While big eSports has already reached a high level, the mobile counterpart is still considered something ridiculous and awkward. Is it so? Let's figure it out.
Big eSports championships are held all the time in different parts of the world. Classic tournament organizers like ESL, FACIET , Dreamhack have been in this business for a long time and know how to properly transport players, organize infrastructure at the venue and generally set up media. By the way, you can check all championships at the ggbet website.
Classical disciplines are covered by professional commenting studios. It is due to their work that most of the content from the tournaments is covered. Live broadcasts on streaming platforms are watched by 500,000 people at peak values.
In mobile esports, the situation is slightly different. Large tournament organizers have not yet come to it, so the developers themselves are responsible for organizing and holding events. This does not affect the variability of the venues of the competition.
The same goes for lighting studios. At the moment, the number of specialized studios aimed exclusively at commenting on games for mobile platforms is extremely small. The developers themselves create studios and select staff. Yes, the level of quality is not outrageous, but Dota 2 once began to comment on the seller of toilets. So everything has its time.
eSports on mobile devices. Myth or reality?
Dota 2 , CS:GO , Fortnite and other disciplines are constantly hosting major championships with impressive prize money. So, the amounts of $1 million and $500 thousand are no longer considered something out of the ordinary. And the main Dota 2 tournament of the year has collected an impressive amount of $34 million.
And what about mobile devices? They do not lag behind their colleagues in the shop. The prize money at the championships, although less, still remains at a high level. So, $300,000 were raffled off at MPL ID Season 5 , and the organizers allocated$ 200 thousand. At the same time, tournaments are also held for: Summoners Wars, WoT Blitz, Call of Duty: Mobile, Brawl Stars, Gwent and many others.
At the moment, there are world famous "tags" like Natus Vincere , Evil Geniuses , LGD , Cloud9 . They are consistently in the top, bring profit to their owners, have advertising contracts with brands like Coca Cola and Louis vuitton .
In the case of the smaller brother, the formation of organizations and infrastructure is also observed. There are already a number of interesting teams in the CIS : C4 , M19 , Team Unique , Rush Team and others. It is clear that so far there can be no talk of big contracts with advertisers, but, again, everything has its time.
Media and Significance
In this regard, computer sports have already stood on a par with classic types of competitions, such as football or hockey. In Korea, esports has long been part of the culture. Starcraft 2 and World of Tanks tournaments are televised, and players are considered almost national heroes.
Thematic YouTube channels dedicated to popular projects are gaining millions of views. Interviews with players, reviews from events and analysis of matches have long been an integral part of the media resources of any organization. In some aspects, "big esports" is ahead of the pack and is a pioneer in the field.
Mobile representatives also do not lag behind and are actively introduced into people's daily lives. So, in China alone, 782 million people own smartphones, and about 95% of all users access the Internet from portable devices. Due to this, application developers earn fabulous money and continue to rebuild the esports infrastructure.
Things are a little worse with the media component. In this aspect, solo channels prevail and only a small part of the content is produced by studios. Organizations are also reluctant to record any material due to the fact that any third-party spending can lead to the collapse of a young enterprise.
According to Esports Charts , the average number of views of Counter-Strike events is approximately 15-20 million hours. At the same time, peak online values range from 450 thousand to 1 million.
Dota 2 also performs well. Its main tournament of the past year was marked not only by record prize money, but also by viewing values. At the same time, up to 1 million 986 thousand people watched it, in general terms, everything is also not bad. In total, the broadcast was watched by 88 million 785 hours.
The best online peak is still 2019 World Championship, which gathered 3 million 985 thousand viewers on the screen. In terms of hours watched, the top figure also holds the 2019 World Championship by a wide margin. In total, it was watched by 137 million 876. thousand hours.
Mobile games lag far behind in terms of total views, but keep abreast of the value of peak online. Thus, the Free Fire World Series 2019 Rio was simultaneously watched by 2 million 16 thousand people, while the total broadcast was watched by 7 million 595 thousand hours. It is important to consider that the broadcast time was not very long.
The second major player in the mobile market is PUBG Mobile . Tournaments are watched on average by about 150 thousand people, while the maximum online reaches 550-580 thousand viewers. She holds the record for most hours watched. About 13 million 557 thousand hours were acquainted with PMCO 2019 Fall SEA League .
Mobile esports definitely exists and continues to evolve, with growth rates high and above those of its big brother in the industry. In terms of infrastructure and approach to competition, both industries show parity in quality, but this is where the positive news for fans of mobile entertainment ends.
Now the media component is lame, and large eSports organizations can be counted on the fingers. At the same time, the attitude towards competitions in mobile games tends to be negative.
Given the size of investments and general global trends, everything should change for the better. In a few years, the lagging industry will gain competitive volume and become on par with the current market mastodons. Let's hope the coronavirus doesn't get in the way.