In addition to talent, China is also one of the largest consumers of esports. The 2017 "League of Legends" World Championship, held in Beijing, drew an estimated 106 million viewers from online streaming services with 98% of them from China, a number on par with the television audience of the Super Bowl. The event was seen as China establishing its place in the global esports marketplace, and demonstrated how China and South Korea's leadership in this area has helped to expand esports popularity to other countries. China is estimated to have about 20% of the global revenue in esports, including sponsorships, merchandising and media rights, with an estimated of the global by 2019, having surpassed Europe and trailing only behind North America.