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How to capitalize on the eSports revolution

Talkat Pocket Gamer Connects Vancouver 2016 · 2016-06-28..06-29
links:none on file
links:none on file
name:Ted Mui
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slides:none on file

Panel argues mobile eSports can capture a large slice of the market — presenters cite ~3 billion smartphones vs ~700–800M PCs and predict 10–11 billion in near‑term value; one team ships a quick spectator client after community tournaments appear; platforms handling real‑money play require tight anti‑fraud and fairness systems; community teams (dozens of CMs) run local events with in‑game rewards; examples include community‑run leagues, Rocket League’s unexpected rise, and 10M Candy Crush views as attention proof.

AI-written summary · about

  1. 0:00Introduction
  2. 1:58eSports bigger than realized
  3. 3:43Mobile eSports growth
  4. 6:28Mobile eSports appeal
  5. 9:39Game suitability for eSports
  6. 13:48Community role in eSports
  7. 17:00Fair competition core
  8. 21:10Risks of single-game investment
  9. 25:01Regional mobile eSports differences
  10. 28:30Tencent’s mobile eSports influence
  11. 30:35Advice for eSports developers
  12. 32:40Creative mobile eSports games
  13. 33:05Closing and Q&A
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