Sensor Tower’s recent data showed that the global users of Riot Games’ League of Legends: Wild Rift have spent more than $500 million through Apple’s App Store and Google Play.
League of Legends: Wild Rift has been launched in various regions of the world since October 2020, and has been tested in the Chinese mainland since October 2021.
Sensor Tower said that the game ranked second in MOBA titles in the first half of 2022, with an accumulated revenue of $218 million, second only to Tencent‘s Honor of Kings with $1.4 billion and exceeding Supercell’s Brawl Stars with $149.5 million.
League of Legends: Wild Rift is the third mobile game launched by Riot Games. The company’s first mobile game Teamfight Tactics released in March 2020 has attracted $299 million so far. Legends of Runeterra, launched in April 2020, has attracted more than $24 million. In the 16 months since entering the field of mobile games, Riot Games have garnered a total of $828 million.
It is worth mentioning that China is the highest earning market for League of Legends: Wild Rift, which is issued and operated by Tencent. Up until now, the revenue of the game title in China (App Store only) has reached $364.6 million, accounting for 72.2% of the total expenditure of players. The US market ranked second, accounting for 6.8% of the total revenue. The Korean market ranked third, accounting for 3.7% of the total revenue.
In addition, the expenditure of League of Legends: Wild Rift players in the App Store was $425.2 million, accounting for 84.2% of the total revenue. Google Play topped $80 million, accounting for 15.8%. Excluding China, the App Store accounts for about 43% of global revenue, while Google Play accounts for about 57% of player spending.