Huya Acquires Exclusive Broadcasting Rights for League of Legends 2021 Demacia Cup
Huya, a live streaming platform for gaming in China, has acquired exclusive broadcasting rights in China for the League of Legends (LoL) 2021 Demacia Cup. This championship is widely considered to be the highest-level LoL tournament aside from the LoL Pro League (LPL) in China. The competition is also the first professional LoL tournament for Chinese teams following the 2021 LoL World Championship.
A spokesperson of Huya commented that “signing the exclusive broadcasting rights of the LoL 2021 Demacia Cup will further boost the attractiveness of the Huya platform, continue to keep users engaged after the 2021 LoL World Championship, and solidify Huya’s advantages in broadcasting LoL events.”
Over the past few years, Huya has continuously upped its efforts in e-sports content investment and operational innovation. In 2021 alone the company became the exclusive broadcaster for the Kiev Major and Singapore Major of DOTA2. In November, Huya reached a two-year exclusive media rights agreement with ESL Gaming, which included the 2022-2023 ESL Dota 2 and ESL Mobile ecosystems. The company also secured the rights fpr the ESL Pro Tour for CS:GO and StarCraft II in China. In the third quarter of 2021, Huya’s average mobile MAUs increased by 14.7% year-on-year to 85.1 million.
Regarding LoL e-sports tournaments, Huya is the only live streaming platform in China that broadcasts the tournaments of the five top-tier regional LoL professional leagues. Of those tournaments, Huya holds the exclusive broadcasting rights for the League of Legends Champions Korea (LCK) from 2020 to 2022. In addition, Huya has signed contracts with a series of top LoL teams, including RNG, iG and FPX, in addition to well-known former professional LoL players, to broadcast on the Huya platform.
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A spokesperson for Huya added, “In the future, Huya will continue to strengthen the platform’s e-sports offerings, diversify its content portfolio and cooperate with more e-sports events, teams and broadcasters to build a more comprehensive e-sports ecosystem.”