News Summary:

  • This announcement solidifies Cisco's support of LoL Esports Global Events, which over the past four years have become the mecca for record-breaking viewership numbers and award-winning live productions that have redefined the competitive experience for professional players as well as enhanced the broadcast experience for fans around the world.
  • Cisco and Riot Games announced an extension of their global partnership, through which Cisco will become the Official Security Partner of League of Legends Esports.
  • Through the expanded partnership, Riot Games and LoL Esports will explore opportunities to leverage Cisco's robust portfolio of market-leading security and digital experience solutions, including Cisco ThousandEyes and Cisco Duo.

LOS ANGELES and SAN JOSE, Calif., May 16, 2024 - Riot Games and Cisco (NASDAQ: CSCO) today announced an expansion of their partnership, which began in 2020 and established the global technology leader as the Official Enterprise Networking Partner of League of Legends (LoL) Esports Global Events. Through the new agreement, Cisco also becomes the Official Security Partner of LoL Esports and will work together with Riot Games to explore opportunities to leverage their industry-leading solutions to better connect and protect one of the most widely recognized esports in the world.

Through the current partnership, Riot Games has utilized Cisco's networking technology to improve the competitive experience for professional LoL players as well as enhance the broadcast experience for millions of fans around the world. "The Realm" - a private Cisco game server used exclusively for LoL Esports' major global events, the League of Legends World Championship (Worlds) and the Mid-Season Invitational (MSI) - creates a near-zero ping environment to ensure equitable and fair play for all participants at the highest level of the sport. Additionally, Riot Games' two groundbreaking Remote Broadcast Centers powered by AWS - one in Dublin, Ireland and one in Seattle, Washington - incorporate Cisco IP Fabric for Media technology and power live esports production and delivery across the organization's portfolio of titles, including at both regional and global events.

"Over the past four years, Cisco's revolutionary network - The Realm - has lived up to the 'change the game' moniker that we strive to deliver to our fans and pros at every esports event," said David Mulhall, Riot Games' Global Head of Business Development and Esports Partnerships. "Cisco's technology is central in creating the near zero-ping environment our pro teams demand to compete at their highest level, which in turn makes for the best viewing experience for our fans around the world. As we look forward to an incredible MSI Finals this weekend, I'm thrilled that we can trust our longstanding partnership with Cisco to continue to deliver all the epic moments our fans live for."

Through the expanded partnership, Riot Games and LoL Esports will explore opportunities to leverage Cisco's robust portfolio of market-leading security and digital experience assurance solutions, to provide exceptional visibility and insights across the entire global digital footprint of the global organization. Given the critical role technology plays in both the LoL Esports viewing experience for fans and playing experience for pros, proactively defending critical infrastructure, preventing outages and ensuring the seamless delivery of digital experience in real-time is of paramount importance. Cisco's ThousandEyes solution can play a crucial role in assuring performance across the entire digital supply chain to identify and troubleshoot problem areas before any incident impacts users' digital experience; while Cisco Duo's identity security solution works to protect the organization against identity-based threats.

"Our continued partnership with Riot Games reflects our ongoing commitment to delivering the best possible connected experience for League players and millions of fans worldwide," said Rob McQueen, Vice President, Global Sponsorships at Cisco. "Our industry-leading security and digital experience solutions have the ability to help to protect not only the integrity of the sport, but all aspects of Riot Games' global, multi-faceted organization."

Additionally, Cisco and Riot Games will continue to leverage the relationship to advance their shared commitment to creating opportunities for the next generation of technology professionals, by supporting programs such as Cisco's Networking Academy, with a particular focus on driving more diversity and inclusion in the industry.

About LoL Esports

League of Legends Esports (LoL Esports) is the pinnacle of competitive gaming attracting the attention of millions of fans since 2010. Accessible worldwide through live events as well as digital and traditional channels, it is one of the most-watched forms of sports entertainment on the planet. With leagues representing regions from around the globe, two high-impact tournaments (Mid-Season Invitational and the League of Legends World Championship), and more than 100 teams in the ecosystem, LoL Esports offers players a platform to pursue esports as a meaningful and rewarding life pursuit.

About Cisco

Cisco (NASDAQ: CSCO) is the worldwide technology leader that securely connects everything to make anything possible. Our purpose is to power an inclusive future for all by helping our customers reimagine their applications, power hybrid work, secure their enterprise, transform their infrastructure, and meet their sustainability goals. Discover more on The Newsroom and follow us on X at @Cisco.

Cisco and the Cisco logo are trademarks or registered trademarks of Cisco and/or its affiliates in the U.S. and other countries. A listing of Cisco's trademarks can be found at www.cisco.com/go/trademarks. Third-party trademarks mentioned are the property of their respective owners. The use of the word partner does not imply a partnership relationship between Cisco and any other company.

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Cisco Systems Inc. published this content on 16 May 2024 and is solely responsible for the information contained therein. Distributed by Public, unedited and unaltered, on 16 May 2024 12:13:03 UTC.