2. Problem /Products
1) Passionate gamer communities can be
left stranded by growing game
developers
2) Gamers may not have money to spend
on popular games
Product: Free to Play games revolving
around flagship product
3. Persona
Peter – 10 years old
• He, nor his parents, can afford
to buy popular video game
titles
• Wants to commit to a game
that will be updated and
maintained for at least a
decade
6. Business Model
• Free to Play -- Not Pay to Win!
• Sell accessories, in-game cosmetics (“skins”)
figurines and much more!
7. History
• 2006 - Riot Games is Formed
• 2009 - League of Legends is released
• 2011 - Tencent acquires 93% ownership for $400 Million
8. History (cont.)
• 2015 – Tencent acquired remaining 7% of ownership
• 2019 – Riot Games released Teamfight Tactics, Legends of Runeterra
and Wild Rift
• 2020 – Riot Games releases Valorant, first FPS game
13. Competition
Yes Some Some
Yes No No
115 Million
(League of Legends)
11 Million
(Dota 2)
90 Million
(Overall Steam)
78 Million (Fortnite)
Riot Games Valve Epic Games
Interconnected
Games
Free to Play
Monthly Player
base
(major titles)
14. Prediction
I believe Riot Games will continue to be successful because
of…
• Potential in eSports – growth in franchising and greater
viewership will help revenue
• Player base has a history of remaining steady
• Concerns over Tencent will be addressed and resolved