G2 and PUBG MOBILE in Western Europe: market development or brand play?

Abstract illustration inspired by competitive gaming

G2 Esports and PUBG MOBILE Esports announced a regional partnership last month. The scope covers creator activations, the PUBG MOBILE Club Open Western Europe Wildcard, an ambassador program opening with JanickaGaming, and G2’s media house — 62 — producing the PMGO Western Europe Finals scheduled for September 11–13. Wildcard winners get a bootcamp at G2’s facility with access to coaching staff.

Dechelotte described it as a partnership where each side contributes differently. PUBG MOBILE brings the competitive infrastructure; G2 brings a fanbase that travels with the brand across titles. Both statements are accurate. Both are also the most flattering version of what is, structurally, a low-commitment market probe.

What the numbers say about Western Europe

The global PUBG Mobile viewership story improved meaningfully in 2025. The PUBG Mobile World Cup at the Esports World Cup in Saudi Arabia reached 1.3 million peak concurrent viewers, the game’s strongest number in over four years. At the 2025 Global Championship, English rose from 8.3% to 32.7% of broadcast audience share — a genuine shift, not a rounding error.

But that shift started from 8.3%. Asia-Pacific audiences still account for roughly 65% of PUBG Mobile esports viewership overall. Western Europe does not appear as a named growth driver in any of the data narratives around the title’s resurgence. The PMGO Western Europe Finals, the event 62 will produce in September, is a wildcard — it feeds into a global circuit rather than anchoring one. Twitch hours watched for PUBG Mobile fell 65% between Q1 2022 and Q2 2024. The audience migrated to YouTube and Asian streaming platforms. Western Europe has not generated a platform migration story worth telling, which suggests the audience was not large enough to produce one.

Abstract digital scene with geometric elements

What G2 is actually buying here

G2 closed a Series B in March 2025 and is currently in an investment cycle with profitability targeted for 2027. Its $35 million annual revenue breaks toward 45% sponsorships, with publisher revenue and consumer products making up the rest. The media house 62, launched in January 2025, is the arm that needs to grow before the next market contraction.

The PUBG MOBILE partnership serves 62 more cleanly than it serves any traditional competitive play. G2 is not fielding a roster. They are producing an event, managing an ambassador, and offering bootcamp access to amateur winners. The output is content and brand visibility. That is the correct move for where G2’s revenue leverage actually sits during an investment cycle. It just does not align with the scale of the market development language around it.

When asked what commercial success looks like in 18 months, Dechelotte named a “genuine long-term presence” and an eventual competitive roster capable of international performance. Neither is a measurable near-term number. Internally, success probably looks like this: 62 produces September cleanly, JanickaGaming generates enough reach to open new brand conversations, and the wildcard circuit produces one player story worth amplifying. Achievable, and considerably smaller than what the framing implies.

Stylized gamer figure with simplified silhouette

The Wild Rift problem nobody said out loud

Dechelotte mentioned G2’s Wild Rift experience briefly. G2 Blacklist reached the World Finals. The title was subsequently shut down. He drew the lesson that mobile meta volatility demands a different coaching approach. That is a reasonable takeaway. The other takeaway, which did not come up, is that investing in a Western mobile competitive structure means betting on a publisher’s long-term commitment to that structure, not just on the player numbers.

Tencent’s commitment to PUBG Mobile globally is not ambiguous. Their commitment to sustaining a competitive Western European structure beyond what it generates commercially is a different question, and one the partnership does not answer.

The actual distribution of benefit

G2 gets a content vehicle with global brand credibility and Esports World Cup proximity. 62 gets a production credit on a regional final. JanickaGaming gets a brand association that repositions her in Western European mobile esports coverage. PUBG MOBILE gets G2’s name reaching an audience that has largely not engaged with competitive mobile and a data point, in twelve months, on whether that audience moves at all.

Whether Western European mobile esports indifference is structural or just lag is what this arrangement is designed to find out. The numbers from September will tell part of that story. They will not tell enough of it.

Avatar photo

Di Adrian Kovacs

Adrien is an international reporter and analyst who works at the intersection of sports, politics, and industry. His writing is precise and sharp, and he has a natural instinct for finding stories where others see nothing. He moves between airports, arenas, and confidential documents.