wrong in China. Twitch is effectively unavailable in mainland China; YouTube is blocked. Game streaming happens on Huya, DouYu and Bilibili, platforms with their own star creators, their own commercial formats and their own relationships with publishers and teams.

In the West, sponsorship plans start from Twitch and YouTube inventory; in China they start from platform relationships most Western companies have never heard of, negotiated in Mandarin, through entities that don't answer cold emails.

Korea is more familiar on the surface (Twitch operated there until 2024 and YouTube is dominant), but the culture underneath is its own: broadcast heritage, PC bang culture, and a fan base with the highest standards for competitive legitimacy anywhere. Audiences in Seoul can tell instantly whether a brand understands the scene or is renting it.

What brands get wrong

The failures repeat so consistently they can be listed:

  • Exporting the Western playbook. Translating a European or American campaign and expecting it to land. Formats, humor, creators and even which games matter are different: League of Legends in Korea is a national institution, not a marketing channel.
  • Follower-count thinking. Choosing partners by audience size instead of audience trust. In both markets, a mid-sized creator with real credibility inside a game community outperforms a celebrity endorsement that fans read as rented.
  • No local partner. Trying to operate from headquarters. Without one, brands can't access the right platforms, structure deals properly or read what the market is telling them until it's too late.
  • Treating entry as a campaign. Asian esports audiences reward commitment and punish tourism. A one-off activation in Shanghai or Seoul doesn't build presence; it advertises its absence.

Underneath all four is the same root cause: decisions made by people who have never operated in these markets.

How to do it right

Brands that succeed in China and Korea share a recognizable pattern:

  1. Start with a partner, not a plan. Identify the local organizations (consultancies, agencies, teams) with real operating history, and let the strategy be built with them, not shipped to them.
  2. Pick one game and one community. Credibility in these markets is earned vertically. Owning a genuine role in a single title's ecosystem beats a shallow presence across five.
  3. Localize the idea, not the language. The goal is a campaign that could only exist in that market, built on its platforms, its creators and its cultural references, not a translated version of a Western one.
  4. Commit to a timeline in years. Budget for presence: recurring programs, returning to the same events and communities, patience measured in seasons rather than quarters.

This is the model behind OMNIS Club's market-entry work: strategy built from my on-the-ground experience in Shanghai and Seoul, through relationships maintained since long before they were billable.

The Korea signal

South Korea deserves special attention from any brand planning Asian esports expansion, because it functions as the industry's credibility engine. Korea is where competitive standards, production values and fan culture are set; the rest of the world, including China, watches what Seoul does.

That is why I went there to listen before advising anyone else. In 2021, that meant filming the documentary El Corazón de los Esports in Seoul, embedding in the deepest esports culture on earth to understand it from the inside: the training facilities, the broadcast infrastructure, the fans.

For a Western brand, the lesson is the strategy itself: in markets built on authenticity, the work of understanding comes before the work of selling. The brands that invest in the first get to do the second.

Further questions

Further questions

01Can Western brands sponsor esports in China without a local partner?

Technically yes, but in practice almost never well. Platforms, teams and organizers in China work through relationships and local entities; a local partner is what turns a budget into access, licensing and trust.

02Which is easier to enter first: China or South Korea?

Neither is easy, but Korea is generally more navigable for Western brands: smaller, highly concentrated around Seoul, and structurally open to international partnerships. China offers far greater scale with far higher complexity. The right first move depends on your product, budget and partners.

Next step

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