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Video Game Streaming – The New Limit!

Video games were always competitive sports. Arcade boxes had previously pixelized, high scores and every kid wanted to be with 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 closer 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 Entertainment Software Association 2011, the average age of players in the United States is 37, while 42 percent of players are growing.

One of the biggest trends in today's day is live streaming is not music (as you might have supposed before) but is a competitive game. e-sports today attract thousands of viewers. There are many venues today, specifically for players and fans to fuel e-sports events. Many e-sports websites explode across the Internet as live webcasts bring competitive video games to a whole new level, transforming it into a sport that millions are watching from just insiders.

Video Game Streaming: Big Players

The great players in video games are currently Own3D.tv and TwitchTV. Own3D.tv has launched online video game brochures 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, conveyed the Intel Extreme Masters event, 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 race (about the League of Legends, another popular game) on Own3D, with about 250 GB of traffic through the event.

And a live video streaming producer Justin.tv has witnessed -Sport streaming is growing steadily at such a fast pace as it has dedicated a whole web page to it. 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. The iPhone mobile app has received more than 80,000 downloads at the start of the application in less than a month. From October 10th to October 16th, the website received massive traffic, as shown in the following figures:

Total Watch Hours: 6,737,250

Weekly Unique Viewer: 4,214,057

Unique Viewer: 1.6

Weekly 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:

Adventure (Assassin's Creed II, Lego, Lost Planet)

Strategy (StarCraft II, Total War, Worms)

Sports Games (FIFA, NBA 2K10, MLB 2K10)

Shooter (Modern Warfare 3, Bad Company 2, Left 4 Dead 2)

Role Playing (Mass Effect 2, Dragon Age)

Competition for Need for Speed: Playing the Run Part 1, GP2 Asia Series 2011)

Simulation (The Sims)

Online multiplayer online roleplaying – MMORPG (World of Warcraft, Hydra 9)

Online Fiction: The Legal Page

You can now or at least hear the new streaming video – S.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 because the parts of the bill are rather vague, this may lead to some problems of media / gaming-enthusiastic communities.

is also likely that game developers and publishers may choose not to pursue the pursuit of 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. In addition to online video games, he has generated a screenplay for all the parties involved.

Playing the Game: A win-win situation for everyone

Own web sites such as Own3D.tv and TwitchTV testify to most of the game events surrounding the game. However, these websites can enjoy live video feeders of video game players at any time. Some of these players are only amateurs who like to show their gambling skills to other players, while some are actually professional gaming teams and are preparing for the next race.

In addition, players are getting more and more money out of matches, offering a different way to earn money and live. 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.

TwitchTV has, for example, an income distribution plan where advertisements are given on the player's stream of data and the gains 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 on the winner page. Zvetan Dragulev, the CEO of Own3D.tv, said that 90% of video games were received from pro-gaming teams and events that attract higher CPM rates compared to traditional live 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, it's my guess!

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