It is not necessary to play League of Legends to consume the game's universe; one only needs to listen to a playlist, watch a music video, or see a cosplay of characters like Ahri, Akali, or Kai’Sa at pop culture events. This approach reflects a strategy developed by Riot Games in recent years: transforming its game characters into recognizable figures outside the gaming environment.
On Thursday, November 12, the company advanced in this direction with the global release of the compilation «League of Legends: Music Video Collection – K-pop & More» on Netflix. This collection includes existing music videos from the virtual groups K/DA, True Damage, and HEARTSTEEL, covering productions such as «POP/STARS», «MORE», «GIANTS», and «PARANOIA». Even if the tracks are not new, their inclusion in the platform's catalog offers a new chance to reach audiences who would never have played League of Legends.
In addition to promoting music, Riot is expanding the places where its characters can be discovered, followed, and consumed. K/DA, launched in 2018, is a notable example of this union between League of Legends and the music industry. This virtual group consists of four champions from the game: Ahri, Akali, Evelynn, and Kai’Sa, each receiving a visual identity inspired by the aesthetics of K-pop groups, including costumes, personalities, and a unique style.
The debut came with «POP/STARS», a song that integrated real artists, digital characters, and sophisticated audiovisual production. The music video showed the champions in different versions of those players used to seeing in matches. The intention was twofold: to allow those already familiar with League of Legends to see a new interpretation of their idols, while simultaneously presenting Riot's universe to pop music fans without the need to play.
The connection to K-pop is not accidental. This genre has a fan culture closely tied to the visual identity of the artists, choreography, costumes, and collective participation. By incorporating these linguistic elements, K/DA provided experiences similar to those of a traditional music group, even though its members are fictional.
Choreography also gained prominence. The movements displayed in videos and dance performances allow the audience to actively participate in this universe, even without understanding League of Legends mechanics. The result is a relationship with the characters that transcends the game itself.
A crucial aspect of this strategy is the longevity of the music in fans' routines. Unlike a common advertising campaign, which loses relevance after a product launch, a song can be listened to for years. «POP/STARS», for example, was released in 2018 but may still be in the playlists of those who followed K/DA's debut at that time. Platforms like Spotify and YouTube allow these songs to be consumed independently of the game.
Fans can listen to K/DA while working, studying, or commuting around the city, without needing to open the League of Legends client to stay connected to the Riot universe. The addition of music videos on Netflix introduces another avenue for this behavior. By grouping previously released productions in an audiovisual streaming service, the developer increases the touchpoints between its intellectual properties and the public.
This cross-platform circulation also exposes characters to people who appreciate K-pop but have no immediate interest in competitive games. Thus, League of Legends no longer relies solely on matches to remain relevant in its consumers' daily lives.
There is also a commercial interest behind this proximity between music and video games. League of Legends is a free game, but it offers optional digital items, such as skins, that change the appearance of the champions. By presenting Ahri, Akali, Evelynn, and Kai’Sa as members of a musical group, Riot is not just creating entertainment; it is generating new visual identities for characters already in its catalog.
The themed skins allow players to use these versions within the game, connecting the musical experience with the competitive one. It is at this point that the emotional bond with the characters can influence consumption. A player might admire a champion for their skills or playstyle, but they might also identify with their personality, costume, music, or participation in a music video. In this second scenario, the skin ceases to be just an aesthetic change and begins to carry a meaning linked to the fan's identity. The purchase can serve as a way to express affinity for a character or signal belonging to a community.
This does not imply that listening to K/DA necessarily leads someone to buy skins. To confirm this relationship quantitatively, sales and consumer behavior data would be needed. However, the strategy creates the conditions for digital products to be presented in cultural experiences that the public already values. Instead of promoting a skin only within the game, Riot builds a musical universe that gives meaning to that product.
The relationship between K-pop and League of Legends is also manifested outside digital platforms. Cosplayers recreate the characters' costumes, while dance groups perform choreographies inspired by the music videos. Such manifestations are important because they do not depend exclusively on content produced by Riot; the fans themselves take on the reinterpretation and promotion of the characters.
A cosplay can attract the attention of someone who has never played League of Legends. A dance performance can reach people interested in K-pop but unfamiliar with K/DA. In this way, the community helps expand the cultural circulation of the brand. One example of this was the participation of a Brazilian cosplay group in the League of Legends World Championship final in New York on November 14. Coordinated by cosmaker Leon Martins, the quartet consisting of Farah, Yoshi, Mari Fujino, and Larah was selected to represent the K/DA members.
The visual representation of the group was inspired by «FIRESTARTER», a song released in October, reinforcing the link between the music release and community participation. This initiative demonstrates how a universe created for a competitive game can transform into an artistic experience, encompassing costume, performance, and cultural identity.
The tactic of expanding beyond screens is not limited to streaming services. In Brazil, Riot Games organized an in-person event at the Meruru Store, in the Liberdade neighborhood of São Paulo, on November 2. The location was transformed into a themed pop-up store dedicated to the groups K/DA, True Damage, and HEARTSTEEL. The event included pop culture activities, such as photo areas with cosplayers, interactive experiences, themed products, and fan meetups, also featuring illustrators Colour Alex and Ryumen Concept.
The choice of Liberdade is related to the presence of Asian culture in the neighborhood and the public's interest in cultural manifestations like K-pop. In this context, visiting did not require an interest in competing in League of Legends; one could participate through music, characters, art, or simply an appreciation for pop culture. For Riot, this type of action strengthens the bond between consumers and their intellectual properties, causing contact with the game to occur in physical spaces, generating opportunities for fan interaction.
Although K/DA is one of the best-known examples, it is not Riot Games' only musical initiative. The True Damage group explores hip-hop references, while HEARTSTEEL proposes something inspired by male pop groups. Each project uses League of Legends characters but works with distinct musical styles, visual identities, and potential audiences. This variety allows the company to reach consumers whose interests go beyond the MOBA genre to which League of Legends belongs.
The release of the compilation on Netflix consolidates these initiatives into a single catalog, allowing observers to see how Riot has built diverse musical identities from the same fictional universe. The strategy also connects to other audiovisual projects by the developer. The animated series Arcane, created by Riot Games and animated by the Fortiche studio, distributed by Netflix, proved how League of Legends characters and narratives can reach viewers who do not know the game. Fortiche also collaborated on the production of K/DA music videos, such as «POP/STARS» and «FIRESTARTER», reinforcing the aesthetic connection between animation, music, and video games. Despite being different formats, these productions share the goal of making the Runeterra universe accessible through other entry points.
The release of the collection on Netflix signals a significant transformation in how gaming companies can build their brands. The relationship with the consumer does not have to begin or end when they start or stop playing a game. It can endure through music, series, music videos, events, products, and manifestations created by the community itself. In the case of Riot Games, this expansion also helps solidify the identity of characters that have commercially marketed digital products within League of Legends. It is a tactic that unites entertainment, brand building, and monetization opportunities.
However, there is a distinction between increasing public interest and proving growth in sales. Without specific data, it is impossible to determine the financial impact of K/DA's musical success for the developer. What is perceived is the creation of an ecosystem where different modes of consumption complement each other. A fan might discover a character through a music video, become interested in the cosplay, start playing, and eventually buy a skin. Another might remain only a listener of the music. In both scenarios, Riot has managed to create a bond with that consumer outside the traditional gaming environment.
The greatest achievement of this strategy lies precisely in this: transforming League of Legends into a universe that the public can continue consuming even when they are not playing.



