48 datasets found
  1. League of Legends revenue worldwide 2015-2020

    • statista.com
    Updated Jun 26, 2025
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    Statista (2025). League of Legends revenue worldwide 2015-2020 [Dataset]. https://www.statista.com/statistics/806975/lol-revenue/
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    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    First released in 2009, League of Legends (LoL) is an online multiplayer battle arena game which generated revenue of **** billion U.S. dollars in 2020. This figure represents recovery from the dip to *** billion U.S. dollars in annual revenue generated in 2018. Still going strong after 10 years League of Legends has built a loyal and large fanbase in the ten years since its release. The game reached a landmark 100 million monthly active users in 2016, an impressive increase from the ** million users it had in 2011. As with many online games, players can gain experience points through playing the game and completing certain missions. This ranking system is then used to match players of similar skill levels against each other in online games. The League of Legends ranking system has **** levels to indicate the skill level of the gamer. Amongst North American players, the silver skill level was the most common, whilst only a small handful of gamers were able to reach the top levels. League of Legends tournamentsDue to its entertaining and fast-pace gameplay, League of Legends is one of the most popular eSports, with almost ** million U.S. dollars up for grabs in LoL tournaments worldwide in 2018. The pinnacle of the League of Legends competitive scene is the World Championship, which became one of the most watched eSports events in history in 2018 as almost 100 million unique viewers tuned in. The Chinese eSports team, Invictus Gaming, emerged victorious in 2018, thereby pocketing a whopping *** million U.S. dollars in prize money.

  2. League of Legends: Wild Rift IAP revenue worldwide 2025

    • statista.com
    Updated Jul 15, 2025
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    Statista (2025). League of Legends: Wild Rift IAP revenue worldwide 2025 [Dataset]. https://www.statista.com/statistics/1269311/league-of-legends-wild-rift-player-spending-app/
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    Dataset updated
    Jul 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 2020 - Jun 2025
    Area covered
    Worldwide
    Description

    In June 2025, League of Legends: Wild Rift generated approximately 5.96 million U.S. dollars in in-app purchase revenues. The multiplayer online battle arena (MOBA) gaming title is a mobile version of the PC game League of Legends, published by Riot Games.

  3. Riot Games apps revenue in Poland 2023, by app

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Riot Games apps revenue in Poland 2023, by app [Dataset]. https://www.statista.com/statistics/1225241/poland-riot-games-revenue-by-app/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Poland
    Description

    Riot Games is an American video game developer and publisher, as well as an eSports tournament organizer. The company is mainly known for its multiplayer online battle arena video game, League of Legends (LoL), launched in 2009. Since then, Riot Games has been expanding and introduced many mobile games and applications. In 2023, their modified version of the PC game LoL called League of Legends: Wild Rift (LoL: WR) has generated the highest revenue in Poland, reaching a sum of just over *** thousand U.S. dollars.

  4. E

    Esports League Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 9, 2025
    + more versions
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    Market Report Analytics (2025). Esports League Report [Dataset]. https://www.marketreportanalytics.com/reports/esports-league-73447
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    Apr 9, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports league market is experiencing robust growth, driven by increasing viewership, rising investments from sponsors and brands, and the expanding popularity of mobile gaming. The market's compound annual growth rate (CAGR) is estimated to be around 15% between 2025 and 2033, propelled by the engagement of diverse age groups, particularly teenagers and adults, across various popular titles like League of Legends (LOL), Dota 2, Counter-Strike: Global Offensive (CS:GO), and others. The significant rise of mobile esports is further fueling this expansion, making the market more accessible and broadening its demographic reach. Key regional markets, including North America, Europe, and Asia Pacific, are witnessing substantial growth, with North America currently holding a significant market share due to established leagues and a mature fanbase. However, the Asia Pacific region shows immense potential for future growth due to its massive population and rising internet penetration. The competitive landscape comprises prominent players like the League of Legends Championship Series (LCS), The International (TI), and other major championships, continuously striving for innovation in tournament formats, viewer engagement, and media strategies to maintain audience interest and drive revenue streams. While the market enjoys significant tailwinds, challenges remain. These include the need for enhanced player welfare initiatives, ensuring sustainable revenue models for smaller leagues, and managing the risks associated with fluctuating player and viewer interest in specific game titles. Overcoming these hurdles will be crucial to the long-term sustainability and profitability of the esports league ecosystem. The continued development of sophisticated broadcasting technologies, the growing integration of esports into traditional sports broadcasting models, and the increasing sophistication of fan engagement strategies will be critical factors in shaping the future of the market. Diversification into new regions and the exploration of new game titles will also be key to sustaining the market's impressive growth trajectory. Further expansion into new markets, particularly within emerging economies, presents considerable opportunities for growth.

  5. eSports market revenue 2025, by country

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). eSports market revenue 2025, by country [Dataset]. https://www.statista.com/forecasts/1130696/esports-revenue-share-country
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    World
    Description

    The ************* is projected to be the leading in the global eSports market in 2025, with *** billion U.S. dollars in revenue. China, meanwhile, followed in the ranking with revenues amounting to *** million U.S. dollars. The global eSports market represents the competitive video gaming industry, where professional players and teams compete in front of live audiences and online viewers. How big is the global eSports market? The eSports industry, which appeals particularly to younger, tech-savvy audiences, has experienced growth recently. From 2023 to 2024, the global eSports market value increased from around *** billion U.S. dollars to *** billion U.S. dollars. The market was forecast to exceed **** billion U.S. dollars in 2033, representing a compound annual growth rate of almost ** percent during this period. What is the most popular eSports tournament? Many eSports enthusiasts tune in to watch the best gamers in the world participate in tournament-style events. As of January 2025, the League of Legends 2024 World Championship ranked as the most watched eSports event of all time, with a recorded **** million peak viewers. The next most viewed tournament was the previous installment of the tournament, the League of Legends 2023 World Championships, with a peak audience of *** million concurrent viewers.

  6. M

    MOBA Computer Games Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 6, 2025
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    Archive Market Research (2025). MOBA Computer Games Report [Dataset]. https://www.archivemarketresearch.com/reports/moba-computer-games-52028
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 6, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global MOBA (Multiplayer Online Battle Arena) computer games market is experiencing robust growth, driven by the increasing popularity of esports, the rise of mobile gaming, and continuous innovation in game mechanics and graphics. While precise market size figures for 2025 are unavailable in the provided data, based on industry reports and observed growth patterns in similar sectors, a reasonable estimate for the 2025 market size is $15 billion USD. Considering a conservative Compound Annual Growth Rate (CAGR) of 12% (a figure aligning with recent growth in the gaming market), the market is projected to reach approximately $30 billion USD by 2033. This growth is fueled by several key factors: the expanding esports ecosystem, attracting significant investment and viewership; the ongoing development of engaging game modes and features; and the increasing accessibility of high-speed internet, allowing for seamless online gameplay. The market is segmented into single-player and multiplayer battle MOBA games, with the latter dominating due to its competitive and social nature, further fueling esports growth. Applications span esports tournaments and casual personal entertainment, both contributing significantly to overall revenue. Major players like Riot Games (League of Legends), Valve Corporation (Dota 2), Blizzard Entertainment (Heroes of the Storm), Hi-Rez Studios (Smite), and Tencent Games are key drivers of innovation and market expansion. These established companies leverage their existing player bases, invest heavily in marketing and competitive events, and continually release updates to maintain user engagement and attract new players. However, the market faces potential restraints, including increasing competition from other gaming genres, the need for regular content updates to retain player interest, and potential regulatory challenges concerning loot boxes and in-game purchases. Geographic distribution shows a strong concentration in North America and Asia-Pacific, though other regions are witnessing increasing adoption. This suggests significant potential for future expansion, especially in emerging markets with rising internet penetration and smartphone adoption.

  7. E

    ESports Club Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Apr 21, 2025
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    Data Insights Market (2025). ESports Club Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-club-1457812
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Apr 21, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports club market is experiencing robust growth, driven by increasing viewership, expanding sponsorships, and the rising popularity of competitive gaming titles like League of Legends, Dota 2, and CS:GO. The market's substantial size, estimated at $1.5 billion in 2025, reflects the significant investment from brands seeking to engage a young, digitally native audience. A compound annual growth rate (CAGR) of 15% is projected from 2025 to 2033, indicating a market value exceeding $5 billion by the end of the forecast period. This growth is fueled by several key factors: the continued professionalization of esports, with established teams like Cloud9, FaZe Clan, and G2 Esports attracting significant sponsorship deals and media attention; the diversification of revenue streams beyond sponsorships, including merchandise sales, streaming revenue, and tournament winnings; and the expansion of esports into new geographical markets, particularly in Asia and South America. The segment breakdown reveals that match broadcasts currently dominate revenue generation, followed by advertising endorsements and bonus payments to players. However, other revenue streams, such as merchandise and online academies, are expected to grow significantly over the forecast period. The competitive landscape is characterized by a mix of established organizations and newer entrants, constantly vying for market share through strategic acquisitions, talent acquisition, and the development of innovative content. Geographic distribution shows North America and Europe currently holding the largest market share, however, the Asia-Pacific region is exhibiting the fastest growth rate driven by increasing internet penetration and the adoption of esports in popular gaming cultures. Challenges facing the industry include maintaining player health and well-being, ensuring fair competition, and navigating the complexities of regulations surrounding gambling and sponsorship. Despite these challenges, the long-term outlook for the esports club market remains exceptionally positive, fueled by consistent technological advancements, the evolving media landscape, and the unwavering engagement of a passionate and growing global fanbase. The market is primed for further consolidation, with larger organizations likely acquiring smaller teams and expanding their geographic reach and diversification of offerings.

  8. M

    MOBA Computer Games Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 6, 2025
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    Archive Market Research (2025). MOBA Computer Games Report [Dataset]. https://www.archivemarketresearch.com/reports/moba-computer-games-52023
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Mar 6, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The MOBA (Multiplayer Online Battle Arena) computer game market is experiencing robust growth, driven by increasing internet penetration, the rise of esports, and the continuous evolution of game mechanics and graphics. While precise figures for market size and CAGR are not provided, based on industry reports and the involvement of major players like Riot Games, Valve, and Tencent, a reasonable estimation can be made. Let's assume a 2025 market size of $15 billion (USD), reflecting the significant revenue generated by popular titles like League of Legends and Dota 2. Considering the consistent popularity and competitive nature of the genre, a conservative Compound Annual Growth Rate (CAGR) of 8% from 2025 to 2033 can be projected. This growth is fueled by several factors: the expansion of esports viewership and participation, generating considerable revenue through sponsorships, tournaments, and merchandise; the ongoing development of new MOBAs and continuous updates to existing ones, maintaining player engagement and attracting new audiences; and the increasing accessibility of high-speed internet globally, broadening the player base significantly. However, the market also faces challenges. Increased competition from other gaming genres, the potential for market saturation in established regions, and the need for continuous innovation to maintain player interest represent key restraints. The market is segmented by game type (single-player versus multiplayer) and application (esports versus personal entertainment), with the multiplayer, esports segment commanding a substantial majority of the revenue. Geographical analysis shows North America, Europe, and Asia Pacific as the leading markets, but growth potential exists in emerging economies fueled by increasing mobile gaming adoption and internet access. The continued success of this sector will hinge on the ability of developers to innovate, engage with the esports community, and adapt to evolving player preferences.

  9. c

    Global E sports Market Report 2025 Edition, Market Size, Share, CAGR,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, Global E sports Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/e-sports-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to cognitive market research, "Global Esports market size 2024 was XX Million. Esports Industry compound annual growth rate (CAGR) will be XX% from 2024 till 2033."

    North America held the largest share of XX% in the year 2024 
    Europe held a share of XX% in the year 2024 
    Asia-Pacific held a significant share of XX% in the year 2024 
    South America held a significant share of XX% in the year 2024
    Middle East and Africa held a significant share of XX% in the year 2024. 
    

    Market Dynamics: Key Drivers

    Brand investment and strategic advertising are giving rise to the market for E-Sports

    In the last decade, E-Sports has transformed from a niche, basement-hidden hobby to a mainstream, big-screen phenomenon, capturing the attention and enthusiasm of millions around the world. Advertisements on E-Sports platforms are a significant driver of the E-Sports market's growth.

    Brands inject substantial capital into the E-Sports ecosystem through sponsorships, media rights deals, and direct advertising. This revenue directly funds prize pools, professional player salaries, team operations, event production, and broadcast quality. Without this financial backing, the infrastructure for a robust E-Sports scene would be significantly limited. The E-Sports advertising market is experiencing remarkable expansion. It was valued at $XX million in 2024 and is projected to reach approximately $XX billion by 2033. This indicates the increasing confidence brands have in E-Sports as an advertising channel. For instance, major brands like Coca-Cola and MasterCard have aligned themselves with international E-Sports events, providing them with vast exposure across multiple regions. Coca-Cola has particularly leveraged its position by offering exclusive content and experiences that resonate with the gaming community, thereby enhancing brand affinity.

    Red Bull has been a pioneer in E-Sports advertising, moving beyond simple logo placement. They sponsor numerous E-Sports athletes and teams, host their own Red Bull Kumite fighting game tournaments, and produce high-quality content like the "Part of the Game" docu-series, embedding themselves deeply within gaming culture. This "culture-first" approach has made Red Bull synonymous with high-performance gaming and extreme sports, resonating strongly with the E-Sports audience.

    Another remarkable example is of Ralph Lauren, which partnered with G2 E-Sports and its League of Legends star Rekkles. The campaign effectively showcased the transition of a professional gamer from competitive attire to stylish Ralph Lauren clothing, blending the excitement of gaming with the brand's aesthetic. This move further legitimized E-Sports in the fashion world and attracted a new demographic to both brands.

    In conclusion, advertisements on E-Sports platforms are not merely a means of revenue generation; they are a fundamental catalyst for the market's expansion. By providing crucial financial backing, enhancing production quality, broadening audience reach, and legitimizing the industry through mainstream brand association, advertising directly contributes to the growth and maturation of the global E-Sports market.

    https://influencermarketinghub.com/gaming-and-esports-social-media-marketing-campaigns/

    https://www.gameloft.com/for-brands/news/what-is-advertising-in-esports

    https://thegamemarketer.com/insight-posts/the-rise-of-esports-opportunities-for-brands-in-the-gaming-arena

    https://www.hashtagsports.com/awards/shortlist-2024/g2-esports-ralph-lauren#:~:text=G2%20Esports%2C%20Ralph%20Lauren,Best%20Esports%20Partnership

    Market Restraints

    Lack of standardized regulation and governance hinders the growth of the E-Sports Market

    Unlike traditional sports with well-established global federations like FIFA for football, FIBA for basketball, E-Sports operates without a single, unified governing body. The primary "governing bodies" in E-Sports are often the game publishers themselves. Like, Riot Games (League of Legends, Valorant), Valve (Dota 2, CS:GO), Blizzard Entertainment (Overwatch, StarCraft), and Epic Games (Fortnite) set the rules, administer competitions, and largely control the ecosystem of their respective titles. For instance, Riot Games operates its own franchised leagues for League of Legends and Valorant. While this offers stability within their specific titles, it means t...

  10. e

    eSports Organization Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 7, 2025
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    Data Insights Market (2025). eSports Organization Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-organization-1365013
    Explore at:
    doc, pdf, pptAvailable download formats
    Dataset updated
    May 7, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global eSports organization market is experiencing robust growth, driven by increasing viewership, expanding sponsorships, and the rising popularity of competitive gaming titles like League of Legends (LoL), PUBG, Fortnite, and Counter-Strike: Global Offensive (CS:GO). The market's segmentation reveals a significant contribution from both professional and amateur organizations, with professional teams commanding higher valuations due to lucrative sponsorship deals and prize money. Geographically, North America and Asia-Pacific currently dominate the market, fueled by a strong gaming culture and substantial investments in infrastructure. However, regions like Europe and the Middle East & Africa are showing significant potential for future growth, driven by increasing internet penetration and the rising popularity of mobile gaming. The competitive landscape is characterized by a mix of established, globally recognized organizations like Fnatic, Team Liquid, and SKT T1, alongside emerging teams vying for a piece of the market. This dynamic environment fosters innovation in team management, content creation, and fan engagement, further accelerating the industry's growth trajectory. Factors influencing market growth include advancements in streaming technologies enhancing the viewing experience, the increasing integration of eSports into mainstream media, and the development of robust eSports infrastructure, including dedicated arenas and training facilities. However, challenges such as the need for sustainable business models, potential burnout among players, and the inherent volatility of the gaming industry represent potential restraints. The forecast period (2025-2033) anticipates continued growth, with the market expanding into new territories and diversifying revenue streams through merchandise sales, online academies, and intellectual property licensing. The long-term success of eSports organizations hinges on adapting to evolving gaming trends, maintaining player loyalty, and securing strategic partnerships to ensure sustained profitability and growth in an increasingly competitive landscape. Estimating a CAGR of 15% for the period 2025-2033, and assuming a 2025 market size of $1.5 billion, the market would reach approximately $5 billion by 2033.

  11. Leading LoL eSports players worldwide 2025, by overall earnings

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Leading LoL eSports players worldwide 2025, by overall earnings [Dataset]. https://www.statista.com/statistics/807008/leading-lol-players-worldwide-by-earnings/
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    Worldwide
    Description

    As of January 2025, **************, a League of Legends player from South Korea, also known as *****, was the highest-earning LoL eSports player worldwide. He has earned over **** million U.S. dollars throughout his recorded eSports gaming career.

  12. c

    The global eSports Betting Market size is USD 2614.2 million in 2024.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jun 15, 2025
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    Cognitive Market Research (2025). The global eSports Betting Market size is USD 2614.2 million in 2024. [Dataset]. https://www.cognitivemarketresearch.com/esports-betting-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global eSports Betting Market size will be USD 2614.2 million in 2024. It will expand at a compound annual growth rate (CAGR) of 8.00% from 2024 to 2031.

    North America held the major market share for more than 40% of the global revenue with a market size of USD 1045.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 6.2% from 2024 to 2031.
    Europe accounted for a market share of over 30% of the global revenue with a market size of USD 784.26 million.
    Asia Pacific held a market share of around 23% of the global revenue with a market size of USD 601.27 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.0% from 2024 to 2031.
    Latin America had a market share of more than 5% of the global revenue with a market size of USD 130.71 million in 2024 and will grow at a compound annual growth rate (CAGR) of 7.4% from 2024 to 2031.
    Middle East and Africa had a market share of around 2% of the global revenue and was estimated at a market size of USD 52.28 million in 2024 and will grow at a compound annual growth rate (CAGR) of 7.7% from 2024 to 2031.
    The Ages 19-25 segment held the highest eSports Betting Market revenue share in 2024.
    

    Market Dynamics of eSports Betting Market

    Key Drivers for eSports Betting Market

    Growing popularity of esports and competitive gaming leading to increased engagement and betting opportunities.

    The esports betting market is experiencing significant growth due to the increasing popularity of esports and competitive gaming. As esports gain mainstream recognition and attract large audiences globally, there is a corresponding rise in engagement and betting opportunities. Major esports events and tournaments, such as those for games like League of Legends, Dota 2, and Counter-Strike: Global Offensive, draw substantial viewership and fan participation. This growing fan base creates a lucrative market for betting operators who offer a variety of betting options on esports outcomes. The expanding audience and heightened interest in competitive gaming are driving the demand for esports betting platforms and services, contributing to the market's robust growth.

    Rising adoption of digital and mobile platforms facilitating easier access to esports betting for consumers.

    The rising adoption of digital and mobile platforms is significantly facilitating easier access to esports betting for consumers. The proliferation of smartphones, tablets, and internet connectivity has made it more convenient for users to engage in esports betting from virtually anywhere. Mobile betting apps and online platforms offer user-friendly interfaces, real-time updates, and a wide range of betting options, allowing consumers to place bets quickly and efficiently. This increased accessibility is attracting a broader audience to esports betting, as it eliminates the need for physical sportsbooks and enables bettors to participate in the market with greater ease. The expansion of digital and mobile platforms is thus driving growth in the esports betting market by enhancing user convenience and engagement.

    Restraint Factor for the eSports Betting Market

    Regulatory challenges and varying legal status of esports betting across different regions creating market uncertainty.

    The esports betting market faces a restraint due to regulatory challenges and the varying legal status of esports betting across different regions, creating market uncertainty. The legal framework for esports betting differs significantly from one country to another, with some regions having well-established regulations while others have stringent restrictions or lack clear guidelines. This regulatory inconsistency can pose challenges for operators looking to expand their services internationally, as they must navigate complex legal requirements and adapt to diverse regulatory environments. Additionally, ongoing changes in legislation and the potential for future regulatory developments add to the market's uncertainty, potentially affecting investment and growth prospects in the esports betting sector.

    Impact of Covid-19 on the eSports Betting Market

    The COVID-19 pandemic had a significant impact on the eSports Betting market, driving unprecedented growth during a time when traditional sports events were largely canceled or postponed. With physical sports events coming to a halt, sports enthusiasts and bettors turned...

  13. E

    Esports Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Aug 10, 2025
    + more versions
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    Market Report Analytics (2025). Esports Market Report [Dataset]. https://www.marketreportanalytics.com/reports/esports-market-4379
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Aug 10, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports market is experiencing explosive growth, projected to reach $2.25 billion in 2025 and maintain a robust Compound Annual Growth Rate (CAGR) of 20.5% from 2025 to 2033. This significant expansion is driven by several key factors. Increasing viewership and engagement with esports events, fueled by the rise of streaming platforms like Twitch and YouTube, contribute significantly. Furthermore, the growing professionalization of esports, with the emergence of major leagues, sponsorships from prominent brands (like energy drink companies and gaming hardware manufacturers), and lucrative media rights deals, solidifies its position as a mainstream entertainment industry. Technological advancements, including improved game engines and virtual reality (VR) integration, are also enhancing the viewer experience and creating new revenue streams. The diverse range of game genres, from Multiplayer Online Battle Arenas (MOBAs) like League of Legends to First-Person Shooters (FPS) such as Counter-Strike, caters to a broad audience base, further fueling market expansion. Geographic expansion, with significant growth anticipated in regions like APAC (driven primarily by China and India), further contributes to the market's dynamism. Despite the rapid growth, the market faces certain challenges. The volatile nature of viewer interest and the dependence on successful game titles pose risks. Competition among game publishers and tournament organizers is fierce, requiring ongoing innovation and adaptation to maintain market share. Furthermore, the need to address concerns surrounding player health, fair play, and responsible gaming is crucial for long-term sustainability. However, ongoing investment in infrastructure, technological innovation, and the growing integration of esports into mainstream media suggest a positive outlook for continued growth in the foreseeable future. The market segmentation by revenue stream (sponsorships, media rights, advertising etc.) and geographic region reveals crucial insights into growth patterns and future investment opportunities. The success of key players like Activision Blizzard, Tencent, and Riot Games demonstrates the potential for significant returns in this dynamic sector.

  14. Game Streaming Market Analysis North America, Europe, APAC, South America,...

    • technavio.com
    pdf
    Updated Jul 22, 2024
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    Technavio (2024). Game Streaming Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, China, Germany, UK, Japan - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/game-streaming-market-industry-analysis
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    pdfAvailable download formats
    Dataset updated
    Jul 22, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2024 - 2028
    Area covered
    Germany, Japan, United Kingdom, United States, China
    Description

    Snapshot img

    Game Streaming Market Size 2024-2028

    The game streaming market size is forecast to increase by USD 1.05 billion at a CAGR of 8.51% between 2023 and 2028.

    The market is experiencing significant growth, driven by several key trends. One notable trend is the increasing popularity of eSports tournaments, which have gained massive followings and sponsorships from major brands. Another trend is the growing demographic of women gamers, who now represent a substantial portion of the gaming community. Additionally, the health benefits of gaming, such as improved cognitive function and stress relief, are increasingly being recognized. These factors, among others, are fueling the growth of the market. However, challenges remain, including the need for high-speed internet connections and the potential for addiction and negative health effects. Despite these challenges, the market is poised for continued expansion as technology advances and gaming becomes more mainstream.
    

    What will be the Size of the Game Streaming Market During the Forecast Period?

    Request Free Sample

    The market is experiencing significant growth and transformation, driven by the growth in popularity of game streaming services and the mobile gaming sector. Major players in this market include Facebook Gaming and YouTube Gaming, which leverage their extensive user bases to offer live streaming and on-demand content. Cloud gaming platforms, such as Microsoft xCloud and Google Stadia, are revolutionizing the industry by enabling users to play high-quality games without the need for expensive hardware. Traditional gaming companies, like PlayStation and Xbox, have entered the fray with their respective streaming services, PlayStation Plus and Xbox Game Pass. The market's size is projected to expand as technological development and infrastructure improvements facilitate smoother delivery of streaming content.
    Content acquisition remains a key focus, with popular titles like League of Legends, Dota 2, PUBG Mobile, Clash Royale, and Free Fire attracting large audiences. Content creation and monetization options are also crucial, with streaming platforms providing tools and monetization options for content creators to engage their audiences effectively. The role of the YouTube network and other live streaming tools in this ecosystem cannot be overlooked, as they offer a significant reach and influence on consumer behavior. Overall, the market is poised for continued growth and innovation, fueled by the intersection of technological advancements and evolving consumer preferences.
    

    How is this Game Streaming Industry segmented and which is the largest segment?

    The game streaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Revenue Stream
    
      In-game advertising
      Subscription
      Others
    
    
    Geography
    
      North America
    
        US
    
    
      Europe
    
        Germany
        UK
    
    
      APAC
    
        China
        Japan
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Revenue Stream Insights

    The in-game advertising segment is estimated to witness significant growth during the forecast period.
    

    The market experienced substantial growth in 2021, with in-game advertising emerging as the largest segment. This trend is anticipated to continue during the forecast period, fueled by the increasing popularity of social media and mobile gaming. In-game advertising integrates advertisements into desktop and mobile games through various formats such as ads, clips, billboards, and backdrop displays. These non-interruptive advertisements offer a smoother gaming experience for players while delivering stronger audio-visual effects for viewers. As the mobile gaming sector continues to expand, driven by smartphone penetration rates and the availability of high-speed connectivity, game streaming services like Facebook Gaming, YouTube Gaming, Microsoft xCloud, Google Stadia, PlayStation Plus, Xbox Game Pass, League of Legends, Dota 2, PUBG Mobile, Clash Royale, and Free Fire are investing in strategic efforts to enhance their content delivery and monetization options.

    Key technological developments, including the deployment of 5G networks by providers such as Optus and Pentanet, are further boosting the growth of the market. Content creators leverage live streaming tools like those offered by the YouTube network to engage audiences and monetize their content through platforms like Social Blade, where influencers like Germán Alejandro (JuegaGerman) and Garmendia Aranis have amassed significant followings.

    Get a glance at the Game Streaming Industry report of share of various segments Request Free Sample

    The in-game advertising segment was valued at USD 1.08 billion in 2018 and showed a gradual increase during the forecast peri

  15. Global PC Games Market Size By Game Type, By Distribution Channel, By...

    • verifiedmarketresearch.com
    Updated Jul 29, 2024
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    VERIFIED MARKET RESEARCH (2024). Global PC Games Market Size By Game Type, By Distribution Channel, By Pricing Model, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/pc-games-market/
    Explore at:
    Dataset updated
    Jul 29, 2024
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    PC Games Market Size And Forecast

    PC Games Market size is growing at a moderate pace with substantial growth rates over the last few years and is estimated that the market will grow significantly in the forecasted period i.e. 2024 to 2031.

    Global PC Games Market Drivers

    The market drivers for the PC Games Market can be influenced by various factors. These may include:

    Increased Adoption Of Digital Distribution: The PC Games Market has witnessed a significant shift towards digital distribution platforms such as Steam, Epic Games Store, and Origin. These platforms have made purchasing and accessing games more convenient for consumers, removing the barriers associated with physical copies. Digital distribution allows for frequent sales, promotions, and bundles, which attract a wider audience. Furthermore, the ease of downloading games instead of traveling to retail stores has contributed to higher sales volumes. This trend has been exacerbated by the rise of high-speed internet, enabling smoother downloads and frequent updates, keeping players engaged and encouraging new purchases. Growing Popularity Of eSports: The rise of eSports has dramatically influenced the PC Games Market, creating a vibrant ecosystem that attracts both players and audiences. Major tournaments, such as those for League of Legends and Dota 2, have gained global recognition, bringing in significant sponsorships and advertising revenues. This popularity encourages game developers to focus on multiplayer experiences, thereby expanding their audience base. Additionally, eSports events stimulate game sales, as viewers often want to participate in the games they watch. As eSports continues to grow, it fuels interest in related gaming genres, driving revenue in the PC gaming sector. Advancements In Technology: Technological advancements in graphics, processing power, and online infrastructures have significantly impacted the PC Games Market. Enhanced graphics cards and powerful CPUs allow developers to create immersive experiences with detailed visuals and complex gameplay mechanics. Innovations such as virtual reality (VR) and augmented reality (AR) are also beginning to reshape gaming experiences, offering new interactive elements. Additionally, improvements in internet connectivity have led to smoother online multiplayer experiences, enabling gamers to play competitively without lag. These advancements not only attract hardcore gamers but also entice casual players, broadening the market's appeal. Expansion Of Mobile Gaming: The rapid growth of mobile gaming is influencing the PC Games Market, as many gamers are now engaging with games across multiple platforms. The proliferation of smartphones and tablets has introduced more players to gaming, leading to an increase in interest in PC titles that offer superior graphics and gameplay quality. Many successful mobile games are also being adapted for PCs, enhancing their reach. Furthermore, the cross-platform play feature allows users to enjoy games on various devices, facilitating a more flexible gaming experience. As mobile gaming continues to thrive, it indirectly supports the overall demand for PC games. Shift Towards Subscription Models: Subscription models are becoming increasingly prominent in the PC Games Market, with services like Xbox Game Pass and EA Play gaining traction. These platforms offer users access to a vast library of games for a monthly fee, which lowers the barrier to entry for many players hesitant to spend on individual titles. This model also encourages exploration of various games, which can lead to increased engagement and long-term customer retention. The subscription approach caters to diverse gaming preferences and lifestyles, allowing players to try new titles without commitment. As this trend grows, it significantly reshapes purchasing behaviors in the market. Rising Interest In Indie Games: The PC Games Market has seen growing interest in indie games, which are often characterized by innovation and unique gameplay mechanics that differ from mainstream titles. Platforms such as Steam have made it easier for indie developers to publish their games, giving rise to a greater variety of options for players. Gamers are increasingly seeking fresh experiences and engaging narratives, often found in indie titles. This trend is supported by the community aspect of game discovery, where word-of-mouth recommendations and social media help promote lesser-known games. Consequently, the popularity of indie games is driving diversification and competition within the market.

  16. E

    Esport Gambling Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 2, 2025
    + more versions
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    Market Report Analytics (2025). Esport Gambling Report [Dataset]. https://www.marketreportanalytics.com/reports/esport-gambling-54123
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    doc, pdf, pptAvailable download formats
    Dataset updated
    Apr 2, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports gambling market is experiencing rapid growth, fueled by the increasing popularity of esports globally and the rise of online betting platforms. While precise figures for market size and CAGR are unavailable in the provided text, a reasonable estimation based on similar markets suggests a current market size (2025) of approximately $1.5 billion USD, growing at a CAGR of 15-20% between 2025 and 2033. This robust growth is driven by several factors: the expanding viewership of esports tournaments, the increasing accessibility of online betting, the engagement of a young and digitally savvy demographic, and the development of innovative betting products tailored to the unique characteristics of esports. The market is segmented by both game titles (with popular choices like League of Legends, Counter-Strike: Global Offensive, and Dota 2 leading the way) and betting type (online vs. offline, with online dominating due to convenience and accessibility). Key players such as Bet365, Flutter Entertainment, and others are actively shaping the market landscape through strategic partnerships, technological advancements, and expansion into new regional markets. Geographic distribution reveals significant regional variations. North America and Europe currently hold the largest market shares, but regions like Asia-Pacific (particularly China and India) show immense potential for future growth, driven by increasing internet penetration and burgeoning esports fandom. However, the market faces certain challenges. Stringent regulations concerning online gambling in several regions present a significant hurdle for growth, while concerns about match-fixing and the ethical implications of gambling on esports need careful consideration and regulatory solutions. The future success of the esports gambling market hinges on responsible regulatory frameworks, technological innovation, and the continued appeal and expansion of the esports ecosystem itself. This balance between growth and responsible practice will be crucial for the market's long-term sustainability.

  17. Mobile Legends: Bang Bang annual IAP revenue worldwide 2015-2025 YTD

    • statista.com
    Updated Jul 15, 2025
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    Statista (2025). Mobile Legends: Bang Bang annual IAP revenue worldwide 2015-2025 YTD [Dataset]. https://www.statista.com/statistics/1089412/mobile-legends-player-spending/
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    Dataset updated
    Jul 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    First released in 2016, Mobile Legends: Bang Bang is mobile multiplayer online battle arena (MOBA) game which is particularly popular in Southeast Asia. In-app purchase revenue within the game peaked reached a cumulative 111.8 million U.S. dollars in the year to date 2025.

  18. Monthly TFT revenue in Poland 2022-2023

    • statista.com
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    Statista, Monthly TFT revenue in Poland 2022-2023 [Dataset]. https://www.statista.com/statistics/1225204/poland-tft-revenue/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 2022 - Dec 2023
    Area covered
    Poland
    Description

    Teamfight Tactics (TFT) is a strategy game developed and published by Riot Games as a spinoff of their existing multiplayer online battle arena video game, League of Legends. The TFT mobile app was published in March 2020, and its monthly revenue has since then fluctuated in Poland. During the observed period of time, the mobile gaming app reached its highest revenue in February 2022, amounting to over ** thousand U.S. dollars.

  19. D

    Battle Arena Games Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 3, 2024
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    Dataintelo (2024). Battle Arena Games Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/battle-arena-games-market
    Explore at:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Oct 3, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Battle Arena Games Market Outlook



    The global battle arena games market size was valued at approximately USD 15 billion in 2023, and it is projected to reach a staggering USD 35 billion by 2032, growing at a compound annual growth rate (CAGR) of 9.5% during the forecast period. This remarkable growth can be attributed to several factors, including the increasing adoption of advanced gaming technologies, the rising popularity of esports, and the growing number of gamers worldwide.



    The growth of the battle arena games market is driven primarily by the rising popularity of esports. The esports industry has experienced exponential growth in recent years, with millions of viewers tuning in to watch competitive gaming events. This surge in interest has led to increased investments in esports tournaments and leagues, further boosting the demand for battle arena games. Additionally, the increasing prize pools and sponsorships have attracted more professional gamers into the industry, thereby driving the market growth.



    Another significant growth factor is the rapid technological advancements in the gaming industry. The introduction of high-definition graphics, virtual reality (VR), and augmented reality (AR) has revolutionized the gaming experience, making it more immersive and engaging. These advancements have led to the development of more sophisticated battle arena games that offer a realistic gaming experience, thereby attracting a larger audience. Furthermore, the integration of artificial intelligence (AI) in games has enhanced the gameplay by providing a more challenging and interactive environment for gamers.



    The proliferation of mobile gaming is also a major driver of the battle arena games market. With the increasing penetration of smartphones and the availability of high-speed internet, mobile gaming has become more accessible to a wider audience. Mobile battle arena games, in particular, have gained immense popularity due to their convenience and ease of play. Moreover, the rise of cloud gaming services has further boosted the accessibility of these games, allowing players to stream and play games on various devices without the need for high-end hardware.



    Regionally, the Asia Pacific region dominates the battle arena games market, accounting for the largest share in terms of revenue. The region's dominance can be attributed to the high number of gamers, the presence of leading gaming companies, and the growing popularity of esports. Countries such as China, South Korea, and Japan are major contributors to the market growth due to their strong gaming culture and advanced gaming infrastructure. Additionally, the region's large population and increasing disposable income have further fueled the demand for battle arena games.



    Game Type Analysis



    The battle arena games market can be segmented by game type into Multiplayer Online Battle Arena (MOBA) and Battle Royale games. MOBA games are characterized by their strategic gameplay, where players control a single character in one of two teams. These games require teamwork and strategy to destroy the enemy's base while defending their own. MOBA games like League of Legends and Dota 2 have garnered a massive following, with dedicated player bases and professional esports leagues. The complexity and depth of MOBA games have made them a favorite among hardcore gamers, contributing significantly to the market's revenue.



    On the other hand, Battle Royale games have gained tremendous popularity in recent years. These games typically involve a large number of players who are dropped into a game map and must fight to be the last person standing. The appeal of Battle Royale games lies in their fast-paced and unpredictable gameplay, which offers a thrilling experience for players. Games like Fortnite and PUBG have become cultural phenomena, attracting millions of players worldwide. The success of these games can be attributed to their innovative gameplay mechanics, frequent content updates, and strong community engagement.



    The MOBA and Battle Royale segments cater to different types of gamers, each with its unique preferences and play styles. While MOBA games are favored by players who enjoy strategic and team-based gameplay, Battle Royale games attract those who prefer solo play and high-intensity action. Both segments have their dedicated fan bases, and the continuous development and introduction of new features and content in these games are expected to drive their growth in the coming years.



    Furthermore, the increasing popular

  20. B

    Battle Arena Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jul 1, 2025
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    Data Insights Market (2025). Battle Arena Games Report [Dataset]. https://www.datainsightsmarket.com/reports/battle-arena-games-1946276
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The Battle Arena Games (BAG) market is a dynamic and rapidly expanding sector within the broader gaming industry. While precise figures for market size and CAGR aren't provided, considering the success of titles like League of Legends and the consistent growth of esports, a reasonable estimate for the 2025 market size would be around $10 billion USD, with a projected CAGR of 15% between 2025 and 2033. This growth is fueled by several key drivers. The increasing popularity of esports, coupled with the accessibility of mobile BAG titles, has broadened the player base significantly. Furthermore, continuous technological advancements, leading to enhanced graphics, improved gameplay mechanics, and more immersive experiences, are attracting both casual and hardcore gamers. The incorporation of battle passes, in-app purchases, and other monetization strategies also contributes to the market's robust financial performance. However, challenges remain, such as the intense competition among established players like Tencent, NetEase, and Activision Blizzard, as well as the need for continuous innovation to retain player engagement in a saturated market. The potential for market saturation and the need for constant content updates to maintain user interest represent significant restraints. Segmentation within the BAG market is diverse, encompassing various platforms (PC, mobile, console), game modes (5v5, 3v3, etc.), and monetization models (free-to-play, premium). Regional variations are also significant, with North America, Europe, and East Asia representing the largest markets. The competitive landscape is highly concentrated, with major players vying for dominance. These companies are investing heavily in research and development, marketing, and strategic acquisitions to maintain their market share and expand their reach. The continued success of the BAG market depends on the ability of developers to innovate, adapt to changing player preferences, and navigate the complexities of a highly competitive and ever-evolving digital entertainment landscape. Looking forward to 2033, the market is poised for further growth, driven by technological advancements and the continued expansion of esports. However, strategic planning and responsiveness to market shifts will be vital for long-term success in this dynamic industry.

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Statista (2025). League of Legends revenue worldwide 2015-2020 [Dataset]. https://www.statista.com/statistics/806975/lol-revenue/
Organization logo

League of Legends revenue worldwide 2015-2020

Explore at:
17 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 26, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

First released in 2009, League of Legends (LoL) is an online multiplayer battle arena game which generated revenue of **** billion U.S. dollars in 2020. This figure represents recovery from the dip to *** billion U.S. dollars in annual revenue generated in 2018. Still going strong after 10 years League of Legends has built a loyal and large fanbase in the ten years since its release. The game reached a landmark 100 million monthly active users in 2016, an impressive increase from the ** million users it had in 2011. As with many online games, players can gain experience points through playing the game and completing certain missions. This ranking system is then used to match players of similar skill levels against each other in online games. The League of Legends ranking system has **** levels to indicate the skill level of the gamer. Amongst North American players, the silver skill level was the most common, whilst only a small handful of gamers were able to reach the top levels. League of Legends tournamentsDue to its entertaining and fast-pace gameplay, League of Legends is one of the most popular eSports, with almost ** million U.S. dollars up for grabs in LoL tournaments worldwide in 2018. The pinnacle of the League of Legends competitive scene is the World Championship, which became one of the most watched eSports events in history in 2018 as almost 100 million unique viewers tuned in. The Chinese eSports team, Invictus Gaming, emerged victorious in 2018, thereby pocketing a whopping *** million U.S. dollars in prize money.

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