We are living a revolution in the Gaming Market, where years ago did not exist if you want videos focused on sharing experience with games, computer manufacturers were focused on the development of Home Computer. Newspapers, magazines, Youtube channels and even talk about games. Sporting events focused on this experience was something from another world, further to say that one day there would be sponsorship for this modality.
From the market of a category that suffered prejudice, to one of the most profitable and engaging in the world, this is eSports. In the world, market revenue has hit the $99 billion mark, only Riot Games two years ago earned about $1.6 billion from the League of Legends.
According to Istoe (Brasil) to have a comparison effect, last year, 43 million people followed the final of the world championship of LoL, which happened in Los Angeles (USA), while the decision of the professional basketball league of the USA was assisted by 30.8 million people. According to Riot Games, the North American company that owns the game, the World Championship decision of 2016 had a peak audience of 14.7 million simultaneous viewers.
To present a little better this growth, let’s talk about one of the most famous games in the world, with more than 100 million players in the world, better known by the acronym LOL – League Of Legends the game besides the success of gamers, has a strategy that goes far beyond the development of one of the most recognized games.
Digital Force with most visited Website among the Games
We know the strength of League Of Legends in terms of number of players and game sales, now let’s take a look at this force in digital positioning, already as the first number, I present the huge number of visits to the 85 million website hits.
With numbers that support a good work developed in the platform, with time of almost 3 minutes of permanence in the site, visits average of 3 pages per visit. When we talk about the Bounce Rate, we can notice that it is not one of the best, but an acceptable 50%, after all, home already delivers much of the content.
It is interesting to note the main countries that visit the LOL website, the United States (14%) has the most access, followed closely by Brazil (10%), Turkey (6%) and Germany (4%). Brazil is one of the countries with the largest number of LOL gamers, this directly reflects the number of access to the website.
Another important feature of website access behavior is the conversion of users of Social Networks, representing 11.91% of all access of the month, especially Reddit (61%) and Youtube (14%).
The volume of redirect and parallel content on the game reflect in the conversion numbers of Reddit, followed by the great volume of Youtubers talking about the experience with the game, since one of the content of greater volume of Youtube is related to games and LOL has a large share in these numbers.
Worried Number of Game Mentions on Google
To better understand the level of remembrance of the League Of Legends brand on the internet, we use Google as a way to assess how relevant the game is in the search.
Analyzing the last 5 years the numbers of mentions related to the word League Of Legends and LOL, fall drastically until 2018, the relevance of the game in Google is no longer as in the past.
As the word of greatest conversion to the website is the name of the game, there is an obvious concern with this data, notable drop is reflected in the number of conversion per word, all with% drop. See below the relevance of the word for the website:
You can read more about esports at gresports.com
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