Video games were always competitive sports. Arcade boxes were previously pixelized, with high scores and each child wanted one of the highest scores in their neighborhood. The online explosion and the iconic first-person shooter games, such as Doom and Counter Strike release, have started to come together from all over the world. In 1997, the first e-sports organization, the Cyberathelete Professional League, was set up. Since then, the gaming world has jumped forward to online gaming and streaming. Let's take a look at the phenomenon.
Online Gaming and Streaming Increase
Over the past four decades, online gambling has become one of the world's largest entertainment industries. PricewaterhouseCoopers reports that the global online gambling industry in 2010 was about $ 56 billion! This is bigger than magazine or music industry, and about two-thirds is the size of the movie industry. According to the 2011 Entertainment Software Association, the average age of players in the United States is 37, 42% of players are women.
One of the biggest trends today, live broadcasting is not music (as previously assumed) but a competitive game. Today, e-sports connect with thousands of viewers. There are many venues today, specifically for players and fans to fuel e-sports events. A number of e-sports websites exploded on the Internet, as live webcasts boosted competitive video games to a whole new level and transformed into a sport that millions were regarded as insiders.
Broadcasting Video Games: Big Players
Today's great video game players are Own3D.tv and TwitchTV. Own3D.tv has started online video game broadcasting in 2010, and currently the website receives more than four million unique viewers per month for video live streaming. In March 2011, the Electronic Sports League (ESL), the world's largest gaming tournament, featured Intel Extreme Masters, which is one of the most popular gaming competitions of the year through Own3D. With a $ 400,000 prize game, the game competition featured 75,000 simultaneous live viewers on an event day, with the audience reaching millions of players. In June 2011, more than 200,000 simultaneous viewers watched the DreamHack tournament (the League of Legends around another popular game) on Own3D, with 250GB of traffic at the event.
And live video service providers, Justin.tv, watched e-sports video streams so fast that they devoted a whole web page to her. In June 2011, TwitchTV was launched after the video game broadcast reached about 3.2 million unique monthly views on its main website. TwitchTV has over 12 million unique viewers every month. In addition, growth has seen an 11 percent growth rate since growth. In addition, TwitchTV has over 1000 premium partners. More than 80,000 downloads of the iPhone mobile app have been received within one month of the launch of the application. From October 10th to October 16th, the website received bulk traffic, as shown in the following figures:
Total number of viewing hours: 6,737,250
Weekly Unique Viewer: 4,214,057
Unique Viewer: 1.6
Individual Individual chat: 309,220
Peak parallel viewers on a single stream: 125,862
Highest peer reviewers on all the content of the game: 165,250
Streaming Video Games: Popular Genres
Here are the most popular genres of live online video streaming:
Strategy (StarCraft II, Total War, Worms)
Sports Games (FIFA, NBA 2K10, MLB 2K10)
Competition (Need for Speed : Playing the Run Part 1 !, GP2 (Role Playing)
Role Playing (Modern Warfare 3, Bad Company 2, Left 4 Dead 2) Asia Series 2011
Simulation (The Sims)
Massively Multiple Layer Online Role Playing – MMORPG (World of Warcraft, Hydra 9)
Online Fiction: The Legal Page
You can now or at least hear about the new bill about anti-streaming video 0.978. Currently, it is not illegal to streamline, for example, Call of Duty Modern Warfare 3 online, as it is public. However, such a bill prohibits such videos. This bill may look great at first glance as it helps to curb piracy, but parts of the bill are quite vague, this may lead to some of the issues of media / gaming-enthusiastic communities.
It is also possible, however, that game developers and publishers may choose not to broadcast streaming players, so things stay the same way they are now. Given that the huge number of such videos available on the Internet is rather optimistic that you really think that game developers and publishers will have enough time and money for users every time they break this law. With the online video game broadcast, he has created a winning script for all involved parties.
Game Streaming: The Win-Win Situation for Everyone
Their own websites like Own3D.tv and TwitchTV are the most playful game around. However, these websites can enjoy live video feeders of video game players at any time. Some of these players are just amateurs who love their gaming skills for other players, while some are actually professional players and are preparing for the next race.
In addition, players are becoming more and more income-earning on matches, as live video streaming can earn and earn more money. Live video gaming sites like Own3D.tv and TwitchTV deal with professional gaming partners. The most common types of monetization include ads, subscriptions, and pay per view.
For example, TwitchTV offers a revenue sharing plan where players sell their ads on streams of players and the profits they receive are shared. TwitchTV also includes auto-transcoding, where viewers can scroll through different quality settings based on their connection. In addition, partners will get early access to Twitch's latest technology and test new capabilities.
Companies are also winners. Zvetan Dragulev, the CEO of Own3D.tv, said that 90% of video games come from pro-gaming teams and events that attract higher CPM rates compared to traditional live-stream video streams. In addition, advertisers love the fact that they provide hospitality to a well-defined audience. So everyone is happy – well, no one is happier than the players would be my guess!