Mogul integrates new mobile games into its matchmaking tournament platform

Mogul ASX ESH mobile games Clash Royale Brawl Stars Esports
Mobile is now the preferred gaming platform with a market size of US$77.4 billion and growing at 13% per year.

eSports media company Esports Mogul (ASX: ESH) has integrated two new games to its proprietary tournament and matchmaking platform, Mogul, and declared that it was “one of a very select group” of partners to deeply integrate with these particular mobile eSport titles.

Mogul will deliver fully automated matchmaking and tournaments for two of the industry’s leading mobile titles – Clash Royale and Brawl Stars.

Both games have achieved several million downloads, with their integration expected to raise interest in Mogul’s matchmaking platform.

Considered as a significant upgrade for both players and brands, automation helps to improve the player experience which is further enhanced by Mogul’s matchmaking. Also, the integration boosts viewing capability – empowering tournaments to be streamed to larger audiences as part of Mogul’s “tournaments-as-a-service” offering.

Furthermore, Mogul revealed that it has been granted access to a set of private APIs that are expected to improve the tournament player experience on its platform.

According to the eSports company, these improvements centre around automation in matchmaking, automatic score reporting, in-game match statistic tracking and enhanced spectating functionality that will lend itself to effortlessly producing great content for streamers, influencers and “shoutcasters” – a relatively novel title for someone that provides running commentary of eSports matches, intending to both entertain and inform the viewer.

Within the eSports community, shoutcasters are considered a crucial part of what makes eSports so engaging to new fans.

New games

Published by game developer Supercell, Clash Royale and Brawl Stars are both mobile-focused releases with Clash Royale being a real-time strategy video game, combining elements from both collectable card and tower defence genres.

The game was first unveiled as part of a worldwide release in March 2016 and was an immediate commercial success, reaching US$1 billion in revenue in less than a year.

Meanwhile, Brawl Stars was launched in December 2018, a mobile free-to-play multiplayer game featuring a variety of three-on-three competitive modes. According to Supercell, the game has attained “millions” of downloads since its launch and continues to be one of its most popular titles to date.

The new games are intentionally and specifically mobile-focused given that the mobile has quickly become the most preferred gaming platform, especially for casual gamers, generating a market size of US$77.4 billion and growing at 13% per year.

“I’m very excited about the deep integration of Clash Royale and Brawl Stars into the platform. This serves as another proof point for us further demonstrating our level of customer obsession and player focus,” said Michael Rubinelli, chief executive officer of Mogul.

“We share Supercell’s tireless commitment to gamers around the world. We look forward to bringing great tournament experiences to Clash Royale, Brawl Stars and other Supercell games to players for years to come. This also showcases another reason why brands will continue to choose as their destination of choice when it comes to deciding why, where, and how to engage the highly coveted eSports player across the globe,” he added.

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