In recent years, the number of video games in the market has steeply risen, and it goes hand in hand with the rise of in game streams. To this date, 470 million of this content is spoken of, and this number is growing steadily. It is no wonder, therefore, that everyone wants to cut a piece of the imaginary cake and give a little life.
The phenomenon was probably triggered by the Twitch.tv platform - the site was so popular as a small start-up that Amazon bought it in 2014 for an incredible $ 1 billion and is still the leader in the field of game streams. Their audience consists mainly of males between the ages of 13 and 34 and spends there on average more than an hour a day. Ads and products tailored to this target group are just flushing and Twitch has become a breeding ground for future game flow development.
Every year there is a plenty of new games, and shopping is a complex process. One simply wants to choose the game that will make him entertained, without having the remorse of conscience. The demo version era is long over, and streaming with Youtube videos has become the golden middleway to promoting new titles. You get the commented content here and now, and you are straightforward to say if the game experience matches the price.
Popular gaming streams revolve around charismatic personalities who are capable of seizing viewers no matter what games they play. Rather than come to see how the game is played, they have come to watch their hero, who is playing the game. Their favourite players do not just create content, they become strong opinion leaders and are effective channels through which you want to know about your new game.
Electronic sports, or e-sports, are not easy to explain to an uninitiated, one well-known dictionary defines it as follows: "A multiplayer video game played competitively for spectators, typically by professional gamers." The debate is about whether or not it really is a sport. If you have not said much about the definition, nothing goes wrong. All you have to do is: If people are willing to watch the world football championship on their TV screens, they can also watch the video game championship on their computer screens. And they can watch where else than on streaming platforms. There is one of the most popular and lucrative categories, and the brand is just a pen for them.
E-sports championships are spectacular events that play millions of dollars
In response to the rapid development and popularity of the new industry, the Asian Olympic Committee (OCA) decided on 18 April this year to include a competitive computer game in a traditional sporting event called Asian Games. In some sporting events, they only appear demonstratively, but in Hangzhou, China, players will be able to officially win their first ever medal. And although e-sport is still not an Olympic sport as such, it is one big milestone in the world of computer games.
The popularity of e-sports and the game flow itself is just Twitch.tv. His direct competitor did not wait long and Youtube came up with a platform called YouTube Gaming (note: YouTube or Google also attempted to acquire Twitch.tv). He has long dominated the field of on-demand video, and he wanted to consolidate his position on the live stream of services. However, its content, unlike its rival, focused less on e-sports and more on upcoming or newly released games, which may be due to its lower audience. Even so, it has become a meaningful alternative for many audiences.
In August 2016, Facebook announced its collaboration with Blizzard Entertainment (a developer studio and game publisher responsible for, for example, World of Warcraft, or "WoW"), which has been linked to Facebook Live, through which you can literally play live gaming with two clicks - but only from Blizzard.
Today it is trying to optimize both mobile and desktop software programs with Facebook Live in a way that makes streaming easier and more accessible to everyone. The largest social network simply knows, that it has a base of 1.6 billion active users, thereby getting an active number of live broadcasters and their viewers will not be such a problem. However, professional or well-known players do not use it too much and a few ordinary people do not popularize it so much - so the ambitious plan to stick with the gaming streams remains in the long run.
Last but not least, it decided to enter is Twitter and Twitter in March 2017. Twitter has entered into partnerships with major game tournament organizers such as ESL or Dreamhack and talks about more than 1500 hours of e-sport content. It makes sense that a large number of players already have an account on it, they use it as a means of communicating at different events, and that's why they should have everything in one place.
There is no clear reason why players are willing to spend hours watching online streams, even though they can play the same game themselves. They can interact and they interact within the media, streaming services are more similar to social networks than any gaming company. So whether the gamblers cannot decide which game to buy, watch their celebrity or cheer up their favourite e-sport team, for all of them the streaming platforms have become home and the environment where they can spend their free time.
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