Mobile eSports contribute bigger in 2017 to the overall eSports revenue. But, what are the differences between mobile eSports in East (Asia) and West (Europe & US)?
Recently we have shared a quick report about the state of eSports in 2017. In this article, we have known that eSports scene is going rapidly with nearly doubled its revenue in the past two years. One of the biggest contributions to this revenue comes from mobile eSports, with some of the biggest titles such as Battle of Balls in China, and Clash Royale in North America.
But if we compare mobile eSports in Asia (east) and America (west), there are some differences. In this article, we give you some insight into the differences, according to a report released by Newzoo earlier this February based on 2017’s data. Let’s take a look.
Mobile eSports is More Popular than PC in the East
Mobile esports are getting more popular in Asia, especially in China. Battle of Balls Global Final is the biggest mobile eSports tournament, which attracted more than 13,000 people to attend the venue in Shanghai and more than 3,6 million viewers watched it through the various streaming platform in China.
Meanwhile, in America (West) the opposite thing happened. PC is still the dominant form of gaming entertainment, and it is predicted to remain so for the coming years. It is not affected by the fact that mobile has grown rapidly in the world. ELeague Major and The International are the proof, which gave the most contribution to 405M viewership hours in Twitch in 2017.
Competitive vs Casual
Competitive games are the core of mobile eSports in the West with some titles like Clash Royale, Vainglory, and Summoners War. If we talk about genre, still multiplayer strategy, Multiplayer Online Battle Arena (MOBA) and Multiplayer Massive Online (MMO) are the most popular genres of mobile eSports.
Meanwhile, in Asia casual games are still the king. Battle of Balls is the proof that with simple gameplay, it attracted more than 3 million people (only in China) to watch the global final. Battle of Balls Professional League was the world’s first casual mobile eSports league. The Global Final also set a record as the first mobile eSports event to be held in a giant venue.
Multi-game events are one of the common things in the West, and it can attract many big organizers and investors to take part. For example, Amazon already organized Mobile Masters tournaments in 2017 which contain various games such as Vainglory, Hearthstone, and World of Tanks Blitz.
In the East, a typical multi-game event involves only mobile games of a single publisher. But it does not close the door to a multi-game event from a different publisher. For example in Indonesia, there is an Indonesia Games Championship which contains Vainglory, Clash Royale, Crisis Action and LINE Let’s Get Rich tournament.
Optimize the Social Function
Social functions for mobile games are largely adopted in Asia to create strong community between gamers. For example in China, all of Tencent’s mobile games can be connected to QQ and WeChat, so the gamers can access leaderboards and updates easily via the game center. They also can play with their friends, both cooperative and competitive.
Top image source: Dexerto. Edited by Devi