League of Legends Has the Largest Gaming Traffic Share in the World
According to the newest edition of Sandvine's Global Internet Phenomena Report, League of Legends maintains the highest global gaming traffic share.
It’s hard to remember a pre-Fortnite world. Ever since developer Epic Games turned its colorful third-person shooter into a battle royale, the mainstream gaming landscape has flipped on its head. Fortnite streamer Ninja, a living embodiment of Fortnite‘s success, used the battle royale’s popularity to appear on ESPN‘s cover, play games with Ellen Degeneres, and turn celebrities into Twitch streamers. However, despite Fortnite‘s amazing run, it still doesn’t have the largest global gaming traffic share.
Earlier this month, Sandvine released the latest edition of its Global Internet Phenomena Report. In Sandvine’s words, this report is” the authoritative view on how applications are consuming the world’s internet bandwidth.” Sandvine compiles its data using a “base of over 2.1B subscribers worldwide across over 150 Tier 1 and Tier 2 fixed, mobile, WiFi, and satellite operators,” and compiles data on essentially any application that uses bandwidth. According to Sandvine’s newest report, League of Legends, 2009’s massively popular MOBA, currently has the largest gaming traffic share in the world.
Clocking in with a global downstream percentage of 26.42%, League of Legends has Fortnite‘s 14.85% beat by almost 12 points. The other games on Sandvine’s top-ten list (which, with the exception of World of Warcraft, are all newer than League of Legends) don’t come close to League either. Overwatch contains a 12.05% global downstream percentage while Minecraft, the next game on the list, contains a paltry 7.01%.
Of course, it’s important to remember that Sandvine’s ranking is global. When looking at individual territories, Fortnite leads the Americas with a 33.47% downstream percentage and a 25.08% upstream percentage. Interestingly, Fortnite doesn’t even appear on the top-five list for Europe, the Middle East, and Africa which, coincidentally, is dominated by League of Legends with a 36.24% downstream percentage and a 4.90% upstream percentage.
You can check out the newest edition of Sandvine’s Global Internet Phenomena Report here.