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Brief Published: 6 Oct 2015

Mobile Game Live-Streaming on the Rise

Mobile strategy game Vainglory live-streamed

YouTube's global head of gaming Ryan Watt announced at the Tokyo Game show that the company will soon enable the streaming of mobile games from Android devices. This follows the August 2014 launch of its console and PC gaming live-streaming platform YouTube Gaming.

YouTube is not the first to recognise live-streaming's potential for the mobile gaming market. San Francisco start-up Kamcord counts Chinese internet giant Tencent among its investors and reaches 175 million mobile devices per month, according to The Wall Street Journal. The company has already seen 192,000 unique viewers during a two-hour live session of mobile strategy game Boom Beach. Meanwhile, Japanese mobile gaming giant DeNA (Nintendo's mobile partner) launched mobile streaming app Mirrativ to serve the growing community.

Its live-streaming and e-sports audiences give the gaming sector a serious bump as a marketing and advertising space. Live-streaming platform Twitch, for instance, reported 16 billion minutes of streamed content watched by 100 million unique viewers per month in 2014.

The emerging mobile streaming platforms are set to attach a matching audience to mobile gaming's considerable user growth rates. Currently, global mobile gaming revenue is projected to exceed $30bn in 2015. Dutch video-game research company Newzoo expects that market to grow by 86% year on year in China. Western Europe and Northern America are looking at 47% and 51%, respectively.

For more on mobile and social gaming, see Gaming Trends. For more on the e-sports phenomenon, look at The Gaming Revolution.

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