49 datasets found
  1. League of Legends Stats: S12

    • kaggle.com
    zip
    Updated Jul 23, 2023
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    Vivo Vinco (2023). League of Legends Stats: S12 [Dataset]. https://www.kaggle.com/datasets/vivovinco/league-of-legends-champion-stats
    Explore at:
    zip(145889 bytes)Available download formats
    Dataset updated
    Jul 23, 2023
    Authors
    Vivo Vinco
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Context

    This dataset contains champion stats of ranked League of Legends games. The dataset will be updated for every patch.

    Content

    +100 rows and 11 columns. Columns' description are listed below.

    • Name : Name of the champion
    • Class : Fighter, Assassin, Mage, Marksman, Support or Tank
    • Role : Top, Mid, ADC, Support or Jungle
    • Tier : God, S, A, B, C or D
    • Score : Overall score of the champion
    • Trend : Trend of the score
    • Win % : Win rate of the champion
    • Role % : Role rate played with the champion
    • Pick % : Pick rate of the champion
    • Ban % : Ban rate of the champion
    • KDA : (Kill+Death)/Assist ratio of the champion

    Acknowledgements

    Data from METAsrc. Image from League of Legends Wiki.

    If you're reading this, please upvote.

  2. LoL Match History & Summoner Data – 100k Matches

    • kaggle.com
    zip
    Updated Nov 15, 2025
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    nsmall (2025). LoL Match History & Summoner Data – 100k Matches [Dataset]. https://www.kaggle.com/nathansmallcalder/lol-match-history-and-summoner-data-80k-matches
    Explore at:
    zip(5122346 bytes)Available download formats
    Dataset updated
    Nov 15, 2025
    Authors
    nsmall
    Description

    League of Legends Relational Database for Match Prediction

    Context

    This dataset contains detailed match and player data from League of Legends, one of the most popular multiplayer online battle arena (MOBA) games in the world. It includes 48,000 matches and contains 100,000 summoner statistics, capturing a wide range of in-game statistics, such as champion selection, player performance metrics, match outcomes, and more.

    The dataset is structured to support a variety of analyses, including:

    • Predicting match outcomes based on team compositions and player stats
    • Evaluating player performance and progression over time
    • Exploring trends in champion popularity and win rates
    • Building machine learning models for esports analytics

    Whether you are interested in competitive gaming, data science, or predictive modeling, this dataset provides a rich source of structured data to explore the dynamics of League of Legends at scale.

    Data Schema and Dictionary

    Data was collected from Riot Games API using Python script(link) from Patch 25.19

    The datase consists of 7 csv files:

    • MatchStatsTbl - Match Stats given a summonerID and MatchID.Contains K/D/A, Items, Runes,Ward Score, Summoner Spells, Baron Kills, Dragon Kills, Lane, DmgTaken/Dealt, Total Gold, cs,Mastery Points and Win/Loss
    • TeamMatchStatsTbl - Containes Red/Blue Champions,Red/Blue BaronKills,Blue/Red Turret Kills, Red/Blue Kills, RiftHearaldKills and Win/loss
    • MatchTbl- Contains MatchID,Rank,Match Duration and MatchType.
    • RankTbl - Contains RankID and RankName
    • ChampionTbl- Contains ChampionID and ChampionName
    • ItemTbl - Contains ItemID and ItemName
    • SummonerTbl - Contains SummonerID and SummonerName
    • SummonerMatchTbl - Links MatchID,SummonerID and ChampionID

    Database Features

    • This dataset contains 48,360 League of Legends matches and 100,000+ summoner statistics from those games.
    • Uses Data from over 2,381 summoners.
    • Consists of data only from Europe West(EUW)
    • Data is sampled from Unranked to Challenger tiers.

    Database Setup

    -MySQL Database using Linux -Database Schema Script can be found here. (Works with the gtihub project to collect your own data)

    Limitations

    The Riot API only provides the "BOTTOM" lane for bot-lane players. During Data collection, roles were inferred by combining chapions that often played support with CS metrics to distinguish ADC vs Support — especially for ambiguous picks like Senna or off-meta choices.

    Acknowledgements/Privacy

    Data is collected using the official Riot Games API. We thank Riot Games for providing the data and tools that make this project possible. This dataset is not endorsed or certified by Riot Games. No personal or identifiable player data (e.g., Summoner Names, Summoner IDs, or PUUIDs) are included. The SummonerTbl has been intentionally excluded from this public release.

    Github

    The Python scripts used for data collection, as well as various scripts I developed for API calls, database management, and initial data analytics, can be found on GitHub

  3. E

    Esports League Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 9, 2025
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    Data Insights Market (2025). Esports League Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-league-508097
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    May 9, 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

    Discover the booming esports league market! Explore its explosive growth, key drivers (League of Legends, Dota 2, CS:GO), major leagues (LCS, TI, CS Majors), and regional trends. This comprehensive analysis projects market size and growth through 2033.

  4. Z

    League of Legends Match Data at Various Time Intervals

    • data.niaid.nih.gov
    • zenodo.org
    Updated Aug 31, 2023
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    Jailson Barros da Silva Junior; Claudio Campelo (2023). League of Legends Match Data at Various Time Intervals [Dataset]. https://data.niaid.nih.gov/resources?id=zenodo_8303396
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    Dataset updated
    Aug 31, 2023
    Dataset provided by
    Federal University of Campina Grande
    Authors
    Jailson Barros da Silva Junior; Claudio Campelo
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This dataset comprises comprehensive information from ranked matches played in the game League of Legends, spanning the time frame between January 12, 2023, and May 18, 2023. The matches cover a wide range of skill levels, specifically from the Iron tier to the Diamond tier.

    The dataset is structured based on time intervals, presenting game data at various percentages of elapsed game time, including 20%, 40%, 60%, 80%, and 100%. For each interval, detailed match statistics, player performance metrics, objective control, gold distribution, and other vital in-game information are provided.

    This collection of data not only offers insights into how matches evolve and strategies change over different phases of the game but also enables the exploration of player behavior and decision-making as matches progress. Researchers and analysts in the field of esports and game analytics will find this dataset valuable for studying trends, developing predictive models, and gaining a deeper understanding of the dynamics within ranked League of Legends matches across different skill tiers.

  5. E

    Esports League Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 9, 2025
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    Market Report Analytics (2025). Esports League Report [Dataset]. https://www.marketreportanalytics.com/reports/esports-league-73444
    Explore at:
    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, expanding professional leagues, and the rise of mobile gaming. While precise figures for market size and CAGR aren't provided, a reasonable estimation, based on industry reports showing substantial growth in related sectors like game publishing and streaming, suggests a 2025 market size of approximately $1.5 billion, with a Compound Annual Growth Rate (CAGR) of around 15% projected from 2025 to 2033. This growth is fueled by several key factors: the continuous rise in popularity of titles like League of Legends, Dota 2, and CS:GO, coupled with the professionalization of the industry through established leagues like the LCS, TI, and CS Majors. The increasing investment from sponsors, media rights holders, and game developers further contributes to market expansion. Significant regional variations exist, with North America and Asia-Pacific commanding a major share of the market, reflecting high internet penetration and gaming culture. However, growth is also seen in emerging markets, indicating future potential. Key trends include the increasing integration of esports into mainstream media, the growth of mobile esports, and the expansion into new game genres. While potential restraints exist, such as concerns regarding player health and the regulatory landscape, the overall trajectory indicates a bright future for the esports league market. The segmentation of the esports league market reveals significant opportunities across different player demographics (teenagers and adults) and game titles. The dominance of established titles like League of Legends, Dota 2, and CS:GO underscores the importance of proven competitive frameworks and established player bases. However, the "Others" segment highlights the constant emergence of new competitive titles, driving ongoing innovation and attracting diverse audiences. The geographical distribution points to North America and Europe as currently dominant regions, but rapid growth in Asia-Pacific and emerging markets presents significant untapped potential for expansion. A strategic approach should consider regional variations in gaming culture, infrastructure, and regulatory frameworks, allowing for targeted marketing and engagement strategies to capitalize on the unique opportunities presented by each market segment.

  6. 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
    Explore at:
    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 explosive growth of the esports league market is analyzed, revealing a 15% CAGR through 2033, driven by rising viewership, mobile gaming, and key regional markets like North America and Asia Pacific. Explore market trends, leading companies (LCS, TI, etc.), and the opportunities & challenges shaping this dynamic industry.

  7. s

    Citation Trends for "Impact of “The Online League of Legends (LoL) GAME...

    • shibatadb.com
    Updated Sep 30, 2021
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    Yubetsu (2021). Citation Trends for "Impact of “The Online League of Legends (LoL) GAME School” Program on the COVID-19 Education Crisis: Focusing on Korean Students’ Affective Domain" [Dataset]. https://www.shibatadb.com/article/HoWEHa9L
    Explore at:
    Dataset updated
    Sep 30, 2021
    Dataset authored and provided by
    Yubetsu
    License

    https://www.shibatadb.com/license/data/proprietary/v1.0/license.txthttps://www.shibatadb.com/license/data/proprietary/v1.0/license.txt

    Time period covered
    2023
    Variables measured
    New Citations per Year
    Description

    Yearly citation counts for the publication titled "Impact of “The Online League of Legends (LoL) GAME School” Program on the COVID-19 Education Crisis: Focusing on Korean Students’ Affective Domain".

  8. League of Legends's YouTube Channel Statistics

    • vidiq.com
    + more versions
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    vidIQ, League of Legends's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UC2t5bjwHdUX4vM2g8TRDq5g/
    Explore at:
    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 1, 2025 - Nov 26, 2025
    Area covered
    US
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for League of Legends, featuring 16,000,000 subscribers and 9,297,142,360 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in US. Track 1,652 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  9. M

    Multiplayer Online Battle Arena (Moba) Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jun 21, 2025
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    Data Insights Market (2025). Multiplayer Online Battle Arena (Moba) Games Report [Dataset]. https://www.datainsightsmarket.com/reports/multiplayer-online-battle-arena-moba-games-1372246
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jun 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 MOBA games market is booming, projected to reach $18.4 billion by 2033 with an 8.8% CAGR. Explore key drivers, trends, and competitive landscapes shaping this dynamic industry, dominated by giants like Riot Games and Tencent, but also featuring exciting emerging players. Discover regional market shares and future growth projections for this thriving sector.

  10. E

    ESports Club Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Nov 15, 2025
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    Market Research Forecast (2025). ESports Club Report [Dataset]. https://www.marketresearchforecast.com/reports/esports-club-541045
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Nov 15, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

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

    Explore the booming esports club market analysis, drivers, trends, and forecasts from 2025-2033. Discover key insights into League of Legends, Dota 2, and PUBG club revenue and regional growth.

  11. League of Legends Matches – 150k In-Game Stats

    • kaggle.com
    zip
    Updated Nov 19, 2025
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    Nathan Smallcalder (2025). League of Legends Matches – 150k In-Game Stats [Dataset]. https://www.kaggle.com/datasets/nathansmallcalder/lol-match-history-and-summoner-data-80k-matches/discussion
    Explore at:
    zip(7205820 bytes)Available download formats
    Dataset updated
    Nov 19, 2025
    Authors
    Nathan Smallcalder
    Description

    League of Legends Relational Database for Match Prediction

    Context

    This dataset contains detailed match and player data from League of Legends, one of the most popular multiplayer online battle arena (MOBA) games in the world. It includes 69,416 matches and contains 150,505 summoner statistics, capturing a wide range of in-game statistics, such as champion selection, player performance metrics, match outcomes, and more.

    The dataset is structured to support a variety of analyses, including:

    • Predicting match outcomes based on team compositions and player stats
    • Evaluating player performance and progression over time
    • Exploring trends in champion popularity and win rates
    • Building machine learning models for esports analytics

    Whether you are interested in competitive gaming, data science, or predictive modeling, this dataset provides a rich source of structured data to explore the dynamics of League of Legends at scale.

    Data Schema and Dictionary

    Data was collected from Riot Games API using Python script(link) from Patch 25.19

    The datase consists of 7 csv files:

    • MatchStatsTbl - Match Stats given a summonerID and MatchID.Contains K/D/A, Items, Runes,Ward Score, Summoner Spells, Baron Kills, Dragon Kills, Lane, DmgTaken/Dealt, Total Gold, cs,Mastery Points and Win/Loss
    • TeamMatchStatsTbl - Containes Red/Blue Champions,Red/Blue BaronKills,Blue/Red Turret Kills, Red/Blue Kills, RiftHearaldKills and Win/loss
    • MatchTbl- Contains MatchID,Rank,Match Duration and MatchType.
    • RankTbl - Contains RankID and RankName
    • ChampionTbl- Contains ChampionID and ChampionName
    • ItemTbl - Contains ItemID and ItemName
    • SummonerTbl - Contains SummonerID and SummonerName
    • SummonerMatchTbl - Links MatchID,SummonerID and ChampionID

    Database Features

    • This dataset contains 69,416 League of Legends matches and 150,505+ summoner statistics from those games.
    • Uses Data from over 5,114 summoners.
    • Consists of data only from Europe West(EUW)
    • Data is sampled from Unranked to Challenger tiers.

    Database Setup

    -MySQL Database using Linux -Database Schema Script can be found here. (Works with the gtihub project to collect your own data)

    Limitations

    The Riot API only provides the "BOTTOM" lane for bot-lane players. During Data collection, roles were inferred by combining chapions that often played support with CS metrics to distinguish ADC vs Support — especially for ambiguous picks like Senna or off-meta choices.

    Acknowledgements/Privacy

    Data is collected using the official Riot Games API. We thank Riot Games for providing the data and tools that make this project possible. This dataset is not endorsed or certified by Riot Games. No personal or identifiable player data (e.g., Summoner Names, Summoner IDs, or PUUIDs) are included. The SummonerTbl has been intentionally excluded from this public release.

    Github

    The Python scripts used for data collection, as well as various scripts I developed for API calls, database management, and initial data analytics, can be found on GitHub

  12. M

    Multiplayer Online Battle Arena Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jul 22, 2025
    + more versions
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    Data Insights Market (2025). Multiplayer Online Battle Arena Games Report [Dataset]. https://www.datainsightsmarket.com/reports/multiplayer-online-battle-arena-games-1410965
    Explore at:
    doc, pdf, pptAvailable download formats
    Dataset updated
    Jul 22, 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

    Discover the booming Multiplayer Online Battle Arena (MOBA) games market! This analysis reveals key trends, growth projections (2025-2033), leading companies (Riot Games, Tencent, etc.), and regional market share, offering insights for investors and industry professionals. Learn about market drivers, restraints, and future opportunities in this competitive gaming sector.

  13. League of Legends Champions 2024

    • kaggle.com
    zip
    Updated Sep 27, 2024
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    Marwan Tamer (2024). League of Legends Champions 2024 [Dataset]. https://www.kaggle.com/datasets/marwant1/league-of-legends-champions-2024
    Explore at:
    zip(11284 bytes)Available download formats
    Dataset updated
    Sep 27, 2024
    Authors
    Marwan Tamer
    License

    Apache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
    License information was derived automatically

    Description

    The League of Legends Champions 2024 dataset contains detailed information about each champion in the popular online multiplayer game, League of Legends, as of 2024. This dataset is designed for players, analysts, and developers who seek to understand champion characteristics, their roles in gameplay, and their overall mechanics.

    Key Features: Name: The official name of the champion as recognized in the game. Nick Name: The colloquial or commonly used name for the champion, often based on their lore or gameplay style. Classes: The classification of the champion, indicating their primary traits, such as Fighter, Mage, Marksman, Tank, Support, etc. Release Date: The date when the champion was first introduced to the game, providing context on their availability and relevance within the game’s evolving meta. Last Changed: The most recent date when the champion underwent any significant balance changes or updates, reflecting their current state in the game. Blue Essence: The in-game currency required to unlock the champion, representing their accessibility for players. RP (Riot Points): The premium currency price to purchase the champion, indicating the monetary value of the champion for players who prefer to buy rather than earn them. Difficulty: A rating that indicates how challenging the champion is to play, helping players assess suitability based on their skill level. Role: The designated gameplay role of the champion, such as Top, Jungle, Mid, ADC (Attack Damage Carry), or Support, which influences team composition and strategy. Range Type: Specifies whether the champion is melee or ranged, affecting their playstyle and engagement strategies in matches. Resource Type: The type of resource the champion uses to cast abilities, such as Health, Mana, or Energy, influencing their gameplay mechanics and sustainability. Base HP: The initial health points of the champion at level one, impacting their survivability in the early game. Base Mana: The initial mana points of the champion at level one, determining their capacity to cast spells in the early game. Purpose and Applications: This dataset is a valuable resource for players and analysts aiming to:

    Analyze champion performance based on their attributes and roles. Evaluate champion balance changes over time and their impact on gameplay. Develop strategies for champion selection in different game modes. Conduct statistical analyses or create visualizations to understand trends in champion usage and preferences.

  14. League of Legends Latinoamerica's YouTube Channel Statistics

    • vidiq.com
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    vidIQ, League of Legends Latinoamerica's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UCmvoPMHe9l0ytr9ONu5-1vw/
    Explore at:
    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 1, 2025 - Nov 27, 2025
    Area covered
    MX, Latin America
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for League of Legends Latinoamerica, featuring 1,270,000 subscribers and 245,912,558 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in MX. Track 1,167 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  15. 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

    Discover the explosive growth of the eSports organization market! This comprehensive analysis reveals key trends, regional market share, leading companies like Fnatic and Team Liquid, and a forecast to 2033. Learn about the driving forces and challenges shaping the future of competitive gaming.

  16. 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

    Discover the booming MOBA computer game market! Explore a detailed analysis of market size ($15B estimated in 2025), CAGR, key drivers, trends, restraints, and regional breakdowns. Learn about top players like Riot Games and Tencent, and future growth projections for this dynamic sector. Invest in the future of gaming!

  17. 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-54111
    Explore at:
    pdf, ppt, docAvailable 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 rising number of active players and viewers. While precise market sizing data is unavailable from the prompt, based on industry reports and similar market segments, we can estimate the 2025 market value to be around $1.5 billion USD, with a Compound Annual Growth Rate (CAGR) of approximately 15% projected through 2033. This growth is driven by several key factors including the increasing professionalization of esports, the rise of dedicated esports betting platforms, and broader acceptance of online gambling in certain regions. Popular esports titles such as League of Legends (LOL), Counter-Strike: Global Offensive (CSGO), Dota 2, and others contribute significantly to this market, attracting a diverse audience of both casual and dedicated bettors. However, market growth faces potential restraints, including regulatory hurdles in various jurisdictions that limit or prohibit online gambling and the ongoing debate surrounding the ethical implications of gambling in the context of competitive gaming, especially among younger audiences. Segment analysis reveals that online gambling holds a significantly larger share than offline, reflecting the convenience and accessibility of digital platforms. Key players such as Bet365, Flutter Entertainment, and others are actively vying for market share through aggressive marketing strategies, technological advancements, and the development of innovative betting options tailored to the specific nuances of different esports. The geographic distribution of the esports gambling market showcases strong performance in North America and Europe, driven by established online gambling infrastructure and a large, engaged esports fanbase. Asia-Pacific also presents significant growth potential, although regulatory landscapes and cultural factors may influence the pace of adoption. Future growth will hinge on several factors: the continued expansion of the esports ecosystem, the development of sophisticated betting platforms with enhanced user experience and security features, and the evolution of regulatory frameworks that strike a balance between fostering innovation and mitigating potential risks. Successful operators will need to balance the need to attract and retain customers with adherence to ethical and legal standards, while constantly adapting to the dynamic nature of the esports landscape.

  18. 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
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2024 - 2028
    Area covered
    China, Germany, Japan, United States, United Kingdom
    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 period.

  19. D

    MOBA Games Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 1, 2025
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    Dataintelo (2025). MOBA Games Market Research Report 2033 [Dataset]. https://dataintelo.com/report/moba-games-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Oct 1, 2025
    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

    MOBA Games Market Outlook



    According to our latest research, the global MOBA (Multiplayer Online Battle Arena) games market size reached USD 41.8 billion in 2024. The market is projected to expand at a robust CAGR of 11.2% between 2025 and 2033, driven by increasing digital penetration, evolving gaming preferences, and the explosive growth of esports. By 2033, the MOBA games market is anticipated to reach USD 108.3 billion. The market’s impressive growth trajectory is fueled by a combination of technological innovation, rising smartphone adoption, and the proliferation of high-speed internet, which have collectively transformed the landscape of competitive and social gaming worldwide.




    One of the primary growth factors bolstering the MOBA games market is the surging popularity of esports and competitive gaming. The MOBA genre, exemplified by titles such as League of Legends, Dota 2, and Mobile Legends, has become the backbone of the global esports industry, attracting millions of viewers and participants annually. The proliferation of professional leagues, tournaments with multi-million-dollar prize pools, and the establishment of esports organizations have elevated MOBA games from casual entertainment to a viable career path for professional gamers. This phenomenon has not only increased player engagement but also attracted significant investments from sponsors, advertisers, and media companies, further stimulating market growth. Additionally, the integration of live-streaming platforms and social media has amplified the visibility and reach of MOBA titles, creating a virtuous cycle of growth and engagement.




    Another critical driver for the MOBA games market is the rapid advancement in gaming technology and infrastructure. The widespread availability of high-performance gaming hardware, coupled with the advent of cloud gaming and cross-platform compatibility, has democratized access to MOBA games. Players can now enjoy seamless experiences across PC, console, and mobile platforms, breaking down traditional barriers to entry. Furthermore, game developers are leveraging artificial intelligence, machine learning, and sophisticated matchmaking algorithms to enhance gameplay, personalize user experiences, and maintain player retention. These technological innovations, combined with regular content updates and community-driven events, ensure that MOBA games remain dynamic and relevant in an increasingly competitive gaming ecosystem.




    The monetization landscape within the MOBA games market has also evolved significantly, contributing to its sustained expansion. Developers have adopted diverse revenue models, including in-game purchases, battle passes, advertising, and subscription services, to maximize profitability without alienating their player base. The free-to-play model, in particular, has proven highly effective in attracting a broad audience, with revenue generated through cosmetic upgrades, character skins, and other microtransactions. This approach not only lowers the barrier to entry for new players but also encourages long-term engagement through regular content drops and limited-time events. As a result, the MOBA games market has become a lucrative arena for both developers and third-party service providers, fostering a vibrant ecosystem of ancillary products and services.




    From a regional perspective, the Asia Pacific region dominates the MOBA games market, accounting for the largest share of global revenue in 2024. This dominance is underpinned by a massive, tech-savvy population, widespread mobile internet adoption, and a deeply ingrained gaming culture. North America and Europe follow closely, driven by high disposable incomes, robust esports infrastructure, and a strong tradition of PC and console gaming. Meanwhile, Latin America and the Middle East & Africa are emerging as high-growth markets, fueled by increasing internet penetration and rising interest in competitive gaming. Each region presents unique opportunities and challenges, shaped by local preferences, regulatory environments, and technological readiness.



    Platform Analysis



    The platform segment of the MOBA games market is a critical determinant of user engagement, game accessibility, and monetization strategies. In 2024, the PC platform continued to hold a significant share of the market, owing to its historical association with flagship MOBA titles such as League of Legends and Dota 2. PCs offer superior processing power, customizab

  20. Gaming Software Market Analysis, Size, and Forecast 2025-2029: North America...

    • technavio.com
    pdf
    Updated May 31, 2025
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    Technavio (2025). Gaming Software Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (Germany, Russia, and UK), APAC (Australia, China, India, Japan, and South Korea), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/gaming-software-market-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    May 31, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Area covered
    Canada, United States
    Description

    Snapshot img

    Gaming Software Market Size 2025-2029

    The gaming software market size is forecast to increase by USD 56.3 million, at a CAGR of 6.4% between 2024 and 2029.

    The market is experiencing significant growth, driven by revolutionary advancements in gaming engines that support experiences in tablet games. This technological evolution is attracting a larger player base and fueling the market's expansion. Another key trend is the increasing popularity of eSports, which has transformed gaming from a pastime into a professional sport, creating new revenue streams and opportunities for market participants. However, the high capital requirement for developing advanced gaming software and the need for strong online platforms and development tools pose challenges.
    Companies must invest heavily in research and development, marketing, and infrastructure to compete effectively in this dynamic and competitive landscape. To capitalize on market opportunities and navigate challenges, gaming software companies must stay abreast of emerging technologies and consumer preferences, while also maintaining a strong financial position. Augmented reality and virtual reality technologies are revolutionizing the gaming industry, providing new dimensions to gaming experiences.
    

    What will be the Size of the Gaming Software Market during the forecast period?

    Request Free Sample

    The market is witnessing significant advancements, with artificial intelligence (AI) playing a pivotal role in enhancing game accessibility and player experience. The market also caters to video gamers on mobile devices, including smartphones and tablets, through mobile gaming software. Cultural sensitivity is a growing concern, leading to the adoption of inclusive design and localization tools. Game preservation is another trend, with data mining and procedural generation techniques used to revive legacy games. Live operations, game events, and player behavior analysis are essential for monetization strategies, which include content updates, player support, and game balance adjustments. 
    Game Engines are being optimized with AI to improve performance and enable cross-platform development. Machine learning algorithms are employed for game economy modeling and player segmentation. Cloud infrastructure, edge computing, and game physics are crucial for delivering seamless gaming experiences. Security is paramount, with game updates addressing vulnerabilities and advertising networks ensuring player privacy. Game modding and graphical fidelity continue to be key areas of focus for developers.
    

    How is this Gaming Software Industry segmented?

    The gaming software industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Type
    
      Mobile games
      Console games
      PC games
    
    
    Revenue Stream
    
      Box and CD game
      Shareware
      Freeware
      In-app purchases
    
    
    Platform
    
      Game engine
      Gaming tools
      Audio engine
      Physics engine
    
    
    End-user
    
      Individual
      Enterprise
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        Germany
        Russia
        UK
    
    
      APAC
    
        Australia
        China
        India
        Japan
        South Korea
    
    
      Rest of World (ROW)
    

    By Type Insights

    The mobile games segment is estimated to witness significant growth during the forecast period. Mobile Gaming software, a segment of the dynamic gaming industry, has witnessed significant growth due to the widespread use of mobile phones and tablets. The availability of affordable, high-resolution mobile devices and increasing access to high-speed Internet through 5G technology in major markets like China, the US, Germany, and the UK, has boosted mobile gaming as a preferred platform. In 2024, approximately 2 billion mobile gamers were active worldwide. Mobile games dominate online application stores such as Apple App Store and Google Play, accounting for 25%-30% of the applications downloaded on Android and iOS platforms in 2023.

    One significant segment of this market includes games used for competitive play, such as those in the E-sports scene. These include popular titles like Dota 2 and League of Legends, which are supported by platforms like Faceit and ESL. Game analytics, an essential component of the gaming industry, is used to monitor and analyze player behavior, game performance, and user experience. AI scripting and physics engines power game mechanics, ensuring realistic gameplay user experiences. App stores serve as crucial distribution channels for game developers, enabling them to reach a global audience. Game streaming and cloud gaming have emerged as new trends, offering players the convenience of playing games on various devices without the need for high-end hardware. Game design software, including level design, level editor, user experience

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Vivo Vinco (2023). League of Legends Stats: S12 [Dataset]. https://www.kaggle.com/datasets/vivovinco/league-of-legends-champion-stats
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League of Legends Stats: S12

Season 12 League of Legends Champion Stats

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zip(145889 bytes)Available download formats
Dataset updated
Jul 23, 2023
Authors
Vivo Vinco
License

Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically

Description

Context

This dataset contains champion stats of ranked League of Legends games. The dataset will be updated for every patch.

Content

+100 rows and 11 columns. Columns' description are listed below.

  • Name : Name of the champion
  • Class : Fighter, Assassin, Mage, Marksman, Support or Tank
  • Role : Top, Mid, ADC, Support or Jungle
  • Tier : God, S, A, B, C or D
  • Score : Overall score of the champion
  • Trend : Trend of the score
  • Win % : Win rate of the champion
  • Role % : Role rate played with the champion
  • Pick % : Pick rate of the champion
  • Ban % : Ban rate of the champion
  • KDA : (Kill+Death)/Assist ratio of the champion

Acknowledgements

Data from METAsrc. Image from League of Legends Wiki.

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