2015 Was Indeed Legendary For League Of Legends – $1.6 Billion In Revenue
League of Legends, the hugely popular multiplayer online role playing game and one of the leading titles in the eSports industry, has a very successful year behind it.
The game was developed by Riot Games made $1.6 billion in revenues in 2015, which makes it the highest-grossing game in history.
An eventful year for League of Legends
The eSports market has seen a lot of positive development in the last year. More events, more involvement from gaming companies, the increased popularity of real money esports betting, and more capital flowing into the industry have resulted in the competitive gaming environment becoming more popular than ever.
On the backbone of this development, the main show-makers, namely the games, have been growing in line with the industry. League of Legends was – and is – one of the top titles in the eSports industry, and it is presenting some amazing numbers from the past year.
Even though the game is free-to-play, Riot Games’ signature product generated more than $1.6 billion in revenue last year. This has made the game the highest-grossing game in history. The figures were provided by the market research company SuperData Research and compiled using digital point-of-sale data from the publishers, developers, and payment service providers, alongside qualitative consumer insights.
For comparison, Valve, probably Riot Games’ biggest competitor with its popular games Dota 2 and Counter-Strike: GO, has made $238 million from its MOBA game and $221 million from its popular shooter game.
The money League of Legends has generated comes from in-game transactions. Champions, skins, and portraits can be purchased from the online store with either Influence Points, which are earned from playing games, or Riot Points, which can be bought with real money.
2015 World Championships: above expectations
There are a number of events where matches in League of Legends are played between professional players, such as the Intel Extreme Masters, World Cyber Games. However, when it comes to the importance of an event, the biggest and most well-known event connected to the game is without doubt the yearly World Championships, which attracts millions of fans that either join live in arenas around the world or are watching the tournament online.
According to the company, the event’s numbers from last year were more than exciting. Fans have watched 360 million hours of live eSports, almost doubling the 194 million from the year before. Over the four weeks of the competition, the number of unique viewers that tuned in every day via online and television channels amounted to 334 million, topping the 288 million from 2014.
The final between SKT and Koo Tigers, which took place in Berlin’s Mercedes-Benz Arena, saw a peak concurrent viewership – the highest number of fans tuned in at any one point – of 14 million. For comparison, this number was 11 million in the year before that.
With an overall total unique viewer count for the 2015 finals of 36 million, an increase of 9 million compared to last year, it’s no surprise the game is so popular around the world.
2016 promising more excitement
With positive predictions for this year, Riot Games’ parade horse could see a new high in numbers this year, and with the constantly growing popularity of the scene, League of Legends, Dota 2, Counter-Strike: Go, and others will most likely deliver amazing numbers for the coming year as well.