Mobcrush, which
live-streams mobile games like Twitch does for PC games, said today that it has
raised $11 million in a new financing round led by Kleiner Perkins.

TechCrunch previously
reported that the company had raised around $10 million. As we noted before,
the company’s bet — along with investors — is that mobile game live-streaming
will be bigger than just PC games. The rationale is pretty straightforward:
there are going to be way, way more mobile devices than PCs, opening up
live-streaming to a much broader audience of gamers.
Royce Disini,
Mobcrush’s CEO, thinks it’ll work — but it’s still hard to tell given how early
more in-depth games are on mobile devices. High profile competitive titles like
Hearthstone and Vainglory are still new on the iPhone, though there have been
other more complex games like Clash of Clans and Boom Beach for some time.
“We’re on the other
side of this horizon right now, we don’t know the other side,” Disini said. “If
we wind back three Starcraft games on PC, who would know the Starcraft would
come about, because you’re looking at the vantage of a pre-horizon. “We’re not
yet at the hind-sight on mobile, we’re at the pre-horizon vantage.”
Still, all roads lead
to mobile — with some of the most popular games in the world being lightweight
mobile games like Candy Crush Saga — and it’s increasingly likely that there
will be a major hit that could become as big as a title like Starcraft. The
prospect of a mobile-focused Twitch is so appealing that it has already
attracted another large round of funding shortly after it formally announced
its $4.9 million seed funding round in May.
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“We’ve heard this
argument in so many industries — just because it doesn’t exist today, doesn’t
mean it will happen,” Kleiner Perkins’ Abbott said. “More specifically,
[Disini] and his team will see those trends and iterate the product and service
appropriately as the market evolves. This is truly a bet on his team.”
Mobcrush started to
sate the needs of Disini and his team’s desire to stream mobile games like
Vainglory. Prior to Mobcrush, members of Disini and his team’s clans and guilds
(Disini himself is a big Vainglory player) had to use PCs to stream videos of
the games. From that, more players joined the platform from games like Clash of
Clans, and those players invited other members of their clans.
With a game like
Starcraft comes a competitive ecosystem, and a community that drives a more
mass adoption for the platform. In the case of Twitch, that competitive gaming
ecosystem helped build a service that blossomed into a community of tens of
millions (if not hundreds) of users. So far, there’s an inkling of that with
games like Vainglory and Hearthstone, and Mobcrush is producing streaming
“stars” that are popular internally that weren’t previously on platforms like
YouTube or Twitch, Disini said.
Eventually, Mobcrush
has to build a business. Mobcrush can sell ads, or have viewers participate in
the stream by contributing money to help a player level up or something along
those lines, Disini said. There’s also an opportunity to drive installs for
applications, given that it’s a mobile first platform. All of this is very, very early talk in the
company’s life — but given the success of Twitch alone as an analog, if the
company is able to build a massive community, the potential is clear enough.
The trick, too, will be
ensuring that the community thrives. Like any new platform, Mobcrush has to not
only continue to attract new members, but ensure that the community drives a
positive feedback loop that attracts more users — and then more streamers,
which continue to build audiences.
“We’ve been fortunate that
the community that’s showed up on our platform so far are the core community
members that fit the profile that’s scalable,” Disini said. “More recently
there was a slew of influential broadcasters who were curious about Mobcrush,
and several of their friends started signing up. What’s key is we’re starting
to see in internal stats we have some home-grown starts that are starting to
come up.”
The counter argument
here is that mobile won’t have a Starcraft moment. Despite becoming
increasingly complex, mobile games still remain very lightweight and haven’t
quite drawn an audience at the scale of a game like World of Warcraft, League
of Legends or Starcraft. But the pieces are starting to come together with both
the emergence of studios willing to take risks on those kinds of games, and an
increasing level of technology available to game developers.
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