League, Playerbase, Fortnite, some data around; all in 2018

Edit 13.7.2018: New data added - League on the rise again? Edit 10.7.2018: data for 1st week july2018 for koreas gaming cafés added. Edit 25.5.2018: Earnings april2018 by plattform / superdata research added. Edits 21.5.2018: -table by Overwolf; data april 2018 added -some data added about numbers/playerbase 2014-2017 about additional ranked accounts daily There are no official statements. So I try to give all of us some informations as all over the board here the threads about it pop up everyday. Wich data can be collected? TL:DR League lost if we look at the peak in 2017 some players around 15%-20% but this coming from a very high level and remains overall really stable and is more or less not affected by rise and fall of gaming titles like Overwatch, Dota2, CS:GO, PUBG and now Fortnite. Collected data seen below for this conclusion come out of api EUW/NA, traffic-ranking, chinese and korean online-gaming-time, Riots revenue. The site leagueoflegends.com even (and still) declining is still ranked (trafficrank of all internet-sites wordwide) within the top500 worldwide (rank 484) and on rank 373 in USA. So the drop of 10-15% is out of a high level and league is still a very high level. And to say this. Epicgames raised in interest over last year. From rank 10.000 global to rank 357 (from rank 1000 to 357 over last 3 months) and 140 in USA imho because of Fortnite and others. This is true and skyrocket. But league is not in same way affected. That NA/USA love shooters over MOBA is known a long time ago. Graph: Leagueoflegends: http://abload.de/image.php?img=axalol1efu96.jpg Epicgames: http://abload.de/image.php?img=axaepic18ouoi.jpg Next. - Data out of api; maybe some here (even 2017) https://www.unrankedsmurfs.com/blog/players-2017 Or for may 2017 an info graphic about the shares of the players (excluding China) where we could see that NA was declining there at beginning/mid last year down to only 10%. : https://www.unrankedsmurfs.com/images/upload/blog/2017/05/2017Regions.png More data or for euw and na (others can be collected as well) out of op.gg. I had a loook at the ranked players by tier actually and in the past near the same date because that adds up during season. Edit: but be careful and have in mind that season8 began 16th january 2018, season 7 began early december (imho 6.th dec) 2016 wich gives 6 weeks advance in players after reset and season6 seems to have begun in november2015. Therefore the season8 is very young/short. Concludent if compared S8-numbers have to be expected lower at the same time. http://euw.op.gg/statistics/tier/ ranked EUW 21.4.2018: 1,966,644 (100%) at 15.4.2015: 1,770,814 (100%) 23.4.2016: 2,239,916 (100%) 4.5.2014: 1,661,956 (100%) [no data for April 2017 EUW available] http://na.op.gg/statistics/tier/ NA now/today: 1,209,796 (100%) NA 27.4.2016: 1,413,489 (100%) NA 22.4.2015: 1,181,718 (100%) Note: less then 2016 (about 10%) but still more then 2015 even in NA and also for EUW if we compare 2015 with 2018. comparing 12.5.2015 with 11.5.2018: http://abload.de/image.php?img=opggna2015to2018wcsby.jpg - revenue riot still rising 10% y2y, actually 2,1 billion (year before 1,8bill). https://cdn0.gamesports.net/storage/131000/131836.jpg - chinese servers/ players with about 115million accounts http://www.laoyuegou.com/x/zh-cn/lol/lol/census.html Even we don´t know how this database works. It is a bit strange that the number per server remains nearly the same (differs only some hundred players) if I have a look at any other date during last year. I don´t know how far I would trust them. [To be honest - not thrusworthy at all] - chinese gaming cafés; they are quite a thing there even declining in importance they are an indicator for the share of the games in popularity. http://gamethk.com/Public/upload/image/201804/1523258890351107.jpeg ( no1 is League; 2 and 3 are CF and DOF the other Tencent games) update 6/2018 with a plus of 50millions (imho playing hours) : https://www.woyoo.com/uploads/allimg/180711/783-1PG1101242.png - korean gaming cafés for this cafés we have a look first at 9/2016 we can see Overwatch with 32% and LoL 23,63%.: http://www.geex.hu/wp-content/uploads/2016/09/Gametrics.jpg And now the same as for march 2018, 2 years later: http://www.gametrics.com/GameTricsUpFiles/ContentsFiles/2018040303.JPG We can see League at No. 2 there with 22,7%, PUBG is first and Overwatch 3rd dropped to 8,04%. The drop of 23,63% to 22,7% in online time in korean internet-cafés is not remarkable. And Korea is 1/4th of the playerbase of League. You can search for CS:GO in China ranked 24th, you see dota and others. You can find actual numbers for korean internet cafes here (right side; you can translate it via google translator) : http://www.gametrics.com/ And here the data 2-8. july 2018 [LoL no.1 again with 27.12.%] https://abload.de/img/2018071001aaulm.jpg Further on. Twitch average viewers: https://sullygnome.com/games/14/watched Most watched games on twitch Column "average viewers" for League [data seen some days before this posting] past 365 days: 113,359 past 180 days: 114,337 past 30 days: 114,807 past 14 days: 111,373 Seems stable even the share droped because Fortnite created a new viewerbase for Twitch based on ego-shooter (T)witch was not there before. Actually there is for the last 3 days another title on 2nd there with God of War. But as for all new or peaking games this is normal. The important question is how deep the hook will go after, 2 years later. Looking on viewers by twitch Hearthstone is a hard and rising concurrent also. Question is if this is true if we look on genre and timelines. Also can be seen at Twitch the long term stats: https://sullygnome.com/game/League_of_Legends/longtermstats We can see the lower amount of viewers but have to take care about the baseline shown there wich is at 90.000 viewers. The difference between jan and june 2018 seems to be gigantic but is 20k. We can also have a look at peak viewers wich had a all time high in november 2017. Average and peak channels were up around +30% in januar 2018 (peak channlels up from 2800 to 4800 for 1/2018). in short: much more channels but less viewers for 2018. Last: some data via steam for CS:GO, and dota http://steamcharts.com/app/730 http://steamcharts.com/app/570 That were some of the data I did collect about this. I am working on but in general we will see what future brings. A site ranked around 500 globally in a ranking where imho google is no1 is far from dying. Even it can be stated that every number of players below a peak is a sign of dying it would sound a bit strange to talk about that Bill Gates get´s poor if we would read he lost 1/3 of his money. League is in a position that it actually mainly define e-sports. Perhaps it never dies. Here is the table made by newzoo via overwatch-app wich covers about 12million gamers wich use the software for april2018: https://newzoo.com/wp-content/uploads/2018/05/Newzoo_Top_Core_PC_Games_April.png http://na.op.gg/statistics/tier/ and here ranked accounts total (NA): 10.9.2017: 1647913 2.11.2017: 1776501 days: 53 per day: +2426 ranked accounts 13.9.2016: 1815557 8.11.2016: 1963553 days: 56 per day: +2642 ranked accounts 2.09.2015: 1544024 5.11.2015: 1747252 days: 64 per day: +3175 ranked accounts 3.09.2014: 1470812 3.11.2014: 1626676 days: 61 per day: + 2555 ranked accounts EUW 2017: +3134/day (beginning/niveau 3370020 at 11.9.2017) EUW 2016: +4269/day (b/n 2963281 at 18.9.2016) EUW 2015: +3899/day (b/n 2406252 at 28.8.2015) EUW 2014: +3818/day ( b/n 2243074 at 23.9.2014) So. I am quite sure we can enjoy League for the near time without anyone dying except in the rift. See you there. According to superdata research on 24th April 2018 League earnings (top selling games) are no1 for PC-games worldwide: https://www.superdataresearch.com/wp-content/uploads/2018/04/Screen-Shot-2018-05-24-at-10.18.12-AM-1024x616.png https://www.superdataresearch.com/us-digital-games-market/ According to this article Fortnite´s success maybe driven by console as plattform. Edit: some links fixed; new links added Edit [13.7.2018] : Database for 2017 for op.gg [via wayback there is none for half of the year wich is _unusual_] is either not available and/or not solid. The given amounts of ranked players especially for EUW and EUNE seems to be inconsistent for whatever reason. Here is (via a reddit posting) a graph for ranked stats march 2016: http://i.imgur.com/ntGsiPP.png and for march 2017 [reddit posting is about 7th march 2017]: http://i.imgur.com/u7b4OsI.png Even it can´t be excluded the amount of ranked players at this really early point in season seems to be weird. Especially if compared to the year before it would have been a surplus of +50% for EUW [1.92m to 2.8m] and of +90% for EUNE [867k to 1.54m]. Perhaps - just a guess - there was a failure within the database of Riot itself. I´d a look at wayback myself and the amount of 1.9m is by 19th of march. I would guess the 1.72m by 1st of march would be more appropriate to compare to the reddit posting and therefore the op.gg am ounts for 2017 from 7th march. Leads to an influx of +1.1m/+60% year over year (2016 to 2017). Not very likely. And it is maybe take into account that start of seasons may difffer. I found another table at _medium dot com_ with data from 26th of july 2017: https://cdn-images-1.medium.com/max/1500/1*A9z1q6FypSHXTaYDWBhO4g.png Given above 2.8m at beginning of march up to 3.23m at end of july are +423k in about _**140 days**_ wich referes to +3k per day in 2017. If we have a look at 2018 then we have the numbers of apr21st 2018: 1.97m. Comparing this with todays [13th july 2018] 2.37m we can observe a surplus of +400k within _**80 days**_ [for the EUW-server; +5000 per day]. For NA: todays amount of ranked players (op.gg) 1.44m. We can compare to the 1.21m at 21st of april 2018 (+213k/80d ; +2.7k/day) and this with last year [1.09/7th march ; 1.54/26th july] (+550k/180d ; +3k/day). [link to the mentioned reddit posting: https://www.reddit.com/r/leagueoflegends/comments/5xxh06/opgg_server_statistics_for_ranked_player_totals/]
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