Although not at the level of VR, the buzz (or hype depending on your point of view) around the potential for mobile eSports isn't far off.
Yet according to Loic Argelies, VP Product & Partners at eSports broadcaster Azubu, the opportunity in 2016 is about mobile as an eSports viewing channel, not a playing channel.
"During 2015, we saw our mobile viewing growing at triple digit rates," he says.
"For example, during December our peak viewing was 50 percent higher than our previous peak, and 30 percent of that was on mobile devices."
Fast company
Of course, as content consumption moves from desktop to mobile, this sort of shift shouldn't be a surprise.
Azubu itself laid the foundation with the launch of its new modular v3.0 platform in June, which coincided with the release of iOS and Android apps.
"We invested heavily in mobile in 2015, and will be doubling down on mobile in 2016," Argelies says.
You need a mobile game to ignite the market.Loic Argelies
Yet when it comes to mobile eSports, he's less certain how and when it will take off.
"You need a mobile game to ignite the market," he points out, adding that another challenge is the widespread availability of devices with the processing resource to play and stream simultaneous.
When/if?
Certainly for Azubu, the key games for the channel, which focuses on broadcasting professional eSport leagues and events, are the usual suspects such as Riot's League of Legends and Valve's Dota 2
Blizzard's PC and mobile Hearthstone is also popular, and maybe a pointer to the sort of mobile eSports experience that will make a breakthrough.
"Mobile eSports has the potential to be as big as desktop," Argelies argues.
"But I think it will take 12-18 months for the market to develop."