Riot Games Korea announced on the 10th that it recorded ₩491.306 billion in revenue for 2025, a 10.8% increase from the previous year (₩443.284 billion).

Operating profit for 2025 reached ₩102.667 billion, up 117.5% from the previous year (₩47.194 billion). This growth is largely attributed to business integration, including the merger of League of Legends Champions Korea (LCK), which previously operated as a separate entity.
During the same period, operating expenses fell by approximately 1.8% to ₩388.639 billion (down from ₩396.09 billion), boosting profitability, while net income rose 51.8% to ₩98.154 billion.
Notably, Riot Games Korea paid ₩30.739 billion in corporate taxes for 2025. This stands in contrast to some foreign companies that face controversy over tax avoidance despite generating massive profits in Korea. The company is being recognized for its transparent management and commitment to fulfilling its obligations under Korean tax law as a domestic entity.
The latest earnings report was also affected by the consolidation of LCK, which previously operated as a separate entity. On October 31, 2025, Riot Games Korea completed a merger with its wholly-owned subsidiary, League of Legends Champions Korea, a limited liability company.
A Riot Games representative explained, “LCK was merged into Riot Games Korea LLC on October 30, 2025. While LCK LLC was originally established to ensure transparent franchise operations, it has always functioned as a 100% subsidiary of Riot Games Korea.”
The representative added, “With the introduction of the Global Revenue Pool (GRP) model in 2025, which distributes a portion of in-game digital revenue, the connection between the game and esports has strengthened. We concluded that merging into Riot Games Korea was a more strategic choice than maintaining a separate entity. Consequently, the 2025 financial results were reported on a consolidated basis.”
The newly introduced GRP model is also generating direct positive indicators for the esports ecosystem. Under the GRP, revenue from digital content products related to LoL esports is pooled to create a fund, which is then distributed to teams based on three criteria: general distribution (50%), competitive distribution (35%), and fandom distribution (15%).
The introduction of this system is estimated to have increased the payouts to individual teams by two to three times compared to previous levels.
This is likely why Riot Games is identified as a major revenue source in the audit report of the esports team T1, which recently disclosed its financial results. The ₩12.9 billion in revenue reported by T1 is believed to include GRP distributions from Riot Games, revenue from 'Worlds 24' championship skins, VCT weapon skin revenue shares, and prize money from the VCT Masters Bangkok.
Meanwhile, Riot Games Korea’s audit report lists ₩164.267 billion in commission expenses. This figure includes service fees paid to the headquarters and amounts related to franchise fees distributed to esports teams. Specifically, ₩100.332 billion was paid as fees for services such as IT support provided by the ultimate parent company.
The remaining approximately ₩64 billion, excluding payments to the headquarters, is not entirely comprised of team distributions; it also includes various fees incurred during general operations, such as payments to outsourcing partners and payment platforms.
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