
Call of Duty
GameBy Infinity Ward · Released Oct 29, 2003
Documents about Call of Duty
Where Community Casting Mattered Most in Esports During H1 2026
Community casting has evolved into a foundational pillar of the global esports ecosystem, accounting for 46.7% of total watch time during the first half of 2026.
- Community casting accounted for 46.7% of total watch time across major competitive esports titles during the first half of 2026.
- Mobile esports titles, including Mobile Legends: Bang Bang, Arena of Valor, and Battlegrounds Mobile India, maintained a strong reliance on official streams as the primary audience gathering point.
- Regional language preferences dictate co-casting adoption, with Russian, Spanish, Turkish, and German audiences favoring creator-led streams over official tournament feeds.
Most-Watched Esports Teams in H1 2026
The esports landscape during the first half of 2026 reflects a complex shift in audience engagement, characterized by the dominance of established organizations and volatile performance across major titles.
- Mobile esports organizations are now outperforming PC-based teams, led by Alter Ego, which reached 71.19 million hours watched in H1 2026.
- T1 and Team Falcons lead the PC esports sector with 65.28 million and 64.38 million hours watched, respectively, driven by consistent regional dominance.
- Apex Legends saw a 74% surge in peak interest during the Esports World Cup, while Valorant viewership declined by 45.8% in the same period.
Call of Duty Sets New Esports Viewership Record: CDL Regular-Season Watch Time Jumps 35%
Call of Duty’s CDL Stage 4 regular season has shattered esports viewership benchmarks, with total watch time climbing 35% year-over-year and peak audiences surging more than 60%.
- Call of Duty League (CDL) regular-season watch time increased by 35% in 2026, setting a new esports viewership record for the game.
- The end of YouTube exclusivity was a major growth driver, with Twitch accounting for 44.2% of regular-season Hours Watched after the league expanded to additional platforms.
- The addition of Paris Gentle Mates and Toronto KOI strengthened the league's presence in Europe, attracting larger French and Spanish audiences.
The International 2026 Qualifiers Viewership Analysis
The International 2026 qualifiers achieved a notable surge in audience engagement, with live viewership rising by 21% over the previous year and total watch time increasing by 8.4%, reaching 11.2 million hours.
- The International 2026 Qualifiers saw a significant increase in viewership, with live viewers averaging over 21% more than last year and cumulative watch time rising by over 8% compared to 2025.
- The European Regional Qualifier for The International 2026 was the most popular since 2022, reaching a Peak Viewership of 216,692 during the Team Spirit vs. Nigma Galaxy match, and its 6.45 million Hours Watched ranked among the top six regional qualifiers.
- North America continues to be the weakest region for Dota 2 viewership, with its 2026 Regional Qualifier averaging only 5,746 viewers, a decrease of over 6,000 viewers from 2025.
EG7 Q3 2024 Interim Report
EG7 reported a robust Q3 2024 performance, with net revenue rising 32% to MSEK 466 and adjusted EBITDA surging 204% to MSEK 102, driven by a heavier backend-weighted product pipeline and the launch of new titles.
- EG7 reported Q3 2024 net revenue of MSEK 466, a 32% increase, with adjusted EBITDA rising 204% to MSEK 102.
- The company projects full-year 2024 revenue near SEK 1.8 billion and maintains a 2026 target of SEK 3 billion in revenue and SEK 1 billion in EBITDA.
- Daybreak and Big Blue Bubble remain the primary revenue drivers, contributing 46% and 18% of net revenue respectively.
EWC 2026: All Qualified Teams and Players
The Esports World Cup 2026 is positioned as a global, multi-genre festival that expands the traditional format of competitive gaming.
- The 2026 Esports World Cup will be held in Paris from early July to late August, marking the event's first departure from Riyadh.
- The total prize pool has increased to $75 million USD, up from $71.5 million in the previous year.
- The event will feature 25 tournaments across 24 major titles, hosting over 2,000 elite players from more than 100 countries.
2012 Interim Report: Tencent Holdings Limited
Tencent Holdings Limited demonstrated robust financial and operational expansion during the first half of 2012, characterized by a 54.3% year-on-year revenue increase to RMB 20.18 billion.
- Tencent achieved a 54.3% year-on-year revenue increase to RMB 20.18 billion in the first half of 2012, with profit attributable to equity holders reaching RMB 6.05 billion.
- The company underwent a strategic corporate reorganization into six distinct business groups to better capture emerging opportunities in the Chinese internet market.
- Online advertising performance was a primary growth driver, recording a 72% revenue increase in the second quarter of 2012.
Companies behind it
- ACActivisionpublisher, developer517
Microsoftdeveloper, publisher, owner1,080
Activision Blizzarddeveloper, publisher, owner413- XGXbox Game Studiospublisher13
Overwolfowner23
Nintendoowner1,391
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