Owned-site citations were limited across the measured results. Several eligible brands appeared in answers but had no owned-domain citations, including Gen.G, Paper Rex, Team Spirit, MOUZ, Karmine Corp, Team Falcons, Ninjas in Pyjamas, LOUD, OG, Rex Regum Qeon, and Virtus.pro.
The engines leaned most often on esports data and reference publishers. escharts.com appeared in 69 of 141 answers with retrieval evidence, a 48.9% source penetration rate. en.wikipedia.org appeared in 53 answers, or 37.6%; vlr.gg appeared in 47, or 33.3%; and liquipedia.net appeared in 45, or 31.9%.
Most-cited publishers
Publishers cited as evidence, counted once per answer rather than once per link.
| Publisher | Answers citing it | Answer penetration |
|---|
| escharts.com | 69/141 | 48.9% |
| en.wikipedia.org | 53/141 | 37.6% |
| vlr.gg | 47/141 | 33.3% |
| liquipedia.net | 45/141 | 31.9% |
| thegamingdiary.com | 39/141 | 27.7% |
| reddit.com | 38/141 | 27% |
| esportsinsider.com | 32/141 | 22.7% |
| esportsearnings.com | 23/141 | 16.3% |
| hltv.org | 21/141 | 14.9% |
| egamersworld.com | 20/141 | 14.2% |
| nerdstreet.com | 20/141 | 14.2% |
| gosugamers.net | 20/141 | 14.2% |
The source mix suggests that generated recommendations draw heavily on external databases, reference pages, community discussion, and esports publications. A brand's own site can support its factual footprint, but the measured answers often cited third-party sources.
What does this mean for esports brands?
Interpretation: the leading group has broad name recognition across the measured engines, but no organization has a uniform advantage everywhere. G2 Esports, Fnatic Ltd., and Team Liquid had strong results on Perplexity (sonar-pro) and ChatGPT (OpenAI), while Claude (Anthropic) named each far less often.
Interpretation: brands can use the cluster and engine views to identify the recommendation contexts where they are present or absent. The owned-citation results point to a separate task: publish clear first-party material that can support factual claims about teams, games, sponsorship work, and geography, while monitoring the external sources that appeared in retrieved answers.
Interpretation: do not treat the overall ranking as a single selection score. The sampled questions ask different things, and the engines returned different answer volumes and brand patterns.
How can an esports organization improve its AI visibility?
An esports organization improves its AI visibility by keeping the third-party databases that engines cite accurate and by publishing first-party facts that engines can quote. These ten steps follow from the measured sources, engines and demand clusters above.
- Fix the sources engines cite most. escharts.com appeared in 48.9% of answers with retrieval evidence, Wikipedia in 37.6%, vlr.gg in 33.3% and Liquipedia in 31.9%. Keep your team's roster, titles, headquarters, founding year and ownership accurate on each, using sourced edits and the sites' own conflict-of-interest rules.
- Earn coverage where engines already look. Reddit appeared in 27% of cited answers, Esports Insider in 22.7% and HLTV in 14.9%. Pitch results, roster news and sponsor announcements to those outlets and answer community threads honestly under your own name.
- Publish a first-party facts page for each roster covering the games played, current players, headquarters city, founding year, owner, sponsors and official merchandise store. Owned domains were cited in only 0% to 7.8% of answers, so a page that states plain facts gives engines something to quote.
- Give each game its own page. The leader differed by game in this sample: Team Vitality led the Counter-Strike cluster, T1 the League of Legends cluster and Paper Rex the Valorant cluster. Each cluster had only 16 answers, so treat the gaps as signals to test, not settled rankings.
- Publish a sponsorship page with audience facts, past activations and a contact. The sponsorship cluster was led at only 37.5% by FaZe Clan and Thieves, which suggests the answer is still open. That cluster also had only 16 answers.
- Publish an official-store page that states which store is official, what ships where and how returns work. Where-to-buy answers named G2 Esports in all 4 answers in that cluster, a very small sample, so verify it with your own prompts.
- Track each engine separately. Perplexity named G2 Esports in 75.7% of answers and Claude in 19.4%, and Fnatic Ltd. appeared in 25 of 37 Perplexity answers and 2 of 36 Claude answers. A single blended number hides which engines you are missing.
- Make your official domain unambiguous. Three of the 25 ranked brands, Thieves, EDward Gaming and Bilibili Gaming, had no official domain established before scoring. Register Wikidata and add sameAs links from your site to your official social and database profiles.
- Use one brand name everywhere. Product lines and variants such as Fnatic and Fnatic Ltd. can split mentions, so keep the same legal and public name across your site, store, social profiles and press releases.
- Re-measure on a schedule with repeated runs. The top three brands' intervals overlap, and a single answer can vary between runs, so compare monthly averages and not one-off results.
For help running a category audit, see 5W's GEO optimization practice and the Gaming and Video Game PR practice.
How was this AI visibility measured?
This flagship study measured 24 stratified prompts three times per engine on August 31, 2026. It covered Perplexity (sonar-pro), ChatGPT (OpenAI), Gemini (Google), and Claude (Anthropic). Appearance rates use 144 answers returned. Citation and source rates use 141 answers with retrieval evidence. Of 288 attempted answers, 144 were returned and 144 failed.
How this study was measured
- Sampling frame fixed first: 24 prompts allocated across the demand clusters before anything was asked.
- Same questions put to every engine: Perplexity (sonar-pro), ChatGPT (OpenAI), Gemini (Google), Claude (Anthropic), 3 trial(s) each.
- 144 answers returned of 288 attempted, 141 with retrieval evidence.
- Product lines rolled up to parent brands using a registry fixed before scoring.
- Appearance rate reported with a 95% Wilson interval; citation metrics counted only on answers with evidence.
Results describe these prompts on this date. They do not measure all esports searches, fan demand, competitive results, or sponsorship outcomes. Confidence intervals describe variation in this sample, and overlap means the study does not support a claim that one overlapping brand is more visible than another.