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‘League of Legends’, ranked first for 7 years, has also seen its usage time drop… Gamers who don’t go to PC rooms

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ChosunBBiz
PicK (i
1st place for 7 years
Also use ‘League of Legends’
hour
poison
Gamers not allowed in PC rooms
Entered 2025,01,04. 6.01 am
Original text of article
Reporter Kyung-tak Lee
11
gaga
[s
‘League of Legends’ occupancy is still close to 40%6 “Usage hours
silver plummets
The number of PC rooms directly affected by COVID-19 is rapidly decreasing
Expanding distribution of gaming network PCs, growth of martial arts game market
League of Legends (LoL)
Korean PC room occupancy and usage hours
Number of PC rooms
(Use time (hours)
0 Occupancy (%)
Unit: place
41.95
20,000
38.49
1547
33.10
10,000
1282
11,871
2.77 million
2.55 million
5216
8485
7707
1.41 million
5922
2015
2019
2024
2009
2015
2019
2023
December 4th week
December 4th week
December 4th week
ChosunlBiz
Data – Ministry of Culture, Sports and Tourism Games
@
Graphics – Son Min-kyun

https://naver.me/FFG6lODI

It was found that the usage time of League of Legends (LoL), which has held the top spot in domestic PC room market share for 7 years, has decreased significantly. As mobile games become mainstream and console games grow, some say that PC games and PC room culture are going downhill.

According to Gametrix, a PC room game market share analysis platform, on the 4th, LoL has maintained a market share of around 40% at the end of last year and has been ranked first for seven years. However, regardless of market share, actual usage time plummeted. As of 2019, LoL’s PC room usage time exceeded 2 million hours, but has now decreased to 1.4 million hours.

This is not simply a problem unique to LoL, but is interpreted as a result of the decline of PC games and PC room culture. The decline in PC rooms is also clearly visible in numbers. According to the Korea Creative Content Agency (KOCCA), the number of PC rooms, which reached 21,547 in 2009, plummeted to 8,485 as of 2023.

The deterioration of the PC room environment is a result of structural changes in the gaming market. As PC room operations took a direct hit during COVID-19, the supply of high-performance gaming PCs expanded. As gamers build PC room-like gaming environments in their homes, the need to go to PC rooms has disappeared.

Changes in the main user base also played a role in the difficulties faced by PC games such as LoL. Unlike in the past when the gaming market was formed around teenagers and those in their 20s, the 3040 generation is emerging as the main force in the gaming market. A game industry official said, “Gamers who are older than in the past are preferring mobile games that can be easily played on smartphones rather than PC games, or are moving to highly immersive console games.”

((Part of the article omitted / Full details))

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