League of Legends remains one of the most popular games used for esports (professional gaming) in the world.
More than five million people (plus an unknown number of viewers watching livestreams in China) watched the final matches of the League of Legends Worlds 2022.
Besides spawning a roster of virtual artists, League of Legends publisher Riot Games has been building itself a music compilations business.
‘Sessions: Diana’ is the second in Riot Games’ planned series of albums, with 43 tracks that can “be safely used in livestreams and in video content”
This weekend saw the biggest esports event in the world’s 2021 edition: the League of Legends World Championship.
The Finnish company is releasing a single called ‘We Won’t Cooperate’ by fictional group Bad Randoms as an offshoot from Brawl Stars.
We’ve written about a lot of new income streams for musicians in recent years, but this is a first: a “collection of weaponized color and sound” from artist Zedd.
Pentakill are making a comeback in what Wave describes as “an epic virtual experience for the ages” to take place on 8 September.
Gamers streaming footage on platforms like Twitch have been caught in the middle of copyright arguments, frequently seeing their archived videos muted or taken down if they included commercial music.
But there’s a long (and sometimes, if not always, controversial) history of labels, startups or the platforms offering game streamers catalogues of royalty-free music to use instead.
The latest example comes from an actual games company: League of Legends publisher Riot Games. Its new ‘Sessions: Vi’ compilation is described as a “creator-safe collection” of music that “anyone can use in their content without concern of copyright strikes”.
This guest column comes from Phil Hübner, Chief Business Development Officer of esports platform Challengermode
The intersection of esports and music isn’t a new phenomenon. Esports has often used live acts in the opening and half time of its major live events, musicians have joined the wave of star athletes investing directly in esports teams, and both streaming services and record labels have been keen to sign deals with first gaming and, more recently, key esports stakeholders.
What we are seeing now is an acceleration of this trend, spurred on by just how astronomical esports’ industry’s growth has been in the last decade. Global esports revenues will hit $1.084bn in 2021 (a year-on-year rise of 14.5% from 2020) with esports competitions drawing in an audience of almost 500million worldwide outperforming many mainstream sports. Esports organisations are blooming into highly successful media brands, and are coming to the music industry with significant financial and cultural clout.
When you take a step back, the evolution of livestreamed music has been startling during the Covid-19 pandemic. We’ve gone from kitchen performances and DJ sets to full stage sets, […]
We reported on the return of avatar-pop artist K/DA in August: the latest evolution of an act created by games publisher Riot Games.
Now Engadget has a good feature on the comeback, and how the games company – most famous for esports hit League of Legends – has even bigger ambitions around music.
“Our main target isn’t revenue right now. That’s not what we’re really focused on. It’s really about the impact we can create,” said Riot Music Group boss Toa Dunn.
He added that the ultimate plan is to create a “thriving music universe” that sits alongside (but also intersects with) League of Legends.