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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 Why Pokémon Unite Must Succeed, Degraded Blockchains, and Fortnite Impostor Mode
Article

Why Pokémon Unite Must Succeed, Degraded Blockchains, and Fortnite Impostor Mode

This analysis examines the strategic outlook for the mobile game Pokémon Unite, the broader implications of industry trends, and the ethical debates surrounding game design replication.

  • Tencent is positioned to ensure the success of Pokémon Unite as a strategic move to align with Chinese government mandates for family-friendly, non-violent gaming content.
  • Pokémon Unite is expected to leverage Nintendo’s globally recognized IP to secure a strong market position, following a historical trend where Tencent uses major IP to drive global success.
  • Honor of Kings, Tencent’s flagship mobile MOBA, remains the world's top-grossing game, with China accounting for approximately 96% of its $2.19 billion in net revenue over the past year.
GameMakersAug 2021
Cover of TWIG 144: Riot makes $100M on mobile. Micenuts?
7 min
Deconstructor of Fun7 min

TWIG 144: Riot makes $100M on mobile. Micenuts?

Riot Games has generated over $100 million in global mobile player spending across its portfolio, a figure that, while significant in isolation, represents a modest contribution relative to the publisher’s annual PC revenue of $1.5 billion to $2 billion.

  • Riot Games has generated over $100 million in total mobile player spending, led by League of Legends: Wild Rift ($65 million), Teamfight Tactics ($28 million), and Legends of Runeterra ($16 million).
  • Despite the $100 million mobile milestone, these earnings remain a modest fraction of Riot’s annual PC revenue, which typically ranges between $1.5 billion and $2 billion.
  • Mobile adoption remains limited, with Wild Rift reaching 50 million installs, while Teamfight Tactics and Legends of Runeterra have only achieved 6 million and 3 million installs, respectively.
Deconstructor of FunAug 2021
Cover of Riot Games’ Mobile Revenue Crosses $100 Million
Article

Riot Games’ Mobile Revenue Crosses $100 Million

Riot Games has successfully expanded its footprint into the mobile gaming sector, with cumulative global revenue across its mobile portfolio surpassing $100 million.

  • Riot Games has surpassed $100 million in total mobile revenue across its portfolio of titles including Teamfight Tactics, Legends of Runeterra, and League of Legends: Wild Rift.
  • League of Legends: Wild Rift is the primary revenue driver, generating nearly $65 million in revenue and 46.3 million downloads since its October 2020 release.
  • Teamfight Tactics has accumulated approximately $28 million in revenue with over 15 million lifetime downloads, while Legends of Runeterra has generated $16.2 million.
UdonisJul 2021
Cover of Riot Games Surpasses $100 Million in Revenue on Mobile
Article

Riot Games Surpasses $100 Million in Revenue on Mobile

The mobile gaming industry has experienced significant shifts in monetization strategies and revenue performance, as evidenced by data from Sensor Tower.

  • Riot Games surpassed $100 million in mobile revenue across three titles, with League of Legends: Wild Rift accounting for 60% of that total ($64.7 million) as of July 2021.
  • In 2025, mobile game advertising revenue across 19 major markets exceeded $12 billion, with 2.4 trillion total ad impressions served.
  • The share of mobile games utilizing ad monetization increased from 45.1% in July 2021 to 55.6% by May 2026, amid stagnation in in-app purchase (IAP) revenue.
Game World ObserverJul 2021
Cover of Data Informed Decisions with the Champions of League of Legends
62 min
Game Developers Conference62 min

Data Informed Decisions with the Champions of League of Legends

Riot Games employs a sophisticated, data-informed strategy to manage the character roster of League of Legends, balancing quantitative engagement metrics with qualitative sentiment research.

  • Riot Games utilizes a 'breadth versus depth' framework to measure champion engagement, where breadth tracks the number of unique players and depth tracks the frequency of play per user.
  • Champion updates, such as the rework of Akali, create significant spikes in play rate driven by both existing players and new users attracted by updated visuals and gameplay kits.
  • Mass champion surveys are used to collect sentiment data on non-gameplay attributes like personality, voice, and visuals, allowing developers to understand player affinity beyond raw telemetry.
Game Developers ConferenceJun 2021
Cover of Panel: Healthy Growth Tactics for Esports
58 min
PocketGamer.biz58 min

Panel: Healthy Growth Tactics for Esports

The modern esports landscape is shifting from a reliance on established titles like League of Legends and Counter-Strike toward a more diversified ecosystem that includes sports simulations and Olympic-sanctioned digital competitions.

  • Esports growth is shifting from a reliance on legacy titles like League of Legends and Counter-Strike toward a diversified ecosystem that includes sports simulations and Olympic-sanctioned digital competitions.
  • Sustainable esports development relies on prioritizing core gameplay, spectator tools, and matchmaking infrastructure rather than forcing competitive structures onto games prematurely.
  • Esports currently functions primarily as a high-level marketing tool for publishers rather than a direct revenue driver, necessitating a focus on long-term viability through franchise models.
PocketGamer.bizMay 2021
Cover of TWIG 128 | Epic Will Lose $300M on Game Store, Epic Raises $1B at $30B, Apple/Google Kill F2P?
67 min
GameMakers67 min

TWIG 128 | Epic Will Lose $300M on Game Store, Epic Raises $1B at $30B, Apple/Google Kill F2P?

The gaming industry is currently navigating a period of significant financial and structural transition, characterized by aggressive platform expansion, shifting monetization models, and evolving regulatory landscapes.

  • Epic Games secured $1 billion in new funding at a $30 billion valuation to support its metaverse development, despite the Epic Games Store projecting $600 million in losses by the end of 2021.
  • The Epic Games Store struggles with long-term profitability due to a lack of social features and platform stickiness compared to competitors like Steam.
  • Mobile gaming faces significant headwinds from Apple’s App Tracking Transparency and the limitations of subscription services like Apple Arcade, which currently fail to incentivize long-term content development.
GameMakersApr 2021
Cover of TWIG 127 | 3 New Supercell Clash Games, Tencent Timi $10B in 2020, Manticore $100M for "Multiverse"
59 min
GameMakers59 min

TWIG 127 | 3 New Supercell Clash Games, Tencent Timi $10B in 2020, Manticore $100M for "Multiverse"

Tencent’s TiMi Studio Group has emerged as a dominant global force, generating $10 billion in revenue during 2020.

  • Tencent’s TiMi Studio Group generated $10 billion in revenue in 2020 and is leveraging this capital to establish Los Angeles-based studios focused on original, cross-platform, live-service intellectual property.
  • Manticore Games secured $100 million in venture capital to scale its user-generated content platform, though it faces significant challenges competing against established incumbents like Roblox and Epic Games.
  • Supercell is expanding the Clash brand with three new titles across the puzzle, auto-chess, and action RPG genres, though analysts question the long-term monetization potential of these genres in Western markets.
GameMakersApr 2021
Cover of League of Legends Player Count, Revenue, & Stats
Article

League of Legends Player Count, Revenue, & Stats

League of Legends maintains a dominant position in the global multiplayer online battle arena market, leveraging a massive, cyclical player base to drive consistent financial performance.

  • League of Legends maintains a PC player base of approximately 2.88 million monthly active users and 304,000 daily active users as of early 2025.
  • The PC title generates over $271 million in total revenue, yielding an average revenue per daily active user (ARPDAU) of $0.47.
  • New player retention remains a critical challenge for the PC version, with only 4% of users remaining active after the first month.
UdonisApr 2021
Cover of Analyst Bulletin: Mobile Game Market Review March 2021
Article

Analyst Bulletin: Mobile Game Market Review March 2021

The March 2021 mobile game market review provides a comprehensive analysis of industry trends, feature updates, and new title performances across the United States, China, and Japan.

  • The Battle Pass model continues to gain traction as a primary tool for boosting retention and monetization, with games like House of Fun: Casino Slots 777 and The Seven Deadly Sins: Grand Cross implementing or revamping these systems in March 2021.
  • Major mobile titles are increasingly integrating complex, multi-stage event mechanics, such as Genshin Impact’s Windblume Festival, which combined storyline quests, cutscenes, and mini-games, and Star Wars: Galaxy of Heroes’ two-week Conquest mode.
  • Collaborations remain a high-impact strategy for driving engagement, exemplified by Two Dots’ word-puzzle event with Chobani and Kotodaman’s trivia-based collaboration with the Demon Slayer anime franchise.
GameRefineryApr 2021
Cover of Tencent 2020 Video Game Revenue Results
Article

Tencent 2020 Video Game Revenue Results

Tencent demonstrated significant financial growth during the 2020 fiscal year, driven by a robust portfolio of domestic and international video game titles.

  • In 2020, Tencent generated $29.3 billion in video game revenue, representing a 35.5% year-over-year increase and nearly half of the company's $73.8 billion total annual revenue.
  • Tencent's international gaming revenue grew by 43% year-over-year in Q4 2020, reaching $1.5 billion as part of a broader strategy of global expansion and increased M&A activity.
  • Tencent led an $18 million investment round in W4 Games in 2026 to accelerate the development of corporate solutions for the Godot engine and scale its adoption in Asian markets.
Game World ObserverMar 2021
Cover of What Genres Were Booming in 2020
Article

What Genres Were Booming in 2020

This analysis examines the mobile gaming market landscape in 2020, focusing on revenue and download trends across Tier-1 Western and Eastern markets.

  • The mobile gaming market in 2020 remained highly sensitive to blockbuster releases, exemplified by Genshin Impact generating $520 million in its first four months and PUBG Mobile reaching $3 billion in lifetime revenue.
  • Among Us experienced viral growth in 2020, recording a 735% surge in monthly downloads by September.
  • Tier-1 Eastern markets saw sharp revenue spikes in the Battler subgenre, while Third-Person Shooters maintained dominance through established titles like PUBG Mobile.
AppMagicFeb 2021