For Lorena, it is crucial to “put the fan at the center of the experience” thinking of gamers’ different forms of entertainment consumption, as people who are completely different from each other and who share a passion for a video game. Today, saying gamer has the simile of saying that they like soccer, they share a passion, but they have heterogeneous audiences of socioeconomic level, age or gender.
How to stay ahead?
The popularization of video games has brought multiple advantages and development of companies through competition regarding monthly players, prizes or attendees at competitions. Cases such as Fortnite, DOTA or Free Fire suppose a division of audiences, of attracting audiences.
For Aletaha, this does not imply a decrease in opportunities but on the contrary, it opens up new joint markets. “Having these competitions would be like having the NBA or the NFL, more sports and more enthusiasts, like LoL with other video games.”
Worlds arrives in Mexico as a first step, with the opportunity to test strategies, to create and discover the national LoL community, to open a high-growth market with the promise of hosting more important and far-reaching competitions in the future. It is also an opportunity for the Mexican market to demonstrate its community, its proximity and economic power, becoming a destination for everyday gaming.