esports data Archives - grid.gg https://grid.gg/tag/esports-data/ Unlock the potential of your in-game data with the 360 In-game Data Solutions for game publishers, tournament organizers, data consumers, and community on the GRID Data Platform. Fri, 07 Nov 2025 12:12:24 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.4 https://grid.gg/wp-content/uploads/2024/04/cropped-GRID_Web_Favicon-2-32x32.png esports data Archives - grid.gg https://grid.gg/tag/esports-data/ 32 32 Three Major Events in Chengdu, One Unified Data Powerhouse Online https://grid.gg/three-major-events-in-chengdu-one-data-powerhouse/ Fri, 07 Nov 2025 12:10:24 +0000 https://grid.gg/?p=14031 The world of esports betting is packed with fast-evolving terminology that can be intimidating to This November, Chengdu, China will become the beating heart of global esports, hosting simultaneously IEM Chengdu 2025 and League of Legends Worlds 2025, shortly followed by Dota 2 BLAST Slam V. Three titles, three major tournaments,  and behind the scenes, […]

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The world of esports betting is packed with fast-evolving terminology that can be intimidating to This November, Chengdu, China will become the beating heart of global esports, hosting simultaneously IEM Chengdu 2025 and League of Legends Worlds 2025, shortly followed by Dota 2 BLAST Slam V. Three titles, three major tournaments,  and behind the scenes, one silent constant: the GRID Data Platform, an esports data infrastructure behind every match, stat, and insight, and the official data partner of EFG, Riot Games, and BLAST.

Our challenge? Source data directly from the game servers, manage and transform it into a standardized format, and deliver it to our network of betting and media customers, all in real time.

So how is the GRID Data Platform preparing to handle millions of live data points per second, across multiple concurrent tier-one tournaments?

Building for Scale: When Global Esports Collide

Capturing data from multiple global tournaments isn’t simply about throughput; it’s about synchronization at scale. GRID’s data infrastructure is engineered to process millions of data points at once – one game of League of Legends Esports generates more than 1.2 million events that GRID captures live, all structured and distributed within milliseconds.

The platform’s architecture is built for redundancy, high availability, and automated scaling  meaning it can handle simultaneous tournament loads without latency spikes or loss of integrity. 

Whether it’s a triple-overtime CS2 final or a LoL Worlds semifinal running in parallel, GRID ensures that every kill, assist, and round result is captured, validated, and broadcast as structured data in real time.

Real-Time Reliability – Integrity by Design

In the esports betting ecosystem, data accuracy is everything. Even a fraction of a second delay or a missing event can translate to incorrect odds or unfair settlements. That’s why GRID’s systems are ingestion-first and verification-driven, ensuring each event is cross-validated against multiple checkpoints before leaving the platform.

By working directly with official tournament servers and rights holders, GRID guarantees that the data powering odds, visualizations, and broadcasts originates from the authentic in-game source — not scraped feeds or spectator views. This ensures:

  • Integrity – Server-level data eliminates human error and manipulation risks.
  • Security – Encrypted pipelines protect every packet from capture to distribution.
  • Fairness – Partners can confidently price and settle markets knowing the data is authoritative.

Speed that Shapes Experiences

GRID’s live data distribution is built for sub-second latency, allowing sportsbooks to offer micro-markets such as “First Blood,” “Next Roshan,” or “Round Winner” with complete confidence. For media and broadcast partners, it means real-time visualizations, predictive insights, and automated storytelling all synchronized with the live action.

When two major tournaments happen at once, speed isn’t a luxury; it’s a necessity. GRID’s globally distributed architecture ensures data packets reach end users instantly, no matter where the match or bettor is located.

The Power of Official Data

In esports, there’s only one way to guarantee integrity, accuracy, and commercial sustainability: official data.

Unofficial or scraped data feeds often come with missing context, human latency, and no guarantee of compliance. Official data, however, is structured, verified, and rights-holder-authorized — the foundation that powers legitimate esports betting, media coverage, and fan engagement worldwide.

That’s why GRID’s partnerships with publishers and tournament organizers are critical. They ensure that every GRID-powered event in Chengdu, from LoL Worlds to IEM to BLAST  is backed by data you can trust.

GRID – Bet on data.

Three events. Millions of fans. One platform ensuring every moment, stat, and signal reaches the world in real time. The GRID Data Platform strives to define what real-time means for an industry built on milliseconds.

Because in Chengdu, when the world’s top teams take the stage, the data behind the game must perform just as flawlessly.If you are interested in getting access to official esports data reach out to data@grid.gg

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Clavision appoints GRID as Live Esports Data Partner for DOTA2 Masters 2025: Snow-Ruyi https://grid.gg/clavision-grid-dota2-masters-2025-snow-ruyi/ Thu, 17 Jul 2025 16:14:59 +0000 https://grid.gg/?p=13526 GRID Builds On Official Data Portfolio With One Of Asia’s Largest Dota 2 Esports Tournaments  BERLIN, Germany, July 17, 2025 — GRID, an esports data and technology platform, has partnered with Clavision, one of the top Chinese tournament organizers, to manage live data capture for the DOTA2 Masters 2025: Snow-Ruyi—one of the largest Dota 2 […]

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GRID Builds On Official Data Portfolio With One Of Asia’s Largest Dota 2 Esports Tournaments 

BERLIN, Germany, July 17, 2025 — GRID, an esports data and technology platform, has partnered with Clavision, one of the top Chinese tournament organizers, to manage live data capture for the DOTA2 Masters 2025: Snow-Ruyi—one of the largest Dota 2 esports tournaments in Asia, taking place July 28 – August 3 at the Bao’an Indoor Stadium in Zhangjiakou.

The agreement names GRID the exclusive data distribution partner for the Snow-Ruyi event, supplying official in-game data in real time for live broadcasts, media coverage, and other fan-facing destinations.

“Clavision hosts one of the boldest and most imaginative expressions of competitive Dota 2 esports in Asia—the largest esports market in the world,” said Charles Hanley-Nickolls, Chief Procurement Officer at GRID. “Our partnership puts technology at the center of Snow-Ruyi to deepen the way fans experience, share, and interact with this can’t-miss event.”

“GRID ensures that every moment of Snow-Ruyi is captured, shared, and elevated—from the live competition to the content, stats, and stories surrounding the tournament,” said Cloud Guo, CEO and Founder at Clavision. “Data plays a crucial role in how fans watch and experience esports today, and GRID is continuously innovating and setting that standard across the industry.”

The partnership creates a range of ancillary content opportunities for Dota 2 esports fans around the world, meeting audience demand for one of the most-viewed games globally. In 2024, Dota 2 was ranked the fifth most-watched esport, recording 320M hours watched—and Clavision’s Snow-Ruyi event promises to be one of the most-anticipated events of the year. 

The Clavision DOTA2 Masters 2025: Snow-Ruyi will take place July 28 – August 3 at the Bao’an Indoor Stadium in Zhangjiakou. The event will feature top international teams, including Tundra Esports, Nigma Galaxy, BetBoom, Parivision, and Gaimin Gladiators, playing in front of a live audience with USD $700,000 in prize money on the line.

GRID’s growing product ecosystem, including GRID Data, GRID Stream, GRID Insights, and now, the improved GRID Widgets, supports a complete end-to-end stack for esports rights holders, platforms, and betting operators, with more products coming soon. 

About GRID Esports

GRID is a data platform powering competitive gaming – capturing every moment and play to transform raw game data into commercial and fan-facing opportunities. Trusted by Riot Games, Ubisoft, KRAFTON, BLAST, and other rightsholders and data consumers, GRID enables live esports tracking, casual player stat mapping, broadcast enhancements, and new revenue streams across the ecosystem. By advancing technology and driving innovation, GRID is building the foundation for competitive gaming’s data-driven future.

About Clavision

Clavision is an esports brand founded in 2021. The team is rooted in DOTA2 and CS2, and we continuously integrate a wide range of esports and entertainment resources.  The Company goal is dedicated to blending Chinese culture with esports, aiming to create culturally distinctive “esports globalization” tournaments.


Source: Esports Charts, 2025

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Esports Betting Glossary (Updated for 2025) https://grid.gg/esports-betting-glossary-2025/ Mon, 09 Jun 2025 10:00:00 +0000 https://grid.gg/?p=13306 The world of esports betting is packed with fast-evolving terminology that can be intimidating to newcomers and even seasoned professionals from traditional sports backgrounds. This glossary is designed to demystify key terms, explain emerging concepts, and serve as a go-to reference for operators, regulators, data providers, and fans alike. A-C Bet Builder – A tool […]

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The world of esports betting is packed with fast-evolving terminology that can be intimidating to newcomers and even seasoned professionals from traditional sports backgrounds. This glossary is designed to demystify key terms, explain emerging concepts, and serve as a go-to reference for operators, regulators, data providers, and fans alike.

A-C

Bet Builder – A tool allowing bettors to create personalized bets by combining multiple markets within a single match.

Data Provider – A company that supplies real-time match data for odds calculation and market analysis (e.g., GRID).

D-G

Data Scraping – Refers to the methods used to source unofficial data such as OCR, Computer Vision or any other (sometimes manual) transcription of odds or data.

Delayed Esports Data – Live data with a noticeable delay from the action taking place in real time. This can be intentional (imposed by rights holders or distributors) or due to technological limitations.

Esports – Competitive, professionally organized video gaming events featuring teams or individuals in games like CS2, League of Legends, VALORANT, and Dota 2.

Esports Betting – Wagering on the outcome of professional esports matches, tournaments, or in-game events.

Esports Data – In-game data derived from competitive esports matches and competitions.

Esports Data Provider – A company that supplies real-time match data for odds calculation, market analysis, stats, predictions, and official data-powered products (e.g., GRID).

Esports Integrity Commission (ESIC) – A regulatory body focused on anti-corruption and match-fixing within esports.

Esports Predictions – Forecasting in-game outcomes or betting markets using historical data, statistics, and AI-driven models.

Esports Stats – Quantitative information about teams, players, or game performance used in analysis and betting markets.Esports-Specific Betting Markets – Unique bets available only in esports, such as “First Blood” or “Map Winner.”

Fantasy Esports – Formats where users create virtual teams based on real-world performance metrics.

First Blood – A popular betting market referring to the first kill in a match, common in MOBAs like League of Legends and Dota 2.

Game Server – The most reliable source of live esports data, only accessible through direct, official partnership with rights holders or super rights holders.

H–M

In-Play Betting (Live Betting) – Wagering on events occurring during a live match.

In-Game Data – Data sourced directly from the game, referring to actions within the game itself—player position, K/D/A, economy status, etc.

Integrity Protocols – Rules and monitoring systems designed to prevent cheating, match-fixing, and insider betting.

Live Esports Data – Data sourced directly from the game taking place and not subject to any delay compared to real-time.

Map Winner – A common market in esports where bettors predict the winner of a specific map within a best-of series.

Match-Fixing – Illicit manipulation of match outcomes for financial gain.

Micro-Betting – Wagering on small, discrete in-game events.

N–S

Official Esports Data – Data officially sanctioned by the rights holder.

Odds Provider – Firms that set betting odds, for best results, rely on an official data source.

Parlay Bets – A type of accumulator bet where all selected outcomes must be correct for a payout, often offering higher odds.

Pre-Match Betting – Wagering that occurs before a match begins, often using more static, data-derived odds.

Purple Screen of Death – A technical failure in broadcasting or data feeds, typically indicating a critical stream or feed disruption.

Real-Time Esports Data – Immediate, non-delayed data captured directly from live esports gameplay.

Regulated Esports Betting – Betting conducted through government-approved and licensed platforms.

Rights Holder (RH) – The entity holding the in-game data legal rights, usually a game developer or an appointed tournament organizer.

Roster – The list of players who make up a professional esports team for a given competition.

Sanctioned Event – An esports event officially endorsed by a rights holder.

Skin Gambling – Betting with virtual in-game items, typically outside regulated frameworks.

Streaming Feed – The live video broadcast of an esports match, often used for entertainment but not reliable as a data source.

Super Rights Holder – The creator of the in-game data IP—game developer or publisher. They control both the competitions and the game (the sport itself).Synthetic Play / Synthetic Gaming – Staged gaming events designed solely for betting.

T–Z

Trader Portal – A user interface provided to sportsbooks for setting, adjusting, and managing esports betting markets in real time.

Unofficial Data – Data sourced without sanctioned access from the rights holder, typically delayed, less granular, and less reliable.

Unsanctioned Event – Competitions organized without official rights holder endorsement.

Virtual Esports – AI-driven, digitally simulated sports events with outcomes distinct from live competition.

Wagering Handle – The total amount of money accepted in bets by a sportsbook over a given period.

Bookmark this glossary for future reference as the esports betting ecosystem continues to evolve—and follow GRID for more insights, case studies, and data-powered analysis on the future of competitive gaming and betting.

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Worlds Hidden in Plain Sight: How League of Legends esports data enhances fan engagement and accessibility https://grid.gg/worlds-hidden-in-plain-sight/ Wed, 29 Jan 2025 11:00:00 +0000 https://grid.gg/?p=12522 The League of Legends World Championship is arguably the most popular esports event in the world. Millions of spectators, ranging from hardcore esports enthusiasts to casual gamers, tune in to see some of the world’s best players and its often special Opening Ceremony.  However, League of Legends is a complex game. Players take into account a variety of factors […]

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The League of Legends World Championship is arguably the most popular esports event in the world. Millions of spectators, ranging from hardcore esports enthusiasts to casual gamers, tune in to see some of the world’s best players and its often special Opening Ceremony

However, League of Legends is a complex game. Players take into account a variety of factors and mechanics at once that can have huge ramifications to gameplay — visions, wave management, taking objectives at the right time and, of course, killing opponents. 

To casual watchers these areas can be somewhat confusing, hence why it’s on the tournament organisers (in this case Riot Games) and broadcast talent to show statistics to guide audiences and create narratives in the matches. Using data is key to immersing the audience. 

As a result, publishers and organisers have looked to bolster their efforts when it comes to utilising data. Riot GamesUbisoft, KRAFTON, and BLAST have teamed up with game data platform GRID to use game data effectively to increase distribution opportunities and fan engagement projects. 

To highlight the power and depth of esports data, GRID has provided Esports Insider with a range of stats and data points exclusively available on the GRID from the 2024 League of Legends World Championship.

Starting with the headlines, the 2024 League of Legends World Championship recorded 2,199 total champion kills, with 132 matches taking place in total. That means an average Worlds 2024 game featured 27.1 kills (across both competitors).

Thanks to the long-term relationship between GRID and Riot Games, these statistics can be compared across other League of Legends events. For example, this year’s League of Legends World Championship recorded slightly lower kills per game than non-Worlds tier one leagues in 2024 (LEC, LCK, LPL, LCS) — 27.1 compared to 28.6, respectively. 

As mentioned prior, the amount of data that is available, when collected correctly, is immense. GRID even noted to Esports Insider that in total Worlds 2024 recorded a Creep Score (CS) of 233,269. CS is the number of minions and monsters that a champion has landed the killing blow on. The reason why this score is often heralded as important is because finishing off a minion or monster is a prime source of generating gold. . 154 Baron Nashors were also defeated throughout the world championship. 

Detailed tournament statistics like these, at the very least, provide more opportunities for enthusiastic fans to consume esports content and create narratives. This can happen post-event or, given that data is sourced and distributed to the GRID’s partners in real-time, even during the competition.

It’s not just tournament statistics that are able to be garnered though. Individual team performance data can also be collected. Once again this can provide analytical insights on how a certain esports organisation, or player, has performed. 

The eventual Worlds 2024 winner, Korean organisation T1, recorded an average of 13.5 kills per game with an impressive 1.5:1 kill-to-death ratio. In comparison, FlyQuest, the highest-placed Western representative, averaged one kill less (12.5) and a much lower kill-to-death ratio of 0.99:1.

Perhaps the biggest discrepancy between the world champions and the North American quarter-finalist came from statistics that are often not highlighted throughout typical broadcasts. GRID noted that around Baron Nasher, an in-game monster that typically provides a big advantage to teams when slain, T1 recorded a significantly higher percentage of control compared to FlyQuest’s matchups (75% Baron Nashor control compared to 58%). 

Moreover, T1 on average destroyed 8 turret plates per game compared to FlyQuest’s 4.7. Turret plates are segments of the outer turret’s health that appear until the 14th minute. If a segment is destroyed by an opponent the players that do so gain an extra amount of gold.  

GRID’s technology to analyse player performance is perhaps most crucial to League of Legends teams and organisations which can use the official League of Legends Data Portal for free, launched by GRID and Riot Games earlier this year. Teams and organisations participating in the official Riot Games events can access statistics that can be used by the organisation’s coaches to analyse team and individual performances and strategies for the next competition. 

GRID showcased to Esports Insider two players in particular — T1’s ADC Gumayusi and star mid-laner Faker. At the end of the tournament, Faker had managed to achieve a 4.4 KDA (Kills/deaths/assists) and recorded 512 DPM (damage per minute). 

Meanwhile, his teammate Gumayusi also excelled during the event recording a 6.4 KDA, 631 DPM and only 1.5 deaths per game. Overall the average KDA and DPM for Worlds 2024 was 3.6 and 448.9, respectively.

Ultimately the power of data is vast; not only can it bolster esports productions but it can help a variety of other industries. Extracting correct, live data reliably can help inform odds makers in the betting sector, while fan engagement platforms such as fantasy products or stats websites heavily rely on data metrics. 

Whether it’s painting a simpler picture for casual watchers or offering in-depth analysis for League of Legends superfans, in-game data is the heartbeat of the game, helping to tell stories that go beyond the borders of the Rift.


Originally published at Esports Insider in Nov 2024.

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League of Legends MSI Chengdu 2024: How GRID Tracks Every Heartbeat of the Game. https://grid.gg/msi-chengdu-2024-data-tracking/ Tue, 25 Jun 2024 12:55:00 +0000 https://grid.gg/?p=10176 The Mid-Season Invitational (MSI) is the second-largest event in the League of Legends esports calendar. MSI 2024 in Chengdu not only set a new all-time MSI peak viewership record when T1 defeated G2 in the semifinals, but it also marked the tournament’s first return to China since 2017. This MSI was also the first international […]

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The Mid-Season Invitational (MSI) is the second-largest event in the League of Legends esports calendar. MSI 2024 in Chengdu not only set a new all-time MSI peak viewership record when T1 defeated G2 in the semifinals, but it also marked the tournament’s first return to China since 2017.

This MSI was also the first international LoL esports tournament for which live data was available on the GRID Data Platform. Top-tier esports was on display with comebacks, upsets, denials and other incredible moments that international League competitions are known for. For example, Gen.G’s Kim “Peyz” Su-hwan set a new all-time international LoL tournament record with 28 total kills in a single game during the grand finals — the previous record was only 18.

With this level of action, even seasoned LoL connoisseurs, let alone newbies on the Rift, can have a hard time following every second of the game. GRID solves this problem by collecting all in-game data live (directly from the game) and distributing it in real-time to power data visualization, predictions and other products built by GRID’s customers: enhancing fans’ interactions with the fast-paced game.

In this article, we explain how esports live data is collected and distributed live using MSI Chengdu 2024 as an example.

Picture by Yufei Tong, Partnership Manager - China, at LoL Esports MSI Chengdu, May  2024

MSI 2024 was the first international LoL Esports competition on the GRID.

GRID — the gateway to LoL Esports official live data. 

Since 2018, GRID has been providing in-game data infrastructure and distribution solutions in a secure environment to rights holders. In 2022, we partnered with Riot Games to bring VALORANT Esports data to the GRID Data Platform.

GRID’s access to real-time LoL Esports data is the result of our exclusive partnership expansion, enabling us to support both VALORANT and League of Legends Esports. This partnership recognizes the importance of reliable and secure data handling in competitive gaming and upholds the integrity of esports by ensuring that live data distribution is controlled and protected against misuse.

Access to data is granted to trusted partners who can contribute to building a sustainable ecosystem.

Doug Watson, Director, Strategic Advisory, Esports at Riot Games, stated, “In our ongoing partnership with GRID, we have seen the significant impact that real-time, official data can have on the esports ecosystem. The integration of GRID’s technology allows us to provide access to various stakeholders to the most reliable and granular data, enhancing the experience for fans and players alike. At Riot Games, we are committed to maintaining the integrity of our competitive gaming events, and GRID’s expertise in data handling ensures that our esports data is secure and used to its fullest potential.”

If you are curious to find out more, check the dedicated Riot Esports Data site.

How GRID Tracks Every Heartbeat of the Game

From the first pick to a final kill — it’s on the GRID.

Step 1: Data Sourcing

GRID works directly with game publishers to access the game infrastructure and collect data from an official source. This is the only way to officially access game data. Official access to data is crucial for a few reasons:

  • In-game data is a part of game IP and should be treated with the utmost respect and care. This is only possible when partnering with the IP owner — the game publisher.
  • Data that comes directly from the game is of superior quality. Granularity, speed, and security are guaranteed thanks to the alignment between us and the rights holders and access to the official data source.
  • With licensed, secure data sourcing and distribution, we can ensure that the integrity of the game is preserved.

This process of data sourcing is complex. Detailed gameplay information must be captured without impacting game performance, so the technical integration must be made before the game starts. The GRID Data Platform automatically triggers data collection at the ‘pick-and-ban phase’, before the battle on the Rift even starts.

Live LoL Esports data collection on the GRID Data Platform.

GRID CTO Chris King explains:  “It would not be possible to enable such a powerful data layer, without an efficient and robust approach to data collection. “GRID has developed extraction technology that enables reliable data collection at the game-infrastructure level, ensuring resilience to changes in the game, and the ability to capture the complex detail of a game such as League of Legends; — all with a minimal compute-resource footprint that ensures the underlying game is never affected by the collection of in-game data.” –

Because of GRID’s technology, data collection occurs seamlessly in real-time and is invisible to the players — maintaining the integrity and pace of gameplay, crucial for any event from seasonal playoffs to global competitions.

Step 2: Formatting Data Feeds

With the sourcing complete, live data must then be formatted to ensure uniformity across the various game titles that GRID’s clients have access to, including titles from different genres. In Riot Games’s example, both LoL and VALORANT.

These two game titles may appear vastly distinct from one another, but a closer examination of mechanics often reveals significant similarities in how they function as playable experiences.nThe GRID Data Platform is engineered with the ability to build out support for these common mechanisms, which can then be used to model any title in data.

This approach at GRID is called game title agnostic (learn more about The Game Title Agnostic Vision from GRID’s CTO). Modeling a title involves creating a data framework to identify which data points (or mechanisms) are important to track the progress of any given match.

To illustrate, here are some examples of mechanisms supported by GRID:

  • Segments — a match can be split into multiple segments. For example, a match segment can be ‘won’ and all data collected during the segment can be labeled and correctly attributed.
  • Objectives — players or teams can achieve important objectives in-game. Who has completed which objectives and how many times are all maintained.
  • Clocks — time (and timing) is an important mechanism in many games. It’s used as the main game clock, ability cooldown timers, respawn countdowns or objective timers. Clocks can count up or down, be started, stopped or set.

These distinct common mechanisms are the building blocks used to model a game title and create a data feed for it. Each feed enables a certain set of behaviors that are displayed in the following forms.

  • State — a complete overview of the current circumstance of an ongoing match.
  • Commands — functionality that allows game developers to transmit detailed in-game happenings to the GRID Data Platform, informing how to alter the state. Each supported mechanism has a set of commands used to interact with it.
  • Events — a set of supported events for each mechanism, detailing which specific action happened and how that action has altered the state over time (see here for further reading on state and events at GRID).

The title agnostic framework is invaluable for GRID’s clients, who require consistent data structures to develop applications or insights — all available with a single integration with the GRID Data Platform. This structure also benefits the data analytics efforts of esports teams by requiring only the understanding of a single format to leverage the capabilities of the various GRID Data Portals for each supported esports title.

Step 3: Data Distribution & Visualization

After data is collected and standardized, GRID distributes live data, fixtures service and audio/visual feeds to commercial clients and professional teams on behalf of Riot Games. This data can be accessed either in real-time via an API integration (commercial clients) or through the LoL Data Portal (professional esports teams). For access to live LoL esports data, contact the GRID team via this form

GRID Data Visualization for League of Legends powered by live data at MSI Chengdu 2024.

GRID Data Visualization for League of Legends powered by live data at MSI Chengdu 2024.

Because of the title agnostic approach, a single commercial integration opens access to all titles available exclusively on the GRID, including Riot’s League of Legends and VALORANT live esports data, schedules, stats and visualizations. 

Additionally, professional esports teams can access their historical match data via the League of Legends Data Portal.

To preserve match integrity, data is distributed to teams postgame. Teams can leverage the raw data feeds or use an analyst console to survey game snapshots. When not competing in tournaments, teams can also use the League of Legends Data Portal to scrim against each other in a secure, ring-fenced environment.

League of Legends Data Portal powered by GRID

Data powers the future of esports.

World-class tournaments like MSI Chengdu 2024 set the stage for breathtaking feats of LoL gameplay, exciting fans around the world and pushing the game to its limits. Due to the digital nature of esports and the right technology in place, every single heartbeat of these games can now be tracked.

It’s an incredible opportunity to quantify moments on the Rift, turn them into new ways of engagement and glean data-driven insights.

Whether it’s League of Legends or VALORANT, Riot Games and GRID’s global official data partnership will continue to bolster the esports community by supplying official data — the most reliable and granular real-time assets — to trusted partners, in a format that makes it easy to work with and unlocking its potential for everyone.

You can read more about the partnership with GRID at Riot’s Official Esports Data website.

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No one told you that eavesdropping is rude? The Unofficial vs Official In-game Telemetry Data Feeds. https://grid.gg/no-one-told-you-that-eavesdropping-is-rude-the-unofficial-vs-official-in-game-telemetry-data-feeds/ Mon, 04 Mar 2024 15:52:35 +0000 https://grid.gg/?p=9148 If you’ve read the first part of this series – Dive into the game: Understanding In-Game Telemetry Data, you’d probably come across this visual – Official vs Unofficial In-Game Data Telemetry Feeds. As a fan, game publisher, or someone who’s using in-game data in their business, why is it so important to know the difference? […]

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If you’ve read the first part of this series – Dive into the game: Understanding In-Game Telemetry Data, you’d probably come across this visual – Official vs Unofficial In-Game Data Telemetry Feeds.

As a fan, game publisher, or someone who’s using in-game data in their business, why is it so important to know the difference?

In this article we break down the differences between unofficial and official data feeds explaining why there’s such a significant discrepancy in the quality between data coming directly from the game server and scrapped in-game data. 

Stick with us until the end and you will not have to worry about any data faux pas happening down the line. 

This article is the conclusion of the three-part series: Introduction to In-Game Telemetry Data. If you want to learn more about the basics of in-game telemetry data check out part 1: Dive into the game: What is in-game telemetry data and part 2:  The Role of In-game Telemetry Data in Esports: Tapping into the Game-Changing Dynamics of the competitive scene.

One: In gaming, there is one source of in-game data truth.

Think about basketball, football or baseball, data collection is a crucial part of their business enabling additional revenue streams but also better coaching, analytics or fan engagement.

Data in traditional sports is valuable yet if you compare data from official and unofficial sources, there’s not much of a difference. In the end, in traditional sports, there are usually two teams, the action is centralized around the ball, spectators sit around the field, capable of following the entire action.

In traditional sports official and unofficial data is collected in a very similar way —  you can  sit in the section of an official data partner of the tournament and collect data or in a pretty decent spot on the tribunes collecting unofficial data, you get exactly the same overview of the action happening on the field. So in the end the quality of the input is not much different.

Now think about video games.

First of all, there’s not really a way to sit on the side of the game server, the spectators are being presented with a limited point of view through the livestream of the game. On top of that, think about the complexity of esports.

Let’s use League of Legends as an example, you have top line, middle line, bottom line, bushes with additional quests, five champions with unique abilities on each side — to put it simply multiply the action happening on one football field by min. four or five, all happening in parallel, and you’ll get an equivalent of an esports match.

When it comes to official data, you can get it only from a game server – plug in there and get everything that’s happening on all the football fields of the Summoner’s Rift at the same time.

Still want  to collect unofficial data? Good luck trying to follow the ENTIRE game with access to only a little keyhole-like view while scraping the publicly available video streams from the livestream platform.

Two: In-game Telemetry Data is a part of game IP. 

Official data in esports is in a class of its own when compared with unofficial data for esports and official or unofficial data for traditional sports

In esports there is an actual IP owner of the sport itself contrary to traditional sports where the rights holder licenses data rights only to the competition or tournament played in a specific sport. This means, from a rights’ perspective the data is as part of the game IP, similar to artwork, logos, or images, and therefore a lot more tangible as an asset that belongs to the game publisher.

Using unofficial data you’re effectively abusing the property of the game developers. Use official data and be part of the official game ecosystem.

What comes with it? Since there’s a direct buy-in from the rights holders, it means they’re invested in the space resulting with more opportunities coming directly from the creators of the game, better support for the data feeds, and overall a more sustainable environment for your project or business development.

Three: The role of official data is recognized in the industry regulations.

The importance of official data transcends mere operational or ethical considerations; it’s also a matter of regulatory compliance and industry standards.

In the esports domain, where the landscape is rapidly evolving, the distinction between official and unofficial data acquires legal and regulatory dimensions. Authorities and regulatory bodies are increasingly acknowledging the significance of utilizing official data feeds to ensure integrity, fairness, and transparency within the industry, especially in esports betting.

This recognition by industry regulations not only legitimizes the use of official data but also underscores the potential legal ramifications for entities relying on unofficial sources.

By aligning with official data feeds, organizations ensure they are operating within the legal frameworks set forth by governing bodies, thereby safeguarding their operations against potential legal challenges and contributing to the overall credibility and reliability of the esports ecosystem.

If you want to learn more about the legal framework for official data in betting, check the interview with Moritz Maurer, CEO & Founder – GRID Esports CEO Moritz Maurer on US betting regulations for esports and the role of game publishers in the esports ecosystem.

Four: Incomparable quality of official data.

The superiority of official esports data is undeniable, offering live, non-delayed insights that are sanctioned directly by the game developers themselves.

This level of access and authenticity cannot be matched by unofficial sources, which often rely on aggregated data from public streams that are inherently delayed and may lack the comprehensive coverage that official data provides.

Data.bet, as highlighted in a partnership announcement with GRID, illustrates the transformative impact that high-quality, official data can have on products and services within the esports industry. By integrating live, official data feeds, data.bet has been able to offer enhanced betting experiences that are more engaging, accurate, and reliable.

This not only benefits the end-users but also strengthens the value proposition of services leveraging this data, demonstrating the tangible advantages of prioritizing official data sources over unofficial ones in driving innovation and delivering superior experiences in the esports sector.

Summary

In conclusion, understanding the distinction between unofficial and official in-game telemetry data feeds is crucial for fans, game publishers and businesses utilizing gaming data.

Traditional sports may not exhibit significant differences in data quality between official and unofficial sources, but in esports, the complexity demands access to official data from game servers.

Official data is considered part of the game’s intellectual property, offering better support, opportunities, and sustainability. Additionally, industry regulations increasingly recognize the importance of official data for integrity and transparency, particularly in esports betting.

The superiority of official data, offering live, non-delayed insights directly from game developers, cannot be matched by unofficial sources.

This difference underscores the importance of prioritizing official data sources over unofficial ones in driving innovation and delivering superior experiences in the esports sector.

We hope this series has been informative and we’re always keen to talk about in-game data, get in touch with GRID on LinkedIn, X or send an email to the address below with any questions.


At GRID we’re proud to be at the forefront of in-game data innovation providing solutions for data sourcing (GRID Game SDK), analytics, integrity, and distribution in competitive game titles. GRID is the official data platform for League of Legends, VALORANT, Rainbow Six Siege, PUBG, CS2, and Dota2. If you are looking for an in-game telemetry data infrastructure for your existing or upcoming competitive title or are interested in getting access to official data for your products contact data@grid.gg

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The Role of In-game Telemetry Data in Esports: Tapping into the Game-Changing Dynamics of the competitive scene. https://grid.gg/the-role-of-in-game-telemetry-data-in-esports-tapping-into-the-game-changing-dynamics-of-the-competitive-scene/ Mon, 04 Mar 2024 15:52:33 +0000 https://grid.gg/?p=9140 In the electrifying realm of esports, where the virtual battlegrounds evolve with each passing moment, over the past years in-game telemetry data has become a linchpin for triumph.  This time we want to shed some light on the transformative role of in-game telemetry data in esports and its influence on the critical use cases in […]

The post The Role of In-game Telemetry Data in Esports: Tapping into the Game-Changing Dynamics of the competitive scene. appeared first on grid.gg.

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In the electrifying realm of esports, where the virtual battlegrounds evolve with each passing moment, over the past years in-game telemetry data has become a linchpin for triumph. 

This time we want to shed some light on the transformative role of in-game telemetry data in esports and its influence on the critical use cases in the digital sports — from FPS, through MOBA, or Battle Royale. 

Through the lens of esports, we witness the convergence of technology and competitive gaming, where every in-game action is meticulously tracked, analyzed, and leveraged for success.

Let’s dive into the game and see the potential in-game telemetry data unlocks in esports!  

This article is a second part of a three-part series: Introduction to In-Game Telemetry Data. If you want to learn more about the basics of in-game telemetry data check out: Dive into the game: What is in-game telemetry data.

Digital Footprints: Every Move You Make, Every Step You Take

Esports epitomizes the digital age, offering a platform where every action is measurable, and thus, every aspect of gameplay is open to scrutiny. The ability to track and evaluate every decision, movement, and outcome transforms the approach to training, strategy, and competition.

This wealth of data empowers teams and players to elevate their performance through strategic insights derived from their own play and that of their competitors. Of course, in order to do so successfully teams and organizations have to have access to the right tools.

The variety of solutions ranges from independent tools like Valor Esports offering data-based coaching for casual players to products provided by the game publishers themselves to their professional ecosystem such as in the case of Riot Games’ VALORANT Data Portal or League of Legends Data Portal developed by GRID. 

Community Empowerment

There’s no better way to appreciate your fans and innovate within the esports ecosystem than empowering the community with access to in-game data.

Data offers limitless opportunities to build next-gen projects engaging fans, improving accessibility or empowering players worldwide. In esports a reliable, quality data source is crucial, and access to official data can really make a difference.

Scraping or combining multiple sub-par, unofficial data sources will not provide the quality results. Official esports data is reliable, standardized, and enriched after being extracted directly from our partners’ systems. Esports data is the new fuel for innovation.

Data visualizations, Discord bots, Twitch extensions, or fantasy games? They all work best with accurate, rich, and fast data. If you want to see what the community is capable of, check our latest hackathon’s winners from the GRID Esports DataJam!

Engaging Beyond the Screen: Transforming Fan Experience with Data

Innovative fan experience in esports takes a leaf from the playbook of traditional sports leagues like the NFL and NBA, where next-gen stats and data analytics have significantly enriched viewer engagement.

In esports, telemetry data is not just a tool for teams and players but also a means to revolutionize the fan experience. Real-time data visualization, predictive game outcomes, and interactive content allow fans to immerse themselves in the games like never before.

Fans can access detailed analyses, player statistics, and predictive insights, enhancing their understanding and appreciation of the game. This level of engagement transforms passive viewership into an interactive and engaging experience, fostering a deeper connection between fans, players, and the game itself designed specifically to meet the needs of the tech-savvy esports fans. 

Fair Play: Elevated Integrity

Integrity is the highest concept within sports, the very fundamental that makes competition what it is. A breach of Integrity is a breach of competition. The very concept of competition relies on integrity being at its highest.

The unethical behavior is much of an issue in esports as it can be in traditional sports involving illegal activities such as match-fixing, the use of inside information for betting purposes and the use of illicit substances and cheating tools.  

This lack of integrity is taking the focus away from the core aspect of the competition. Fortunately, with access to official in-game data coming directly from the game server, esports gains a reliable, quality advantage in tackling any unfair practices.

With the right team and a technology powered by official data, game publishers and tournament organizers can monitor in real time the entire game and flag any suspicious activities, analyzing it against other and archive data sets.

If you want to learn more about integrity monitoring in esports reach out to us (data@grid.gg) and check this article How GRID is combatting esports match-fixing with data and diversification by JingJie Luo, Integrity Lead at GRID.

Conclusion: Data-powered esports ecosystem is here.

Telemetry data has ushered in a new era for esports, transforming it from a digital competition into a sophisticated arena of strategic warfare and fan engagement.

The ability to collect, analyze, and act upon real-time data has redefined the concepts of training, performance analysis, strategic planning, and fan experience. As esports continues to evolve, the role of telemetry data will only grow in importance, driving the industry towards ever higher levels of professionalization, sophistication, and viewer engagement.

In this digital age, data is not just a tool; it’s the very lifeblood of competitive esports, shaping the future of this dynamic and exhilarating realm.


At GRID we’re proud to be at the forefront of in-game data innovation providing solutions for data sourcing (GRID Game SDK), analytics, integrity, and distribution in competitive game titles. GRID is the official data platform for League of Legends, VALORANT, Rainbow Six Siege, PUBG, CS2, and Dota2. If you are looking for a game data infrastructure for your existing or upcoming esports title or are interested in getting access to official data for your products contact data@grid.gg.

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Dive into the game: Understanding Telemetry Data. https://grid.gg/dive-into-the-game-understanding-telemetry-data/ Tue, 27 Feb 2024 14:00:00 +0000 https://grid.gg/?p=8907 If you are in esports or gaming you have probably heard about game data, in-game data live data, or telemetry data. But what does it actually mean? Where does all this hype come from? Why do game publishers like Riot Games or Ubisoft believe in its strategic value?  This article is your ultimate guide to understanding […]

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If you are in esports or gaming you have probably heard about game data, in-game data live data, or telemetry data. But what does it actually mean?

Where does all this hype come from? Why do game publishers like Riot Games or Ubisoft believe in its strategic value? 

This article is your ultimate guide to understanding how in-game telemetry data is revolutionizing the esports industry. From tracking every move players make to analyzing strategies in real-time, telemetry data is the secret ingredient behind your favorite esports tournaments.

Whether you’re a gamer looking to up your game, a developer aiming to refine your title, or just curious about the nuts and bolts of competitive gaming, you’re in the right place. Dive in as we explore the power of telemetry data in esports and how it’s shaping the future of gaming.

If you want to learn more about in-game data, follow us on LinkedIn to make sure you don’t miss the next episode of our series.

What is in-game telemetry data in esports

Telemetry data is your game’s heartbeat. But let’s start with the basics – the definition. The full name of this type of asset class, which we’re using at GRID is “in-game telemetry data,” also known as in-game data.

In-game telemetry data in esports refers to the collection, analysis, and utilization of data generated by players’ interactions within a video game during competitive play.

This data encompasses a wide array of metrics, including but not limited to player movements, in-game decisions, timing of specific actions, usage of game resources (like ammunition, abilities, or items), positioning on the game map, and much more.

So why we’d not use live data as an alternative name? Keep reading to find out. 

Capturing the Pulse of Esports: Data Feeds

The essence of esports lies in its fluidity and the constant flux of competitive dynamics. Every click, every move, tells a story, unfolding in real-time, offering a granular view of the battlefield.

This granularity and speed of data in the digital sphere allow for a level of analysis and insight that has never been seen before in traditional sports. The in-game telemetry data can be turned into various data feeds. 

To give you a better understanding of what it means, we’ll use as an example the data feeds available on the GRID Data Platform:

Live – A set of APIs that expose live, in-game data, that updates as the actions occur. The data format is generic across all titles. Data is available with zero delay, in sync with the official stream or at a set delay. Live data is updated and available live as a game is ongoing, as well as historically, after the match has concluded.

Central – A set of APIs making key static data available. This data is deemed static as, although being kept up to date, it is not expected to be changing constantly. This type of data is central to all of GRID’s other products and services, as it links together entities (such as Series, Teams, Tournaments, etc.) and their unique identifiers (IDs).

Historical – This is a fairly broad category but at GRID, historical data is essentially the recording of the GRID Live Data Feed offering so that it can be used in the future. As a result, GRID Historical data only becomes available after the Live Data Feed for a title or data point is up and running.

Statistic – A set of APIs that externalizes data points calculated by aggregating and combining data collected across many live matches.

Predictions – A set of APIs that expose ML-based predictions of a certain outcome to occur. Each prediction has a type and a probability, the type being e.g., win and a probability being a number indicating the likelihood of the event occurring.

Video – A set of APIs that allow the consumption of video streams from tournaments directly by the clients.

Millions of data points – one source of truth.

Unlike in traditional sports, in esports there’s actually one source of truth for any game — the game server. The game server is owned by the rights holders making this type of data a part of the game intellectual property.

The existence of a game server makes telemetry data coming directly from there superior to any data coming from unofficial sources. Unofficial sources refer to data scraping, frequently from publicly available streams, or manual data collection.

The key to unlocking the potential of telemetry data.

It’s good that we’ve covered the basics but how do we actually tap into the potential of this specific data? Due to its digital nature, in-game telemetry data in esports has to be sourced with a specialized technology.

There’s no other way to get live, complete, and secure data feed other than by plugging directly into the game server. And for that you need a partnership with a game server’s owner — the rights holder in the form of a game publisher or esports tournament organizer.

A direct integration with the game server enables low-latency, granular processing of dozens of thousands of data points at once and ensures safe distribution and the most accurate data feeds.

This is exactly what’s been keeping us going at GRID. We’ve dedicated the last five years to build a platform specifically designed to cater to the unique nature of this data. It’s scalable, fast, available for both the rights holders and the data consumers, and most importantly — it’s title-agnostic.

To learn more about the specific technologies necessary to cater to the unique nature of in-game telemetry data, check out GRID Engineering Blog (pro tip — start with the article from GRID’s CTO, Chris King, The Game Title Agnostic Vision: A GRID Origin Story.)

Conclusion: The future of competitive gaming is data-driven.

There are a few developers who’ve already realized the potential of game data such as the GRID partners – Riot Games, Ubisoft, or KRAFTON. But at GRID we believe that there’s a space to enable data-powered innovation in other competitive titles — from the learning publishers but also from the emerging studios, or indie developers.

Grassroots esports, or maybe VR experiences, new ways of empowering the community or engaging fans? In-game telemetry data is the key to enabling unbounded innovation in the ecosystem.


At GRID we’re proud to be at the forefront of in-game data innovation providing solutions for data sourcing (GRID Game SDK), analytics, integrity, and distribution in competitive game titles. GRID is the official data platform for League of Legends, VALORANT, Rainbow Six Siege, PUBG, CS2, and Dota2. If you are looking for a in-game telemetry data infrastructure for your existing or upcoming competitive title or are interested in getting access to official data for your products contact data@grid.gg.

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