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
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olhardigital.com.br

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.

Selection of discounted gamer headsets to improve gaming experience
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Selection of discounted gamer headsets to improve gaming experience

To enhance the gaming experience, whether for winning online competitions, staying in touch with the team, or simply immersing oneself in the sound of the titles, a good gamer headset is essential. Three options currently on sale on Amazon have been gathered, suitable for various types of players, from casual to demanding.

The Havit HV-H2002d is presented as a robust alternative for those who wish to start in the world of gamer headsets while maintaining a standard of quality. This model features 53mm drivers, providing clear and full audio during matches. Its 3.5mm P2 plug connectivity ensures compatibility with PCs, laptops, as well as XBOX ONE and PS4. Additionally, it includes a built-in microphone to facilitate communication between players.

The Redragon Zeus Lite H510-LT focuses on comfort and performance for those who spend long periods using the computer. Thanks to its P3 connection and lightweight design, it stands out for its practicality and the excellent cost-benefit offered by Redragon in its accessories. It is recommended for RPG and FPS players seeking clarity in the game's ambient sounds.

JBL has introduced the Quantum 100M2, a wired over-ear headset designed specifically for players who prioritize sound quality and build durability. This device features a removable microphone, increasing its utility outside the gaming context. With the brand's characteristic sound tuning, it provides well-balanced bass and well-defined mids, crucial for capturing important sonic details in gameplay.

Since promotions on Amazon can change rapidly, it is recommended to access the links immediately to secure the product before the stock or offer ends. Users should choose the model that best suits their setup to elevate their gaming experience.

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