LoL Esports Business Model Changes

From TwogPedia
News/LoL Esports Business Model Changes /
Revision as of 14:24, 18 March 2024 by Andura (talk | contribs) (Created page with "{{News |seo_title=LoL Esports Business Model Changes |seo_keywords=LoL Esports |image=Lolformat.png |tags=League of Legends |date=2024-03-18T14:18:52.000Z |sources={{NewsSource |source=Riot Games |url=https://www.riotgames.com/en/news/lol-esports-strategy-adjustments-2024 |article=News/LoL Esports Business Model Changes }} |author=Andura |category=Business |game=League of Legends |content=Riot Games has introduced a new business model for franchi...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Written by Dante Uzel on 18 March 2024 14:18

Lolformat.png



Riot Games has introduced a new business model for franchised League of Legends teams. Instead of sharing sponsorship revenue, teams will now share proceeds from in-game digital purchases. This shift aims to increase team revenue and decrease dependency on sponsorships during a downturn in the industry.

The company revealed its plans to create a Global Revenue Pool for teams to share the highlights of the pool is below,

  • General Shares: 50% of the GRP goes into General Shares and is allocated to Tier 1 teams.
  • Competitive Shares: 35% of the GRP flows into the Competitive bucket. These shares are allocated based on competitive performance and are split into two tranches: one based on regional league standings and the other based on international event placements.
  • Fandom Shares: The remaining 15% of the GRP goes into Fandom Shares. This bucket rewards teams for developing strong fandom for their players, leagues, and team brands.

Riot Games also stated that they will increase the standard esports revenue share percentage and increase the quantity of LoL Esports digital content.

Tags: League of Legends

Sources:
Riot Games.png
Categories: