NEW YORK (Reuters) – Tencent Holdings Ltd, Riot Games, said on Thursday, Nielsen Holdings PLC, will be the measure of the value of the sponsorship of Riot’s “League of Legends” is the most watched esport in the world, and by means of the next calendar year.
Caps is a member of the Team of the G2 Esports, the town celebrates with the MVP (Most Valuable Player) of shield after winning the League of Legends (LOL)-Mid-Season-Invitational team Liquid, in Taipei, Taiwan, May 19, 2019. REUTERS/Tyrone Siu/
The ability to assess the value of the brand exposure gained through the sponsorship of the League of Legends teams, games, leagues, and would be able to help you with the online multiplayer part of battlefield game, or as Fun, the ability to attract sponsors.
While other publishers have also been working with Nielsen on a sponsorship, measurement, and fans have been looking for more Fun and games than any other game, out of a total of 347.4 million hours of live-in 2018, be on Twitch, YouTube, Gaming, under the gaming-analytics firm Newzoo.
LoL it has 13 regional competitions, with more than 800 players and 100 professional staff around the world.
The game has already drawn in large companies, even those that are not endemic to the esports world, including State Farm, Visa Inc and Nike Inc.
Esports, where throngs of fans to watch a competitive and professional video game competitions live and online, it is becoming more and more important as a funnel for the brands to reach a younger, more affluent, digitally savvy audiences, who are watching less and less tv.
“As esports continues to gain momentum, with the brand, marketers and advertisers, the need for independent verification by a third party, the public, and the brand exposure is crucial,” said Nicole Pike, a managing director at the Nielsen Esports, in a statement.
Nielsen to measure Fun, it’s the brand’s exposure in 2019 and 2020, including for the duration of the North American League of Legends Championship Series, European Championship, the three international events, and a number of regional contests in Asia.
“If the big companies are investing-in our tournaments, and we want to help them see the value of their exposures and how best to deal with our passionate fans,” said Doug Watson, director of esports knowledge in a Riot.
Nielsen’s measurement is based on the quality, duration, and location of the brand’s exposure, in addition to the size of the audience to see and hear the indication of the identity of a brand.
Reporting by Hilary Russ; Editing by Cynthia Osterman