Authors - Zahrah Meidila Hafizhah, Jurry Hatammimi Abstract - The digital creative economy is increasingly driving live streaming to become one of the most promising business models, particularly within the gaming community. Here, creators are competing to produce the most engaging content possible in order to generate revenue from their social media channels. This study examines how entrepreneurial efforts and opportunity costs influence the monetisation performance of Valorant micro-streamers in Indonesia. A quantitative method was employed, utilising data from 100 respondents via an online questionnaire, which was subsequently analysed using SEM-PLS. The results support all three hypotheses: entrepreneurial effort has a positive effect on monetisation performance, whilst opportunity cost has a stronger positive effect. Together, these two variables account for 30.3 percent of the variation in monetisation. The significant difference in effect sizes suggests that monetisation outcomes are not primarily determined by the extent of effort expended, but rather by economic conditions that influence how deeply an individual can commit to streaming. These findings extend the study of digital entrepreneurship to the context of streaming outside western countries, which tends to be mobile-based, whilst also suggesting that platforms wishing to support micro-streamers need to consider not only content quality, but also the incentive systems that influence creators’ sustainability.