Video game live streaming

From Wikitia
Jump to navigation Jump to search

People would often broadcast themselves playing video games to an internet audience in real time as part of an activity known as "live streaming of video games." The trend first gained traction in the middle of the 2010s on the website Twitch, which is situated in the United States. Since then, it has spread to YouTube, Facebook, the websites Huya Live, DouYu, and Bilibili, as well as other services. By 2014, Twitch broadcasts attracted more viewers than HBO Go, the premium cable network's online streaming service. Streamers that make a living from their work often mix expert-level gameplay with amusing commentary and rely on sponsors, subscription fees, advertising money, and donations to fund their operations.

By taking advantage of the free advertising opportunities that live streaming offers, developers of all sizes have been able to sidestep the effects of increased development expenses. Independent games like Fall Guys, Rocket League, and Among Us are just a few examples of the kinds of games that have seen their player bases explode as a direct consequence of the popularity of streaming. Esports have also received a large amount of momentum and attention as a result of the availability of live streaming, which has even been utilised as a tool to raise awareness of social concerns and money for charitable organisations.

The allure of live streaming is that it can turn a hobby of playing a video game into a full-time career of streaming, but it also brings with it the risks that are associated with this additional renown. These risks can take place either within the video game, such as stream sniping, or in real life, such as stalking and swatting. In addition, since there is such a low barrier to entry in terms of both the technology and the audience, a wide range of streams and games are able to be broadcast.