Arena of Valor & Clash Royale: Billions Generated In Revenue In 2017

Mobile games are no longer simple apps that are used to pass time as you wait for your coffee or your bus. They have now become a full-fledged gaming experience that can in some areas compete with console gaming. With big players in the mobile esports industry backing their games and community, they have become extremely profitable in such a short period of time.

Image Source: Arena of Valor by Tencent

According to a SuperData report, the mobile gaming market generated approximately $59.2 billion in revenue last year alone. Arena of Valor (Honor of Kings) by itself has generated $1.9 billion in revenue while Clash Royale ranked 4th with a revenue of $1.2 billion. Furthermore, Supercell generated a revenue of $2 billion last year without globally launching a new game. They had Brawl Stars, a competitive game with a lot of potential, soft launched but not globally released yet. In comparison, to take PlayerUnknown’s Battlegrounds as an example for a PC title, it generated $712 in revenue within a period of 8 months.

These are impressive numbers for mobile games. Mobile eSports titles have a lot of advantage in generating revenue due to the competitive experience and active engagement they can provide. Mobile games are also free and when they are premium, they are cheaper when compared to PC games. The fact that you can have console-quality games in a device that can fit inside of your pocket is an attractive idea and allows you to play anywhere. These are just a few of the advantages that the mobile gaming industry has which PC and the consoles cannot compete with.

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What is promising for mobile games is that consumers spent $14 billion more in 2017 than 2016. The eSports industry will become a billion dollar industry this year and we believe Mobile eSports will play a big role in advancing the industry and increasing its value.