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Esports earnings: Top 25 Highest Paid Players in 2020 So Far

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 > Five teenagers, including a 15-year-old, among the best
> Two chess players make the list
> No League of Legends players in top 25

2020 has hit a lot of industries very hard – but not esports.

The lockdown has brought huge growth in viewers to professional gaming as millions flock to watch the world’s best players in action.

This new level of interest will only help the industry grow, along with the pay packets of the gamers themselves.

But, how much do they earn?

New research by esports bookmakers Unikrn shows just how much the top 25 players have been winning in tournament prize money so far this year.

In 2019, there was a total prize pool of $227m shared between over 25,000 players playing in 5,000 tournaments.

Six months into 2020 and there’s still been $32.5m in prize money – despite the cancellation and postponement of many events.

Of that pot, the highest earning player has taken home $300,000 so far.

Brazilian Paulo Damo Da Rosa, known as PVDDR, won Magic: The Gathering Arena’s, Magic World Championship XXVI in February – pocketing the huge fee in one lump sum.

The five members of Spacestation Gaming’s Rainbow Six Siege team  – Bosco, Rampy, Thinkingnade, Fultz and Canadian – also feature in the top 10.

Their victories in this year’s Six Invitational 2020 and Pro League Season 11 have earned them $210,000 each.

With a combined age of 47, teenagers Wolfiez, Furious and JannisZ are in the top 16 for their big Fortnite wins.

The UK’s Wolfiez, 16, has taken home $130,000 so far this year from two tournaments coming second in both FNCS Invitationals: Europe last month.

JannisZ, 15, from Germany, won one of those tournaments, while American 16-year-old Furious secured victory in the FNCS Grand Finals in North America – both earning $120,000+.

Among the top 25, Chess24 stars Hikaru Nakamura and grandmaster Magnus Carlsen have also taken home over $100,000 each in prize money.

STATISTICS

The average age of the top 25 earning players so far in 2020 is 24 years old.

So far this year, the top country for earning prize money is the United States with players making over $6million between 1,870 of them.

However, the best average prize winner per country belongs to Jordan.

Six players earned an average of $33,000 each – made up mostly by Doha 2 players Yapzor and Miracle-, who claimed $175,000 of the total $200,000.

Bear in mind all of these earnings do not include their sponsorships, bonuses or salaries – some of which are rumoured to be around the $500,000 mark.

So there will be players easily taking home close to $1,000,000 a year.

The highest earning esports player of all-time is Danish Dota 2 player Johan Sundstein.

Going by player ID N0tail, the 26-year-old has amassed $6.9m in prize money from 117 tournaments and been a winner at the International 2018 and 2019.

Ryan Jurado, esports analyst with the industry juggernaut Unikrn, said: “As impressive as the prize earnings are in esports, they’re just the tip of the iceberg.

“In reality, thousands of players around the world make additional income by building their brand and fan bases with non-competition activities such as gaming streams, earn income with sponsorship deals and receive a salary to play as part of an organized team.

“Amazon’s Twitch alone has 22,000 partnered streamers, most of whom are playing games and earning cash outside of tournaments. When you add in Microsoft’s Mixr, Google’s YouTube, Facebook, plus non-American platforms like Huya, plus thousands of yearly video game tournaments, the number of players making some form of income by gaming is likely well over 100,000 worldwide. For most, this is a paying hobby rather than a career, but some players do reach multi-millionaire status before they even graduate high school.”

Top 25 Highest Paid Esports Players in 2020 (By Prize Money)
Real name Player name Game Nationality Age Prize Money 2020 Tournaments Prize Money (Overall)
Paulo Damo da Rosa PVDDR Magic: The Gathering Arena Brazil 32 $300,000.00 1 $337,800.00
Troy Jaroslawski Canadian Rainbow Six Siege Canada 23 $210,000.00 2 $317,628.57
Dylan Bosco Bosco Rainbow Six Siege United States 25 $210,000.00 2 $275,750.00
Nathanial Duvall Rampy Rainbow Six Siege United States $210,000.00 2 $261,060.00
Javier Escamila Thinkingnade Rainbow Six Siege El Salvador 21 $210,000.00 2 $261,030.00
Alec Fultz Fultz Rainbow Six Siege American $210,000.00 2 $238,966.67
Lee, Byung Ryul Rogue Starcraft II Korea 26 $155,128.20 9 $832,543.20
Marcio Carvalho Marcio Carvalho Magic The Gathering Arena Portugal 34 $150,000.00 1 $214,900.00
Jaden Ashman Wolfiez Fortnite UK 16 $130,000.00 2 $1,300,026.67
Lasse Urpalainen Matumbaman Dota 2 Finland 25 $122,413.40 7 $3,684,194.44
Clement Ivanov Puppey Dota 2 Estonia 30 $122,413.40 7 $2,783,899.63
Ludwig Wåhlberg Zai Dota 2 Sweden 22 $122,413.40 7 $2,443,054.42
Yazied Jaradat YapzOr Dota 2 Jordan 25 $122,413.40 7 $1,452,524.07
Michał Jankowski Nisha Dota 2 Poland 19 $122,413.40 7 $852,679.11
Furious Fortnite United States 16 $121,500.00 3 $122,400.00
JannisZ Fortnite Germany 15 $120,000.00 1 $131,362.42
Asger Larsen AcilioN CS:GO Denmark 23 $117,688.05 6 $205,471.35
Lucas Andersen Bubzki CS:GO Denmark 21 $113,800.00 5 $186,770.86
Frederik Gyldstrand acoR CS:GO Denmark 22 $113,800.00 5 $183,034.72
Rasmus Beck sjuush CS:GO Denmark 21 $113,800.00 5 $178,613.09
Fredrik Jørgensen roejJ CS:GO Denmark $113,800.00 5 $167,242.03
Hikaru Nakamura Hikaru Chess24 Japan 32 $102,632.19 10 $148,117.61
Sven Magnus Carlsen DrNykterstein Chess24 Norway 29 $101,170.48 7 $130,928.92
Seth Manfield Seth Manfield Magic: The Gathering Arena United States 29 $100,000.00 1 $141,900.00
David Wang Aqua Fortnite Austria 18 $98,750.00 4 $1,868,341.23

 

——————————————————————————————————————————————————————————————————————–
Top 10 Highest Earning Countries in 2020 (By Prize Money)
Country Prize Money Players Average per
United States $6,340,646.89 1870 $3,390.72
China $2,918,944.04 340 $8,585.13
Brazil $2,161,506.14 401 $5,390.29
Korea, Republic of $2,067,293.52 455 $4,543.50
France $1,516,403.65 419 $3,619.10
Russian Federation $1,495,117.67 440 $3,397.99
Denmark $1,472,041.31 173 $8,508.91
Germany $1,262,670.52 483 $2,614.22
United Kingdom $1,255,641.62 333 $3,770.70
Canada $1,170,591.49 308 $3,800.62

——————————————————————————————————————————————————————————————————————–

Highest Earning Players of All Time (By Prize Money)

Real name Player name Game Nationality Age Prize Money Overall Tournaments
Johan Sundstein N0tail Dota 2 Denmark 26 $6,895,040.18 117
Jesse Vainikka JerAx Dota 2 Finland 28 $6,470,000.02 65
Anathan Pham ana Dota 2 Australia 20 $6,000,411.96 24
Sébastien Debs Ceb Dota 2 France 28 $5,501,233.01 54
Topias Taavitsainen Topson Dota 2 Finland 22 $5,415,046.17 21
Kuro Takhasomi KuroKy Dota 2 Germany 27 $5,177,764.81 110
Amer Al-Barkawi Miracle- Dota 2 Jordan 22 $4,743,118.88 57
Ivan Ivanov MinD_ContRoL Dota 2 Bulgaria 25 $4,534,193.36 67
Maroun Merhej GH Dota 2 Lebanon 24 $4,137,126.44 44
Lasse Urpalainen Matumbaman Dota 2 Finland 25 $3,674,181.04 69

**Stats taken from www.esportsearnings.com and do not include salaries, bonuses or sponsorships

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G2 drops limited-edition One Piece streetwear capsule on June 25

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The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.

G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.

The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.

“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”

G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.

One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.

The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.

ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.

The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.

On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.

The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.

Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”

Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”

Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”

The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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How Not to Tilt When Facing Challenges: NAVI Performance Coach Urszula Klimczak and GG.BET Have Released a Special Project about Mental Health

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NAVI Performance Coach Urszula Klimczak and NAVI’s title sponsor GG.BET have unveiled Tilt Management, a special project dedicated to mental health. The initiative consists of three in-depth articles covering demotivation, burnout, and dealing with hate – some of the most common mental health challenges faced not only by esports players, but also by their fans. The project places a strong emphasis on practical value, featuring real-life esports cases, proven advice and everyday practices, as well as self-support exercises readers can apply on their own.

Mental health is becoming increasingly relevant year after year, regardless of profession or lifestyle. Many of the challenges professional players experience are familiar to millions of people in their everyday lives. These include loss of purpose, poor work-life balance, conflicts within teams, vulnerability to criticism, and more. While esports professionals can rely on performance coaches and team staff for support, people outside the industry often have to seek professional help on their own – something that does not always happen. One of the key goals of the project is to support people who may not have access to professional guidance by explaining how different issues manifest themselves, offering practical tools for self-care and recovery, and highlighting when it is important to seek help from specialists.

The first article focuses on demotivation. It explains how to recognize its early signs, how to distinguish it from simple exhaustion, and what NAVI does to prevent players from reaching this state. Particular attention is paid to techniques that help regain focus, manage daily routines, and gradually restore energy.

The second article explores burnout both within and beyond esports. Readers can assess themselves using descriptions of the five stages of burnout and their symptoms, learn about NAVI’s approach to maintaining performance under a demanding schedule, and discover why variety in everyday life and taking smaller, more frequent breaks are essential elements of burnout prevention.

The final chapter of the project addresses hate and negativity. It explains why hatred and aggression ultimately say more about the hater than the target, how to establish healthy boundaries, and how to avoid being consumed by criticism – especially self-criticism. NAVI’s strategy for dealing with hate, combined with practical exercises, can help readers to challenge negative thoughts and distinguish constructive feedback from a stream of harmful negativity.

All articles from the Tilt Management special project are available on EGamersWorld.

The post How Not to Tilt When Facing Challenges: NAVI Performance Coach Urszula Klimczak and GG.BET Have Released a Special Project about Mental Health appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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