Although Mobcrush is still in beta, it’s already looking to take on established streaming services like Twitch and the more recently launched YouTube Gaming channel by offering a platform dedicated to mobile gaming. While some might consider it a daunting challenge, the fact that the service secured $11 million in funding from a variety of investors goes a long way toward meeting it. As mobile gaming continues to grow, with titles like Vainglory and Hearthstone fast rising as eSports, an increasing number of players will want a convenient way to stream and watch directly from mobile devices.
[a]listdaily talks to Koh Kim, Co-Head of Business Development at Mobcrush, to learn more about what’s ahead for mobile game streaming.
In what ways do you see mobile game streaming differing from traditional console and PC game streams
Streaming a game on PC and console requires capture cards and complicated equipment setups that are intimidating for the mainstream user. Mobile game streaming should be easy, accessible and seamless in any situation a user wants to create content.
Streaming a mobile game unlocks different opportunities and use cases. Streaming from a console or PC means that you’re likely tied to your living room or bedroom. Streaming from mobile means freedom. You can take it anywhere or anytime, and it opens up more interactions with players in real life or online.
How fast do you think mobile games will be adopted as eSports in the coming year
It’s already happening right now. Communities and players make games into eSports. Vainglory is already making strides as teams are already forming around the world to compete in various tournaments with cash prizes.
Mobile game developers are already thinking about how to design and develop games to be watched by players, so we will see the first generation of mobile games specifically for the streaming audience in mind.
How you think that emerging technologies like VR will help shape streaming on mobile
Mobile devices are getting more powerful with faster processors and GPUs with every new model. In addition, mobile broadband penetration and bandwidth are expanding at exponential rates, especially in regions where people are coming online for the first time.
Mobile devices have the potential to take VR mainstream. VR is currently limited by the fact that you need incredibly expensive equipment and a cord, and you are often limited to a single location due to the PC attached to the head gear. Eventually Moore’s law will allow mobile devices to stream high fidelity content and audio for immersive VR experiences.
In what ways do you think streaming will continue to grow and change in 2016
As I mentioned, more games will be designed and developed with streaming in mind. We will see more game mechanics and experiences that allow audiences to participate like what you see in the Hunger Games.