Video games have always been a competitive sport. The arcade boxes had the highest score dotted lists, and every child wants to have one with the highest grades in their neighborhood. With the breakup of the Internet and the release of famous first-person shooters such as Death and Blow Counter, players from all over the world began to come together. In 1997, one of the first eSports organizations, the Sybolit Professionals Association, was established. Since then, the gaming world has jumped into the game and online broadcasting. Let’s take a closer look at this phenomenon.
The rise of online gaming and programming
Over the past four decades, online gaming has become one of the largest entertainment industries in the world. It is the largest in the magazine or music industry and about two-thirds the size of the film industry. According to a 2011 report by the Entertainment Software Association, the average age of a player in the United States is 37 and 42 percent of these players are women.
One of the biggest trends today in live streaming is not music (as you previously assumed), but competitive games. Today, e-sports attracts thousands of viewers. Many places today, catering specifically for players and their fans broadcast electronic sporting events. Many sports sites have burst across the Internet, as live web castings take competitive video games to a whole new level, turning them into a sport watched by millions of one that has been limited to insiders only.
Broadcast game: Big Players
Among today’s top streaming video game players Own3D.tv and TttTV. Own3D.tv began broadcasting video games online in 2010, and the site currently receives more than four million unique viewers per month for live video games. In March 2011, the Electronic Sports League (ESL), the world’s largest gambling league, released Intel Master Extreme, one of the most popular gaming tournaments of the year, via Own3D. With prizes of $400,000, the game’s championship attracted 75,000 live viewers simultaneously on the days of the single event, while the general public reached several million players. In June 2011, more than 200,000 viewers watched the Dreamhack Contest (based on League of Legends, another popular game) on Own3D, with about 250 GBps of traffic during the event.
Online streaming games: the legal aspect
Now you can know or at least heard of the new anti-video streaming bill – S.978. Today, it is not illegal to transmit, for example, the lure of the modern war duty 3 constituencies online, as public performance is considered. However, such a bill makes these videos illegal. This bill may seem like a great thing at first glance because it helps reduce piracy, but because parts of the bill are too vague, it can cause problems for enthusiastic members of the media and gaming communities.
However, it is also possible for game developers and publishers to choose not to pursue streaming players, leaving things the same way they do now.
Game Flow: A win-win situation
Sites like Own3D.tv and TitchTV know most of the traffic around the game’s events. However, these sites include live video channels for players who play popular video games at any time as well. Some of these players are just fans who like to show off their playing skills to other players, while some belong to professional teams and prepare for the next tournament.
TwitchTV, for example, has a revenue-sharing plan where they sell ads in the player stream and the profits earned are divided between them. TwitchTV also includes automatic recoding, where viewers can rotate between a variety of quality settings, depending on their connection. In addition, partners also have early access to the latest Twitch technologies, in addition to the ability to test new features.