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League of Legends cover

League of Legends

GameBy Riot Games · Released Oct 27, 2009

Documents about League of Legends

Cover of Rapporto sugli Esports in Italia: 2019
Report33 pages

Rapporto sugli Esports in Italia: 2019

The Italian esports landscape experienced significant professionalization in 2019, characterized by a burgeoning audience of 1.2 million individuals.

  • The Italian esports market reached 1.2 million viewers in 2019, with 350,000 avid fans engaging with competitive content on a daily basis.
  • Twitch emerged as a primary engagement hub, recording a 32% increase in esports-related discussions during the 2019 period.
  • The audience is primarily composed of males aged 16 to 40, with the highest concentrations of enthusiasts residing in the Lombardy and Lazio regions.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia: 2020
Report37 pages

Rapporto sugli Esports in Italia: 2020

The Italian esports market experienced a period of accelerated expansion throughout 2020, largely catalyzed by the COVID-19 pandemic.

  • The Italian esports market saw a 33% increase in its avid fan base to 466,000 individuals in 2020, with the broader audience reaching 1.41 million.
  • The typical Italian esports consumer is a 29-year-old male with above-average disposable income who maintains an average of 2.8 gaming accounts.
  • Fans dedicate an average of 6.5 hours per week to esports content, demonstrating a consistent consumption pattern and high engagement levels.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia 2021
Report80 pages

Rapporto sugli Esports in Italia 2021

The Italian esports sector experienced a period of robust expansion and professionalization throughout 2021, demonstrating significant resilience despite the global challenges posed by the pandemic.

  • The Italian esports fanbase reached 1.62 million individuals aged 16–40 in 2021, with the 'avid fan' segment growing by 15% to 475,000 people.
  • Avid fans in Italy spend 62% more on gaming-related products and services monthly than the general fan base, maintaining an average of 3.3 gaming service accounts per user.
  • The competitive gaming landscape is highly volatile, experiencing a 72% year-over-year turnover in top-streamed titles as games like Call of Duty: Warzone gained traction alongside staples like League of Legends.
IIDEANov 2022
Cover of Esports Digital Overview: Italy 2022
Report48 pages

Esports Digital Overview: Italy 2022

The Italian esports market underwent a transformative shift in 2021, characterized by a decisive consolidation of viewership on Twitch and a notable diversification of competitive gaming titles.

  • Twitch consolidated its position as the primary platform for Italian esports in 2021, recording 482 million hours watched, a 60 percent year-over-year increase.
  • Viewership for national esports events surged by 92 percent, while international broadcasts experienced a 52 percent growth rate.
  • The competitive landscape shifted away from the dominance of single titles like Fortnite toward a more fragmented market led by esports-focused games.
IIDEA – Italian Interactive Digital Entertainment AssociationNov 2022
Cover of Chris ‘PapaSmithy’ Smith Joins FlyQuest
Article

Chris ‘PapaSmithy’ Smith Joins FlyQuest

In November 2022, the North American esports organization FlyQuest announced the appointment of Chris “PapaSmithy” Smith as its new president and chief gaming officer.

  • Chris 'PapaSmithy' Smith has been appointed as the president and chief gaming officer of the esports organization FlyQuest.
  • Smith joins FlyQuest from 100 Thieves, where he previously served as the general manager for their League of Legends team.
  • In his new role, Smith will oversee competitive play, team development, business strategy, and the identification of new fan engagement and content opportunities.
The Esports AdvocateNov 2022
Cover of Riot Games Names Sarah Schutz Head of Games Publishing
Article

Riot Games Names Sarah Schutz Head of Games Publishing

Riot Games has appointed Sarah Schutz as the new Head of Games Publishing.

  • Riot Games has promoted Sarah Schutz to the position of Head of Games Publishing.
  • Schutz has been with Riot Games since 2012, beginning her tenure as managing editor of online publications.
  • Over her 10-year career at the company, Schutz has held multiple leadership roles, including communications manager, brand writing lead, senior brand manager, chief of staff, and senior director of product management.
The Esports AdvocateNov 2022
Cover of Why Did Magic Eden Make Creator Royalties Optional? - The Metacast by Naavik
72 min
Naavik72 min

Why Did Magic Eden Make Creator Royalties Optional? - The Metacast by Naavik

Riot Games’ acquisition of Wargaming Sydney serves as a strategic maneuver to secure specialized technical expertise for its upcoming League of Legends MMO.

  • Magic Eden’s shift to optional creator royalties highlights the structural fragility of NFT marketplaces, where a lack of protocol-level enforcement triggers a race to the bottom on fees.
  • To ensure long-term viability, NFT marketplaces must pivot away from transaction-fee reliance toward alternative revenue models like value-added services and paid placements.
  • Riot Games acquired Wargaming Sydney to secure specialized expertise in the BigWorld technology stack and live-service operations, specifically to de-risk the development of its upcoming League of Legends MMO.
NaavikOct 2022
Cover of Analyst Bulletin: Mobile Game Market Review September 2022
Article

Analyst Bulletin: Mobile Game Market Review September 2022

The mobile game market in September 2022 was characterized by a strategic shift toward intensified monetization and a focus on major content updates to drive engagement.

  • Mobile developers are increasingly adopting aggressive monetization strategies, such as adding new or additional battle passes, in anticipation of Apple's price hikes in European and select Asian markets.
  • League of Legends: Wild Rift saw a nearly 10x revenue spike in China following a September update that introduced a 1v1 PvP mode and new gacha monetization mechanics.
  • Dragon Ball Z Dokkan Battle achieved the top-grossing position on the iOS Store in both Japan and the USA in September, driven by the success of its 'Worldwide celebration: The Strongest in the Universe' campaign.
GameRefineryOct 2022
Cover of League of Legends: Wild Rift Hits $750 Million in Revenue Globally
Article

League of Legends: Wild Rift Hits $750 Million in Revenue Globally

The provided text covers two distinct developments regarding Riot Games: the financial performance of its mobile title, League of Legends: Wild Rift, and a failed acquisition attempt involving Intrepid Studios.

  • League of Legends: Wild Rift surpassed $750 million in global player spending on iOS and Android by September 2022.
  • China is the primary revenue driver for Wild Rift, with local player spending increasing sevenfold following the game's regional launch.
  • In the first half of 2022, Wild Rift ranked as the second highest-grossing MOBA game globally, positioned behind only Honor of Kings.
Game World ObserverSep 2022
Cover of Video Game Streaming Trends: 2022 Third Quarter Report
Report14 pages

Video Game Streaming Trends: 2022 Third Quarter Report

The third quarter of 2022 reflects a period of stabilization for the live streaming industry as it transitions away from pandemic-era highs.

  • Twitch maintains a dominant 72% market share of gaming hours watched, while YouTube grew its viewership by 4% and Facebook Gaming suffered a 70% decline following the discontinuation of its standalone app.
  • The live streaming industry is stabilizing post-pandemic with total hours watched down 13% year-over-year, though current viewership remains nearly double 2019 levels.
  • Esports viewership grew 40% year-over-year, with Twitch capturing 66% of this segment and eight of the top ten esports organizations now generating the majority of their watch time through non-competitive variety content.
Stream HatchetSep 2022
Cover of Anti-Crunch: Patterns and Practices
70 min
Game Developers Conference70 min

Anti-Crunch: Patterns and Practices

Sustainable game development requires a fundamental shift from reactive, deadline-driven management to a proactive culture that prioritizes human well-being and long-term stability.

  • Crunch is primarily a management failure caused by poor estimation and rigid scheduling rather than an inherent necessity of ambitious game development.
  • Project management should rely on probabilistic estimation based on historical velocity and Fibonacci scaling instead of making fixed-date commitments.
  • Studios can deliver complex features, such as the League of Legends Team Builder, without crunch by treating development as a continuous, disciplined process.
Game Developers ConferenceAug 2022
Article

Is TikTok's Game Over?: Staring Down a Nationwide Ban

The primary focus of this analysis is the potential impact of a United States nationwide ban on TikTok and its parent company, ByteDance, within the interactive entertainment sector.

  • A potential U.S. ban on TikTok would likely have a negligible impact on gaming industry revenue models, as the platform is not considered strategically indispensable to major publishers.
  • Major gaming brands maintain a surprisingly small footprint on TikTok; for example, Activision Blizzard and Electronic Arts each have fewer than 10,000 followers.
  • While high-profile franchises like Fortnite and Xbox have stronger engagement with 9.7 million and 5.6 million followers respectively, these figures remain modest relative to the platform's total scale.
SuperJoostAug 2022