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becomes apparent. Companies who are contracted by Riot to host and broadcast events, must follow Riot’s expectations, regulations and schedule. While the amount Riot pays to these companies can be justified, we do end up seeing tournament organizers become more like contracted studios, servicing Riot rather than pushing the game’s broadcasting capabilities. Riot footing most of the bill in eSports also means there is little to no merchandising for fans. Attending events and purchasing directly from the teams are the sole ways fans can financially support their favourite players. Riot’s approach to eSports contrasts to that of Valve by being more hands-on and in control. They’re at a “no-turning-backnow” situation where they’ve distanced themselves from everyone in exchange for their own creative control and dictation of how players’ standards of living should be. The situation is emphasized even more by their investment on a staff and financial level. Their approach is costly, but can be effective in legitimizing an outsider’s opinion about professional eSports. Big steps

Good Luck Have Fun



Riot helps with LCS participants, this extra level of exposure and professional broadcasting will help shape amateur teams into marketable professionals to garner sponsorship interest. To further marketing, Riot separates LCS by regions and the teams residing within them to ensure regional growth and proportional value. This ensures an international interest and relativity via nationalistic representation (in part). Check out this teaser video for LCS. Players are the main subject for Riot and are treated as such with fun and unique ways to better present and personalize them. These are amongst the many videos and showcasing Riot does to ensure players are standing out both professionally and relative to fans who look up to these players. Where players thrive, event organizers suffer to be a part of the League of Legends phenomena. Typically those not contracted to organize and broadcast matches for Riot’s LCS are also not permitted to air their own competitions at the same time as LCS. Combined with the exclusivity of players in LCS, stagnation of business interest in the scene

GLHF Magazine Issue #7  

In this special issue of GLHF we expand our coverage to include League of Legends and Dota 2. As part of the first of many such pieces, we f...

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