Global Multimedia Value Chain Mapping Analysis of the Game League of Legends (2006-2025)
DOI:
https://doi.org/10.15642/jiir.2026.11.2.140-158Keywords:
Global Value Chain; Global Multimedia Value Chain; League of Legends; Game Industry.Abstract
This paper conducts a qualitative analysis of the Multiplayer Online Battle Arena game League of Legends, examining its Global Value Chain as defined by Riot Games and its interactions with external actors and companies worldwide throughout its creation and development. Online games continuously evolve across multiple aspects, and in many cases, their development involves not only internal teams but also collaborations with freelancers, partner studios, and other external companies. In the case of League of Legends, this results in a unique configuration of global partnerships, in which Riot Games coordinates multiple actors across production, localization, marketing, and esports operations. This paper draws on the Global Multimedia Value Chain theory to understand how global collaboration shapes the game’s production and its reception among players, providing a comprehensive picture of how Riot Games manages its internal operation alongside its external partnerships.Downloads
References
Art, Grafit. “Grafit Art,” n.d. https://www.grafitart.com/.
Ashraf, Amirul. “Riot Games To Self-Publish League Of Legends, Teamfight Tactics In Southeast Asia From 2023.” GamerMatters, 2022. https://gamermatters.com/riot-games-to-self-publish-league-of-legends-teamfight-tactics-in-southeast-asia-from-2023/.
Cao, Y. “Analysis on the Impact of Tencent’s Acquisition of Riot Game.” Advances in Economics, Business and Management Research, 2022. https://www.researchgate.net/publication/368496258_Analysis_on_the_Impact_of_Tencent’s_Acquisition_of_Riot_Game.
Charts, Esports. “League of Legends Statistics,” 2025. https://escharts.com/games/lol.
Clement, J. “Share of Internet Users Worldwide Who Play Video Games on Any Device as of 3rd Quarter 2024, by Region.” Statista, 2025. https://www.statista.com/statistics/195768/global-gaming-reach-by-country/.
Games, Riot. “League of Legends and TFT Will Be Published in Southeast Asia,” 2022. https://www.riotgames.com/en/news/riot-games-self-publish-league-legends-teamfight-tactics-southeast-asia.
———. “Legal Jibber Jabber.” Riot Games, n.d. https://www.riotgames.com/en/legal.
———. “Riot’s Agile Team Leadership Model,” 2017. https://www.riotgames.com/en/work-with-us/disciplines/dev-management/riots-agile-team-leadership-model-a-story-of-challenging-convention.
———. “The League of Legends Esports Ecosystem,” n.d. https://competitiveops.riotgames.com/en-US/league-of-legends.
GBay99. “I Met the Man Responsible for League of Legends (And DotA),” 2022. https://youtu.be/VvWPjgoDy4Y.
Gereffi, Gary, John Humphrey, and Timothy Sturgeon. “The Governance of Global Value Chains.” Review of International Political Economy 12, no. 1 (2005): 78–104.
Gloop, Weird. “League of Legends Wiki,” n.d. https://wiki.leagueoflegends.com/en-us/.
IGN. “Riot Games and Goa Sign Deal to Bring League Of Legends To Europe,” 2009. https://www.ign.com/articles/2009/02/12/riot-games-and-goa-sign-deal-to-bring-league-of-legends-to-europe.
Kaplan, Neil. “A Little ‘Behind the Scenes’ Tale from League of Legends Voice Actor.” TikTok, 2025. https://vt.tiktok.com/ZS5WvTv5H/.
Legends, League of. “Briar Champion Theme.” YouTube, 2024. https://youtu.be/5LqjJYU6EP8.
———. “Faerie Court (Skin Theme).” YouTube, 2025. https://youtu.be/QqaPWAocvPs.
———. “Hwei Champion Theme.” YouTube, 2023. https://youtu.be/FsQGLz7Fvig.
———. “Jax, the Grandmaster at Arms.” YouTube, 2021. https://youtu.be/ETaX9DZBSEk.
———. “League of Legends Origins.” YouTube, 2019. https://youtu.be/74wlkXNmNdg.
———. “Patch Notes,” 2025. https://www.leagueoflegends.com/en-gb/news/tags/patch-notes/.
———. “Rell, The Iron Maiden | Champion Theme (Ft. Ecca Vandal).” YouTube, 2021. https://youtu.be/ETaX9DZBSEk.
———. “Take a Closer Look at Riot’s Localization Process—and How It Sometimes Goes Awry,” 2018. https://nexus.leagueoflegends.com/en-us/2017/12/dev-kayn-and-the-showerhunter/.
Nikolai. “League of Legends At E3 2009 - 10 Years Later.” YouTube, 2020. https://youtu.be/3iKg3SEw6sw.
Parallel 38. “Agile Korea 2018.” Medium, 2018. https://medium.com/@parallel38/agile-korea-2018-b8faf5670ce8.
Pearson, D. “Tencent Acquires Riot Games for around $400 Million,” 2011. https://www.gamesindustry.biz/tencent-acquires-riot-games-for-around-usd400-million.
Porter, M E. Competitive Strategy: Techniques for Analyzing Industries and Competitors, 1980.
Research, Grand View. “Video Game Market (2025 - 2030),” 2025. https://www.grandviewresearch.com/industry-analysis/video-game-market.
Research, Nielsen Media. “2018 Year In Review Digital Games and Interactive Media,” 2018. https://share.google/3kbMY6E2omr9Osk4I.
Stewart, J. “LoL World Champions 2011-2025: Every Winner and Team.” Red Bull, 2025. https://www.redbull.com/in-en/league-of-legends-history-of-worlds.
Studio, Dragon Fly. “Dragon Fly Studio,” n.d. https://www.dragon-fly.biz/.
Studio, Envar. “Envar Studio,” n.d. https://www.envarstudio.com/.
———. “Envar Studio Instagram Post,” 2025. https://www.instagram.com/p/DM0Mc2uOhlH/.
Studio, M A R. “MAR Studio.” ArtStation, n.d. https://www.artstation.com/mar_studio.
Tang, S. “League of Legends Roles Explained & Who Does Them Best.” Esports Insider, 2025. https://esportsinsider.com/league-of-legends-roles-explained.
Turbosmurfs. “League of Legends: Player Count and Statistics 2025,” 2025. https://turbosmurfs.gg/article/league-of-legends-player-count-and-statistics.
Udemans, C. “From Funded to Funder: How Tencent Places Its VC Bets.” Technode, 2020. https://technode.com/2020/06/17/from-funded-to-funder-how-tencent-places-its-vc-bets/.
Velasquez, Vanille. “Hey Vanille, How Did You Get to Voice in League and Valorant?” TikTok, 2022. https://vt.tiktok.com/ZS5WvVGBF/.
Virtuos. “Virtuos,” n.d. https://www.virtuosgames.com/.
Vodka, Six More. “Six More Vodka,” n.d. https://www.sixmorevodka.com/home.
Voldere, De, Isabelle., Steven. Knotter, Philippe. Kern, Arthur. Le Gall, Evrim. Engin, Eveline. Durinck, Jean-François. Romainville, et al. Mapping the Creative Value Chains : A Study on the Economy of Culture in the Digital Age : Final Report, 2017.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Swettie Ayu Calista, Ilmi Arrasikha, Nabilah Andiati Putri, Adiasri Putri Purbantina

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
