LOL much?
Practice this intermediate merger & acquisition case interview question in the Electronic sports sector. Includes detailed problem prompt, clarifying questions, structured framework, and expert recommendation. Part of ProHub's 835+ consulting case library.
This case tests financial analysis and strategic thinking in an unfamiliar industry by requiring candidates to build a business model for an esports club, assess market attractiveness, identify synergies with the parent company, and articulate key risks. The case combines quantitative profitability analysis (40 million RMB profit over 5 years) with strategic considerations around market trends, operational feasibility, and risk mitigation in a rapidly evolving sector.
Clarifying Information
- Lol Pro League is the Lol league in China. It has 21 teams and just like La Liga, each team has its own stadium and plays against each other team twice a season (Home match and Away match)
- Lol Pro League in China started in 2015 and quickly became popular across the country. Average 50 million audiences watched each match online/offline last year.
- Lol (League of Legends) is the most popular multiplayer online battle arena video game, during which two teams of five players play online to battle to win.
- Typically, each Lol pro League club has six players and one coach.
- Budget for the acquisition is 45 million RMB and the CEO wants to recover investment within 5 years.
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