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Investor Relations

Investor Presentation. Click to download PDF
NASDAQ: MGAM

Corporate Overview

Mobile Global Esports Inc. is a mobile esports company with a gaming and social platform that includes proprietary compression technology, as well as holding trademark and IP rights for collegiate esports tournaments and players in India. 


Esports are the competitive playing of video games by amateur and professional teams for cash and other prizes. Esports typically take the form of organized, multiplayer video games that include real-time strategy and competition, including virtual fights, first-person shooter and multiplayer online battle arena games. Esports are defined as competitive games of skill, timing, knowledge, experience, practice, attention and teamwork, but not games of chance or luck. Mobile esports are defined as esports that are streamed on an electronic esports platform and played by individuals or teams on mobile devices, usually smartphones. Competitors participate at large in-person events, small in-person events and virtually from home or computer cafes. Interest in esports is rapidly growing. In 2020, the global audience for gaming video content, including esports, grew to 1.2 billion viewers,2 an 18 percent increase from 2020, as gaming streams became a popular social activity and distraction during coronavirus-related lockdowns.

 

Prior to 2010, competitive electronic gaming in India was limited to small events at engineering colleges. With the introduction of capable and less-expensive smart phones, 4G technology, mobile games, better content, better graphics and significant prize money, the active esports community grew from 4 million in 2018 to 17 million in 2020.3

 

A 2021 report from Ernst & Young (“EY”) projects that by 2025 10% of the global esports audience of 725 million4 will be from India, providing a focused audience for MOGO’s advertisers, sponsors and merchandise sales. Although still relatively underdeveloped, India’s esports industry, which is distinct from online gaming in India (gaming includes fantasy sports, games of chance and card games), has already quickly grown to $40 million in 2021 and is projected by EY to grow by a factor of 3.7x to $147 million in 2025. The much larger economic flow-through impact of esports in India over this four-year period is projected by EY to be $1.3 billion.5 EY predicts that the number of active professional players in India will grow to 1.5 million and the number of viewers will grow to 85 million by 2025.6

Sources:

1  https://www.dawn.com/news/1590486.

2  https://www.statista.com/statistics/516754/gaming-video-content-viewer-number-global/

3 https://inc42.com/datalab/esports-market-in-india-trends-opportunities-and-gaps/

4 Audience size reference is from the consulting firm, Activate. Activate Tech and Media Outlook, 2022.

5 “Ready. Set. Game ON!” Esports in India. Mumbai: EY. June 2021. Pp 5, 41. This includes investments, in-app purchases, winnings, taxes and related consumption.

6 “Ready. Set. GAME ON. Esports in India.” EY. June 2021.

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