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League of Legends is responsible for a quarter of all online gaming

Nearly a decade on form its original release, League of Legends is still responsible for a quarter of all online gaming traffic


League of Legends might be nearly a decade old at this point, but that’s not keeping it from the top. According to global statistics, Riot’s MOBA is still claiming the lion’s share of all gaming traffic, despite Fortnite’s best efforts.

Sandvine, a statistics company which takes in data from a base of more than two billion people, released a report earlier this month which claims that League of Legends is responsible for more than a quarter of all worldwide gaming traffic. The MOBA tops the table with a 26.42% share. Fortnite comes in second with just under 15%, while Overwatch is in third, making up 12% of all online gaming.

Despite its overall success, League of Legends’ popularity isn’t entirely universal. The game tops the charts in Europe, the Middle East, and Africa (EMEA) with an enormous 36.24% share. But it’s a different story in the Americas, where Fortnite claims the top spot. In Asia-Pacific (APAC), it’s PlayerUnknown’s Battlegrounds that sees the most traffic, narrowly beating out Fortnite and Overwatch, while LoL comes in fourth.

Other major players in terms of global traffic include Minecraft, Destiny, World of Warcraft and Warframe. Certain regions also feature specific high-flyers that don’t see the same kind of attention elsewhere. Rocket League features highly in the Americas, for example, while Counter-Strike: Global Offensive is popular in Europe.

You can check out Sandvine’s full spread of stats in their Global Internet Phenomena Report (via Dualshockers). If you fancy keeping up with the biggest games around, check out the League of Legends patch 8.21 notes, or Fortnite patch 6.20, which brings PvE zombie to Epic’s traditionally PvP-focused battle royale. Remember Save the World, anyone? No? I didn’t think so.