2018-移动手机在电子竞技中的作用(英文版)-4mb
报告摘要
Summary of Mobile Esports
Core Content
This document provides an in-depth analysis of the current state and future outlook of mobile esports globally, with a special focus on Asia and the West. It outlines the growth of the global gaming and esports markets, compares PC and mobile esports, and presents case studies of leading mobile esports titles and their impact on the industry.
Main Points
Market Overview
- The global esports market grew by 102% from 2015 to 2017.
- Smartphones have become the largest gaming screen, but mobile esports lags behind PC and console esports.
- Asia-Pacific accounted for 51% of esports enthusiasts in 2017.
- China and North America generated $344M in esports revenue in 2017, or 52% of global esports revenues.
PC vs. Mobile Esports
- PC esports remains dominant in the West, with large-scale events and high viewership.
- Mobile esports is growing in the West but is more successful in the amateur scene and multi-game events.
- In the West, Clash Royale, Vainglory, and Summoners War are leading mobile esports titles.
- Twitch viewership for PC esports in the U.S. and EU reached 405M hours in 2017, while mobile esports reached 2M hours.
Mobile Esports in the West
- Clash Royale is the #1 mobile esports title in the West by viewership hours on Twitch.
- In 2017, Clash Royale tournaments generated 1.3M viewership hours.
- The Crown Championship, the top mobile esports event for Clash Royale, was held in London in December 2017, with 5,000 live attendees and 122K Twitch viewership hours.
- Amazon organized Mobile Masters tournaments in 2017, featuring games like Vainglory, Hearthstone, and World of Tanks Blitz.
Mobile Esports in Asia
- China is the world's largest mobile esports market, driven by a mobile-first culture.
- Mobile esports in Asia is expected to follow a similar structure to PC esports, with large stadium events and high viewership.
- Battle of Balls and Honor of Kings are leading mobile esports titles in Asia.
- Battle of Balls is the world's first casual mobile esports league, with 25M+ DAU in China and 3.6M viewership hours in 2016.
- Honor of Kings is Tencent's most successful mobile MOBA game, with 200M+ users in China and the King Pro League (KPL) as its largest esports league.
Key Case Studies
Clash Royale
- Publisher: Supercell
- Launch Date: January 2016
- Global DAU: Over 50M
- Crown Championship:
- 2017 Global Participation: 27.4M
- 2017 World Finals: Held in London, with 5,000 live attendees and 122K Twitch viewership hours.
- Streaming Reach: 15.8M on YouTube Gaming and 6.3M on Twitch in Q4 2017.
Battle of Balls
- Publisher: Giant Network
- Launch Date: May 2015
- Global DAU: Over 400M
- Battle of Balls Professional League (BPL):
- 2016 Global Final: Held in Shanghai, with 13,000 live attendees and 3.6M viewership hours.
- 2017 Expansion: Included Southeast Asia and the rest of the world.
- Partnerships: Collaborated with New Era, G-Shock, and Uni-President for branding and sponsorship.
Honor of Kings
- Publisher: Tencent
- Launch Date: November 2015
- Global DAU: Over 200M in China
- King Pro League (KPL):
- 2017 Fall Final: Held in Shenzhen, with over 5,000 live attendees and a $430K prize pool.
Future Outlook
- 2018 is expected to be a pivotal year for mobile esports to establish its identity within the broader esports ecosystem.
- Mobile esports may take a different path compared to PC esports, with a focus on casual games and social integration.
- The growth of mobile esports is anticipated to continue, especially in Asia, where it is expected to follow a similar structure to PC esports with large stadium events and scalable audiences.
Key Takeaways
- Mobile esports is growing rapidly, especially in Asia, and is expected to evolve into a major segment of the esports industry.
- Clash Royale and Battle of Balls are leading titles in mobile esports, with strong community engagement and brand partnerships.
- Twitch and Chinese live streaming platforms are key platforms for mobile esports content.
- The future of mobile esports is promising, with potential for stadium events, brand sponsorships, and professional leagues.
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