Clash Royale: Supercell reinvents broadcasting

What’s been released in the past month, has topped the App Store and just happens to offer an insight into the future of watching video on the go? The answer is Clash Royale.

Amidst the cpmstamt conversations about how Supercell looks to have created another extraordinary billion dollar mobile game, there hasn’t been enough attention on the super interesting Clash TV section of the game.

In case you haven’t played the game, and if you haven’t what on earth have you been doing, Clash TV allows players to watch high ranking players battle it out. Showing off the best cards, the smartest tactical approaches and allowing people who are waiting for chests to unlock to do something in the app, it’s a very smart platform for viewership.

Arguably even more importantly than that though, it’s also proving to be a ridiculously popular platform for viewership. Every day, the list of top videos refreshes and every day each video generates hundreds of thousands of views.


As you can see from the screenshot above, which was taken at 3pm on the day of an update (when all videos automatically refreshed at 8:30am), Supercell has generated over 1.5m in Clash Royale through its broadcast channel with four videos.

These slightly crazy numbers have a couple of implications for the mobile game industry. First, it is great news for advertisers and for games companies who wish to court them. Though it’ll be difficult to replicate Supercell’s scale, a game developer who has created a watchable player versus player game could create their own channel and integrate adverts within to monetise well.

Second, it offers a structure which could allow companies to control the broadcast of eSports. Peter Warman of Newzoo mentioned at Casual Connect how Clash of Clans became an eSport as fan contests in Asia were broadcast online via streaming sites.

With this channel in place, Supercell can now run tournaments themselves and broadcast directly to users without relying on middle men – whether eSports league providers or streaming platforms. That, in the long run, means control over the development of the way the game commercialises as an eSport: another opportunity for revenues.

In short, Supercell hasn’t just made a cracking game; it’s offered an alternative way for game developers to display, and potentially monetise, in game content by tapping into rising viewership of video games. Expect to see it copied/lovingly pastiched in the future.

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