Estimated market share of selected multiplayer online battle arena (MOBA) games worldwide in 2016

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Market share

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The statistic presents the estimated market share of selected multiplayer online battle arena games worldwide in 2016. According to the calculations, League of Legends held 66.3 percent of the market based on PC and console revenues in 2016. It was also the best selling PC game based on worldwide revenue in 2015. Defence of the Ancients 2, also known as DOTA 2 was expected to account for 14 percent of the MOBA market revenues.
League of Legends – additional information

Multiplayer Online Battle Arena (MOBA) is a rapidly emerging Real-Time Strategy genre that allows each player to play against all others in an arena. The objective for the players is to control a single character with unique abilities and engage in battles with their own team in order to defend their home base from being destroyed by the opposing team. The genre largely began with the custom map from Aeon of Strife (AoS) and Defense of the Ancients (DOTA) and was later developed into a fusion of action, role-playing and strategy game, in which no building construction is involved.

League of Legends (LoL) was expected to hold two-thirds of the global MOBA market based on PC and console revenues through 2016, with DOTA 2 and Heroes of Storm coming in a very distant second and third place. From the introduction of LoL, the game quickly became one of the most popular games featured in eSports competitions. In 2016, LoL had an estimated 100 million monthly active users (MAU) worldwide. The LoL championship finals in Berlin that same year attracted 43 million viewers from around the world> in 2015, about 11 percent of the eSports prize pools went to League of Legends – the second highest amount attributable to a single eSports game. The game also gained the world’s leading digital PC game title in 2015, with more than 1.6 billion U.S. dollar revenue received.

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Release date
April 2015
Survey time period
Special properties
based on PC and console client-based revenue

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