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League of Legends

LEAGUE OF LEGENDS

Table of Contents
Table of Contents

01 Overview
Market share of MMO games worldwide 2017-2022, by type 02
Share of gamers playing selected game genres worldwide 2017, by gender 03
League of Legends revenue worldwide 2015-2018 04
Share of U.S. gamers playing MMO games 2016. by gender 05
Share of U.S. gamers playing MMO games 2016. by age 06
Average time spent playing multiplayer online games in the U.S. 2016, by device 07

02 Users & usage


Number of eSports games players worldwide 2017 09
League of Legends player share worldwide in 2017, by server 10
Number of League of Legends MAU 2011-2016 11
Gender distribution of global eSports games fans 2017 12
LoL summoner share in North America 2019, by tier 13
Distribution of time spent watching selected games online Q1 2018, by platform 14
Table of Contents

03 Rankings
Leading FTP games worldwide, by revenue 16
Leading games on Twitch in 2018, by hours viewed 17
Twitch: most subscribed channels 2019 18
Leading video gaming brands on Twitter 2018, by followers 19
Leading F2P MMO games worldwide 2017, by revenue 20

04 eSports presence
eSports selected franchise reach among gamers worldwide 2017 22
LoL World Championships prize pool 2012-2019 23
All time leading eSports tournaments worldwide as of 2018, by unique viewers 24
League of Legends championship finals viewers number 2013-2018 25
Share of eSports viewership among selected games fans worldwide 2017, by source 26
Leading eSports tournaments worldwide as of November 2019, by prize pool 27
LoL World Championships prize money awarded to winning teams 2011-2019 28
Table of Contents

LoL World Championships prize pool share awarded to winning teams 2018 29
Leading LoL eSports players worldwide 2019, by overall earnings 30
LEAGUE OF LEGENDS

Overview
Market share of massively multiplayer online (MMO) games worldwide from 2017 to 2022, by
type
Market share of MMO games worldwide 2017-2022, by type

MMO Role Play Games MMO First Person Shooter MMO Real-time Strategy

120.0%

100.0%
31.5% 15.5% 33% 44.5% 46%

80.0% 52%
Market share

28.5% 49.5%
60.0%
13% 44%

40.0% 42%
39.5%
32%
20.0%
17%
9.5%
0.0%
2017 2018* 2019* 2020* 2022*

Note: Worldwide; 2017; based on revenue; figures are estimates


Further information regarding this statistic can be found on page 32.
2 Source(s): HTF; Statista estimates; ID 328648 Overview
Distribution of gamers playing selected game genres worldwide as of January 2017, by gender
Share of gamers playing selected game genres worldwide 2017, by gender

Share of respondents paying each genre

Female Male

0.0% 20.0% 40.0% 60.0% 80.0% 100.0% 120.0%

Match 3 69% 31%


Family/farm Sim 69% 31%
Casual puzzle 42% 58%
Atmospheric exploration 41% 59%
Interactive drama 37% 63%
MMOs (high fantasy) 36% 64%
Japanese RPG 33% 67%
Western RPG 26% 74%
Survival roguelike 25% 75%
Platformer 25% 75%
City building 22% 78%
Action RPG 20% 80%
Sandbox 18% 82%
Action adventure 18% 82%

Note: Worldwide; January 2017; based on 270,000 responses from gamers worldwide
Further information regarding this statistic can be found on page 33.
3 Source(s): Quantic Foundry; ID 694381 Overview
League of Legends (LoL) revenue worldwide from 2015 to 2018 (in billion U.S. dollars)
League of Legends revenue worldwide 2015-2018

Revenue in billion U.S. dollars


0 0.5 1 1.5 2 2.5

2015 1.63

2016 1.8

2017 2.1

2018 1.4

Note: Worldwide; 2015 to 2018


Further information regarding this statistic can be found on page 34.
4 Source(s): SuperData Research; Gamasutra; ID 806975 Overview
Percentage of gamers playing multiplayer online games in the United States as of December
2016, by gender
Share of U.S. gamers playing MMO games 2016. by gender

Yes, often Yes, regularly Yes, ocassionally No

120.0%

100.0%
41% 21%

80.0%
15%
Share of group

60.0% 26%
22%

40.0%
16% 37%

20.0% 22%

0.0%
Female Male

Note: United States; December 14 to 23, 2016; 18 years and older; total survey n = 1,560
Further information regarding this statistic can be found on page 35.
5 Source(s): Statista Survey; ID 662234 Overview
Percentage of gamers playing multiplayer online games in the United States as of December
2016, by age group
Share of U.S. gamers playing MMO games 2016. by age

Yes, often Yes, regularly Yes, ocassionally No

120.0%

100.0%
12% 15% 36% 64%

20% 15%
80.0%
Share of group

28%
28%
60.0% 23%

40.0% 43% 19%


40%
20%

20.0% 23%
8%
8%
0.0%
18 - 29 30 - 39 40 - 49 50 +

Note: United States; December 14 to 23, 2016; 18 years and older; total survey n = 1,560
Further information regarding this statistic can be found on page 36.
6 Source(s): Statista Survey; ID 662270 Overview
Average time spent playing multiplayer games online according to gamers in United States as
of December 2016, by device
Average time spent playing multiplayer online games in the U.S. 2016, by device

Share of time Home console Handheld console PC Smartphone/tablet Set-top box


Don't play online-multiplayer 3% 5% 1% 2% 3%
up to 20% 13% 19% 16% 19% 14%
21% - 40% 16% 16% 14% 18% 17%
41% - 60% 22% 25% 21% 20% 21%
61% - 80% 26% 18% 22% 21% 20%
81% - 99% 17% 14% 19% 14% 15%
Play only online-multiplayer 4% 3% 7% 5% 10%

Note: United States; December 14 to 23, 2016; 18 years and older; total survey n = 1,560
Further information regarding this statistic can be found on page 37.
7 Source(s): Statista Survey; ID 259578 Overview
LEAGUE OF LEGENDS

Users & usage


Number of players of selected eSports games worldwide as of August 2017 (in million)
Number of eSports games players worldwide 2017

Number of players in millions


0 20 40 60 80 100 120

League of Legends 100

Call of Duty 28.1

Hearthstone 23.9

DOTA 2 12.6

World of Tanks 12.3

FIFA 17 12.3

Counter-Strike: Global Offensive 11.9

PlayerUnknown's Battlegrounds 6.8

StarCraft II 2.4

Note: Worldwide; August 2017; data accessed October 11, 2017


Further information regarding this statistic can be found on page 38.
9 Source(s): SuperData Research; ID 506923 Users & usage
Distribution of League of Legends (LoL) players worldwide in 2017, by regional server
League of Legends player share worldwide in 2017, by server

30.0%

24.9%
25.0% 23.5%

20.0%
Share of players

15.0% 13.6%

10.8%
10.0% 9.1%

6.33%

5.0% 4.27% 4.09%

1.38% 1.32%
0.71%
0.0%
Europe West Korea Europe Nordic North America Brazil Turkey Latin America Latin America Russia Oceania Japan
& East North South

Note: Worldwide; 2017; based on 10,000,000 ranked players only


Further information regarding this statistic can be found on page 39.
10 Source(s): UnrankedSmurfs.com; Riot Games; ID 711469 Users & usage
Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)
Number of League of Legends MAU 2011-2016

120

100
100
90
Number of registered users in millions

80
70
67

60

40
32

20 15

0
2011 2012 2013 2014 2015 2016

Note: Worldwide; 2011 to 2016


Further information regarding this statistic can be found on page 40.
11 Source(s): IGN; SuperData Research; Rift Herald; Riot Games; ID 317099 Users & usage
Distribution of selected eSports games fans worldwide as of May 2017, by gender
Gender distribution of global eSports games fans 2017

Male Female

120.0%

100.0%
70% 51% 25% 55%

80.0%
Share of game fans

75%

60.0%

49%
40.0% 45%

30%
20.0%

0.0%
Minecraft Call of Duty Counter-Strike League of Legends

Note: Worldwide; April 25 to May 1, 2017; 15-35 years; 1,020


Further information regarding this statistic can be found on page 41.
12 Source(s): Research Now; ID 744606 Users & usage
Distribution of League of Legends (LoL) summoners in North America as of November 2019,
by tier
LoL summoner share in North America 2019, by tier

35.0%
32.77%
31.99%

30.0%

25.0%
Share of players

20.0%

15.76%
15.0% 13.97%

10.0%

5.0% 3.23%
2.19%
0.06% 0.04% 0.02%
0.0%
Iron Bronze Silver Gold Platinum Diamond Master Grand Master Challenger

Note: North America; November 2019; data accessed November 8, 2019


Further information regarding this statistic can be found on page 42.
13 Source(s): OP.GG; ID 807298 Users & usage
Distribution of time spent watching video content related to selected games worldwide in 1st
quarter 2018, by platform
Distribution of time spent watching selected games online Q1 2018, by platform

Share of hours viewed

YouTube Gaming Twitch

0.0% 20.0% 40.0% 60.0% 80.0% 100.0% 120.0%

League of Legends 13.8% 86.2%


Fortnite 21.6% 78.4%
PLAYERUNKNOWN'S BATTLEGROUNDS 21.3% 78.7%
Counter-Strike: Global Offensive 10.3% 89.7%
DOTA 2 8.4% 91.6%
Overwatch
2.2% 97.8%
Hearthstone1% 99%
Grand Theft Auto V 19.8% 80.2%
World of Warcraft3.1% 96.9%
FIFA 18 46.4% 53.6%
Casino Games 100%
Sea of Thieves 100%
Tom Clancy's Rainbow Six: Siege 19% 81%
Monster Hunter World 100%

Note: Worldwide; Q1 2018


Further information regarding this statistic can be found on page 43.
14 Source(s): gamesindustry.biz; Newzoo; ID 831402 Users & usage
LEAGUE OF LEGENDS

Rankings
Leading free-to-play (FTP) game titles worldwide in 2018, by revenue (in billion U.S. dollars)
Leading FTP games worldwide, by revenue

Revenue in billion U.S. dollars


0 0.5 1 1.5 2 2.5 3

Fortnite 2.4

Dungeon Fighter Online 1.5

League of Legends 1.4

Pokémon GO 1.3

Crossfire 1.3

Honour of Kings 1.3

Fate/Grand Order 1.2

Candy Crush Saga 1.1

Monster Srike 1

Clash Royale 0.9

Note: Worldwide; 2018


Further information regarding this statistic can be found on page 44.
16 Source(s): SuperData Research; Forbes; ID 935930 Rankings
Leading games on Twitch in 2018, by number of hours viewed (in millions)
Leading games on Twitch in 2018, by hours viewed

Number of hours in millions


0 200 400 600 800 1000 1200 1400 1600

Fortnite 1,350

League of Legends 983

DOTA 2 472

PlayerUnknown's Battlegrounds 453

Counter-Strike: Global Offensive 401

Hearthstone 356

Overwatch 301

World of Warcraft 260

Grand Theft Auto V 147

Call of Duty 139

Note: Worldwide; 2018


Further information regarding this statistic can be found on page 45.
17 Source(s): Gamoloco; ID 509814 Rankings
Most popular Twitch channels as of December 2019, ranked by number of followers (in
millions)
Twitch: most subscribed channels 2019

Number of followers in millions


0 2 4 6 8 10 12 14 16

ninja 14.71

tfue 7.32

shroud 7.05

myth 5.59

riotgames 4.39

timthetatman 4.19

dakotaz 4.18

summit1g 4.03

drdisrespect 3.88

tsm_daequan 3.76

Note: Worldwide; December 2019


Further information regarding this statistic can be found on page 46.
18 Source(s): Social Blade; Twitch; ID 486914 Rankings
Number of followers of popular video gaming brands on Twitter as of September 2018 (in
millions)
Leading video gaming brands on Twitter 2018, by followers

Brand fans in millions


0 2 4 6 8 10 12 14 16 18

PlayStation 15.63

Xbox 12.87

Nintendo of America 9.44

Rockstar Games 9.31

Ubisoft 7.11

EA SPORTS FIFA 6.4

Sonic the Hedgehog 5.76

Fortnite 5.64

Electronic Arts 5.19

League of Legends 4.36

Note: Worldwide; September 2018


Further information regarding this statistic can be found on page 47.
19 Source(s): Twitter Counter; ID 553237 Rankings
Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by
revenue (in million U.S. dollars)
Leading F2P MMO games worldwide 2017, by revenue

Revenue in million U.S. dollars


0 500 1000 1500 2000 2500

League of Legends 2,100

Dungeon Fighter Online 1,600

CrossFire 1,400

World of Tanks 471

DOTA 2 406

Roblox 310

MapleStory 279

Hearthstone 217

Blade & Soul 178

FIFA Online 3 163

Note: Worldwide; 2017


Further information regarding this statistic can be found on page 48.
20 Source(s): SuperData Research; Various sources (Verdict); ID 346515 Rankings
LEAGUE OF LEGENDS

eSports presence
Penetration rate of selected eSports games among gamers and eSports viewers worldwide as
of April 2017
eSports selected franchise reach among gamers worldwide 2017

14.0%

12.0%
11.8%

10.0%
9.6% 9.4%
Penetration rate

8.0%

7.2%
6.0%
5.6%

4.0%

2.0%

0.0%
League of Legends Counter-Strike: Global Offensive Overwatch Hearthstone: Heroes of Warcraft DOTA 2

Note: Worldwide; April 2017; 10-65 years; among all platfrom gamers who have played a game in the past 3 months and eSports viewers who have viewed esports content from
professional leagues or events in the past 12 months
Further information regarding this statistic can be found on page 49.
22 Source(s): Newzoo; ID 744321 eSports presence
League of Legends World Championships prize pool from 2012 to 2019 (in million U.S. dollars)
LoL World Championships prize pool 2012-2019

7
6.45

5.07 4.95
Prize pool in million U.S. dollars

2.13 2.13 2.23


1.97 2.05
2

0
2012 2013 2014 2015 2016 2017 2018 2019

Note: Worldwide; 2012 to 2019


Further information regarding this statistic can be found on page 50.
23 Source(s): e-Sports Earnings; ID 749024 eSports presence
Number of unique viewers of selected eSports tournaments worldwide as of January 2018 (in
millions)
All time leading eSports tournaments worldwide as of 2018, by unique viewers

Number of unique viewers in millions


0 10 20 30 40 50 60 70

Mid-Season Invitational (2018) 60


Intel Extreme Masters Katowice (2017) 46
Lol World Championship (2016) 43
CFS World Championship (2017) 37
Lol World Championship (2015) 36
Intel Extreme Masters Katowice (2016) 34.08
Lol World Championship (2013) 32
DreamHack Masters Malmö (2017) 31
Lol World Championship (2014) 27
ESL One Cologne (2015) 27
DreamHack Cluj (2015) 25.09
ESL One Hamburg (2017) 25
The International (2014) 20
ESL One New York (2016) 20
Intel Extreme Masters Oakland (2017) 10.8

Note: Worldwide; January 2019


Further information regarding this statistic can be found on page 51.
24 Source(s): eSports Marketing Blog; ID 507491 eSports presence
Number of unique viewers of League of Legends eSports championship finals from 2013 to
2018 (in millions)
League of Legends championship finals viewers number 2013-2018

Total Peak

120

99.6
100
Number of viewers in millions

80

57.6
60

43 44

40 36
32
27

20 14 14.7
11.2
8.7

0
2013 2014 2015 2016 2017* 2018

Note: Worldwide; 2013 to 2018; League of Legends World Chamipionships only; excludes other championships featuring League of Legends matches
Further information regarding this statistic can be found on page 52.
25 Source(s): Riot Games; Rift Herald; ID 518126 eSports presence
Distribution of eSports viewership among selected eSports games fans worldwide as of May
2017, by source
Share of eSports viewership among selected games fans worldwide 2017, by source

Twitch.TV YouTube Gaming TV Other

120.0%

100.0%
6% 3% 8% 2%
17%
8%
9% 24%
38%
80.0% 40%
Share of respondents

64%

52%
60.0%

51%
40.0% 45%

20.0%
16% 17%

0.0%
League of Legends Counter-Strike Call of Duty Minecraft

Note: Worldwide; April 25 to May 1, 2017; 15-35 years; 1,020


Further information regarding this statistic can be found on page 53.
26 Source(s): Research Now; ID 744632 eSports presence
Leading eSports tournaments worldwide as of November 2019, ranked by overall prize pool (in
million U.S. dollars)
Leading eSports tournaments worldwide as of November 2019, by prize pool

Prize pool in million U.S. dollars


0 5 10 15 20 25 30 35 40

The International 2019 34.33

The International 2018 25.53

The International 2017 24.69

The International 2016 20.77

The International 2015 18.43

Fortnite World Cup Finals 2019 - Solo 15.29

Fortnite World Cup Finals 2019 - Duo 15.1

The International 2014 10.93

LoL 2018 World Championship 6.45

LoL 2016 World Championship 5.07

Note: Worldwide; 2012 to 2019; data accessed on November 6, 2019; figures are estimates
Further information regarding this statistic can be found on page 54.
27 Source(s): e-Sports Earnings; ID 517940 eSports presence
Prize money awarded to winning teams in League of Legends World Championships from
2011 to 2019 (in 1,000 U.S. dollars)
LoL World Championships prize money awarded to winning teams 2011-2019

Prize money in thousand U.S. dollars


0 500 1000 1500 2000 2500 3000

Fnatic (World Championship 2011) 0.05

Taipei Assasins (World Championship 2012) 1,000


Winning team (championship)

SK Telecom T1 (World Championship 2013) 1,000

Samsung Galaxy White (World Championship 2014) 1,000

SK Telecom T1 (World Championship 2015) 1,000

SK Telecom T1 (World Championship 2016) 2,680

Samsung Galaxy (World Championship 2017) 1,700

Invictus Gaming (World Championship 2018) 2,418.8

FunPlus Phoenix (World Championship 2019) 834.38

Note: Worldwide; 2011 to 2019


Further information regarding this statistic can be found on page 55.
28 Source(s): Various sources (Boosteria); Riot Games; Daily Mail; e-Sports Earnings; ID 807152 eSports presence
Share of prize pool awarded to winning teams in League of Legends World Championship in
2018
LoL World Championships prize pool share awarded to winning teams 2018

40.0%
37.5%

35.0%

30.0%
Share of prize pool

25.0%

20.0%

15.0% 13.5%

10.0%
7% 7%

5.0%

0.0%
Invictus Gaming (1st place) Fnatic (2nd place) G2 Esports (3rd place - tie) Cloud9 (3rd place - tie)
Winning team (championship placement)

Note: Worldwide; 2018


Further information regarding this statistic can be found on page 56.
29 Source(s): Riot Games; Website (es.me); ID 807207 eSports presence
Leading League of Legends (LoL) eSports players worldwide as of November 2019, by overall
earnings (in 1,000 U.S. dollars)
Leading LoL eSports players worldwide 2019, by overall earnings

Earnings in thousand U.S. dollars


0 200 400 600 800 1000 1200 1400

Faker (Lee, Sang-hyeok) 1,228.28

Duke (Lee, Ho-seong) 954.62

Wolf (Lee, Jae-wan) 613.08

Bang (Bae, Jun-sik) 910.45

Bengi (Bae, Seong-woong) 810.68

Rookie (Song, Eui Jin) 584.25

Core JJ (Jo, Yong In) 559.83

Blank (Kang, Sun-gu) 559.52

Ambition (Kang, Chan Yong) 553.23

Ning (Gao, Zheng Ning) 540.41

Note: Worldwide; November 2019; data accessed on November 8, 2019; figures are estimates
Further information regarding this statistic can be found on page 57.
30 Source(s): e-Sports Earnings; ID 807008 eSports presence
LEAGUE OF LEGENDS

References
Market share of massively multiplayer online (MMO) games worldwide from 2017 to 2022, by
type
Market share of MMO games worldwide 2017-2022, by type

Source and methodology information Notes:


Source(s) HTF; Statista estimates
*Forecast.
Conducted by HTF; Statista estimates

Survey period 2017

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics based on revenue; figures are estimates

Published by Statista

Publication date April 2018

Original source n.a.

Website URL visit the website

Back to statistic

32 References
Distribution of gamers playing selected game genres worldwide as of January 2017, by gender
Share of gamers playing selected game genres worldwide 2017, by gender

Source and methodology information Notes:


Source(s) Quantic Foundry
*The source provides the following explanation on the sample numbers: "Each genre we analyzed contained
Conducted by Quantic Foundry between 3-5 game titles. The median sample size for each game title was 1,184. And the median sample size
for each genre was 4,657." The source does not provide information on the exact date of survey.
Survey period January 2017

Region(s) Worldwide

Number of respondents *

Age group n.a.

Special characteristics based on 270,000 responses from gamers worldwide

Published by Quantic Foundry

Publication date January 2017

Original source quanticfoundry.com

Website URL visit the website

Back to statistic

33 References
League of Legends (LoL) revenue worldwide from 2015 to 2018 (in billion U.S. dollars)
League of Legends revenue worldwide 2015-2018

Source and methodology information Notes:


Source(s) SuperData Research; Gamasutra
Figures for periods other than 2018 come from previous reporting.
Conducted by SuperData Research

Survey period 2015 to 2018

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Gamasutra

Publication date January 2019

Original source gamasutra.com

Website URL visit the website

Back to statistic

34 References
Percentage of gamers playing multiplayer online games in the United States as of December
2016, by gender
Share of U.S. gamers playing MMO games 2016. by gender

Source and methodology information Notes:


Source(s) Statista Survey
Question: The following section is about online multiplayer games (i.e. games that let you directly interact with
Conducted by Statista other players).Do you play games in online multiplayer mode?

Survey period December 14 to 23, 2016

Region(s) United States

Number of respondents total survey n = 1,560

Age group 18 years and older

Special characteristics n.a.

Published by Statista

Publication date January 2017

Original source Statista Survey Games 2017

Website URL visit the website

Back to statistic

35 References
Percentage of gamers playing multiplayer online games in the United States as of December
2016, by age group
Share of U.S. gamers playing MMO games 2016. by age

Source and methodology information Notes:


Source(s) Statista Survey
Question: The following section is about online multiplayer games (i.e. games that let you directly interact with
Conducted by Statista other players).Do you play games in online multiplayer mode?

Survey period December 14 to 23, 2016

Region(s) United States

Number of respondents total survey n = 1,560

Age group 18 years and older

Special characteristics n.a.

Published by Statista

Publication date January 2017

Original source Statista Survey Games 2017

Website URL visit the website

Back to statistic

36 References
Average time spent playing multiplayer games online according to gamers in United States as
of December 2016, by device
Average time spent playing multiplayer online games in the U.S. 2016, by device

Source and methodology information Notes:


Source(s) Statista Survey
Question: How much (in percent) of your overall gaming time do you spend playing games in online multiplayer
Conducted by Statista mode?That is games which let you directly interact with other players.

Survey period December 14 to 23, 2016

Region(s) United States

Number of respondents total survey n = 1,560

Age group 18 years and older

Special characteristics n.a.

Published by Statista

Publication date January 2017

Original source Statista Survey Games 2017

Website URL visit the website

Back to statistic

37 References
Number of players of selected eSports games worldwide as of August 2017 (in million)
Number of eSports games players worldwide 2017

Source and methodology information Notes:


Source(s) SuperData Research
n.a.
Conducted by SuperData Research

Survey period August 2017

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics data accessed October 11, 2017

Published by SuperData Research

Publication date October 2017

Original source superdataresearch.com

Website URL visit the website

Back to statistic

38 References
Distribution of League of Legends (LoL) players worldwide in 2017, by regional server
League of Legends player share worldwide in 2017, by server

Source and methodology information Notes:


Source(s) UnrankedSmurfs.com; Riot Games
n.a.
Conducted by UnrankedSmurfs.com; Riot Games

Survey period 2017

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics based on 10,000,000 ranked players only

Published by UnrankedSmurfs.com

Publication date May 2017

Original source unrankedsmurfs.com

Website URL visit the website

Back to statistic

39 References
Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)
Number of League of Legends MAU 2011-2016

Source and methodology information Notes:


Source(s) IGN; SuperData Research; Rift Herald; Riot Games
Figures have been rounded. Figures other than for 2016 come from different press releases.
Conducted by Riot Games

Survey period 2011 to 2016

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Rift Herald

Publication date September 2016

Original source riftherald.com

Website URL visit the website

Back to statistic

40 References
Distribution of selected eSports games fans worldwide as of May 2017, by gender
Gender distribution of global eSports games fans 2017

Source and methodology information Notes:


Source(s) Research Now
n.a.
Conducted by Research Now

Survey period April 25 to May 1, 2017

Region(s) Worldwide

Number of respondents 1,020

Age group 15-35 years

Special characteristics n.a.

Published by Research Now

Publication date May 2017

Original source Esports Gaming: Competing, Leveling Up & Winning Minds & Wallets,
page 8

Website URL visit the website

Back to statistic

41 References
Distribution of League of Legends (LoL) summoners in North America as of November 2019,
by tier
LoL summoner share in North America 2019, by tier

Source and methodology information Notes:


Source(s) OP.GG
n.a.
Conducted by OP.GG

Survey period November 2019

Region(s) North America

Number of respondents n.a.

Age group n.a.

Special characteristics data accessed November 8, 2019

Published by OP.GG

Publication date November 2019

Original source na.op.gg

Website URL visit the website

Back to statistic

42 References
Distribution of time spent watching video content related to selected games worldwide in 1st
quarter 2018, by platform
Distribution of time spent watching selected games online Q1 2018, by platform

Source and methodology information Notes:


Source(s) gamesindustry.biz; Newzoo
Total hours watched: YouTube Gaming, 481 million hours; Twitch, 2.02 billion hours
Conducted by Newzoo

Survey period Q1 2018

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by gamesindustry.biz

Publication date April 2018

Original source gamesindustry.biz

Website URL visit the website

Back to statistic

43 References
Leading free-to-play (FTP) game titles worldwide in 2018, by revenue (in billion U.S. dollars)
Leading FTP games worldwide, by revenue

Source and methodology information Notes:


Source(s) SuperData Research; Forbes
n.a.
Conducted by SuperData Research

Survey period 2018

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Forbes

Publication date January 2019

Original source forbes.com

Website URL visit the website

Back to statistic

44 References
Leading games on Twitch in 2018, by number of hours viewed (in millions)
Leading games on Twitch in 2018, by hours viewed

Source and methodology information Notes:


Source(s) Gamoloco
n.a.
Conducted by Gamoloco

Survey period 2018

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Gamoloco

Publication date January 2019

Original source twitter.com/Gamoloco

Website URL visit the website

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45 References
Most popular Twitch channels as of December 2019, ranked by number of followers (in
millions)
Twitch: most subscribed channels 2019

Source and methodology information Notes:


Source(s) Social Blade; Twitch
n.a.
Conducted by Social Blade; Twitch

Survey period December 2019

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Social Blade

Publication date December 2019

Original source socialblade.com

Website URL visit the website

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46 References
Number of followers of popular video gaming brands on Twitter as of September 2018 (in
millions)
Leading video gaming brands on Twitter 2018, by followers

Source and methodology information Notes:


Source(s) Twitter Counter
n.a.
Conducted by Twitter Counter

Survey period September 2018

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Twitter Counter

Publication date September 2018

Original source twittercounter.com

Website URL visit the website

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47 References
Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by
revenue (in million U.S. dollars)
Leading F2P MMO games worldwide 2017, by revenue

Source and methodology information Notes:


Source(s) SuperData Research; Various sources (Verdict)
n.a.
Conducted by SuperData Research

Survey period 2017

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Various sources (Verdict)

Publication date January 2018

Original source verdict.co.uk

Website URL visit the website

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48 References
Penetration rate of selected eSports games among gamers and eSports viewers worldwide as
of April 2017
eSports selected franchise reach among gamers worldwide 2017

Source and methodology information Notes:


Source(s) Newzoo
n.a.
Conducted by Newzoo

Survey period April 2017

Region(s) Worldwide

Number of respondents n.a.

Age group 10-65 years

Special characteristics among all platfrom gamers who have played a game in the past 3 months
and eSports viewers who have viewed esports content from professional
leagues or events in the past 12 months

Published by Newzoo

Publication date May 2017

Original source newzoo.com

Website URL visit the website

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49 References
League of Legends World Championships prize pool from 2012 to 2019 (in million U.S. dollars)
LoL World Championships prize pool 2012-2019

Source and methodology information Notes:


Source(s) e-Sports Earnings
Figures were rounded.
Conducted by e-Sports Earnings

Survey period 2012 to 2019

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by e-Sports Earnings

Publication date November 2019

Original source esportsearnings.com

Website URL visit the website

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50 References
Number of unique viewers of selected eSports tournaments worldwide as of January 2018 (in
millions)
All time leading eSports tournaments worldwide as of 2018, by unique viewers

Source and methodology information Notes:


Source(s) eSports Marketing Blog
n.a.
Conducted by eSports Marketing Blog

Survey period January 2019

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by eSports Marketing Blog

Publication date January 2019

Original source esports-marketing-blog.com

Website URL visit the website

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51 References
Number of unique viewers of League of Legends eSports championship finals from 2013 to
2018 (in millions)
League of Legends championship finals viewers number 2013-2018

Source and methodology information Notes:


Source(s) Riot Games; Rift Herald
*The source did not provide the peak number of viewers for finals in 2017.
Conducted by Riot Games

Survey period 2013 to 2018

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics League of Legends World Chamipionships only; excludes other


championships featuring League of Legends matches

Published by Rift Herald

Publication date December 2018

Original source riftherald.com

Website URL visit the website

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52 References
Distribution of eSports viewership among selected eSports games fans worldwide as of May
2017, by source
Share of eSports viewership among selected games fans worldwide 2017, by source

Source and methodology information Notes:


Source(s) Research Now
Question: Where do you watch Esports the most?
Conducted by Research Now

Survey period April 25 to May 1, 2017

Region(s) Worldwide

Number of respondents 1,020

Age group 15-35 years

Special characteristics n.a.

Published by Research Now

Publication date May 2017

Original source Esports Gaming: Competing, Leveling Up & Winning Minds & Wallets,
page 21

Website URL visit the website

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53 References
Leading eSports tournaments worldwide as of November 2019, ranked by overall prize pool (in
million U.S. dollars)
Leading eSports tournaments worldwide as of November 2019, by prize pool

Source and methodology information Notes:


Source(s) e-Sports Earnings
Figures have been rounded.
Conducted by e-Sports Earnings

Survey period 2012 to 2019

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics data accessed on November 6, 2019; figures are estimates

Published by e-Sports Earnings

Publication date November 2019

Original source esportsearnings.com

Website URL visit the website

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54 References
Prize money awarded to winning teams in League of Legends World Championships from
2011 to 2019 (in 1,000 U.S. dollars)
LoL World Championships prize money awarded to winning teams 2011-2019

Source and methodology information Notes:


Source(s) Various sources (Boosteria); Riot Games; Daily Mail; e-Sports Earnings
Figures for periods prior to 2019 come from previous reports.
Conducted by Riot Games

Survey period 2011 to 2019

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by e-Sports Earnings

Publication date November 2019

Original source esportsearnings.com

Website URL visit the website

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55 References
Share of prize pool awarded to winning teams in League of Legends World Championship in
2018
LoL World Championships prize pool share awarded to winning teams 2018

Source and methodology information Notes:


Source(s) Riot Games; Website (es.me)
n.a.
Conducted by Riot Games

Survey period 2018

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics n.a.

Published by Website (es.me)

Publication date November 2018

Original source es.me

Website URL visit the website

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56 References
Leading League of Legends (LoL) eSports players worldwide as of November 2019, by overall
earnings (in 1,000 U.S. dollars)
Leading LoL eSports players worldwide 2019, by overall earnings

Source and methodology information Notes:


Source(s) e-Sports Earnings
Figures have been rounded.
Conducted by e-Sports Earnings

Survey period November 2019

Region(s) Worldwide

Number of respondents n.a.

Age group n.a.

Special characteristics data accessed on November 8, 2019; figures are estimates

Published by e-Sports Earnings

Publication date November 2019

Original source esportsearnings.com

Website URL visit the website

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57 References