The Mobile Esports market will increase significantly in 2022, with a positive impact on the Betting & Gambling Esports market
The Mobile Esports market will increase massively in 2022. And this will lead to an increase in the betting & gambling sectors in this market. The sports market is booming in Romania, and the pandemic has accelerated players’ interest in betting on this market.
In this article we will try to find out the trend of the global Esports market, what games will grow a lot in this market and how will be affected the esports betting market.

Mobile Esports
What are the biggest markets for mobile esports?
In this region, titles like Mobile Legends: Bang Bang and Arena of Valor have developed emerging sports ecosystems. The first one recorded a peak of over 3 million spectators simultaneously for its world championships this year, according to esportsinsider.com, which cites Esports Charts. MOONTON Mobile Legends: Bang Bang currently operates eight professional regional leagues in the Southeast Asian market. Moreover, a multitude of entities, such as traditional sports clubs like Wolves and PSG, are integrated into the mobile export scene in the region, says the same quoted source. At the same time, the Thai and Indian markets are growing by leaps and bounds. More and more young players from these countries are joining the regional leagues.
We learn from Olympics.com that one thing that shows that the popularity of Esports in Asia is high is the inclusion of Esports in the Asian Games 2022. The Asian Olympic Council (COA) has announced that Esports will make its debut at the 2022 Asian Games with medals awarded in eight games.

Free Fire
The eight games for which the winners will receive medals are FIFA (made by EA SPORTS), an Asian Games version of PUBG Mobile, Arena of Valor, Dota 2, League of Legends, Dream Three Kingdoms 2, HearthStone and Street Fighter V. Each title will be awarded a gold, silver and bronze medal, which means that 24 medals can be won in esports at the upcoming mainland competition in Hangzhou, China, in 2022. In addition, two games, Robot Masters and VR Sports will be played as demonstration events.
Esportsinsider.com says that another area that impresses with its numbers and that is also located in Asia is Singapore. Last year, the Free Fire World Series 2021 Singapore became the most-watched export tournament in the world (excluding Chinese viewers), reaching an audience of 5.4 million viewers, according to Esports Charts.
In the case of Free Fire, the success of this esports game goes far beyond the Eastern Hemisphere. To take the World Game Series as an example, the event had a Hindi-speaking peak of over 1.9 million, with Indonesian speakers reaching 1.03 million. However, the popularity of the game in Latin America has significantly contributed to the record number of players registered on the game’s mobile platforms, the event recorded a record number of spectators for its Portuguese (1.06 million) and Spanish (890,276) speaking platforms.
What are the most played games on mobile esports?
Now let’s talk about the most popular esports games played on mobile.
Theloadout.com says that PUBG* Mobile is one of the biggest esports games played on mobile, and with its new tournament, Global Championships, it wants to become “bigger than League of Legends”, say PUBG representatives. Other important names in the mobile esports market are now Arena of Valor, Free Fire and Clash Royale.
In 2019 Escharts.com made a top of the audience of esports games played on mobile and the most played games turned out to be Arena of Valor with 72,248,735 hours played, followed on the 2nd place by PUBG Mobile with 55,585,392 hours also played in 3rd place by Free Fire with 38,164,312 hours.
It should be noted that games like Fortnite or Call of Duty are not in this top because they have left their mark more on the esports industry on the desktop and not in the mobile area.
If we want to stay in the area of mobile audiences of esports games, it should be noted that season 4 Pro League from PUBG Mobile Indonesia had an average audience of 239,852 over 96 hours, according to information from esportsinsider.com. Which is absolutely incredible.
The biggest esports tournaments held on mobile
Theloadout.com says that, in terms of audience and cash prizes, it was technically possible for Fortnite players on mobile compete and win big in large-scale Fortnite tournaments, which also included console and computer players. However, mobile players rarely win (computer players have a significant advantage, that’s for sure), so Fortnite stats have been removed from this top not being fully accessed from mobile.
Place Esport Annual Awards (2019)
- PUBG Mobile $ 5,000,000
- Arena of Valor $ 2,166,994
- Free Fire $ 2,000,000
- Brawl Stars $ 1,500,000
- Magic: The Gathering $ 1,000,000
- Call of Duty (Mobile Version) $ 1,000,000
PUBG Mobile dominates the awards rankings, even though it has a smaller audience than Arena of Valor. PUBG Mobile is able to award more cash prizes in an attempt to develop esports.
We see that Call of Duty games: Mobile and Magic: The Gathering, none of them were created for mobile, but are the mobile versions of the basic PC game. This means that these games have more money to invest in esports to increase their popularity and will probably do so in the future.
Information found on esports-betting.pro says that by 2021, the PUBG Mobile Pro League, which includes several divisions on several continents, had a $ 14 million prize pool.

Arena of Valor
Betting & Gambling Esports Market in figures. For now and the future.
According to a news release published at the end of 2021 by FinancialNewsMedia.com, the global sports betting market has grown in recent years and is expected to continue this trend in the coming years. A report from Grand View Research projected the size of the global sports betting market to be estimated at $ 66,98 billion in 2020 and is expected to expand at a compound annual growth rate (CAGR) of 10.1 % from 2021 to 2028. According to H2 Gambling Capital, a consulting company for the betting and gambling industry, in 2018, 43% of online bets were placed via mobile devices and 57% were placed using desktop devices.
Global gambling revenue on Esports has reached $ 14 billion by 2020. Globally, the global eSports betting segment is expected to exceed $ 20.7 billion by 2027, with a significant share coming from mobile esports.
According to a news release from FinancialNewsMedia.com and published on prnewswire.com in recent years, esports have exploded into the mainstream, moving from a niche to a central form of entertainment around the glob and the ticket sales are moving from the arena to the internet. While esports may once have been a segment of sports culture, it has now become an industry in its own, right with current developments. According to a Valuates Reports report, the size of the global eSports market is expected to reach $ 18.6 billion by 2026, at a CAGR of 15.1% over the 2021-2026 forecast period. Another report from Market Insights was even more optimistic, saying that the global eSports betting market was valued at $ 12.6 billion in 2020 and is projected to reach $ 20.7 billion by 2027, at a CAGR of 13.1% in the forecast period (2021-2027). The most important and active companies on the gaming and esports technology market are: Esports Technologies, DraftKings Inc., Esports Entertainment Group Inc., Penn National Gaming, Inc. or Score Media and Gaming Inc.
* According to ro.wikipedia.org, PlayerUnknown’s Battlegrounds (PUBG) is an online multiplayer battle royal game developed and published by PUBG Studios, a subsidiary of South Korean video game company Krafton. The game is based on the previous modes created by Brendan “PlayerUnknown” Greene for other games, inspired by the 2000 Japanese movie Battle Royale, and has expanded into an independent game under its creative direction. In the game, up to a hundred players parachute onto an island and rummage through weapons and equipment to kill others, but avoid dying themselves. The safety zone available on the game map decreases over time, directing surviving players into tighter zones to force encounters. The last player standing or team wins the round.