In this blog post, we will examine the background and development process that led South Korea to become a leader in e-sports.
South Korea is recognized as a pioneer in the e-sports industry. Starting in the late 1990s, PC cafes became popular, and various online games quickly spread among young people, which naturally led to the formation of the e-sports industry. In particular, Blizzard’s StarCraft 1, released in 1998, gained immense popularity in South Korea and became a representative game that led to the birth and development of e-sports. StarCraft 1 tournaments attracted enthusiastic fans and recorded sold-out events every day, and players rose to stardom, inspiring many teenagers to dream of becoming e-sports players. However, as time passed, StarCraft 1 tournaments gradually faded away, and the need for a new blockbuster game emerged. The game that emerged at that time was “League of Legends” (LOL). LOL was released by Riot Games in 2009 and quickly gained global popularity after its release.
LOL is an AOS (Attack on Sight) genre game that gained attention for its new format, combining teamwork and strategic elements within a short timeframe, unlike traditional real-time strategy games (RTS). The AOS genre includes elements of combat action and siege warfare, where players attack the opponent’s structures. In particular, LOL stands out for its team-based structure, where five players form a team to compete against another team, breaking away from the traditional 1-on-1 game format. This structure enables a wider range of strategies and cooperative play, earning it a large following among users who value teamwork.
After its release, League of Legends (LOL) quickly gained explosive popularity and became a commercial success. As of 2025, it has approximately 160 million total subscribers worldwide, approximately 80 million monthly active users (MAU), and approximately 25 million daily active users (DAU), solidifying its position as one of the most beloved PC online games in the world.
In South Korea, the game officially launched in 2011 and has since hosted numerous domestic and international tournaments. The annual “LoL World Championship,” the world’s premier esports event, has grown to become the most anticipated global esports spectacle.
The 2025 LoL World Championship will be held across major European countries such as Germany, France, and the United Kingdom, with a total prize pool of approximately $2,400,000. This event serves as a global festival bringing together professional gamers and fans from around the world, and is one of the largest esports events globally, attracting millions of online viewers annually.
There are several reasons why LOL has gained such immense popularity. First, its ease of access. Riot Games aimed to create a game that is “easy to learn but difficult to master.” The game provides an intuitive UI and tutorials to help beginners get started easily, and a mentoring system to help new users adapt to the game quickly. This has been a crucial factor in attracting new users.
Second, it is a game with a strong collective nature. LOL is played in teams of five, making it ideal for playing with friends or acquaintances. In particular, Korean society places a strong emphasis on community activities, which is why LOL’s team-based system has gained such popularity among Korean users. Third, the game has a detailed and systematic structure.
LOL features over 100 unique characters, each with distinct roles and characteristics. Additionally, regular updates introduce new characters and content, maintaining the game’s freshness and enabling diverse strategic combinations. Each character has a unique story, providing users with elements of interest beyond the game itself and enhancing immersion.
Fourth, the advantage of low computer specifications cannot be overlooked.
LOL was developed to be playable without high-end computers, allowing it to secure a large user base worldwide. This has made it an affordable and accessible game that can be enjoyed anywhere in the world. Fifth, it has a unique revenue model. LOL is designed so that cash payments do not affect in-game performance, and revenue is primarily generated through the sale of skins that customize the appearance of characters. This revenue model ensures fairness in the game and allows users to focus on pure gameplay. Riot Games has maintained this approach based on the belief that if they create good games and provide quality services to users, users will voluntarily spend money. Sixth, it has improved its corporate image through customer-centric services. Riot Games goes beyond simply providing games and is strengthening communication with its users. For example, it has introduced a one-on-one response system that quickly and sincerely answers user questions, and it is building rapport with fans through various events and social contribution activities. In particular, through social contribution activities such as the Cultural Heritage Guardian Campaign, it is establishing an image as a company with values beyond that of a game company. LOL is contributing to the growth of the e-sports market and opening up new horizons for game culture around the world, including South Korea.
From its inception, LOL was developed with the goal of becoming an e-sports title, and it has established itself as the center of e-sports culture in Korea while gaining a large global fan base. Riot Games’ customer-centric marketing and continuous game content development are key factors in maintaining LOL’s enduring popularity. As e-sports continues to evolve, LOL’s success story will serve as an important lesson for many companies and game developers.