Riot Games’ <League of Legends> is about to hit 200,000 concurrent use(CCU) in Korea after three months of the local service.
According to a game ranking website Gametrics the AOS game has hit top 20 online games last December and is recording 8.98% market share of internet cafe following FPS game <Sudden Attack> and MMORPG <Aion>.
Once an e-Sports league ‘LoL Invitational’ hosted by OnGameNet kicked off on the 21st of January, the internet cafe has revved up even more.

A graph of internet cafe ranking(yellow&right) and playtime(blue&left) of League of Legends
Korean games industry is watching <League of Legends>’s growth because it is the first non-MMORPG hitting 200,000 CCU in Korea after 2007 when a sports online game <FIFA Online> hit said CCU, aggressively analyzing and re-evaluating AOS genre and the market.
“The industry had had interest in such popular AOS genre games as <DotA> and <Chaos> in the past but had questioned about its marketability and commercialization. But today it is likely to become a new blue-chip in the online games industry as <LoL> and Neople’s 3D AOS game <Cyphers> showed us their success,” said an industry official.
<LoL> has been selected as 42nd official eSports game byKorea eSports Association(KeSPA) today.
Riot Games Korea plans to hold a regular league with a prize of US$177,000 this March.




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