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League of Legends World Championship
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The '''League of Legends World Championship''' (commonly abbreviated as '''Worlds''') is the annual professional tournament hosted by '''Riot Games''' for the multiplayer online battle arena (MOBA) video game ''League of Legends''. It represents the pinnacle of competitive ''League of Legends'' play, bringing together the best teams from various regions across the globe to compete for the title of world champion, the Summoner’s Cup, and multi-million-dollar prize pools. == Overview == First held in '''2011''', the World Championship has grown into one of the largest and most prestigious esports events in the world. It serves as the final event of the competitive ''League of Legends'' season, following a year-long circuit of regional leagues such as the '''LCK (South Korea)''', '''LPL (China)''', '''LEC (Europe)''', and '''LCS (North America)'''. The tournament typically features: * '''24 teams''' (number varies depending on format changes) * Representation from major and minor regions * Multi-stage competition including '''Play-Ins''', '''Group Stage''', '''Knockouts''', and the '''Finals''' The winning team is awarded the '''Summoner’s Cup''', a massive trophy weighing over 70 pounds, alongside championship rings and prestige in the global esports community. == History == === Origins (2011–2013) === * The first World Championship took place at '''DreamHack Summer 2011''' in Jönköping, Sweden, with an audience of around 200 attendees and a $100,000 prize pool. * By 2013, the event had grown dramatically, with the finals at the '''Staples Center''' in Los Angeles selling out in under an hour and attracting millions of online viewers. === Global Expansion (2014–2018) === * Riot Games adopted a '''traveling format''', hosting Worlds in different countries each year (e.g., South Korea, China, Europe, and the United States). * In 2017, Worlds achieved a record peak viewership of over '''60 million concurrent viewers''', cementing its place in mainstream esports history. === Modern Era (2019–Present) === * The tournament has been increasingly compared to traditional sporting mega-events like the '''FIFA World Cup''' or the '''Olympics''', in terms of cultural impact and production value. * The 2020 edition, held in Shanghai during the COVID-19 pandemic, featured a hybrid format with strict health protocols and a live audience for the finals. == Format == The format has evolved over time, but generally consists of: # '''Play-In Stage''' – Lower-seeded regional teams compete for spots in the group stage. # '''Group Stage''' – Teams are split into groups, competing in round-robin matches. # '''Knockout Stage''' – A single-elimination bracket featuring the top teams. # '''Finals''' – The last two teams battle for the Summoner’s Cup. Prize pools have expanded significantly, often exceeding '''$6 million''', with a portion crowdfunded via in-game cosmetic sales. == Cultural Impact == * '''Music & Performances''': Each year, Worlds debuts an '''official theme song''', performed by artists ranging from Imagine Dragons to Lil Nas X. Opening ceremonies feature elaborate augmented reality (AR) showcases and live performances. * '''Viewership''': Worlds is consistently one of the '''most-watched esports events globally''', with audiences surpassing tens of millions across Twitch, YouTube, and regional platforms. * '''Legacy''': Winning Worlds immortalizes teams and players in esports history, with legendary names like '''T1 (formerly SK Telecom T1)''' and '''Invictus Gaming''' standing out as champions. == Notable Champions == * '''T1 (SK Telecom T1)''' – The most successful organization in Worlds history, led by star player '''Faker''', with multiple titles (2013, 2015, 2016, 2023). * '''Samsung Galaxy / DAMWON Gaming (DWG KIA)''' – Key South Korean teams with strong international success. * '''Chinese Champions''' – Invictus Gaming (2018), FunPlus Phoenix (2019), and EDward Gaming (2021) showcased the rise of the LPL. == Legacy == The League of Legends World Championship has become a '''cultural phenomenon''', not just within esports but also in broader entertainment. Its mix of competitive intensity, global representation, and massive production has made it a flagship event that continues to push the boundaries of digital sports.
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