Let’s Play! 2024 The esports market
Download PDFLet’s Play! 2024
The esports market
April 2025
Deloitte 202 5 2 Let’s Play! 2024
Contents
01 Esports consumption in Southeast
Asia (SEA)
05 03 Appendix 20
Consumer engagement maturity 06 Glossary 21
Audience demographics 09 Methodology 22
Engagement and interaction 11 Contacts 23
Sports Business Group 24
02 Special focus: SEA esports snapshots 14
Country profiles 15
20 global markets, including 6 in Southeast Asia 1
Focus of this report
Let ’s Play! 2024 3
Preface
Dear
Readers,
We welcome you to the latest edition of ‘Let’s Play!’,
Deloitte ’s esports market report. This report is focused
on Southeast Asia (SEA), one of the most dynamic
and fast -growing esports regions globally. As
esports continues to evolve from a niche interest to
a mainstream digital entertainment industry, SEA
stands out for its high audience reach, mobile -first
ecosystem and deep integration with digital culture.
This report unpacks SEA’s unique digital -first
consumption habits, its openness to advertising and
brand engagement and the ongoing challenge of
direct consumer monetisation. We also explore how
esports in the region compares with traditional
sports, the role of gaming in shaping the industry,
and emerging opportunities for brands, leagues and
publishers to drive deeper fan engagement.
To capture these insights, Deloitte conducted an
extensive consumer survey across Southeast Asia,
collecting data on how esports is shaping
entertainment consumption, digital spending
behaviours and community -building across multiple
markets. As SEA’s esports industry continues to
mature, understanding these evolving trends will be
key for companies looking to navigate and capitalise
on this high -growth space.
Representative survey among ~14,000
participants globally, including ~8,000 in
Europe (age 16 -65)
We trust you will find reading this report
valuable.
Sincerely,
James
Walton
SEA Sports
Business
Group
Key Takeaways
SEA boasts one of the highest esports reach globally , with
Vietnam and Malaysia leading the charge. However, conversion
to regular viewership shows a significant drop -off, with only a
fraction of those engaged becoming consistent viewers.
SEA is a diverse region with vastly different esports engagement
and monetisation potential across countries. Vietnam and
Malaysia lead in regular viewership, while Thailand and Singapore
struggle with retention.
SEA remains a mobile -first gaming region , shaping how esports
content is consumed. Mobile accounts for nearly 55% of all
gaming hours spent in SEA , making it the dominant platform
for both playing and watching esports.
Esports is increasingly on par with traditional sports in SEA,
particularly among younger audiences . With digital -first
entertainment preferences rising, esports continues to establish
itself as amainstream entertainment option in the region .
The esports audience consists of a disproportionately high share
of male and young people versus the overall sample . Equally, this
holds compared to video gamers and traditional sports fans
Hence, esports viewers can be considered a narrow – and
typically highly sought -after – target group , indicating
opportunities for activation by commercial companies
In line with M&A activity across a range of sectors, transaction
frequency in esports normali sed in the changed economic
environment since the end of the COVID -19 pandemic
Globally, consumer engagement varies greatly between
regional contexts. Across regions, Southeast Asia and the
Middle East show the highest share of active esports
viewers
While esports continue to gain recognition in a wider population, capitalising fully on these expanded
touchpoints remains a challenge for the sector’s stakeholders
Global context Southeast Asia (SEA) context
Deloitte 202 5 Let’s Play! 2024 4
01
Esports consumption
in Southeast Asia
Deloitte 202 5 Let’s Play! 2024 5
Deloitte 202 5 Let’s Play! 2024 6
Vietnam is the most active esports market in SEA. Markets like Indonesia, Malaysia and Philippines have
high awareness but struggle with conversion into regular viewership. Singapore lags in regular
engagement, signalling potential difficulties in sustaining esports as a mainstream entertainment option.
Esports consumption in Southeast Asia – Consumer engagement maturity
44 %
31%
43%
31%
46%
28%
29%
59%
51 %
31%
45%
20%
46%
18%
94% 95% 95 % 94% 94% 94% 91%
79% 70% 78% 94 %
Regular reach as %
of overall reach
Overall reach as %
of aware population
42% 31% 38% 67%
87%
38 %
71%
28%
Conversion rate
78%
42%
X% Term awareness 1 Overall esports
reach 2 Sporadic esports
reach 3 Regular esports
reach 4
Ø
Fig. 2 –Esports term awareness and audience conversion
by country
Indonesia Malaysia Vietnam Singapore Philippines Thailand
Notes: 1) Share of respondents who know the term ‘esports,’ independent of the ability to define the term correctly. 2) Share ofrespondents who have watched professional esports content at least once in the past. 3) Share of respondents who have watched professional esports content at least once in the past but are no regular viewers. 4) Share of r esp ondents who have watched professional esports content at least once per week in the last six months. Source: Deloitte analysis
75% 74% 74%
82%
65 %
88%
64%
‘Overall esports reach’ Watched esports at least once75%
‘Esports viewers’Watched esports in last 6 months 62%
‘Regular viewers’Watched more thanonce per weekon average 68%
‘Daily viewers ’ >10 hours per week 30%
Never Watched 25% Did not watchesports in thelast 6 months 38%
Less than once per week on average 32%
‘Daily viewers’7-10 hours per week 15%
4-6 hours per week 24%
1-3 hours per week 31%
Esports consumption in Southeast Asia – Consumer engagement maturity
Fig. 3–Breakdown of viewership behavior among the esports audience
among the overall sample
Source: Deloitte analysis
Deloitte 202 5 Let’s Play! 2024 7
Total sample Overall esports reach 1 Esports viewers 2 Regular viewers 3
Notes: 1)Share ofrespondents who have watched professional esports content atleast once inthe past. 2)Share ofrespondents who have watched professional esports content atleast once inthe last six months. 3)Share ofrespondents who have watched professional esports content atleast once per week inthe last six months.
1,8 00
(100% of overall sample)
1,344
(75 % of overall sample)
828
(46 % of overall sample)
562
(31 % of overall sample)
There is a significant drop -off rate: even though 75% have watched esports, only 32% remain engaged
regularly. About half of regular viewers are very engaged, watching 7+ hours per week. The challenge for
brands and tournament organisers is converting sporadic viewers into regular viewers.
Focus of the analysis on
the following pages
Close to 40% of
people who have
ever watched
esports can not
be considered
part of
the ‘current’
audience
due to inactivity
Only a fraction of
the total sample
switches on
regularly. This
group, however,
shows
intensive
consumption
habits
50% 55% 57%
50 % 45% 43%
01 | Esports consumption in Southeast Asia – Audience demographics (1/2)
Gender distribution Age distribution
Overall Video Esports Overall Video Esports
sample gamers 1 viewers 2 sample gamers 1 viewers 2
Men Women
22
%
32
%
28
%
35
%
33
%
41
%
16 -28 (Generation Z)
29 -43 (Millennials)
44 -58 (Generation X)
59+ (Baby Boomers)
Notes: 1)Refers to respondents who engaged invideo gaming inthe last 6months before the survey period. 2)Refers torespondents who have followed esports inthe last 6months before the survey period. Source: Deloitte analysis Deloitte 202 5 Let’s Play! 2024 8
Fig. 4 –Demographic breakdown of the esports audience
compared to video gamers and the overall sample
Esports remains a male -dominated industry, but not overwhelmingly so. Women still make up 43 % of the
audience, indicating potential for growth in female viewership. Compared to video gaming, esports has a
slightly higher male concentration.
Esports is heavily concentrated
among younger audiences (81%
are millennials and Gen Z)
The esports audience is younger
than the general population and
even younger than general video
gamers.
Engagement decreases with age,
meaning the industry must
sustain Gen Z and millennials
while finding ways to engage
older demographics.
6% 4% 4%
24% 22% 15%
38 % 39% 46%
31% 34 % 34%
0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
Deloitte 202 5 Let’s Play! 2024 9
Esports has comparable male viewership to motorsports, basketball and soccer. Esports has one of
the youngest audiences, surpassing motorsports, basketball and soccer. This trend signifies that
esports is increasingly on par with mainstream sports.
01 | Esports consumption in Southeast Asia – Audience demographics (2/2)
Male 2
Young 3
(Millennials + Gen Z)
Urban population 4
(Large and very large city)
Ø
Esports
viewers
Tennis
Soccer
Motorsports
Basketball
Boxing
Fig. 5 –Demographic breakdown of the esports audience
compared to selected traditional sports audiences 1and the overall sample
Sample
average Ø
Notes: 1) Refers to respondents who have followed one of 20 selected sports in the last 6 months before the survey period. 2) Share of respective audience group that is male. 3) Share of respective audience group that belongs to Gen Z or the Millennial generation. 4) Share of the respective audience group living in a > 100 k city. Source: Deloitte analysis
Ø
Am. Football
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01 | Esports consumption in Southeast Asia – Engagement and interaction (1/3)
Selected characteristics which the respondents attribute to themselves
(compared to their friends, family and colleagues)
Overall sample Esports viewers 1
Open ness to
try new things
Have many
hobbies
Place high
value in social
topics
Heavy paid
subscription
usage
Regular live
event
attendance
Are positive
towards
advertising
Do a lot of
shopping (non –
grocery )
Free time availability
56 %
63%
90%
96%
70%
82% 77%
87 %
47 %
68%
43%
64%
80%
90%
62%
75 %
1.44 x 1.48x
1.13x
1.21x
Accessibility
for commercial partners
Willingness to pay
for free time activities Free time capacity Sociability
Fig. 6 –Distribution of selected characteristics among esports viewers
Note: 1) Refers to respondents who have followed esports in the last 6 months before the survey period.Source: Deloitte analysis
Esports viewers in SEA are more willing to pay for free -time activities and are highly open to new
experiences. This gives opportunities for commercial partners to innovate and try new ideas to attract
them. However, the challenge will be to capture their attention as esports viewers also show more
propensity to have many hobbies.
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40%
37 %
32 % 31% 30% 29%
… which video game / esports it is. … which league / tournament it is. … what esports content is currently
broadcasted on my favorite streaming
platform
… which streamers / influencers are
part of the broadcast / create content
regarding the esports competition.
… that it is a live broadcast. … which teams are featured.
01 | Esports consumption in Southeast Asia – Engagement and interaction (2/3)
Game publishers/tournament organisers need to build strong brand equity around esports leagues.
Streamers and influencers have a significant impact on audience engagement. Streaming availability on
the right platform plays a major role as fans consume what is easy to access
Fig. 7–Reasons for esports content selection 1
“What esports content Iwatch depends primarily on…”
Note: 1)Refers torespondents who have followed esports inthe last 6months before the survey period. Source: Deloitte analysis Deloitte 202 5 Let ’sPlay! 2024 11
70% 65%
57%
41%
32%
12%
68%
60%
54%
33%
19%
9%
Facebook Tik Tok Instagram Twitter / X Discord Reddit
Esports Viewers Overall sample
01 | Esports consumption in Southeast Asia – Engagement and interaction (3/3)
Fig. 9–Usage of selected social media
platforms 2
Esports viewers 3vs. overall sample
Notes: 1)Respondents who have watched esports content inthe last six months were asked toindicate through which channels/platforms they have accessed content on esports competitions inthe last 6months -participants were asked toselect from alist of13 different options. 2)Respondents were asked toname the social media channels they have used inthe last 6months -participants were asked toselect from alist of7different options. 3)Refers to respondents who have followed esports inthe last 6months before the survey period. 4) The number within the circle represents the rank of each access point for esports consumption in the global sample. Source: Deloitte analysis Deloitte 2025
Esports
viewers
Overall
sample
Let’s Play! 2024 12
Fig. 8–Most important access points for esports consumption
Share of esports viewers using selected platforms/channels for
accessing esports content 1
1.63x
1.25 x
Esports viewers engage more with social media than the general population. X, Discord and Reddit sees
fans comparatively more engaged than the general population. SEA audiences are not as Twitch -reliant
as Western markets for esports consumption. The mobile -first nature of SEA explains YouTube and
Facebook Gaming ’s strong numbers.
Southeast
Asia
Global Global Rank 4 X
78%
53%
29 %
29 %
28%
28%
24%
62%
33%
25%
25 %
41 %
28%
23%
YouTube Gaming
Facebook Gaming
Websites, apps and/or streams provided
by league and tournament organisers
Steam TV
Twitch
Discord
At a live event
1.29x
02
Special focus:
SEA country –
specific
esports
snapshots
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Deloitte 2025 14 Let’s Play! 2024
Demographics
Esports viewers (outer circle) vs. overall sample (inner circle)
Esports engagement over the years
Vietnam
Size of the esports audience within the overall sample
compared to selected traditional sports audiences 4
0% 10 % 20% 30% 40% 50% 60% 70% 80 % 90 % 100%
% of viewers of
total sample
Overall esports
reach 1 Esports viewers 2 Regular esports
reach 3
n/a
89 %
n/a
67%
n/a
59%
2022 2024
53% of esports viewers are
male, compared to 50% in the
overall country sample
85 % of esports viewers count as
Generation Z or Millennials,
compared to 84 % in the overall
country sample
17 % of esports viewers are
from larger cities (> 100 k),
compared to 15 % in the overall
country sample
Soccer Tennis Motorsports Basketball Esports viewer
Notes: 1) Share of respondents who have watched professional esports content at least once in the past. 2) Share of responden ts who have watched professional esports content in the last six months. 3) Share of respondents who have watched professional esports content at least once per week in the last six months. 4) Refers to respondents who have followe d o ne of 20 selected sports in the last 6 months before the survey period. Source: Deloitte analysis
Southeast Asia esports snapshots – Country profiles ( 1 /6 )
Deloitte 2025 15 Let’s Play! 2024
Southeast Asia esports snapshots – Country profiles (2/6)
Demographics
Esports viewers (outer circle) vs. overall sample (inner circle)
Esports engagement over the years
Thailand
Size of the esports audience within the overall sample
compared to selected traditional sports audiences 4
0% 10% 20% 30% 40% 50% 60% 70 % 80 % 90% 100%
% of viewers of
total sample
Overall esports
reach 1 Esports viewers 2 Regular esports
reach 3
n/a
65 %
n/a
37%
n/a
20%
2022 2024
59 % of esports viewers are
male, compared to 50 % in the
overall country sample
73 % of esports viewers count as
Generation Z or Millennials,
compared to 64 % in the overall
country sample
23% of esports viewers are
from larger cities (>100k),
compared to 19% in the overall
country sample
Notes: 1) Share of respondents who have watched professional esports content at least once in the past. 2) Share of responden ts who have watched professional esports content in the last six months. 3) Share of respondents who have watched professional esports content at least once per week in the last six months. 4) Refers to respondents who have followe d o ne of 20 selected sports in the last 6 months before the survey period. Source: Deloitte analysis
Soccer Tennis Motorsports Basketball Esports viewer
Deloitte 2025 16 Let’s Play! 2024
Southeast Asia esports snapshots – Country profiles (3/6)
Notes: 1) Share of respondents who have watched professional esports content at least once in the past. 2) Share of responden ts who have watched professional esports content in the last six months. 3) Share of respondents who have watched professional esports content at least once per week in the last six months. 4) Refers to respondents who have followe d o ne of 20 selected sports in the last 6 months before the survey period. Source: Deloitte analysis
Demographics
Esports viewers (outer circle) vs. overall sample (inner circle)
Esports engagement over the years
Philippines
Size of the esports audience within the overall sample
compared to selected traditional sports audiences 4
0% 10% 20% 30% 40% 50% 60 % 70 % 80% 90% 100%
% of viewers of
total sample
Overall esports
reach 1 Esports viewers 2 Regular esports
reach 3
n/a
74%
n/a
41%
n/a
28%
2022 2024
60 % of esports viewers are
male, compared to 50 % in the
overall country sample
82% of esports viewers count as
Generation Z or Millennials,
compared to 72% in the overall
country sample
32% of esports viewers are
from larger cities (>100k),
compared to 25% in the overall
country sample
Soccer Tennis Motorsports Basketball Esports viewer
Deloitte 2025 17 Let’s Play! 2024
Southeast Asia esports snapshots – Country profiles (4/6)
Notes: 1) Share of respondents who have watched professional esports content at least once in the past. 2) Share of responden ts who have watched professional esports content in the last six months. 3) Share of respondents who have watched professional esports content at least once per week in the last six months. 4) Refers to respondents who have followe d o ne of 20 selected sports in the last 6 months before the survey period. Source: Deloitte analysis
Demographics
Esports viewers (outer circle) vs. overall sample (inner circle)
Esports engagement over the years
Malaysia
Size of the esports audience within the overall sample
compared to selected traditional sports audiences 4
0% 10% 20% 30% 40% 50% 60 % 70 % 80% 90% 100%
% of viewers of
total sample
Overall esports
reach 1 Esports viewers 2 Regular esports
reach 3
76 % 82%
44% 49%
29% 31%
2022 2024
58 % of esports viewers are
male, compared to 50 % in the
overall country sample
88% of esports viewers count as
Generation Z or Millennials,
compared to 73% in the overall
country sample
42% of esports viewers are
from larger cities (>100k),
compared to 41% in the overall
country sample
Soccer Tennis Motorsports Basketball Esports viewer
Deloitte 2025 18 Let’s Play! 2024
Southeast Asia esports snapshots – Country profiles (5/6)
Notes: 1) Share of respondents who have watched professional esports content at least once in the past. 2) Share of responden ts who have watched professional esports content in the last six months. 3) Share of respondents who have watched professional esports content at least once per week in the last six months. 4) Refers to respondents who have followe d o ne of 20 selected sports in the last 6 months before the survey period. Source: Deloitte analysis
Demographics
Esports viewers (outer circle) vs. overall sample (inner circle)
Esports engagement over the years
Indonesia
Size of the esports audience within the overall sample
compared to selected traditional sports audiences 4
0% 10% 20% 30% 40% 50% 60 % 70 % 80% 90% 100%
% of viewers of
total sample
Overall esports
reach 1 Esports viewers 2 Regular esports
reach 3
77 % 74%
50% 47%
31% 31%
2022 2024
55 % of esports viewers are
male, compared to 50 % in the
overall country sample
78% of esports viewers count as
Generation Z or Millennials,
compared to 69% in the overall
country sample
50% of esports viewers are
from larger cities (>100k),
compared to 55% in the overall
country sample
Soccer Tennis Motorsports Basketball Esports viewer
Deloitte 2025 19 Let’s Play! 2024
Southeast Asia esports snapshots – Country profiles (6 /6 )
Notes: 1) Share of respondents who have watched professional esports content at least once in the past. 2) Share of responden ts who have watched professional esports content in the last six months. 3) Share of respondents who have watched professional esports content at least once per week in the last six months. 4) Refers to respondents who have followe d o ne of 20 selected sports in the last 6 months before the survey period. Source: Deloitte analysis
Demographics
Esports viewers (outer circle) vs. overall sample (inner circle)
Esports engagement over the years
Singapore
Size of the esports audience within the overall sample
compared to selected traditional sports audiences 4
0% 10% 20% 30% 40% 50% 60 % 70 % 80% 90% 100%
% of viewers of
total sample
Overall esports
reach 1 Esports viewers 2 Regular esports
reach 3
61 % 64%
35%
18% 18%
36%
2022 2024
60 % of esports viewers are
male, compared to 50 % in the
overall country sample
73% of esports viewers count as
Generation Z or Millennials,
compared to 55% in the overall
country sample
Soccer Tennis Motorsports Basketball Esports viewer
Information on hometown size are not included in the survey due to the fact that Singapore cannot be differentiated into different city sizes
03
Deloitte 202 5 Let’s Play! 2024 20
Appendix
Deloitte 202 5 Let’s Play! 2024 21
0 3 | Appendix – Glossary
Baby Boomers
Respondents age 59+
Endemic companies
Companies whose core products and services are
related to video gaming and/or esports.
Esports
This study defines esports as playing computer,
mobile and console video games on aprofessional
competitive level, with teams or individuals playing
each other within leagues or tournaments. Aside
from the competitions, esports is primarily a
spectator product and is watched by audiences on
the internet, on TV and on -site at live events.
Esports are asubcategory of the overall video
gaming industry, which includes the active and
leisure playing of video games.
Esports Ecosystem/Sector (Stakeholders)
The esports ecosystem revolves around key value
drivers and orchestrators of esports
competitions, products, services, and content.
Besides the core value -creating stakeholders
(league organi sers ,event hosts and esports
teams, and players), it includes stakeholders from
the publisher segment, traditional media and
online platforms, and strategic partners. Also, the
esports audience is akey stakeholder in the
esports ecosystem.
Esports’ Definition Awareness
Share of respondents who know the term
‘esports’ and can define it correctly.
Esports Engagement Maturity
Developmental stage of individual esports
markets regarding term and definition
awareness, overall reach, meaningful reach,
regular reach and commercial conversion.
Esports Term Awareness
Share of respondents who know the term
‘esports,’ independent of the ability to define the
term correctly.
Esports viewers
Respondents who have watched professional
esports in the last six months on the internet, on
TV or at alive event.
Generation X
Respondents age 44 -58
Gen Z
Respondents age 16 -28
Overall Esports Reach
Share of respondents who have watched
professional esports content at least once in
the past.
Medium -sized town
A medium -sized town is defined as having a
popula tion between 50,000 and 99,999
inhabitants.
Millennials
Respondents age 29 -43
Non -endemic companies
Companies whose core products and
services are unrelated to video gaming
and/or esports.
Large City
A large city is defined as having apopulation
between 100,000 and 499,999 inhabitants.
Regular Esports Engagement
Share of respondents who have watched
professional esports content at least once per
week in the last six months.
Small town or rural area
A small town or rural area is defined as
having a population of 50,000 or less.
Very Large City
A large city is defined as having apopulation of
500,000 or more.
Methodology
Deloitte conducted an extensive survey in summer 2024 to obtain reliable
consumer data .The survey involved 14 ,250 respondents globally .
The consumer survey is representative with regards to the online population
of individual countries in terms of age (16 -65), gender and urbanisation
rates. Still, it is not suitable for forming aglobal or continental average, as the
results are not weighted, and some markets were not considered.
Accordingly, all total and average reported values are to be understood
exclusively as figures for the investigated overall sample but not for the
global or continental population.
Please note that figures in this report are typically rounded. Therefore, it may
not be possible to recreate sums, shares and growth rates based on other
stated figures, as the underlying calculation is based on precise (non –
rounded) values.
This publication contains information derived from publicly available or
other direct sources. We have not performed any verification work for this
report or audited any of this externally sourced information.
This publication is not asubstitute for professional advice or services, nor
should it be used as abasis for decisions or actions that may affect your
finances or business. Before making any decision or taking any action that
may affect your finances or business, you should consult aqualified
professional adviser.
0 3 | Appendix – Methodology
Deloitte 202 5
0 3 | Appendix – Contacts
James Walton
Partner
Leader, SEA Sports Business Group
+65 6530 8013
jmwalton@deloitte.com
Adrienne Ser
Senior Manager
Team Lead, SEA Sports Business Group
+65 8571 6855
aser@deloitte.com
Lim Jia Yean
Assistant Manager
SEA Sports Business Group
+65 6800 2877
jiayelim@deloitte.com
Lee Kai Yang
Senior Executive
SEA Sports Business Group
+65 6216 3317
kailee@deloitte.com
Deloitte 202 5
04 | Appendix – SEA Sports Business Group
Deliver effective strategic vision and
governance to enable success
Using data, tech & digital
transformation to design strategies,
deliver innovation, drive performance
and identify new opportunities
The go -to partner for mega event
delivery
Providing structure to major
projects
Deliver more sustainable outcomes
across business, participation, and
events.
Our industry experience, coupled with our depth and breadth of capabilities, enable us to deliver transformative
change to sports organisations
Sports Advisory Technology & Digital
Transformation Major Events Infrastructure &
Capital Projects
ESG
& Sustainability
Strategy & Business Development
Feasibility Analysis, Financial &Economic Impact Modelling
Business & Governance Model Development
Governance &Organisational Review, Design & Advisory
Financial Audits
Risk Advisory
Tax Saving Solutions
Governance, Tax Audit &Assurance
Strategy & Performance
Data Analytics –Fan Engagement, Organisational Transformation, Athletic Performance
Advance Data Analytics –Sports Organisation
Dashboards & Single -View
Platform
Cybersecurity Strategies
Information Security Privacy
Development & Implementation of Digital Roadmaps PMO Setup & Major Events Delivery
Strategic Advisory Services Across Event Life -Cycle
Spectator Experience Survey & Analysis
Branding, Marketing &Media Consulting
Social Return on Investment
(SROI) Analysis
Event Market Analysis, Feasibility Study & Due Diligence
Sponsorship Strategy Development, Implementation & Valuation
Feasibility Studies & Business Cases
Economic Assessment
&Commercial Analysis
Procurement, Delivery / Contract Administration & Operations Advisory Services
Project Planning, Program &Project Management
M&A
ESG Strategic Roadmap, Analysis,
Reports
Green Stadium
Sustainability Advisory
Due Diligence, Code of Conduct,
Ethics Review and Policy
Formulation
Sustainability, Impact and Legacy (SIL) Reporting
Event Capability Model
24 Deloitte 202 5
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