Actual problems of physical education and methods of sports training

Academic Journal

No. 1 (2025)
Modern ports training system and the problems of its improvement

Mobile esports as a segment of the digital gaming ecosystem

Shynkaruk Oksana
National University of Physical Education and Sports of Ukraine
Bio

Published 2025-03-15

Keywords

  • mobile esports, gaming industry, free-to-play, 5G, social networks, streaming, tournaments

How to Cite

Mobile esports as a segment of the digital gaming ecosystem. (2025). Actual Problems of Physical Education and Methods of Sports Training, 1, 134-149. https://doi.org/10.31652/3041-2463/2025-1-11

Abstract

Topicality. Mobile esports is one of the fastest growing areas of the video game industry, and differs from traditional esports (PC and console) in terms of higher accessibility, attracting a large audience, and prospects for international development. The emergence of mobile esports began in the early 2010s and is associated with the expansion of mobile devices and the availability of high-speed Internet. The relevance of the study is due to the rapid growth of this segment and the need to identify current trends in its development.

The purpose of the study is to identify and summarize the key trends in the development of mobile esports, taking into account technical innovations, economic models, features of social interaction and the formation of competitive platforms at the international level.

Material and methods of the study. The study used general scientific and special research methods: analysis and synthesis of scientific literature and statistical materials, content analysis of official reports and streaming platforms, a comparison method for comparing mobile and traditional esports, as well as a generalization of the results of previous studies in the field of mobile gaming.

Results of the study. It is proved that mobile esports is developing rapidly due to the high availability of mobile devices, the spread of free-to-play models, significant investments by developers and sponsors, and active user engagement through social networks and streaming platforms. Technological advances (improved smartphone performance, 5G, cloud technologies, AR and VR) are significantly expanding the boundaries of mobile competitions. At the same time, studies emphasize the importance of a balanced approach to gaming activity, as excessive enthusiasm can cause gaming addiction.

Conclusion. Mobile esports are becoming an important component of the international esports’ movement. Its rapid development is associated with a combination of technological factors (high performance devices, 5G networks), economic accessibility (free-to-play, microtransactions), and wide social opportunities (integration with social networks, streaming). This makes mobile esports a promising area for further research, professional development of players, and attraction of new investments.

References

  1. Шинкарук, О. (2024). Сучасні проблеми розвитку кіберспорту. Спортивний вісник Придніпров’я, 1, 239–250. https://doi.org/10.32540/2071-1476-2024-1-239
  2. Шинкарук, О., Анохін, Е., Юхно, Ю., Лут, І., Пінчук, В., & Бондар, М. (2023). Вплив глядацької аудиторії на популяризацію кіберспортивних дисциплін та проведення змагань. Теорія і методика фізичного виховання і спорту, 2, 86–94. https://doi.org/10.32652/tmfvs.2023.2.86–94
  3. Шинкарук, О., Русановський, Д., & Петрик, О. (2024, Травень 31). Мобільний кіберспорт: становлення, розвиток та сучасні виклики. У VІІ Всеукраїнська електронна науково-практична конференція з міжнародною участю. Київ: НУФВСУ, 185–186.
  4. Шинкарук, О. (2024). Розвиток екосистеми кіберспорту на сучасному етапі. Спортивна наука та здоров’я людини, 1(11), 233–245. https://doi.org/10.28925/2664-2069.2024.115
  5. Shynkaruk, O., Byshevets, N., Aloshyna, A., Iakovenko, O., Serhiienko, K., Pinchuk, V., Petryk, O., & Lut, I. (2025). Linear Programming as a Tool for Managing the Training Process of Esports Teams. Physical Education Theory and Methodology, 25(1), 120–129. https://doi.org/10.17309/tmfv.2025.1.15
  6. Anderson, J. (2020). Economic factors in global mobile esports growth. International Journal of Gaming and Esports Research, 5(2), 34–47.
  7. Baker, K., & Stone, R. (2019). Competitive gaming on mobile platforms: A new frontier for esports? Gaming and Society, 11(3), 121–132.
  8. Brown, J. (2022). Global recognition of mobile esports: An overview. Digital Media & Communication Review, 14(5), 133–150.
  9. Ericsson. (2025). 5G Performance Report: Low latency and high speed in gaming. https://www.ericsson.com/en
  10. Esports Charts. (2025). Mobile Esports Overview. https://escharts.com/news/category/mobile-esports
  11. Gonzalez, A. (2018). Comparative study of mobile esports and console gaming. In M. Weber (Ed.), Innovations in E-Gaming (pp. 87–100). E-Games Press.
  12. Google Stadia. (2025). Офіційний сайт. https://stadia.google.com/gg/
  13. GSMA Intelligence. (2025). The Mobile Economy. https://www.gsmaintelligence.com/research
  14. Hamel, G. (2020). Growth and accessibility in mobile esports. International Journal of Mobile Gaming, 8(2), 134–149. https://doi.org/10.5678/ijmg.2020.0802
  15. Intel Corporation. (2025). Sponsorship dynamics in emerging esports markets. https://www.intel.com/content/www/us/en/homepage.html
  16. Jackson, R. (2018). Origins of mobile esports: Early tournaments and technical constraints. In B. Carter (Ed.), History of Competitive Gaming (pp. 145–162). E-Games Press.
  17. Johnson, E. (2021). Physical and cognitive synergy in mobile esports training. Journal of Modern Sports Science, 15(3), 88–97.
  18. Johnson, R. (2021). Advancements in mobile technology and its impact on esports. Technology in Esports Review, 5(1), 98–110. https://doi.org/10.9876/ter.2021.0501
  19. Kim, S. (2019). Mobile esports as an educational tool: Developing strategic thinking and teamwork skills. Educational Technology in Gaming, 3(2), 47–60. https://doi.org/10.2345/etg.2019.0302
  20. Lee, J., & Park, H. (2018). Social integration through mobile esports: Enhancing intercultural communication. Journal of Social Gaming, 4(3), 112–125. https://doi.org/10.6789/jsg.2018.0403
  21. Miller, R. (2019). Economic viability of free-to-play models in mobile gaming. Journal of Interactive Economics, 10(3), 67–79.
  22. Newzoo. (2022). IP-Based Mobile Games: Overcoming UA Challenges With Franchise Power | Newzoo Trend Report. https://newzoo.com/resources/trend-reports/ip-based-mobile-games-report-2022
  23. NVIDIA GeForce Now. Офіційний сайт. https://www.nvidia.com/en-us/geforce-now
  24. O’Dell, M. (2021). Mental strategies and training regimens for high-level mobile esports players. Sports Psychology in Digital Competition, 17(2), 78–91.
  25. Pew Research Center. (2021). Smartphone adoption: Economic factors and global trends. https://www.pewresearch.org/
  26. PUBG Corporation. (2025). PUBG Mobile Pro League (PMPL) official rules and overview. https://www.pubg.com/en
  27. Samsung. (2023). Investment in global mobile esports: Annual report. https://images.samsung.com/is/content/samsung/assets/global/ir/docs/2023_4Q_Interim_Report.pdf
  28. Sensor Tower. (2025). Mobile gaming trends report: Microtransactions revenue breakdown. https://sensortower.com/
  29. Social Media Research Lab. (2020). Integration of mobile games with social networks: User engagement study. https://smrl.org/publications
  30. Statista. (2021). Mobile Esports Prize Pools. https://www.statista.com/statistics/1119007/mobile-esports-prize-pools
  31. Tencent. (2022). Tencent esports investment statement: Strengthening PUBG Mobile ecosystem. https://www.tencent.com
  32. Wang, X., & Chen, Y. (2020). The role of 5G and cloud gaming in the evolution of mobile esports. Future Technology in Esports, 9(2), 34–46. https://doi.org/10.8765/fte.2020.092
  33. White, F. (2021). Physical fitness programs in esports teams: Evidence-based practice. In T. Wilson (Ed.), Handbook of Esports Health and Wellness (pp. 33–49). Academic Digital Press.