The global revenue of “League of Legends mobile game” exceeded 500 million US dollars, and the Chinese iOS market accounted for 72.2%

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IT House News on July 20, SensorTower data shows that the global players of Riot Games’ “League of Legends: Wild Rift” have spent more than 500 million US dollars (about 3.37 billion yuan) on the AppStore and Google Play.

IT House has learned that “League of Legends Mobile Games” will be launched in various regions of the world from October 2020, and will start an unlimited number and no file deletion test in mainland China in October 2021.

SensorTower said that “League of Legends Mobile Games” ranked second among MOBA games in the first half of 2022, with a cumulative revenue of $218 million (about 1.469 billion yuan), second only to Tencent’s “Honor of Kings” with $1.4 billion (about $1.4 billion). 9.436 billion yuan), surpassing the $149.5 million (about 1.008 billion yuan) of Supercell’s “Brawl Stars”. These games are all related to Tencent, which acquired Riot Games and Supercell.

League of Legends Mobile is the third mobile game released by Riot Games. The company’s first mobile game “TeamfightTactics” released in March 2020 (Game of Genting, the national service mobile game name “Golden Shovel Battle”) has so far attracted $299 million (about 2.015 billion yuan); “Legends of Runeterra”, launched in April 2020, has attracted more than 24 million US dollars (about 162 million yuan). In the 16 months of entering the mobile game field, Riot Games has accumulated a total of 828 million US dollars (about 5.581 billion yuan). “League of Legends Mobile Games” is Riot Games’ third game in the mobile game field, and it is also the most successful one.

▲ Source: SensorTower ▲ Source: SensorTower

It is worth mentioning that China is the highest-grossing market for League of Legends mobile game, which is published and operated by Tencent. So far, the revenue of “League of Legends mobile game” in China (AppStore only) has reached 364.6 million US dollars, accounting for 72.2% of total player spending. The US market ranked second, accounting for 6.8% of total revenue; the Korean market ranked third, accounting for 3.7% of total revenue.

In addition, “League of Legends mobile game” players spent $425.2 million on the AppStore, accounting for 84.2% of total revenue; Google Play spent $80 million, accounting for 15.8%. Excluding China, the AppStore accounts for about 43% of global revenue, while Google Play accounts for about 57% of player spending.

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