The huge revenue line was provided by the League of Legends in 2019, which totals $1.5 billion.
According to the SuperData report, Fortnite represents about $300 million less than in the 2018 number one slot. In 2019, the global gaming market produced $120.1 billion.
Within free-to-play PC games behind Fortnite, League generated the second-highest revenue, from a total of $20.6 billion generated by free play on the platform.
Nevertheless, mobiles games are three times as big as the free-to-play PC games, a phenomenon which is expected to grow in the year 2020, ahead of Dungeon Fighter Online and Kings Honor ($1.6 billion each produced in 2019).
The study shows that League of Legends players are more than twice less likely than Fortnite players to spend money on the game.
It also shows that the majority of sales earned for mobile and free-to-play PC games come from Asia, and in 2020 the world games market is expected to grow by four per cent, generating $124.8 billion.
Super statistics registered $1.4 trillion in sales for 2018, but still smaller for 2017, ($2.1 trillion), and 2016, ($1,7 trillion), than for 2019 than last year, League of Legends gained $100 million more.
By developing various national and college leagues around the world and hosting the first LCS saison as a franchise ligue Riot continued to grow in its competitive environment in 2019. Although the World Chamber viewing stabilization continue, the year 2020 will most likely come with more views due to the various venues in China and the finals hosted on Shanghai’s 55,000-seater stadium (21.8 million average spectators in 2019 compared to 19,6 in 2018 and 44 million peaks for each year).
While the sales of League of Legends have more or less been positive since their release ten years ago, in 2020 and in future years Riot itself will be benefiting more by the publishing of other titles such as Legends of Runeterra, Wild Rift, Riot Forge games and many others.