Arena of Valor
Game
26 documents in the library are about Arena of Valor, from writers such as Esports Charts, Stream Hatchet and The Esports Advocate. Each has a summary and key insights with the page they come from.
- Articles
- 21
Connections
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Key figures from the reports
Arena of Valor is in a mature, post-peak phase, with monthly active users (MAU) at 0.6 million and monthly revenue at approximately $69,409 as of mid-2026, representing declines of 86% and 94% from their respective all-time peaks.
Udonis, 2026 · Arena of Valor Player Count, Downloads & Revenue Stats (2026)
Garena recorded its strongest performance since 2021 with a 20% year-over-year increase in bookings, driven by the continued popularity of Free Fire and Arena of Valor.
Sea Limited, 2026 · Sea Limited First Quarter 2026 Results, p. 16
Arena of Valor achieved record-breaking performance with 133.6 million hours watched, securing the second position in the global rankings.
Esports Charts, 2026 · Top Mobile Esports Games of 2025 by Viewership
Mobile titles and auto-battlers showed significant growth, with Arena of Valor rising 142%, Brawl Stars increasing 127%, and Teamfight Tactics growing 55.5%.
Stream Hatchet, 2024 · Top Games in Live-Streaming: March 2024
Established titles continue to command significant market share, exemplified by Arena of Valor, which has surpassed $10 billion in total lifetime revenue.
Game World Observer, 2023 · 19 Mobile Games Crossed $1 Billion in Revenue in 2023
Documents about Arena of Valor
Chinese Publishers & Chinese Games on Live Streaming
Chinese-published games maintain a dominant presence in the global live-streaming landscape, though their performance varies significantly based on platform and genre.
- Mobile-first titles like Call of Duty: Mobile and PUBG Mobile rely heavily on TikTok Live, which accounts for up to 92% of their total hours watched.
- Mobile Legends: Bang Bang is the dominant Chinese-published game on live-streaming, generating 628 million hours watched in H1 2026, which exceeds the combined total of the bottom seven titles in the top 10.
- The highest viewership for Chinese-published games in the last four years occurred in December 2024, when the simultaneous launches of Marvel Rivals and Delta Force drove 196.1 million hours watched.
Valorant x Esports World Cup 2026: Peak Concurrent Viewership Analysis
The 2026 Esports World Cup witnessed a notable contraction in audience engagement for the Valorant tournament, marked by a 45.8% decline in peak concurrent viewership compared to the 2025 iteration.
- Valorant peak concurrent viewership for the 2026 Esports World Cup declined by 45.8% compared to the 2025 event.
- The tournament’s $2 million prize pool failed to drive engagement, demonstrating that financial incentives are less effective than team-based appeal for viewer retention.
- The primary cause of the viewership downturn was the absence of top-tier rosters and the early elimination of fan-favorite organizations.
MLBB Championship Tour AMER 2026: Debut Season Viewership
The 2026 debut of the Mobile Legends: Bang Bang Championship Tour Americas (AMER) marked a significant expansion for the franchise into the Western market, achieving viewership figures that eclipsed several established tier-2 leagues such as the LCS, LPL and EMEA Masters.
- The 2026 debut of the MLBB Championship Tour Americas (AMER) outperformed established tier-2 leagues like the LCS, LPL, and EMEA Masters in average concurrent viewership and total watch hours.
- TikTok served as the primary driver of engagement, accounting for nearly 75% of total watch time and hosting peak concurrent viewership exceeding 60,000.
- The tournament reached a peak of 62,345 concurrent viewers during the Swiss Stage Week 1 match between Alpha7 Esports and 9z Team.
Esports Charts Updates: Dashboard, Favorites, Records & More
Esports Charts has expanded its analytics platform with a comprehensive dashboard that tracks live viewership, favorites and records across major tournaments.
- Esports Charts has launched a centralized dashboard featuring a media-value calculator, multi-stream viewer, and expanded records section to track live viewership, prize money, and team watch-time.
- IEM Cologne Major 2026 achieved a peak of over two million live viewers, while EMEA Masters Spring experienced a 65% decline in viewership, highlighting significant shifts in audience engagement.
- New 'Additional Reach' and non-standard viewership labels have been implemented to distinguish organic audience figures from those inflated by promotional, embedded, or external streams.
Esports Charts Flags Non-Standard Viewership for Context
Esports Charts is expanding its analytics framework by adding a “non-standard viewership” label to event data.
- Esports Charts has introduced a 'non-standard viewership' label to identify event metrics potentially inflated by autoplay, embedded streams, bots, or promotional distribution.
- The new labeling system aims to help stakeholders distinguish between genuine audience engagement and anomalous traffic to prevent the overestimation of reach.
- Legitimate viewership data remains counted, and the platform’s existing policy regarding view-botting remains unchanged by this update.
Arena of Valor Player Count, Downloads & Revenue Stats (2026)
This analysis examines the performance and market position of the mobile MOBA title Arena of Valor as of mid-2026.
- Arena of Valor is in a mature, post-peak phase, with monthly active users (MAU) at 0.6 million and monthly revenue at approximately $69,409 as of mid-2026, representing declines of 86% and 94% from their respective all-time peaks.
- While revenue continues to trend downward, the game experienced a 2026 rebound in monthly downloads, which have climbed above the lows recorded in 2024 and 2025.
- The game has generated $48.2 million in lifetime revenue across 42.1 million total downloads, with current monetization efficiency at $0.07 ARPDAU and $1.14 revenue per download.
Vietnam Game Industry Monthly Report: April 2026
The Vietnam Game Industry Monthly Report for April 2026 provides a comprehensive analysis of the mobile gaming landscape, focusing on market performance, emerging trends, and regulatory shifts.
- Vietnam's mobile gaming revenue remained stable at $22 million in April 2026, despite a 5.29% decline in total downloads compared to March.
- The Team Battle subgenre experienced a significant surge in popularity, recording a nearly 60% increase in downloads driven by anime-themed intellectual properties.
- Market entry success in Vietnam is increasingly dependent on genre hybridization, such as the approach used by 'Haunted Room' and 'Total Football VNG' to combine established mechanics with global brand recognition.
Vietnam Gaming 2026 Outlook
The Vietnam Gaming 2026 Outlook provides a comprehensive analysis of the mobile and PC gaming sectors in Vietnam, projecting sustained market expansion through 2026.
- The Vietnamese mobile gaming market is projected to reach 1.34 billion annual downloads and $287.45 million in in-app purchase revenue by 2026.
- Vietnam is currently in a high-growth user acquisition phase, though monetization per user remains less mature than in China or South Korea, signaling significant untapped revenue potential.
- Success in the Vietnamese market requires adapting game mechanics to favor convenience-driven progression over grind-heavy systems, even for globally popular genres like 4X Strategy, MMORPGs, and Match-3.
Sea Limited First Quarter 2026 Results
Sea Limited’s first quarter 2026 results demonstrate robust financial growth across its three primary business segments: Shopee, Monee, and Garena.
- Sea Limited reported Q1 2026 consolidated GAAP revenue of $7.1 billion and total adjusted EBITDA of $1.03 billion, reflecting sustained profitability across its business segments.
- Shopee achieved record GMV and revenue growth, supported by a 16% year-over-year increase in monthly active buyers and a ShopeeVIP program that now accounts for 20% of total Asian GMV.
- Garena recorded its strongest performance since 2021 with a 20% year-over-year increase in bookings, driven by the continued popularity of Free Fire and Arena of Valor.
Top 10 Most-Watched Arena of Valor Tournaments Ever
Arena of Valor maintains a robust global esports presence, anchored primarily by the consistent performance of the Vietnamese Arena of Glory league.
- The Arena of Glory Spring 2025 season is the most-watched tournament in the game's history, generating 28.9 million total hours of viewership.
- The 33rd Southeast Asian Games (Men) reached a peak concurrent viewership of over 1.04 million, marking a significant milestone for international event-based engagement.
- Vietnam’s Arena of Glory league serves as the primary engine for the game's global esports ecosystem and sustained viewership.
RPL 2026 Summer: Buriram Wins and Viewership Hits 2-Year Low
Buriram United Esports secured the RoV Pro League 2026 Summer championship, marking the organization’s first domestic title since 2020.
- Buriram United Esports won the RoV Pro League 2026 Summer championship, ending a title drought dating back to 2020 by defeating defending champions FULL SENSE.
- Tournament peak viewership fell to a two-year low of 205,855, a decline attributed to the absence of legacy organizations Bacon Time and Talon Esports from the playoffs.
- The league achieved a record-breaking 60,000 peak viewers on TikTok, signaling a major shift in audience engagement toward short-form video platforms.
Top Mobile Esports Games of 2025 by Viewership
Mobile esports solidified its status as a foundational pillar of the global gaming industry throughout 2025, driven by increased institutional recognition through high-profile events like the Esports World Cup and the Southeast Asian Games.
- Mobile Legends: Bang Bang remains the global leader in mobile esports, generating 434 million hours watched in 2025 despite not hosting an M-Series World Championship.
- Only three mobile titles surpassed the one-million peak concurrent viewer milestone in 2025, highlighting a highly concentrated elite tier in the industry.
- Arena of Valor achieved record-breaking performance with 133.6 million hours watched, securing the second position in the global rankings.
Companies behind it
As the documents state it.
