Multiplayer Online Battle Arena (MOBA) Industry Expected to Reach $490 Million Global Annual Sales By 2025

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PALM BEACH, Fla., Feb. 23, 2022 /PRNewswire/ -- FinancialNewsMedia.com News Commentary - MOBA (Multiplayer Online Battle Arena) has proven to be one of the most competitive and lucrative game genres in the mobile game market. The global COVID-19 restrictions for the mobile game market have resulted in a dramatic growth in the overall volume of the industry. As in the rest of the market, this growth can be clearly observed for the MOBA game genre. According to industry watchdog, MobiDictum, the revenue of MOBA games in 2020 grew by 43 percent, this figure increased by 14 percent on a monthly basis for 2021, reaching over $300 million. Total revenue of MOBA mobile games exceeds $300 million monthly. The success of MOBA games in the world continues. With the popular titles of the genre making billions of dollars, it looks like new games will increase the competition.  A report from ResearchAndMarkets agreed saying: "The esports market reached a value of nearly $1,070.5 million in 2020, having increased at a compound annual growth rate (CAGR) of 16.0% since 2015. The market is expected to grow from $1,070.5 million in 2020 to $2,108.6 million in 2025 at a rate of 14.5%. The market is then expected to grow at a CAGR of 13.6% from 2025 and reach $3,993.2 million in 2030."  Active companies in the markets today include:  Esports Technologies EBET, Activision Blizzard Inc. ATVI, Take-Two Interactive Software, Inc. TTWO, Enthusiast Gaming Holdings Inc. EGLX, Roblox RBLX.

ResearchAndMarkets continued: "Growth in the historic period resulted from increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports. The market was restrained by lack of standardization. Going forward, increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness will drive the growth. Factors that could hinder the growth of the esports market in the future include unprotected rights of esports participants and match-fixing.  The esports market is segmented by game into multiplayer online battle arena (MOBA), real time strategy, first-person shooter, and fighting and sports. The multiplayer online battle arena (MOBA) market was the largest segment of the esports market segmented by game, accounting for 40.9% of the total in 2020. Going forward, the multiplayer online battle arena (MOBA) segment is expected to remain the fastest growing segment in the esports market segmented by game, at a CAGR of 16.3% during 2020-2025."

Esports Technologies EBETBREAKING NEWS - Esports Technologies Files Quantum Computing Patent - Increases Calculation Speed for Odds Modeling in Multiplayer Online Battle Arena Games -  Esports Technologies, a leading global provider of advanced esports wagering products and technology, announced today that it has filed a new patent application with claims related to modeling for MOBA games (Multiplayer Online Battle Arenas). The method would use quantum computing to rapidly predict likely team compositions in a MOBA matchup.

The process of selecting characters (e.g., champions or heroes) for a team, as well as banning characters available to the opposing team, is one of the crucial phases of a MOBA match. While classical computing algorithms might require days or years to calculate the most likely team choices with the same accuracy, Esports Technologies' quantum computing approach would find the solution within seconds.

Bart Barden, COO, Esports Technologies, said, "In esports team games, much of our modeling hinges on the composition of each team. The ability to cut through the computational complexity and predict likely team compositions within seconds could prove to be extremely beneficial. We believe this accelerated quantum computing method developed by our dedicated quantitative analysis and modeling team may be another breakthrough innovation for Esports Technologies."

The patent filing is the latest addition to EBET's portfolio of intellectual property for predictive gaming models. It comes on the heels of a November 2021 patent application related to modified statistical distribution for modeling possible outcomes in MOBAs. In August 2021, the company filed a provisional patent application for a method of using artificial intelligence to generate odds models for use in a betting algorithm for various stages of an esports tournament. For this groundbreaking use of technology, Esports Technologies was selected as a finalist in the 2021 Tempest Esports Business AwardsCONTINUED…   READ THIS AND MORE NEWS FOR EBET BY VISITING:  https://esportstechnologies.com/news/

In other developments of interest in the markets:

Microsoft Corp. recently announced plans to acquire Activision Blizzard Inc. ATVI, a leader in game development and interactive entertainment content publisher. This acquisition will accelerate the growth in Microsoft's gaming business across mobile, PC, console and cloud and will provide building blocks for the metaverse.

Microsoft will acquire Activision Blizzard for $95.00 per share, in an all-cash transaction valued at $68.7 billion, inclusive of Activision Blizzard's net cash. When the transaction closes, Microsoft will become the world's third-largest gaming company by revenue, behind Tencent and Sony. The planned acquisition includes iconic franchises from the Activision, Blizzard and King studios like "Warcraft," "Diablo," "Overwatch," "Call of Duty" and "Candy Crush," in addition to global eSports activities through Major League Gaming. The company has studios around the word with nearly 10,000 employees.

Take-Two Interactive Software, Inc. TTWO recently reported strong results for the third quarter of its fiscal year 2022, ended December 31, 2021. In addition, the Company raised its outlook for the fiscal year 2022, ending March 31, 2022, and provided its initial outlook for the fourth quarter of its fiscal year 2022, ending March 31, 2022. For further information, please see the third quarter fiscal 2022 results slide deck posted to the Company's investor relations website at http://ir.take2games.com.

GAAP net revenue increased 5% to $903.3 million, as compared to $860.9 million in last year's fiscal third quarter. Recurrent consumer spending (which is generated from ongoing consumer engagement and includes virtual currency, add-on content and in-game purchases) was relatively flat and accounted for 61% of total GAAP net revenue. Digitally-delivered GAAP net revenue increased 7% to $795.7 million, as compared to $743.1 million in last year's fiscal third quarter, and accounted for 88% of total GAAP net revenue. The largest contributors to GAAP net revenue were NBA® 2K22 and NBA 2K21Grand Theft Auto® Online and Grand Theft Auto V; Grand Theft Auto: The Trilogy - The Definitive EditionRed Dead Redemption® 2 and Red Dead OnlineGrand Theft Auto: San AndreasBorderlands® 3; and Two Dots®.

GAAP net income was $144.5 million, or $1.24 per diluted share, as compared to $182.2 million, or $1.57 per diluted share, for the comparable period last year.

Enthusiast Gaming Holdings Inc. EGLX, a media and content platform for video game and esports fans to connect and engage, recently announced the results of its latest custom study with Nielsen, the leading global source for media and sports measurement, to measure the total social reach and Twitch viewership of the Company's Luminosity Gaming esports audience.

With time spent on game streams, forums, and communities now nearly equal to time spent actually playing video games (Accenture, Gaming: The Next Super Platform, April 2021), Luminosity Gaming's roster of 50+ leading esports content creators and streamers provides a unique opportunity for brands looking to reach and engage Gen Z and Millennials, with an audience measured by Nielsen.

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The National Football League and Roblox RBLX, recently announced the launch of NFL Tycoon to engage the next generation of NFL football fans in the Metaverse. The NFL will be the first official major sports league to offer a persistent experience on Roblox, a global platform bringing millions of people together through shared experiences.

"We are beyond thrilled to partner with Roblox as we journey deeper into the Metaverse and continue to learn the value of interactive shared experiences for the NFL," said Joe Ruggiero, SVP, Consumer Products at the NFL. "We see Roblox as an extension of NFL's real-life engagement platforms for emerging social connectivity where fans can learn the game and business side of NFL football. This is a new frontier of how fan engagement will evolve for the League, and we are excited to be a part of this dynamic space that will continuously evolve over time with new experiences."


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