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ELEAGUE: the results of 2018

ELEAGUE: the results of 2018

In 2018, events created by ELEAGUE became some of the central ones to CS:GO competitive scene as a whole. The organizer held a large-scale championship with developer's support, which subsequently took the top spot in terms of popularity among all the esports events over the past year. But the achievements of the company did not end there.

Before continuing with the article, we will clarify that we did not take into account the Chinese audience. Almost all the projects of this organizer were revolving around disciplines with a western audience. As a result, the contribution of Asian audience to the final standings is not too large. Do not forget that the statistics did not include TV broadcasts, which the company organized with the support of TBS.

Well-organized ELEAGUE Major: Atlanta pushed Counter-Strike: Global Offensive's developer towards having a great trust in the event organizer. As a result, the creators of the shooter announced the next event from this company and the community supported the idea. Putting a beautiful display during the broadcast and only having minuscule number of technical problems allowed the tournament operator to quickly take its place among the best players in the market.

Thanks to this, 2018 started for ELEAGUE from another CS:GO major. The world championship, as usual, was held with Valve's support, and, accordingly, with additional profit for the organizer in the form of stickers and improved viewings of the broadcasts due to the “drop”. Yet another big bonus came in form of the new quota format for teams that the developer decided to test at a competition in Boston.

The tournament was once again held at the highest level. Fans were shown a beautiful display from both the company's own studio and the Agganis Arena. In general, players spent almost 50 million hours on viewing the event. But we shouldn't limit being surprised at just that, because the peak number of viewers on the available broadcasts reached one million three hundred forty-two thousand people. That's the number of fans who have come t̶o̶ ̶s̶e̶e̶ ̶t̶h̶e̶ ̶f̶i̶n̶a̶l̶s̶ ̶o̶f̶ ̶t̶h̶e̶ ̶c̶o̶m̶p̶e̶t̶i̶t̶i̶o̶n for the cases.

This figure, by the way, is still a record for the CS:GO Twitch section. At the moment, it has not been broken yet, which is another addition to the organizer's list of achievements.

After the successful major, ELEAGUE held a small Tekken event. For six hours of broadcasting it was able to collect more than 100 thousand spectator hours. On average, the event was followed by 16 thousand people, and at the peak this championship was able to get 25 thousand spectators.

Following this, the next event on the calendar was the Street Fighter V competition. In the past, ELEAGUE was nominated for an Emmy award for achieving an Outstanding Live Graphic Design of SFV broadcasts. In total, gamers spent 468 thousand hours watching epic fights. On average, 14 thousand spectators were watching the broadcast at all times, but at the peak this value reached the mark of 34 thousand.

Next one on the list of events for 2018 was again a CS:GO tournament. However, this time the company conducted it on its own, without external help. Overall statistics are not so impressive, but this is quite normal. Championships with Valve's support always occupy a leading position among the competitors.

The final event of this year was the ELEAGUE Rocket League Cup 2018. Despite using not the most popular discipline, the event gathered impressive amounts of viewer sympathies. In general, the tournament was followed for 655 thousand hours. On average, there were 40 thousand spectators at the broadcasts, but at the very peak, 72 thousand people became interested in the matches.

It can be said that for ELEAGUE, the passing year has passed on a high note. The company constantly tried to surprise its audience, but at the same time did not forget about the quality of the event. This was the reason for the great amounts of trust received from the developers of CS:GO, as well as from the fans of other competitive games.

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