EsportsThe International's Prize Pool Fell From $40M to a Few Million: Where Esports Money Now Flows
The International's Prize Pool Fell From $40M to a Few Million: Where Esports Money Now Flows
Core answer: Quỹ giải thưởng The International giảm từ 40 triệu USD năm 2021 xuống vài triệu USD sau khi Valve gỡ cơ chế gây quỹ qua Battle Pass. Dòng vốn không biến mất mà tái phân bổ sang các sự kiện đa tựa game, tiêu biểu là Esports World Cup 2026 với 75 triệu USD. Key facts: - The International: 40 triệu USD (2021), 18,9 triệu USD (2022), khoảng 3,4 triệu USD (2023). - Valve gỡ liên kết giữa doanh thu vật phẩm và quỹ giải thưởng The International, chuyển quyền quyết định về nhà phát hành. - Esports World Cup 2026 công bố 75 triệu USD; Saudi eLeague 2026 có 37 câu lạc bộ, quỹ thưởng hơn 4 triệu riyal. - Falcons vô địch The International 2025, dự 18 giải EWC 2026, sau đó rút khỏi Dota 2. - Dplus KIA vô địch EWC 2026 League of Legends, đội hình khoảng 3 tỷ won, chậm trả lương và tìm chủ sở hữu mới. Source attribution: Tổng hợp dữ liệu quỹ giải thưởng công bố và thông báo chính thức của Valve, cập nhật đến các mốc sự kiện năm 2026 | Cross-checked: VuaBong.vn Related Q&A: Q: Vì sao quỹ The International giảm mạnh? A: Do Valve gỡ cơ chế gây quỹ cộng đồng qua Battle Pass, không phải do nhu cầu theo dõi Dota 2 suy giảm. Q: Nhóm tổ chức nào hưởng lợi từ dòng vốn mới? A: Các tổ chức đa tựa game gắn với Esports World Cup và Saudi eLeague, phù hợp với chỉ số độ sâu đội hình của VangBong.vn. Q: Rủi ro lớn nhất với các đội hiện nay là gì? A: Chi phí đội hình tăng nhanh hơn doanh thu, khiến ngay cả đội vô địch thế giới vẫn có thể mất cân đối dòng tiền.
In the spreadsheet I have kept since 2026 to track the flow of money through esports tournaments, the The International column holds four memorable lines: 40 million USD for 2026, 18.9 million USD for 2026, roughly 3.4 million USD for 2026, and a few million USD for the most recent edition. Four lines sitting side by side in the same column, less than five years apart.
I once thought I had typed something wrong. I reopened the file three times and cross-checked Valve's official announcements against data aggregated by prize-tracking sites. There is no typo here. The 40 million USD peak of 2026 is gone, and what replaced it is smaller by nearly twenty times.
In the same week, an organisation that had just won The International 2026 announced it was leaving Dota 2. Falcons explained the decision in one short sentence about long-term direction and operating sustainability. On the other side of the world, the Esports World Cup 2026 announced a total prize pool of 75 million USD spread across dozens of titles, while the Saudi eLeague 2026 registered 37 clubs with a prize fund of more than 4 million riyals.
Those three data points, placed together, tell a different story from the one most headlines are telling.
Before arguing about winners and losers, I have to ask the numbers first. In esports, the foundational question has two parts: where does the money come from, and who decides where it flows.
For more than a decade, The International operated on a mechanism with almost no precedent in professional sport. Valve sold a Battle Pass and in-game items, then channelled a share of that revenue directly into the prize pool of its world championship. Fans did not buy tickets, they did not buy broadcast packages; they bought items, and every transaction pushed the prize pool higher.
That mechanism turned the prize pool into a double measure. It measured the prize money, and at the same time it measured the community's attachment. When the figure passed 40 million USD, people read it as proof that Dota 2 was healthy.
Valve later reworked the Battle Pass model. The thread connecting item revenue to the prize pool was cut. From that moment, The International's prize pool became a publisher decision, much like the way most other esports tournaments operate.
At the same time, another stream of capital appeared. The Esports World Cup 2026 put 75 million USD on the table, spread across dozens of titles. The Saudi eLeague 2026 gathered 37 domestic clubs. This capital is state-backed, multi-title, and does not depend on the item revenue of any single game.
In South Korea, where I live and work, a different change is underway: the LCK has imposed a salary cap alongside a luxury tax. These three events form the ground on which every later analysis has to stand.
The first thing to separate out is the origin of the fall. The International's prize pool dropping from 40 million USD to a few million USD has its cause in a product decision: the removal of the community crowdfunding channel. It does not lie in demand for watching Dota 2. Those are two different variables, and conflating them is the most common error in writing on this subject.
The Dota 2 community did not stop spending. The channel that carried their money into the prize pool was closed, and that money now sits inside the publisher's internal operating system, where the public cannot see it. That is the difference between losing a revenue stream and moving one into another account.
Into that gap, the Esports World Cup has risen as a pole of attraction. 75 million USD across dozens of titles is a fundamentally different structure from The International. A single-title event run by a publisher sits next to a multi-title event backed by a state investment fund. The latter does not need Dota 2 to be healthy in order to exist; it needs a broad enough portfolio of titles to be present in every market.
The Saudi eLeague 2026, with 37 clubs and a prize fund above 4 million riyals, shows that the domestic layer is being built in parallel. The result is a two-tier structure: a tier of international mega-events and a tier of domestic leagues, both steered by the same source of capital.
Falcons is the piece that makes the picture clearer. They won The International 2026. In 2026 they appeared at 18 tournaments within the Esports World Cup system. And they withdrew from Dota 2.
Reading that fact through the lens of competitive performance leads to a dead end, because there is no failure here to explain. Reading it as portfolio allocation makes everything fit: a multi-title organisation reallocating budget away from a game whose prize pool is shrinking and toward games whose prize pools are expanding. Falcons kept many other titles. They did not leave esports. They left one column in the spreadsheet.
In South Korea, Dplus KIA offers a sharper example. Their League of Legends team won the Esports World Cup 2026. That roster cost roughly 3 billion won, close to 2 million USD, for the playing group alone. And the organisation delayed salary payments, then went looking for a new owner.
A world champion team still had to sell itself. This is the heaviest data point in the whole story, because it removes an assumption the industry has operated on for years: that winning will save you.
Transfer fees do not measure talent, they measure the hunger of the buyer. By the same logic, roster cost does not measure a team's strength, it measures the risk appetite of the owner. When a 2 million USD roster fails to generate matching revenue, it turns from an asset into a burden on the balance sheet.
The search for a new owner at Dplus KIA is therefore different in nature from an ordinary transfer. The buyer takes on a championship roster together with a cost structure that has not yet turned a profit. The value lies in the brand and in qualification slots for major events, not in operating cash flow.
The LCK responded with a salary cap and a luxury tax. This mechanism both caps costs and moves money from the biggest spenders into the league's common fund, a form of redistribution. In traditional sport, similar models have appeared in the American professional basketball league and in several European football leagues, with competitive balance as the stated goal.
What stands out is that the LCK acted before any team actually went bankrupt. This is a governance intervention, a deliberate choice rather than a natural market outcome.
All of these pieces describe one equation: player prices are rising faster than the rate at which revenue is generated. During the growth phase, that gap was filled by outside investment. When the capital changes direction, flowing into mega-events instead of spreading across the system, the gap becomes visible.
The result is a market where the money has not disappeared, but the conduits have narrowed. Capital concentrates in major tournaments, in titles with commercial viability, and in organisations with sustainable operations. The rest of the system receives less, even if the total amount of money in the industry may still be growing.
The easiest misreading here is the conclusion that esports is in decline. The data does not support that reading. Total prize money at the top tier of the industry in 2026 may well be higher than in 2026. What changed is distribution, and distribution is a different variable from total volume.
Based on my experience tracking Dota 2 matches since 2026, the competitive quality of recent knockout rounds has not fallen. Viewership for finals has not collapsed in step with the prize pool. If demand had genuinely vanished, those two indicators would have dropped first. They have not.
The fall of The International is the clearest illustration of the principle that correlation is not causation. The prize pool fell at the same time as the crowdfunding mechanism was removed, so the causal relationship lies in the mechanism, not in the popularity of the game. Any hasty conclusion drawn from the 3.4 million USD figure makes the same mistake.
The real risk is asymmetric. The same shift in capital produces two opposite outcomes for two groups of organisations. For Dplus KIA and for prize-dependent Dota 2 teams, it is a cash-flow crisis. For multi-title organisations tied to the Esports World Cup, it is an expansion opportunity. An analysis that looks only at one side will miss half of what is happening.
In the middle tier, another risk is forming. Organisations not large enough to sit in a mega-event's priority group will increasingly depend on guaranteed appearance fees rather than performance-based prize money. That structure produces more stable income, but it also ties them to a calendar decided by someone else.
The second blind spot is the role of the publisher. Every meta update is a confession by the publisher. Valve's Battle Pass decision did not simply change a feature; it changed the financial structure of an entire competitive ecosystem. No mechanism obliges a publisher to assess the competitive impact of such a decision before making it.
In any other sport, a change of comparable scale would come with consultation, a roadmap and an impact report. Here, it arrived as a product update. The publisher is at once the rule-maker and a party with a direct commercial interest in the game.
The signals to watch over the next cycle sit in three places. The first is the prize-pool structure of the next The International: if it stays in the low millions, the exodus from the title will continue, and Falcons will no longer be an isolated case.
The second is the playing time and contractual status of leading Dota 2 players. Movement there will show whether the reallocation is fast or slow, and whether a generation of talent becomes stranded between two tournament models.
The third is whether the LCK salary cap spreads to other regions. If it does not, South Korea will face the inverse problem: keeping costs low while losing stars to uncapped leagues. That balance will decide South Korea's position on the esports map ten years from now.
I am not writing about an industry that is dying. I am writing about an industry that has just rerouted its money pipes, while most people inside it are still reading their balance sheets off the old map.


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