Japanese mobile game and Internet company DeNA launches Mirrativ for Android to let users livestream anything on their screen
DeNA Goes Live Streaming With Mirrativ — Japanese mobile game and Internet company DeNA Co. is joining the global live streaming race with a new app …
Context & Ripple Effects
DeNA has spent 2015 widening its smartphone footprint: in March it struck a deal with Nintendo to bring its games and IP to mobile, and now it is adding a consumer app on top of that publishing business. Mirrativ streams whatever is on an Android user's screen, putting DeNA directly into the mobile live-streaming lane just weeks after Kamcord added live game streaming to its recording SDK.
First-order effects
- Mirrativ gives DeNA a consumer-facing product independent of its game partnerships — any Android app becomes streamable content, not just DeNA-published titles.
- Kamcord's July move to live game streaming now faces a direct Japanese rival whose capture works across the whole screen rather than inside individual games.
Second-order effects
- The field keeps filling out — Mobcrush formally launched its own mobile-game streaming platform within a year of Mirrativ's debut, confirming this as a contested category rather than one player's experiment.
- Google responded at the platform level by shipping a recording API for Android developers alongside new ad formats, which lowers the technical barrier for every would-be streaming app and pressures standalone tools like Mirrativ to differentiate on community and distribution instead.
Third-order effects
- If screen-level broadcasting becomes a default Android capability, dedicated streaming startups compete less on capture technology and more on audience aggregation — while diversified publishers like DeNA treat broadcast as another surface for their existing IP.
The trend: Mobile game companies are expanding from publishing titles into owning the broadcast layer itself, as screen-capture streaming turns every phone into a potential channel.