Powering up digital sports
Last year’s 2018 world League of Legends championship drew nearly 100 million viewers, nearing this year’s US Super Bowl
Needham promoted to LoL eSports global head
May 2019 / League of Legends in contention as one of the leading sports and entertainment properties in the world
“We are currently in the middle of our ninth season with League of Legends eSports, and when we look at the timelines under which traditional sports have evolved, over many decades if not centuries, we’re extremely bullish on what we’re creating,” newly appointed global chief John Needham said in a news release.
League of Legends
“At Riot Games, we believe that we’re well ahead of the curve and that esports are still only in their infancy.
“With player experience guiding us as it does all of Riot, we are building a global, sustainable ecosystem for players, teams, partners, and fans alike. We’re honored to be considered leaders in the esports space and believe it’s part of our responsibility to help shepherd it forward by investing in the right ideas, events and structure to help this sport reach its full potential.”
Goldman Sachs estimates the monthly size of competitive esports gamers,
167 million as of year-end 2018, will hit 276 million by 2022
League of Legends World Championship
Meet USC’s first-ever eSports team
USC v UCLA
eSports @ the League of Legends
USC Welcomes a New Varsity Team
USC Challenges UCLA: Cross-town Rivals Match Up
Nov 2018 / USC’s new eSports team | Special Curriculum
@USCesportsunion — @UCLAEsports
#esports #digisports
February 18, 2019
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