Streaming video game content has been around for a while now but it is still an untapped market. In 2018, Twitch became the first streaming platform to surpass 1 million concurrent viewers and there were 336 million monthly active users, making them the third largest source of traffic on the internet. Despite this huge success in 2018, many companies are still hesitant to dive into this new market because of its lack of established platforms and there are no set rules for streaming. There are few legal uncertainties about broadcasting games online but there is also no clear structure for how regulations will be made or how various markets will be allowed to interact with one another if they do decide to regulate it.
This new and exciting market has a lot of promise for both gamers and companies alike. Twitch was bought by Amazon in 2014 and has generated $90 million in revenue through ads, subscriptions and sponsorships since it launched. The League of Legends World Championships is the most watched eSports event in history and the prize pool for Fortnite’s World Cup of Gaming exceeded $30 million. There are plenty of other examples, such as Dota2’s International where there was $24 million in prize money for only one tournament.
Gaming is an extremely popular hobby, regardless of your location, culture or economic class. It transcends race and religion, so a global market could be established to broadcast every kind of game. The same goes for the people watching it. They don’t just play multiplayer games like League of Legends or World of Warcraft; they watch them too! The main thing holding international broadcasters back is their fear that they will be held liable by the International Olympic Committee in 2022. The top website for sports wpc2027 live dashboard. The biggest issue surrounding streaming video game content is the IOC’s choice to classify eSports as a sport in 2018. The decision was met with equal amounts of joy and disdain by the gaming community and it sparked many debates about the differences between ‘real’ sports and simulated digital ones.
The IOC was probably looking to improve the image of traditional sports and protect their sponsors. They realized that eSports audiences are mostly adult men and it is in the best interest of those sponsors to make sure those viewers are still alive and well into the future. Through the use of virtual reality (VR), eSports have become more than just spectators watching a game; they became participants, fully immersed in a virtual world, experiencing emotions, pain, joy or frustration as if it was happening to them.
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