Comparison between VALORANT and League of Legends: analysis of the growth of competitive scenes
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Olhar Digital
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Comparison between VALORANT and League of Legends: analysis of the growth of competitive scenes

League of Legends and VALORANT are prominent titles in the Riot Games competitive scene, although they possess distinct characteristics, fan bases, and competition structures despite sharing the same developer.

League of Legends has a competitive trajectory spanning over a decade, featuring well-established regional leagues and a world championship that attracts millions of viewers. In contrast, VALORANT, launched in 2020, has developed its own international circuit and has undergone modifications in how new teams can ascend to the elite level.

One of the recent changes in VALORANT was the opening of qualifiers for the VCT Americas Kickoff 2027. This change provides opportunities for organizations not part of the partner group to compete for a spot in the main Americas circuit.

This expansion raises the question of whether VALORANT is showing superior growth compared to League of Legends, depending on how this advancement is measured. The first distinction lies in the nature of the games. League of Legends is an MOBA, where two teams of five players must destroy the opponent's base, using champions with specific abilities to manage resources, control territory, and make strategic decisions.

VALORANT, on the other hand, is classified as a tactical first-person shooter game, also played by five-member teams. Players employ agents with varied abilities and must fulfill objectives such as defusing or planting the Spike, in addition to eliminating opponents.

Although communication and strategy are crucial in both modes, the pace of the game differs. In VALORANT, a round can be resolved in mere seconds due to precise positioning or shooting; whereas in League of Legends, advantages are built gradually through the choices made during the confrontation.

In terms of global audience, League of Legends maintains a notable advantage. According to Esports Charts data, LoL competitive accumulated approximately 714.4 million hours watched in 2025, while VALORANT registered about 319.9 million. This positioned League of Legends as the most-watched esport that year, while VALORANT ranked fifth.

The disparity was also observed in peak viewership: LoL surpassed 6.7 million simultaneous viewers, compared to approximately 1.47 million recorded by VALORANT. These numbers highlight the magnitude of the League of Legends scene but do not imply that the growth of the two games occurs at the same pace. After all, cumulative audience reflects the size of the public in a specific period, and not necessarily the speed of expansion of a mode.

Factors such as schedule, tournament duration, and broadcast hour volume influence these results. A key innovation in the competitive scene is the introduction of open qualifiers for the VCT Americas Kickoff 2027. This tournament will include eight partner teams and reserve four spots for non-partner organizations.

In the Brazilian context, Brazil will have one direct spot via its regional qualifier, in addition to the chance to obtain a second spot in the continental playoff, called the Last Chance Qualifier (LCQ). The first Brazilian qualifying phase began on November 5th, and the second is scheduled to start on the 12th. The best teams from these phases advance to the regional playoffs, which will determine the Brazilian representative in the Kickoff.

This new format is significant because it allows organizations outside the partner group to compete for an opportunity to face teams already established in the international circuit. Although this does not guarantee a permanent place in the league, it expands access to a competition that previously had a more closed structure.

For ambitious players, the clarity of competitive paths serves as an additional incentive to invest in their own development. The opening of opportunities in the official circuit also elevates the importance of preparatory competitions. In Brazil, initiatives like Liga GG provide competitive spaces in various modes.

Within League of Legends, CELOL brings together teams focused on player development and gaining experience in organized tournaments. In VALORANT, VPLA performs a similar function, offering competitive matches and opportunities for teams outside the main circuit.

These championships allow participants to confront structured opponents, improve collective communication, and gain experience in situations different from ranked matches. It is important to note that VPLA, by itself, does not grant a spot in the VCT; its contribution lies in the competitive experience it offers participants.

Both games have talent development systems, but the connection of these paths to the top varies according to each season's regulations. League of Legends has possessed a consolidated professional ecosystem for longer, with organizations, technical committees, and competitions that have accumulated vast experience over the years. In Brazil, CBLOL is the main competitive reference for the mode, complemented by grassroots championships.

VALORANT also has an organized circuit, encompassing Challenger leagues and international competitions. The most recent change is the opening of new qualification routes for non-partner organizations, allowing teams to compete for access to crucial VCT stages. Additionally, in 2026, Riot Games implemented the Path to Champions, a mechanism that brought teams from the Challenger leagues closer to international competitions.

Such evolutions signal a focus on creating competitive pathways across different levels of the scene. However, qualification opportunities and audience growth are distinct indicators. One mode may increase the number of eligible teams without necessarily registering a proportional growth in viewers or investments. If the comparison is made from the perspective of global audience, League of Legends remains ahead, according to 2025 data. On the other hand, VALORANT is undergoing important structural transformations, expanding access for non-partner teams to high-level tournaments.

This represents greater accessibility, but it does not allow us to conclude in isolation that the game is growing faster than LoL in Brazil. For a complete evaluation of this difference, it would be necessary to monitor the evolution of the number of participants, teams, championships, investments, and viewers over multiple seasons. The common challenge for both games is converting player interest into concrete opportunities for professional development, with competitions like CELOL and VPLA being vital in this process.

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Gamification goes beyond games and changes the interaction between brands and consumers

Mechanics characteristic of video games, such as points, missions, rankings, and rewards, are no longer exclusive to the gaming sector. These elements are increasingly integrated into digital platforms, loyalty programs, and applications, transforming how companies motivate consumer engagement.

The strategy known as gamification involves applying typical game elements to actions that are not games themselves. In Brazil, the adoption of these experiences contributes to a high level of public familiarity with this field. According to the Pesquisa Game Brasil 2025 study, about 82% of Brazilians consume digital games.

In practice, gamification uses tools such as achievements, levels, challenges, and rewards to stimulate specific behaviors. For example, a loyalty program may award points for purchases and provide bonuses as the customer advances through levels. Similarly, educational platforms can apply daily goals and achievements to maintain continuous learning.

This logic is also evident in fitness apps, financial services, and advertising campaigns. According to a survey cited by Gamers Club, 34% of Brazilian players participating in the study state a constant desire to improve their results and overcome difficulties.

According to Jonathan Pereira, Marketing Director of the company, it is this habit that helps explain the expansion of this strategy. He notes: 'The logic of gamification does not arise from nothing; it stems from behavior that has been consolidated among gamers over many years. Competition, development, and recognition are part of this experience.'

Although rankings and competitions are common elements, gamification does not necessarily require pitting users against each other. The feeling of progress can also stimulate participation, especially when rewards are tied to clear goals. Pereira explains: 'Not everything has to turn into direct competition. It engages the feeling of evolution, the feeling of achievement. Competition is one way, but not the only one.'

Nevertheless, the growth of these strategies raises questions about using mechanisms that encourage constant presence on platforms. This becomes particularly relevant when rewards and challenges are applied in the financial services sector or in money-related experiences. According to the director, the main task is to prevent gamification from becoming solely a tool to increase usage time. He concludes: 'When the experience becomes merely a stimulus for retention at any cost, it loses value. What truly works is what has a purpose and represents a meaningful path for the user.'

The spread of gamification demonstrates how elements developed and popularized by video games have begun to influence other industries. The current challenge is to use these mechanics to create meaningful experiences without turning every interaction into an obligation to compete or accumulate rewards. The article was first published in Olhar Digital.

Game Regulation Could Boost Brazilian Development and Esports
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olhardigital.com.br

Game Regulation Could Boost Brazilian Development and Esports

The regulation established by the Games Legal Framework has the potential to generate new opportunities for development studios in Brazil, particularly those focused on creating games viable for esports competitions. The proposed measures include the introduction of financing mechanisms, incentives for local production, and actions aimed at increasing the visibility of domestically produced titles.

It is expected that these tools will help independent studios overcome one of the industry's biggest challenges: securing the necessary capital to finalize and launch their projects in the market.

As an example, the Brazilian aerial combat game Wedgetail, developed by Thunder Games, aims to participate in the video game competitive environment. Among the initiatives mentioned are Rouanet Games, which focuses on raising sponsorships through the Rouanet Law for game development, and Game Brasil, a free public platform dedicated to promoting national creations.

The general objective of these proposals is to expand funding options and make Brazilian games more accessible to the public. For Bruna Simões, CEO of Thunder Games, these new instruments could be crucial for continuing projects that depend on external financial contributions.

The executive explained that the company has already carried out an initial round of investment for the game's development, which is currently in a playable pre-alpha phase. She also stated that the company is seeking a new fundraising round to complete the production of Wedgetail, whose initial launch is scheduled for the end of 2027.

Despite positive expectations, the real impact of these guidelines will depend on how they are implemented and the ability of studios to access the incentive mechanisms. Although the Games Legal Framework does not exclusively focus on esports, strengthening domestic production can bring indirect benefits to this sector.

With greater funding availability, Brazilian developers will be able to invest in multiplayer games, online infrastructure, and competitive systems—all vital elements for organizing tournaments. However, it is important to note that merely developing a competitive game does not guarantee its entry into the professional scene; this also requires an engaged community, character balancing, adequate technical support, and interest from tournament organizers.

In this landscape, projects like Wedgetail illustrate how incentives for domestic production can foster the emergence of new Brazilian intellectual properties with competitive aspirations. The news about the Games Legal Framework was originally published in Olhar Digital.

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