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Young gamer playing a video game on a PC

There are millions of them out there today, young talented gamers, and they are increasing in number by an average of 12% annually, but no one is giving them the recognition and support framework that they so much deserve. These young gamers, that the whole world is actively neglecting, are our future and our kids, whether we like to admit it or not.

As of 2020, more than 25% of 2.81 billion gamers worldwide are under the age of 18. That totals to more than 625 million children globally, a number that is estimated to reach 921 million in 2023.


This article will try to explore how Pluck helps teams in esports to generate recurring revenue streams.

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What is a team in esports?

Teams in esports, as in traditional sports, are essentially businesses and as we all know, a business is defined as an organization or enterprising entity engaged in commercial activities, where the emphasis here lies on the word: commercial. This means that as an esports team you will need to be engaged in commercial activities that generate recurring revenue streams over a longer period of time.

What is revenue?

Solid and long-term sustainable recurring revenue streams are not money given to a team in the form of…


Pluck [pluhk] noun: resourceful courage and daring in the face of difficulties.


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Would you like to follow the detailed journey of a budding startup, from a “napkin sketch in the kitchen” to a successful global business with thousands of employees?

Could it be valuable for you to hear how I booked 500+ meetings with investors from all over the world just to hear everyone say that they are not interested?

Would it be funny to hear the story of how a VC said “PHUCK” instead of “PLUCK” during a meeting?

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Pluck Esports

Growing esports on a global scale

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