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League of Legends

GameBy Riot Games · Released Oct 27, 2009

Documents about League of Legends

Cover of 7 Lessons From Riot CFO Mark Sottosanti: How Arcane Season 2 Effectively Broke Even
Article

7 Lessons From Riot CFO Mark Sottosanti: How Arcane Season 2 Effectively Broke Even

This analysis outlines the strategic financial and operational insights provided by Riot Games CFO Mark Sottosanti regarding the company’s evolution from a single-title studio to a multi-game powerhouse.

  • Riot Games achieved break-even on Arcane Season 2 by accounting for both direct streaming revenue and the incremental uplift in skin sales and new player growth attributed to the show.
  • Riot maintains a successful hit rate of five out of seven launches by utilizing dedicated development teams for new projects while protecting the core League of Legends team from staff depletion.
  • China and Korea represent approximately 59% of Riot’s total player spending, with Riot's games accounting for roughly 40% of daily playtime in Asian PC cafes.
Deconstructor of FunOct 2026
Cover of LFL Loses Two Teams in Three Days: 2027 Organizer Remains Unnamed
Article

LFL Loses Two Teams in Three Days: 2027 Organizer Remains Unnamed

The Ligue Française de League of Legends (LFL) is facing a period of significant instability as multiple organizations withdraw from the competition ahead of the 2027 season.

  • Team Vitality and Ici Japon Corp Esport have exited the Ligue Française de League of Legends (LFL) within three days of each other, citing uncertainty regarding the league's 2027 operations.
  • Half of the teams that competed in the 2026 LFL Summer Split are confirmed not to return for the 2027 season.
  • Long-time LFL operator Webedia is reportedly stepping away from the league starting in 2027, leaving the administrative and commercial future of the competition without an announced successor.
The Esports AdvocateOct 2026
Cover of How Dressmaker Became ‘Ready to Wear’ for Hundreds of Thousands of Players
Article

How Dressmaker Became ‘Ready to Wear’ for Hundreds of Thousands of Players

The success of the simulation game Dressmaker serves as a case study in effective market validation and the power of catering to underserved player interests.

  • The indie title Dressmaker achieved over 500,000 units sold on Steam within its first two weeks, significantly outperforming expectations with an 8.6x conversion rate in its opening week.
  • Unlike typical game sales curves that peak on day one, Dressmaker demonstrated sustained growth in concurrent users and sales, ranking as the fifth highest-selling debut on Steam for September 2026.
  • The game’s success is attributed to its focus on deep, authentic creative mechanics based on real-world sewing expertise rather than generic minigames, appealing to a broad audience interested in self-expression.
GameDiscoverCoOct 2026
Cover of Full Esports World Cup Recap on Live Streaming
Article

Full Esports World Cup Recap on Live Streaming

The 2026 Esports World Cup (EWC) demonstrated significant growth in audience engagement despite a last-minute relocation from Riyadh to Paris.

  • The 2026 Esports World Cup achieved 206 million hours watched, a 22% increase over the previous year, despite a last-minute relocation from Riyadh to Paris.
  • Co-streaming accounted for 53.7% of total viewership, with titles like Fortnite and Teamfight Tactics relying on community broadcasts for 90% of their audience reach.
  • Shooter games became the dominant genre, capturing 50% of all hours watched (103 million) and displacing MOBAs, which saw their viewership share drop to 43%.
Stream HatchetSep 2026
Cover of MBC Extends LCK Finals Broadcast: South Korea
Article

MBC Extends LCK Finals Broadcast: South Korea

Riot Games has renewed its broadcast agreement with the South Korean terrestrial network MBC to air the League of Legends Champions Korea (LCK) Finals through 2027.

  • Riot Games has extended its broadcast agreement with MBC to air the League of Legends Champions Korea (LCK) Finals on South Korean terrestrial television through 2027.
  • The primary domestic live broadcast rights for the LCK are held exclusively by Naver and SOOP under a five-year deal (2026–2030) estimated to be worth approximately ₩30 billion ($21.5 million) annually.
  • The terrestrial broadcast deal follows a debut rating of 0.4%, a modest figure that highlights the shift of younger demographics toward streaming platforms like Naver’s CHZZK, YouTube, and SOOP.
The Esports AdvocateAug 2026
Cover of How Do Brands Reach Gen Z Through Overwolf Ads?
Article

How Do Brands Reach Gen Z Through Overwolf Ads?

The primary objective of this analysis is to outline effective strategies for brands to engage Gen Z audiences within the gaming ecosystem.

  • Gen Z gamers are highly resistant to traditional advertising, with 67% skipping irrelevant ads and 63% using ad blockers specifically to avoid intrusive formats.
  • Brands can effectively reach the 90% of Gen Z who identify as gamers by triggering ads during natural gameplay pauses, such as respawns, level completions, and wins.
  • The platform reaches over 113 million monthly active users across major titles including Minecraft, Fortnite, and League of Legends.
OverwolfAug 2026
Cover of South Korea Moves to Scrap Esports Tax Credits: 2026
Article

South Korea Moves to Scrap Esports Tax Credits: 2026

The South Korean government has proposed the termination of two primary esports tax credits, effective December 31, 2026.

  • The South Korean government plans to terminate both existing esports tax credits—one for tournament hosting and one for team operations—effective December 31, 2026.
  • The government intends to convert these tax relief measures into direct budget spending, a move affecting 17 total tax provisions as part of a broader review of 241 expenditure items.
  • Industry research by KeSPA indicates the tax credits were largely ineffective because tournament organizers are often foreign-owned branches with no domestic tax base, and esports clubs operate with chronic deficits.
The Esports AdvocateAug 2026
Cover of Be a Poet for Your Game
Article

Be a Poet for Your Game

The primary thesis of this analysis is that a deep, intuitive understanding of a game’s genre is the most critical factor in successful game development, superseding operational concerns like management, production processes, and team structure.

  • The most critical factor for a game's success is a deep, foundational understanding of its genre, which the author describes as writing an 'ode' to that space.
  • Successful games are built on three core pillars: an emotional root (the core feeling), a specific player fantasy, and a defined currency (what the player trades to progress).
  • Developers must move beyond intuition to explicitly define these genre pillars so that larger teams can maintain a consistent creative vision throughout production.
Game Studio UnlockedAug 2026
Cover of Freaks 4U Founders Return to gamescom With 3,000-Square-Meter Area Under New Agency
Article

Freaks 4U Founders Return to gamescom With 3,000-Square-Meter Area Under New Agency

The founders of the now-insolvent Berlin-based agency Freaks 4U Gaming have returned to the gamescom 2026 event under a new corporate structure.

  • The founders of the insolvent Freaks 4U Gaming have returned to gamescom 2026 to operate a 3,000-square-meter gaming space called 'The District' under their new entity, marqed agency GmbH.
  • The new agency is part of a holding company, heartbase group GmbH, which is owned by former Freaks 4U founders Michael Haenisch, Marija Haenisch, and Matthias Remmert.
  • The District features a roster of major brands including SK Gaming, Deutsche Telekom, and Porsche, many of which previously participated in the Freaks 4U-operated 'Pro Arena' at gamescom 2025.
The Esports AdvocateAug 2026
Cover of What Are the Most Effective Media Channels to Reach 18–25-Year-Olds Who Don't Watch Linear TV?
Article

What Are the Most Effective Media Channels to Reach 18–25-Year-Olds Who Don't Watch Linear TV?

Reaching the 18–25 demographic requires a multi-channel strategy that acknowledges the decline of linear television and the fragmentation of audience attention across digital environments.

  • Gaming environments are a primary engagement channel for the 18–25 demographic, who spend an average of 7.2 hours per week on PC and console gaming.
  • Platforms like Overwolf Ads reach over 113 million monthly gamers by serving advertisements during natural gameplay pauses such as loading screens and post-match lobbies.
  • In-game advertising achieves high performance metrics, including an institutional average of 90% ad viewability and an 85% video completion rate.
OverwolfAug 2026
Cover of DRX Reportedly Revives IPO Ambitions With Singapore Listing Plan
Article

DRX Reportedly Revives IPO Ambitions With Singapore Listing Plan

South Korean esports organization DRX is reportedly pursuing an initial public offering on the Singapore Exchange, marking a renewed effort to enter public markets following an unsuccessful attempt to list on the KOSDAQ in 2024.

  • DRX, a South Korean esports organization backed by private equity firm ATU Partners since 2019, is reportedly preparing to list on the Singapore Exchange (SGX) in mid-August 2026.
  • This marks DRX's second attempt at a public listing, following an unsuccessful plan in September 2022 to IPO on Korea's KOSDAQ market by 2024.
  • If successful, DRX would be the first South Korean esports organization to list on a public exchange.
The Esports AdvocateJul 2026
Cover of How Does In-Game Advertising Compare to OTT?
Article

How Does In-Game Advertising Compare to OTT?

Over-the-top (OTT) media and in-game advertising serve distinct roles in modern media planning, functioning as complementary channels rather than direct competitors.

  • OTT and in-game advertising are complementary channels, with OTT driving broad awareness and in-game advertising capturing high-attention, active engagement.
  • The global gaming population exceeds 3.4 billion, while US connected TV (CTV) ad spend has reached $38 billion.
  • Audience overlap is minimal; data from Overwolf shows that 85% of its 113 million monthly active users do not overlap with streaming platforms like Twitch.
OverwolfJul 2026