Thursday, February 18, 2021

2/18/2021 Betnow eSports. League of Legends 100 Million Unique Viewers.

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Today we talk about Betnow eSports 

League of Legends 100 Million Unique Viewers. (See below).


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League of Legends is a 2009 multiplayer online battle arena video game developed and published by Riot Games. Inspired by Defense of the Ancients, a custom map for Warcraft III, Riot's founders sought to develop a stand-alone game in the same genre. Since its release in October 2009, the game has been free-to-play, and is monetized through purchasable character customization. The game is available for Microsoft Windows and macOS.


In the game, two teams of five players battle in player versus player combat, each team occupying and defending their own half of the map. Each of the ten players controls a character, known as a "champion", with unique abilities and differing styles of play. During a match, champions become more powerful by collecting experience points and purchasing items to defeat the opposing team. In the game's main mode, Summoner's Rift, a team wins by pushing through to the enemy base and destroying their "nexus", a large structure located within it.


Fan cosplay of the League of Legends champion Nidalee

League of Legends received generally positive reviews, critics highlighting its accessibility, character designs, and production value. The game's long lifespan has resulted in a critical reappraisal, with reviews trending positively. The player base's negative and abusive in-game behavior, criticized since early in the game's lifetime, persists despite attempts by Riot to fix the problem. In 2019, the game regularly peaked at eight million concurrent players, and its popularity has led to tie-ins such as music videos, comic books, short stories, and an upcoming animated series. Its success has also spawned several spin-off video games, including a mobile version and a digital collectible card game. A massively multiplayer online role-playing game is in development.


The 2015 League of Legends World Championship final in Berlin

The game is often cited as the world's largest esport, with an international competitive scene composed of 13 leagues. The 2019 League of Legends World Championship had over 100 million unique viewers, peaking at a concurrent viewership of 44 million, with a minimum prize pool of US$2.5 million. The North American league is broadcast on cable television sports channel ESPN.


Extreme Masters

Pre-release

A photograph of Riot Games's headquarters in West Los Angeles
Riot Games's West Los Angeles headquarters (2015)

Riot Games's founders Brandon Beck and Marc Merill had an idea for a spiritual successor to the MOBA Defense of the Ancients, known as DotA. A mod for Warcraft III: Reign of ChaosDotA required players to buy Warcraft III and install custom software; The Washington Post's Brian Crecente said the mod "lacked a level of polish and was often hard to find and set up".[33] Phillip Kollar of Polygon noted that Blizzard Entertainment supported Warcraft III with an expansion pack, then shifted their focus to other projects while the game still had players. Beck and Merill sought to create a game that would be supported over a significantly longer period of time.[34]

Beck and Merill held a DotA tournament for students at the University of Southern California, with an ulterior goal of recruitment. There they met Jeff Jew, later a producer on League of Legends. Jew was very familiar with DotA, and spent much of the tournament teaching others how to play. Beck and Merill invited him to an interview, and he joined Riot Games as an intern.[33] Beck and Merill recruited two figures involved with DotA: Steve Feak, one of its designers,[33] and Steve Mescon, who ran a support website to assist players.[35][36] Feak said early development was highly iterative, comparing it to designing DotA.[37]



A demonstration of League of Legends was built in the Warcraft III game engine was completed in 4 months, and then shown at the 2007 Game Developers Conference.[38] There, Beck and Merill had little success with potential investors. Publishers were confused by the game's free-to-play business model and lack of a single-player mode. The free-to-play model was untested outside of Asian markets,[33] so publishers were primarily interested in a retail release, and the game's capacity for a sequel.[38] In 2008, Riot reached an agreement with holding company Tencent to oversee the game's launch in China.[38]

League of Legends was announced October 7, 2008 for Microsoft Windows.[39][40] Closed beta-testing began in April 2009.[39][41] Upon the launch of the beta, seventeen champions were available.[42] Riot initially aimed to ship the game with 20 champions, but doubled the number before the game's full release in North America on October 27, 2009.[43][44] Although the game's full name was announced as League of Legends: Clash of Fates, the subtitle was dropped prior to launch.

League of Legends
Game logo reading "League of Legends" in gold text
Logo variant from 2019
Developer(s)
Publisher(s)
Director(s)
  • Andrei van Roon[2]
Producer(s)
  • Jeff Jew
Writer(s)
SeriesLeague of Legends 
Platform(s)
ReleaseOctober 27, 2009
Genre(s)MOBA
Mode(s)Multiplayer

Revenue model

League of Legends uses a free-to-play business model. Several forms of purely cosmetic customization—for example, "skins" that change the appearance of champions—can be acquired after buying an in-game currency called Riot Points (RP).[49] Skins have five main pricing tiers, ranging from $4 to $25.[50] As virtual goods, they have high profit margins.[46] A loot box system has existed in the game since 2016; these are purchasable virtual "chests" with randomized, cosmetic items.[51] These chests can be bought outright, or acquired at a slower rate for free by playing the game. The practice has been criticized as a form of gambling.[52] In 2019, Riot Games's CEO said that he hoped loot boxes would become less prevalent in the industry.[53] Riot have also experimented with other forms of monetization. In August 2019, they announced an achievement system purchasable with Riot Points. The system was widely criticized for its high cost and low value.[54]



In 2014, Ubisoft analyst Teut Weidemann said that only around 4% of players paid for cosmetics—significantly lower than the industry standard of 15 to 25%. He argued the game was only profitable because of its large player base.[55] In 2017, the game had a revenue of US$2.1 billion;[56] in 2018, a lower figure of $1.4 billion still positioned it as one of the highest-grossing games of 2018.[57] In 2019, the number rose to $1.5 billion, and again to $1.75 billion in 2020.[57][56] According to magazine Inc., players collectively played three billion hours every month in 2016

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