V5.21 Patch Notes |

Total Page:16

File Type:pdf, Size:1020Kb

V5.21 Patch Notes | IMAGE: IPSY IMAGE: V5.21 PATCH NOTES | NOTES V5.21 PATCH MAY 2021 REPORT NEW OWNERS, CELEBRITIES AND MORE BIG TAKEAWAYS PAGE 3 A quick summary of what stood out to us TABLE OF TRENDING PAGE 4 Trends we saw in the past month and the impact we expect them to have BRAND ACTIVATIONS PAGE 9 Interesting activations from some nonendemic brands OTHER IMPORTANTS PAGE 12 A hodgepodge of information from data to missteps PAGE 2 BIG TAKEAWAYS Large developers look to expand notoriety beyond their primary titles. Gaming organizations focus on diversity with new owners and partnerships. Industry events contemplate online versus in-person conventions as COVID-19 restrictions ease. MAY 2021 Celebrities from outside of gaming are using Twitch MAY 2021 to connect with new fans. IMAGE: NINTENDO MAY 2021 MAY 2021 PAGE 3 TRENDING NO.001 SECTION WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. IMAGE: 100 THIEVES EPIC GAMES PLANS FOR THE FUTURE IMAGE:EPIC GAMES WHAT HAPPENED Fortnite has made Epic Games one of the most well-known names in WHY IT MATTERS video games. While that continues to be true, Epic has no interest in If we just look at Fortnite we’ll see an ecosystem that’s built on experimentation being a one-hit wonder. They launched their Steam competitor in 2018 and a keen understanding of what the modern gamer wants. And while Fortnite along with securing a flurry of exclusive titles. Steam remains the 001 is the most well-known game in Epic’s arsenal, it’s not alone in that approach. dominant marketplace on PC, but Epic has made recent acquisitions That’s because Epic understands that gaming is moving more quickly than ever NO. to strengthen its offering. Itch.io, the popular indie game marketplace, and in order for them to compete with the likes of Steam, they’ll need to create will be available in the Epic Games Store as a download. Epic also and adapt faster and smarter than anyone else. While Steam takes a 30% cut of purchased ArtStation, an artist community, that has a heavy focus on every game they sell, Epic only takes 12%. While other developers are creating 2D and 3D gaming art. Epic has an uphill battle to overtake Steam, but generic character skins, Epic is partnering with popular companies so fans can they are making a stronger push now than they have in years past and play as some of the most iconic characters around, like The Mandalorian and especially when compared to others in gaming. NBA players. One thing is certain, this battle will be decided by the fans, and Epic has proven to be a leader in cultivating and curating gamer fandom. TRENDING PAGE 5 IMAGE: TONIC GAMES VALKYRAE: 100 THIEVES CO-OWNER WHAT HAPPENED 100 Thieves continues to make headlines by making two of their longstanding members, Rachel “Valkyrae” Hofstetter and Jack "CourageJD" Dunlop, owners. Both individually have massive audiences and have helped WHY IT MATTERS develop large portions of the content 100 Thieves puts on its channels. It is a Esports and gaming, in general, are in desperate need of more diversity. There have been significant accomplishment for both Valkyrae and Courage, but Valkyrae's strides made that are moving the space in the right direction, but it is dominated by white presence in esports as a woman of color is a huge victory for diversity in the men. That isn’t even taking into consideration the increased levels of toxicity and harassment space. Valkyrae has ascended rapidly in popularity including some highlight that women in gaming have to deal with. One of the reasons we love this story is because the moments recently when she streamed with Congresswoman Alexandria 100 Thieves organization first made a conscientious effort to bring her on as one of its Ocasio-Cortez and won Content Creator of the Year at the 2020 Game premier content creators, then soon realized how she could help better shape its future and Awards. quickly made her a co-owner. Hopefully, Valkyrae’s growth can carve a path for other women to do the same. It will take more organizations like 100 Thieves to prioritize these opportunities and make esports more reflective of the actual gaming audience. IMAGE: VALKYRAE NO. TRENDING 002 IMAGE: 100 THIEVES IMAGE: VALKYRAE PAGE 6 ESPORTS TRAINING GAINING MOMENTUM WHAT HAPPENED Japan is opening its very first gym for esports training featuring rental PC setups and professional coaches available for practice sessions. It is called Esports Gym. While not the most creative name, it is a huge step in esports becoming commonplace to the general public. Asia has been a major driver for esports over the past several years. The latest reports have Asia making up for over 50% of esports viewership in 2019. These gyms signal long-term potential for esports as younger gamers will have a more formal path to improving and going professional. The next step is this concept expanding to North America and Europe. WHY IT MATTERS Esports has a ton of promise, but still faces hurdles. The career of an esports pro is limited compared to other major sports with the average professional lifetime lasting just over a year. The success of the leagues depends so much on continued development and updates from the game’s studio. Many competitors have left their respective esport due to the overwhelming commitment necessary. At the moment, it is easier to be a Twitch streamer or YouTuber making your own content than deal with the stressors of being a professional. On the flip side, more high 003 schools and colleges now have esports teams and even if young gamers don’t expect to go pro, they still might want to improve their skills to better compete against their rival schools. Much NO. like other sports, we expect esports to see similar infrastructure becoming more prevalent from training facilities to youth leagues to amateur tournaments. TRENDING TRENDING IMAGE: ESPORTS GYM PAGE 5 ALSO NOTEWORTHY 07. G4 adds CodeMiko Virtual streamer CodeMiko is heading to G4 with her own show. The plan is to take her interview ALSO NOTEWORTHY style beyond other Twitch streamers to bigger ALSO NOTEWORTHY names in the gaming industry. 08. PlayStation lands deal with Discord After rumors that they were going to be purchased by Microsoft, Sony made an investment in Discord, which ensures the audio chat platform will come to PlayStation and most likely prevent a Microsoft deal. 09. GeoGuessr takes off One of the more popular games of quarantine? A gamified version of Google Maps. It has become a IMAGE: BRIE LARSON content machine for streamers, a challenge for speedrunners and loads of fun for geography nerds. 04. Gaming NFTS run wild The NFT madness is continuing. 100 Thieves, Tfue, Hasbro, and Atari are all entering the NFT space in different ways. As long as the money keeps coming in, the NFTs won’t stop. 05. Brie Larson schools Tessa Thompson in Fortnite Fortnite is inevitable. Marvel stars Brie Larson and Tessa IMAGE:IMAGE: DRAGON CODEMIKO AGE 4 Thompson squaded up to play some Fortnite together on Larson’s Youtube channel. Quarantine has made gamers out of all of us. 06. Microsoft lowers sales cut to 12% The revenue split between digital store owners and developers has been a hotly contested topic. Microsoft lowering their percentage shows they care about keeping devs happy and could pressure others like Steam. IMAGE: TECH GAMING REPORT BRAND ACTIVATIONS NO.002 SECTION WHAT’S INCLUDED Nonendemic brands that decided to get in on the esports action last month. IMAGE: LIL NAS X DOJA CAT EMBRACES TWITCH ACTIVATION NO. 001 WHAT HAPPENED IMAGE: DOJA CAT Popstar Doja Cat is crushing it on the hottest social media platforms. She has built a large following on TikTok and Twitch that shows a great WHY IT MATTERS understanding of how to connect with her fanbase. She isn’t the first traditional entertainer to find themself on Twitch, but she is one of the Doja Cat’s presence on Twitch is impressive as she is using it in the most traditional sense. She logs largest celebrities to use livestreaming as more than a stunt or on, starts playing a game of her choice, and interacts with her audience. And while that might not promotion. She hasn’t made it a frequent occurrence, but she sound groundbreaking, it does show a nuanced understanding of how to use different platforms in understands the constant reinvention required to be successful. Other their intended way. She recognizes how gaming can bridge the gap between music and other athletes and celebrities have also begun to use Twitch and hop into entertainment. No, she probably won’t go on to be a professional gamer or perhaps even a regular games with some of the more popular Twitch streamers and we expect streamer, but other traditional celebrities will certainly follow her blueprint, meeting audiences where this trend to continue. they are, in the way they want to engage rather than forcing them to adopt to their behaviors. PAGE 10 OTHER BRAND ACTIVATIONS LIL NAS X RELEASES HIS OWN VIDEO GAME No stranger to controversy, Lil Nas X has released his own video game about twerking. This follows up his recent blood-infused shoe and string of controversial music videos like “Montero (Call Me By Your Name).” NO. 002 IMAGE: NYX TETRIS TACKLES MAKEUP IN LATEST INSTALLMENT NO. NYX cosmetics created a bold, Tetris-themed eyeshadow 003 and lipstick palette. It is a smart nostalgia play that will further connect lifestyle and gaming and might even IMAGE: RACHEL LUNA result in some new makeup trends.
Recommended publications
  • The Rise of Esports Investments a Deep Dive with Deloitte Corporate Finance LLC and the Esports Observer
    The rise of esports investments A deep dive with Deloitte Corporate Finance LLC and The Esports Observer April 2019 The rise of esports investments | Contents Contents Image - TEO Page 06 Page 22 Page 28 04 Executive summary This publication contains general information only and Deloitte Corporate Finance LLC and The Esports Observer are not, by means of this publication, rendering accounting, business, financial, investment, legal, tax, or other professional advice 06 or services. This publication is not a substitute for such professional advice or services, nor should it be used as a Leveling up: the rise of basis for any decision or action that may affect your business. esports investment Before making any decision or taking any action that may affect your business, you should consult a qualified Esports investment has made professional advisor. significant strides in recent years as traditional investors join Deloitte Corporate Finance LLC and The Esports Observer venture capital in exploring many shall not be responsible for any loss sustained by any person who relies on this publication. of the diverse investment opportunities across the industry’s Copyright © 2019 Deloitte Development LLC. All rights diverse ecosystem. reserved. 01 The rise of esports investment | Contents Contents Page 32 Page 34 Page 38 25 29 34 The value of an esports Why Modern Times Group The rising power (and risk) of investment: an investor view made two of esports' best influencers in esports investments to-date Many investors will find the strong By recognizing
    [Show full text]
  • Past Esports Business Summit Attendees
    PAST ESPORTS BUSINESS SUMMIT ATTENDEES Account Manager, 100 Thieves Host for Call of Duty Esports, Activision Blizzard Director of Business Development, Founding Director of Global Partnerships & Sales, Activision Team, 100 Thieves Blizzard Esports Director of Partnerships, 100 Thieves Esports Partnerships, Activision Blizzard Esports Director of Production, 100 Thieves Director, Advantage Executive Producer / head of content, 100 Thieves VP, Business Development, Advantage Founder & CEO, 100 Thieves CEO / EVP Programming, ADVNCR Head of Partnerships, 100 Thieves Chief Brand Officer, SVP Partnerships, ADVNCR Partnerships Coordinator,, 100 Thieves Director of Sales and Service, AEG/T-Mobile President & COO, 100 Thieves.com, 100 Thieves Arena, AEG Producer, 100 Thieves Senior Vice President, Global Partnerships, AEG/T- Senior Marketing Manager, 100 Thieves Mobile Arena, AEG VP Finance & Operation, 100 Thieves Chief Strategy Officer, AEG Presents Business Development Manager, Rapid Threads, Senior Director of Marketing, Agua Caliente 166 Newport Dr Resort Casino Spa Director of Business Development, Rapid Threads, Community Clinical Psychologist, 166 Newport Dr AIM4TheHeart.org Principal, 361 Commission Allstars Engagement and Internal Branding, CEO, 4G44 Esports People & Culture, AirAsia International Sales Manager, 704Games Territory Manager, AJA Video Systems President, 704Games Innovation and Research Lab Instructor, QA Director, 704Games Alexander Dawson School at Rainbow Mountain Technical Director, 704Games VP, Alford Media Program
    [Show full text]
  • ESPORTS PLAYBOOK for BRANDS 2019 INTRODUCTION “Where Can We Help?”
    ESPORTS PLAYBOOK FOR BRANDS 2019 INTRODUCTION “Where can we help?” It’s a question I ask nearly every potential client I talk to in my role. But this particular time, I was asking our Nielsen Esports Advisory Board, a group of industry experts including the likes of game publishers, event operators, broadcasters and media companies, traditional sports organizations, and brands, who have been invaluable to Nielsen’s successful entry into the Nicole Pike esports space. Managing Director Nielsen Esports The resounding answer: figure out how to explain the esports ecosystem to brands in a way only Nielsen can. So here we are. Since we launched our initial report in our Nielsen Esports Playbook series, esports has grown and evolved in so many ways. One in five fans globally just began following esports within the past year. This growth brings rapid change that is hard to keep track of, even if you’re working in the industry every day. For many brands, this is a daunting task – and ultimately, THE INDUSTRY’S a barrier to their esports investment. HEAVY RELIANCE ON And yet, there is proven value to unlock through esports. Esports fans around the world include some of the hardest-to-reach consumers for brands through SPONSORSHIP OFFERS traditional media – they’re young, digital natives who are also cutting cords and blocking ads at rapid rates. Esports allows brands to reach these fans WAYS FOR BRANDS while they’re engaging with their number one entertainment passion point: TO BOTH CREATE video games. AWARENESS AMONG We’ve created the Nielsen Esports Playbook for Brands - not to explain to brands why they should invest in esports, but ensure brands have the FANS AND BUILD information they need to make an informed decision about whether esports RELATIONSHIPS AND is right for them.
    [Show full text]
  • State of the Stream 2019 the Year in Review Winds of Change As Rival Platforms Nibble Away at Twitch’S Market Share
    StreamElements & Arsenal.gg Present State of the Stream 2019 The Year in Review Winds of change as rival platforms nibble away at Twitch’s market share Twitch still holds the high ground in an industry that can take years for the comPetitive landscaPe to mature, but there's room for all to succeed. Platform market share by hours watched 2018 2019 22% 21% 1% 3% 75% 1% 3% 73% Mixer and Facebook Gaming have been slowly growing all year prior to talent acquisitions which illustrates their organic appeal. All top livestreaming platforms continue to grow with Facebook Gaming making the biggest strides Streaming platform hours watched: 2018 vs 2019 Platform 2018 2019 YoY Growth 7,777,879,411 9,340,229,175 20% 2,310,000,000 2,681,436,455 16% 114,754,621 356,242,965 210% 142,223,690 353,777,685 149% League of Legends reclaims game of the year on Twitch after 7-year streak broken in 2018 by Fortnite Top 10 Games on Twitch: 2018 vs 2019 2018 2019 Game Hours Watched Game Hours Watched Change in % 1 Fortnite 1,221,207,484 1 League of Legends 990,286,084 +7% 2 League of Legends 929,576,203 2 Fortnite 884,923,121 -28% 3 Just Chatting 458,109,908 3 Just Chatting 651,482,796 +42% 4 Dota 2 452,199,454 4 Grand Theft Auto V 523,263,689 +277% 5 PlayerUnknown's Battlegrounds 416,775,717 5 Dota 2 458,993,535 +1% 6 Counter-Strike: Global Offensive 380,471,727 6 Counter-Strike: Global Offensive 397,730,313 +5% 7 Hearthstone 350,726,191 7 World of Warcraft 372,471,119 +55% 8 Overwatch 263,750,318 8 Apex Legends 294,463,401 New release 9 World of Warcraft 240,780,526 9 Overwatch 247,522,205 -6% 10 Grand Theft Auto V 138,693,759 10 Hearthstone 217,592,241 -38% Total Top ten 4,852,291,285 Total Top ten 5,038,728,503 Popular new games Apex Legends and Teamfight Tactics drove massive hours on Twitch thanks to star-powered streamers PlayStation’s Death Stranding and Days Gone illustrate platform exclusive titles still command an audience.
    [Show full text]
  • Gaming Haircuts
    Hands up, who ever played a Game where you could change your hairstyle? Grand Theft Auto, World of Warcraft, Guild Wars, Final Fantasy etc. the list goes on. You can visit the in game barber and turn your short buzzcut into the longest hair possible. Don’t like it? No worries! Just change it into another haircut instantly. Oh if this would only be possible in real life right? Tired of long hair? Try out a new crew cut, but if you don’t like it you can instantly restore your long hair. The dream! Well due to biologically reasons this is obviously not possible...but is it? Let me guys tell you a story about Lyle Avett, an avid gamer and twitch streamer, with a conventional Caeser hair cut, decided he wanted a new style. So he went to his local barber shop, scrolled through the books of different hairstyles the barber had in his waiting room and requested one of the following styles: The Blonde Afro, The Shaggy Dog or long Hair number 3. Now the problem is Avett had short hair as mentioned above so the barber politely told him that he wouldn’t be able to give him one of these haircuts. This is when Avett lost his plot. He called the hairstylist names and questioned the capability of her skills. After arguing for a while the hairstylist convinced him to get a buzzcut which ultimately he didn't liked that much after being the cut on him and so he asked for his old haircut to be restored.
    [Show full text]
  • Twitch Players with the Highest Follower Growth Over the Past 30 Days
    The Twitch League Data & Sources Top 30 Twitch Players Average Total Hours Total Hours Total Videos Earnings Per Ranking Twitch Name Twitch Profile URL Streamed Watched Age Uploaded Total Views Followers Type of Video Video Twitch Income 1 SHROUD https://www.twitch.tv/shroud 7,505 212M 25 1,239 365M 7.07M Apex Legends $26,887 $33,312,993 2 AURONPLAY https://www.twitch.tv/auronplay 379 14.2M 31 52 15.6M 2.32M Minecraft $287,164 $14,932,528 3 LIRIK https://www.twitch.tv/lirik 6,950 171M 29 3,655 340M 2.60M Lost Ember $3,637 $13,293,235 4 RUBIUS https://www.twitch.tv/rubius 1,206 32.2M 30 91 49.5M 3.98M Just Chatting $134,979 $12,283,089 5 FORTNITE https://www.twitch.tv/fortnite 553 33.7M N/A 181 78.9M 2.81M Fortnite $61,973 $11,217,113 6 LOLTYLER1 https://www.twitch.tv/loltyler1 5,417 110M 25 714 159M 3.24M League of Legends $8,089 $5,775,546 7 ALANZOKA https://www.twitch.tv/alanzoka 4,901 69.5M 29 1,241 98.5M 2.73M Special Events $4,543 $5,637,863 8 GOTAGA https://www.twitch.tv/gotaga 6,914 78.0M 26 4,064 104M 2.20M Fortnite $1,253 $5,092,192 9 POKIMANE https://www.twitch.tv/pokimane/ 3,347 33M 23 734 107M 4.55M Valorant $6,593 $4,839,262 10 CASTRO_1021 https://www.twitch.tv/castro_1021 5,144 68.4M 28 1,738 84.8M 2.27M FIFA 20 $2,434 $4,230,292 11 NICKMERCS https://www.twitch.tv/nickmercs 7,525 104M 29 2,138 96.8M 3.39M Fortnite $1,801 $3,850,538 12 RIOT GAMES https://www.twitch.tv/riotgames 4,963 265M N/A 2,256 1,221M 4.42M League of Legends $1,442 $3,253,152 13 SODAPOPPIN https://www.twitch.tv/sodapoppin 6,567 148M 26 1,007 312M 2.71M
    [Show full text]
  • Esports, Gaming and Gambling Bi-Weekly Update Volume 2 - October 25, 2019
    Esports, Gaming and Gambling Bi-Weekly Update Volume 2 - October 25, 2019 Our Esports, Gaming and Gambling bi-weekly update report includes industry news and delves into an in-depth feature story. It also covers global industry-wide and company specific news, including our current coverage of Feature Story The Stars Group, Inc. (TSGI-TSX, Tender), Score Media and Gaming, Inc. (SCR-TSXV, $0.60, Speculative Buy, PT $0.90/shr) and Cineplex, Inc. (CGX-TSX, $22.85, Buy, PT $34/shr). Our recent esports industry white paper Tournament Economics explored the ecosystem, trends and investments in detail. (LINK) Explained Shroud Joins Mixer: We reiterate our thesis, Twitch’s owner Amazon is well known for its competitive Understand How Esports Competitions are intensity, we see increased competition as Google (YouTube Gaming), Microsoft (Mixer) and Facebook Organized – Professional esports competitions Gaming move to gain scale. Industry contacts support moves by Twitch to lock-down top streamers on are organized in either open circuit or franchised formats. Differences in publisher control, capital its platform. We are also hearing more on Fox owned Caffeine moving to invest in its livestream games outlay, media rights/sponsorship/advertising promoting celebrities and the entertainment aspect. We note articles on the subject across CNN, The deals and player qualification exist between the Verge and TechCrunch in the past week. two formats. (JUMP TO DETAILS) Esports: Community built-up, Shroud and partnerships remain as top headlines: ---------------------------------------------------- ▪ Score Media and Gaming (SCR-TSXV, $0.60 , Speculative Buy, PT $0.90/shr) Partnered with Ubisoft Trivia Time (UBI-EPA, NR) to Launch Esports Video Content for Rainbow Six Siege – See Telecom and New Media Which market will have the highest esports Analyst, Rob Goff’s recent note published after SCR released its FQ419 results earlier this week.
    [Show full text]
  • Video Game Streaming Trends Report
    VIDEO GAME STREAMING TRENDS REPORT Q3 - 2020 WEEKLY STREAMING HOURS WATCHED ■ Weekly game streaming hours INCREASE 73% YOY watched have dramatically JAN 2019 - OCT 2020 | TWITCH, YOUTUBE GAMING, MIXER, AND FACEBOOK GAMING increased year over year 800M ■ Esports streaming hours had a large increase at the start of the 2020 2019 COVID-19 pandemic, but has maintained the momentum since 600M the return of traditional sports ■ The average weekly hours watched this year eclipsed ½ billion, a 73% increase from last year’s average 400M (291M) ■ Q4 is positioned to close off a record breaking year in streaming 200M with major esports events and fall video game release slate JAN MAR MAY JUL SEP NOV REPORT BY // STREAM HATCHET 2 HOURS WATCHED TOP WESTERN STREAMING PLATFORMS ■ The top game streaming platforms reached a total of 7.4B hours Q4 2019 - Q3 2020 | TWITCH, YOUTUBE GAMING, AND FACEBOOK GAMING watched this quarter 6B ■ YouTube Gaming experienced 5.1B the strongest growth with an 4.7B increase of more than 150 million hours in Q3 4B ■ Facebook Gaming is on track to 3.2B even bigger market shares after eclipsing 1B quarterly hours 2.7B watched 2B ■ In spite of securing partnerships 1.5B 1.7B with major influencers like Ninja 1.1B 1.02B and Shroud, Twitch decreased its 1.0B 0.97B quarterly hours watched by about 0.5B 0.6B 375M million 0 Q4 ‘19 Q1 ‘20 Q2 ‘20 Q3 ‘20 REPORT BY // STREAM HATCHET 3 TOP 10 GAMES IN STREAMING ■ League of Legends was the most watched game of Q3 with a Q3 2020 HOURS WATCHED | ON TWITCH, YOUTUBE GAMING, AND FACEBOOK GAMING
    [Show full text]
  • Video Game Streaming Trends Q3 2020
    VIDEO GAME STREAMING TRENDS REPORT Q3 - 2020 We provide Business Intelligence products OUR tailored to the needs of the organizations around SERVICES esports and the livestream scene. Stream Hatchet provides live streaming data analytics from the leading video game streaming sites to power data-driven solutions leading to innovation and growth web reports api through the aggregation of readily accessible data. Analytic Custom reports for esports Our API enables you to Stream Hatchet offers live streaming data analytics dashboards of the events, brand impact, build your esports solution solutions to game publishers, marketing and influencer live streaming games, sponsorship events using Stream Hatchet agencies, esports organizations, and brands to help them platforms and audience engagement infrastructure and data leverage their products or services across the gaming and esports industry through data-driven decisions. Methodology Stream Hatchet analyzes 6 million broadcasting channels daily across 20 unique platforms around the world, transforming around 2.5 Terabytes of data into 50,000 pieces of actionable analytics and business intelligence tool sets. WEEKLY STREAMING HOURS WATCHED ■ Weekly game streaming hours INCREASE 73% YOY watched have dramatically JAN 2019 - OCT 2020 | TWITCH, YOUTUBE GAMING, MIXER, AND FACEBOOK GAMING increased year over year 800M ■ Esports streaming hours had a large increase at the start of the 2020 2019 COVID-19 pandemic, but has maintained the momentum since 600M the return of traditional sports ■ The average
    [Show full text]
  • Twitch Treaming Iewership Statistics of 2020
    2 20 TWITCH TREAMING IEWERSHIP STATISTICS OF 2020 PPresented esented by Streams ChartsCharts F EE REPORT StreamsCharts.com Contents TABLE CONTENTS 1. Overall year-over-year growth statistics 03 2. Most watched channels 05 3. Language demographics 09 4. Most popular categories 10 5. Genre Popularity 15 6. Growth of the ‘Just Chatting’ category 18 7. Most Popular Mobile Games 20 8. Day by day increases of Unique Viewers on Worlds 2020 22 9. Viewership dynamics of the ‘Chess’ category 23 10. Most popular sports games 25 2 < Contents Overall year-over-year growth statistics Overall year-over-year growth statistics 2020 has been a remarkable year for Twitch in many ways: while the whole world was forced to adjust to the consequences of the pandemic, viewership numbers of the streaming platform had grown rapidly Let’s take a look at the overall year-over- Hours Watched year growth statistics of Twitch. Here, we 83.7% YoY Growth present three metrics: Hours Watched (hours that viewers spent watching broadcasts), peak viewers, and average viewers. The graphs below display the quarterly growth of these metrics on Twitch from 2019 to 2020. In 2020, Twitch viewers spent 83.7% more hours watching streams than in 2019, with the total for the year exceeding 18 billion Hours Watched. A sharp jump occurred in the second quarter of 2020 when quarantine restrictions related to the COVID-19 pandemic began to be introduced around the world. In the period from April to June, viewers spent 5 billion hours watching streams, which is twice as much as in the second quarter of 2019.
    [Show full text]
  • Gamer Perception of Endorsements from Fortnite Streamers on Youtube
    Gamer perception of endorsements from FortNite Streamers on YouTube Student Name: Reyhaan King Student Number: 381523 Supervisor: Dr. Teresa De la Hera Erasmus School of History, Culture and Communication Erasmus University Rotterdam Master Thesis June 27th 2019 GAMER PERCEPTION OF ENDORSEMENTS FROM FORTNITE STREAMERS ON YOUTUBE ABSTRACT With an ever-increasing market valuation within the video games industry free-to-play games are becoming more interesting for researchers. These types of games have no cost to play but seem to generate substantial amounts of revenue. One associated cause of this is the simultaneous rise in popularity of video game streamers. Video game streamers have been considered a form of influencer and have become interesting for researchers in this field to study. However very little of this research has been focused on the intersection between free- to-play games and streamers, or how gamers as consumers perceive product endorsements in their favorite streamers videos on YouTube or Twitch. This research focused on FortNite as the free-to-play game due to its success in the monetization process as well as its rapid growth in popularity since its release in 2017 to becoming one of the top Battle Royale competitive games across gaming platforms. As such the following research provides a new avenue for insights into gamer’s perceptions of streamers YouTube videos specifically exploring how players perceive streamers as influencers and how these internal perceptions shape their experience of the streamers videos and their own gameplay. In-depth semi- structured interviews were conducted revealing that gamers perceive streamers in 3 distinct ways, as entertainers, an inspiration to play and as endorsers.
    [Show full text]
  • I'm Maxime Eyraud
    Media & Entertainment Tech The year in review 2019 Maxime Eyraud [email protected] About me Hi there! I'm Maxime Eyraud. This presentation is just an opportunity for me to formalize what I’ve seen and put to I'm a media professional working at the use the best ideas, predictions, and intersection of technology and the creative resources I've come across this year. I’m industries. I'm based in Paris, France. hoping it can be helpful to others, too. I've been passionate about media & I’m looking to connect: you can reach me entertainment for a long time. What I aim via email, or find me on Twitter or LinkedIn. for now is to form a long-term vision for the industry. I write essays on interesting initiatives and trends I’m seeing, and manage an Airtable database where I keep track of investments in the space. 2 Media & Entertainment Tech Review 2019 © Maxime Eyraud What you’ll find here This presentation is an overview of the players in the space. most interesting investments, trends, and players I saw in the Media & Entertainment Being French, I mostly hear and read about Tech industry in 2019. Western products and companies. I’ve tried my best to counterbalance this bias and The various sections emerged from both discuss trends that I think are having a my readings and the market intelligence global impact. from my personal database. I wanted to make this presentation data- driven, but also entertaining. Some slides focus on numbers (Notable Deals), others on analysis (Key takeaways, Trends, and Early signals), and still others on specific players (Focus).
    [Show full text]