esports

Auto Added by WPeMatico

Fortnite just officially became a high school and college sport

Fortnite, one of the world’s most popular games, will now be an official high school sport and college sport, thanks to an LA-based startup called PlayVS.

The company has partnered with Epic Games to bring competitive league play to the collegiate and high school level. This also marks PlayVS’s entry into colleges and universities.

PlayVS launched in April of 2018 with a mission of bringing esports to high school, with a league akin to traditional sports like basketball or football. Through a partnership with the NFHS, high schools (or parents, or the students themselves) can pay $64/player to be placed in a league to compete with neighboring schools, just like any other sport.

But PlayVS partnerships go deeper than the NFHS (the NCAA of high school sports), as the company is also partnering with the publishers themselves. This is the part that puts PlayVS a step ahead of its competition, according to founder Delane Parnell .

While other companies are setting up paid competitive leagues around video games, very few if any have partnerships at the publisher level. This means that those startups could be shut down on a whim by the publishers themselves, which own the IP of the game.

PlayVS is the first to score such a partnership with Epic Games, the maker of the world’s most popular video game.

These publisher partnerships also allow PlayVS to productize the experience in a way that requires almost no lift for schools and organizations. Players simply sign into PlayVS and get dropped into their scheduled match. At the end, PlayVS pulls stats and insights directly from the match, which can be made available to the players, coaches, fans and even recruiters.

For PlayVS, the college landscape presents a new challenge. With high school expansion, the NFHS fueled fast and expansive growth. Since launch, more than 13,000 high schools have joined the waitlist to get a varsity esports team through PlayVS, which represents 68% of the country. PlayVS says that just over 14,000 high schools in the United States have a football program, to give you a comparison.

The NFHS has a relationship with the NCAA, but no such official partnership has been signed, meaning that PlayVS has to go directly to individual colleges to pitch their technology. Luckily, they’re going in armed with the most popular game in the world, and at a time when many colleges are looking to incorporate esports scholarships and programs.

And it doesn’t hurt that PlayVS has quite a bit of cash in the bank — the company has raised $96 million since launch.

Unlike the rest of the PlayVS titles, the first season of Fortnite competition will be free to registered users, courtesy of the partnership with Epic Games. Registration for the first seasons closes on February 17 for high schools, and February 24 for colleges and universities. The season officially kicks off on March 2.

The format for competition will be Duos, and organizations can submit as many teams of two as they like. The top teams will be invited to the playoffs with a chance to win a spot in the championship in May.

Powered by WPeMatico

Where FaZe Clan sees the future of gaming and entertainment

Lee Trink has spent nearly his entire career in the entertainment business. The former president of Capitol Records is now the head of FaZe Clan, an esports juggernaut that is one of the most recognizable names in the wildly popular phenomenon of competitive gaming.

Trink sees FaZe Clan as the voice of a new generation of consumers who are finding their voice and their identity through gaming — and it’s a voice that’s increasingly speaking volumes in the entertainment industry through a clutch of competitive esports teams, a clothing and lifestyle brand and a network of creators who feed the appetites of millions of young gamers.

As the company struggles with a lawsuit brought by one of its most famous players, Trink is looking to the future — and setting his sights on new markets and new games as he consolidates FaZe Clan’s role as the voice of a new generation.

“The teams and social media output that we create is all marketing,” he says. “It’s not that we have an overall marketing strategy that we then populate with all of these opportunities. We’re not maximizing all of our brands.”

Powered by WPeMatico

Lowkey.gg is an esports tournament platform for adult gamers

It’s tough to be a competitive gamer once you’re an adult. Simply fitting tournament time into a busy schedule is challenge enough, but even if you can make the time, where do you go to find other adults who are competitively playing the games you love?

That’s where Lowkey.gg comes in. Lowkey.gg is a tournament platform for adult gamers. The company is particularly focused on helping professional organizations set up their esports squads just like company basketball or softball teams.

One of the challenges here is that it’s incredibly difficult for adult gamers to find each other. Most of them don’t usually broadcast their affinity for video games. Searching for other competitive gamers who are above the age of 18 is a bit of a lost cause.

The hope for Lowkey is that they can connect adult gamers with one another to get the most out of their gaming experience. Everyone playing through Lowkey must be 18 years of age or older and have a full-time job.

Users can register as a solo gamer for $39, plus a subscription fee of $13/month, and get automatically matched with a team. Lowkey takes into account things like location, job, alma mater and other bits of information (all shown on your public Lowkey profile) to create teams with like-minded players. The company says this transparency reduces the toxicity around teammates. Conversely, users also can form a squad in real life and sign up as a pre-made team for $195/month.

Thus far, Lowkey has signed up teams from Google, Apple, Robinhood and Twitch.

Lowkey is launching with League of Legends as its first game, and Season 1 starts on January 13.

Seasons last a minimum of eight weeks, with players scheduled to play for one hour one night a week. Lowkey has also built a relatively sophisticated Discord chatbot that lets users check in to say they’re ready for a game and automatically puts the teams in a chat together to coordinate the match.

Like many startups, Lowkey is actually the result of a pivot. The company was originally called Camelot.

In March of 2017, Camelot launched out of YC to allow YouTube and Twitch audiences to pay to see what they want. Users could submit bounties to see their favorite YouTuber play a game with pistols only, or to play a game while standing on a skateboard.

Turns out, there were two big issues. Co-founder Jesse Zhang explained that it wasn’t sustainable to build a platform on top of a platform, particularly a platform that is incredibly top heavy and potentially overhyped.

“Sometimes hype can be misaligned with the size of the market, and it felt like streaming was one example of that,” said Zhang. “Even after we organically got several really large streamers using it, and the product performed almost perfectly, the volume is still not nearly the scale that you could turn into a real business.”

Which brings us to the second issue. The money that flows through Twitch from viewers to streamers is almost always based on altruism and emotion. It’s exciting to hear your favorite streamer thank you for a $5 donation or gifted sub. Viewers aren’t paying for the content; they’re paying for a connection.

So Camelot quickly went back to the drawing board and came out on the other side as Lowkey.gg.

Lowkey has raised capital but declined to share the amount. After the launch of League of Legends, the company plans to launch seasons for other titles, including Overwatch, TFT, DotA and Smash Ultimate.

Powered by WPeMatico

New York’s ERA invests in esports org Gen.G

Esports are the Wild West right now. There’s clearly a huge potential for the industry to become incredibly lucrative, but everything from the infrastructure of competition to the overall culture isn’t quite ready for prime time.

This introduces a huge opportunity for the tech world to get in on the action. We’ve seen traditional VC money start to sniff around esports in ways big and small. Bessemer Venture Partners has invested in Team SoloMid, while Sequoia has invested in 100 Thieves.

Today, Gen.G has announced that it has accepted investment from the Entrepreneurs Roundtable Accelerator, a longstanding New York City-based accelerator program.

Gen.G started as KSV (Korea plus Silicon Valley) in mid-2017 with a debut in the Overwatch League. In 2018, after expanding to other games, including Heroes of the Storm, PUBG and League of Legends, KSV eSports rebranded to Generation Gaming (Gen.G) and launched a Clash Royale esports team.

At the end of 2018, Gen.G made yet another huge move. They lured Chris Park from his position as executive vice president in charge of product and marketing at Major League Baseball to join Gen.G as CEO.

Since then, Park has been thinking about the long-term opportunities for the esports org and the industry as a whole. He secured $46 million in funding from Los Angeles Clippers minority owner Dennis Wong, Will Smith’s Dreamers Fund, NEA, Battery Ventures, Canaan Partners, SVB Capital and Stanford University, among others.

And  he signed a partnership with dating app Bumble to create Team Bumble, an all-female professional Fortnite squad.

Gender inclusion is one of the biggest misses in the esports world right now. Data shows that 46% of gamers are female (ESA) and that nearly one in four esports viewers are female (Nielsen). Despite no physical differentiators between men and women, women are severely underrepresented in the esports world.

Not one female competed in the Fortnite World Cup in 2019, despite the fact that qualifiers were completely open to any player. A big reason for the disparity here is that the gaming community isn’t generally a safe environment for female gamers, in big and small ways. Many female gamers experience abuse while playing games, like this streamer, and it’s gotten bad enough to push a small percentage of female gamers away from playing entirely.

But exclusion comes in many forms. Ninja announced in August 2018 that he won’t be streaming with female gamers, which you can read about here.

Beyond general principles about equality, the female gamer is a lucrative demographic that has yet to be properly tapped by any particular esports org, publisher or otherwise. Gen.G is now ahead in the race to acquire female gamers as fans, customers and future talent.

Another forward-thinking move by Gen.G is its recent partnership with the University of Kentucky to help create and manage its esports program. We’ve seen startups like PlayVS look to build out the infrastructure and connective tissue that will eventually bind education and professional sports, as has been the case with traditional sports for generations. Gen.G is now tackling that ever-important bridge from academia to professional life by looking at universities.

The funding from ERA, the amount of which has not been disclosed, not only allows Gen.G to grow its foothold on the East Coast — it also gives the esports org a strategic partnership with ERA, which invests in super early-stage tech startups. As more founders tackle the mounting challenges in esports, Gen.G is now in a prime position to watch over those deals closely and potentially tap into some of the solutions and services sure to sprout up in the next five to 10 years.

“We are focused on ways to make it easier for people in the gaming community to connect,” said Park, hinting at some of the technology in which Gen.G is interested. “My hope is that over time, platforms as well as teams treat fans and athletes as more than just users, and more like collaborators and partners.”

Powered by WPeMatico

Here’s where top gaming VCs are looking for startup opportunities

With cross-platform experiences like Fortnite and PUBG, in-game socializing environments, and subscription-based cloud gaming services from Playstation, Google, Amazon, and others, the gaming industry is entering a new era beyond mobile.

These days, the industry is at the center of social media and entertainment trends; gaming is expected to earn $152 billion in global revenue this year, up 9.6% year over year. 

Given my recent writing on Unity, the most-used game engine, and ongoing research into interactive media trends, I wanted to find out how top gaming-focused VCs are assessing the market right now. I asked ten of them to share which trends they are most excited about when it comes to finding investment opportunities:

  • David Gardner, Partner at London Venture Partners
  • Henric Suuronen, Partner at Play Ventures
  • Samuli Syvähuoko, Partner at Sisu Game Ventures
  • Jay Chi, Partner at Makers Fund
  • Peter Levin, Managing Director at Griffin Gaming Partners
  • Gigi Levy-Weiss, Partner at NFX
  • Ethan Kurzweil, Partner at Bessemer Venture Partners
  • Jonathan Lai, Partner at Andreessen Horowitz
  • Blake Robbins, Partner at Ludlow Ventures
  • Jon Goldman, General Partner at GC Tracker & Board Partner at Greycroft Partners

Amid the mix of predictions, there were several common threads, such as optimism about the rise of games as broader social platforms, opportunities to invest directly in new studios, and skepticism about near-term investments in augmented or virtual reality and blockchain.

Here are their responses.

David Gardner, Partner at London Venture Partners

“PC Games are back. Great place to start new IP to then migrate a success to multiple platforms. There is more innovation in business models and more open distribution on PC to facilitate audience growth without the punishment of mobile CPIs.

VR & AR remain out. We stood away from VR in the beginning and extend that to AR while the user experience for games remains a disappointment. Let’s hope those new Apple glasses do the trick!

Crypto remain a theological war zone, but honestly everything on offer has been available in the cloud world, but the real consumer benefit isn’t showing up.

We love games that are expanding audience demographics and are sensitive to less hardcore audiences.  For example, women players are estimated to account for 1 billion gamers.”

Henric Suuronen, Partner at Play Ventures

“At Play Ventures, we believe we have just entered the golden era of mobile gaming. Who would have believed 10 years ago that Nintendo and games like Fortnite and Call of Duty would all be on mobile. Mobile is not just a games platform anymore, it is THE games platform of choice for casual and core players alike. Consequently, in the next 2-3 years we will invest in 30-40 mobile games studios across the globe.”

Samuli Syvähuoko, Partner at Sisu Game Ventures

“We at Sisu Game Ventures have been investing in many sectors since 2015 including free-to-play mobile games (especially big here in Finland), VR, AR, PC, console, instant messenger, hypercasual, audio and most recently cloud-native games as well. In addition to game studios, around a third of our investments are into games related tech/infrastructure. 

We’ve so far not dipped our toes into blockchain or eSports and our appetite for doing more investments in VR and AR is nil. To me, the most interesting mega trends lie with the promise of cloud gaming when utilized to its full potential. Another term that encapsulates my excitement is games-as-a-social-hobby. Put this and the extreme accessibility of the cloud together and you’ll have a game with revolutionary potential.”

Jay Chi, Partner at Makers Fund

“We are looking closely at ‘Gaming as Media’ related content and platforms — the emergence of new interactive experience centered on ‘viewers as participants.’ Gaming as social media falls under this thesis. We are also looking for MMO and Metaverse enablers given increased demand for specialized, scalable and affordable technologies that empower lean startup teams to create and operate large-scale worlds and novel gameplays. 

We also see potential for new start-ups to emerge in hypercasual games with midcore/social meta — no one has truly cracked this genre yet.”

Powered by WPeMatico

PlayVS picks up $50 million Series C to build out high school esports

PlayVS, the platform that allows high school students to compete on varsity esports teams through their school, has today announced the close of a $50 million Series C led by existing investor NEA. Battery Ventures, Dick Costolo and Adam Bain of 01 Advisors, Sapphire Sport, Michael Zeisser, Dennis Phelps of IVP and co-founder of CAA Michael Ovitz participated.

This brings the startup’s total funding to $96 million, the vast majority of which was raised in the last 13 months.

PlayVS launched in April of 2018 under founder and CEO Delane Parnell, who believes that the opportunity of esports is fundamentally broken without high school leagues. Through an exclusive partnership with the NFHS (the NCAA of high schools), PlayVS allows schools across the country to create esports teams and participate in leagues with their neighboring schools, just like any other varsity sport.

PlayVS also partners with the game publishers, which allows the platform to pull stats directly from the PlayVS website and track players’ performance across every game.

The startup charges either the player, parent/guardian or school $64 per player to participate in “Seasons,” PlayVS’s first product. It was launched in October of 2018 in five states and expanded to eight states this spring.

Since launch, 13,000 schools have joined the waitlist to get a varsity esports team through PlayVS, which represents 68% of the country. PlayVS says that just over 14,000 high schools in the United States have a football program, marking the idea of varsity esports as a relatively popular one.

With the upcoming fall Season for 2019, all 50 states will have access to the PlayVS platform, with 15 states competing for an actual State Championship in partnership with their state association. These states include Alabama, Alaska, Arizona, Arkansas, California, Colorado, Connecticut, Georgia, Hawaii, Kentucky, Massachusetts, Mississippi, Rhode Island, Virginia and Washington D.C.

States that have not gotten an endorsement from their state association will still compete regionally for a PlayVS championship. PlayVS supports League of Legends, Rocket League and SMITE, with plans to support other games in the future.

Not only does PlayVS offer high school students the chance to play organized esports, but it also gives colleges and esports orgs a recruitment tool to scope and scoop young talent.

But what about that funding? Well, Parnell says that the new round gives the company a war chest to not only hire aggressively — the company has gone from 18 to 41 employees in the last year — but also to consider mergers and acquisitions as a means of growth.

Perhaps most importantly, the company will use the funding to explore products outside of high school, with eyes squarely focused on the collegiate market. With esports still in its infancy, there is a huge opportunity to provide the infrastructure of these leagues early on, and PlayVS is looking to capture that.

Powered by WPeMatico

Meet VENN, the company hoping to build MTV for the gaming generation

Maybe a network will be the thing that replaces the single streaming media star.

VENN, a new company launching with $17 million in funding from some of the biggest names in gaming, is hoping to harness the power of streaming media’s online celebrities and funnel them into a channel that can command the kind of advertising revenues of the networks of old.

The vision harkens back to the golden days of MTV, when shows like TRL ruled the media landscape and a New York-based network set the cultural agenda through the prism of pop music.

For the creators of VENN — who include Ariel Horn, a four-time Emmy-winning producer who brought the commercial storytelling from his network days working on Olympics broadcasts for NBC (a division of Comcast) to the esports phenomenons of Riot Games and Blizzard Entertainment; and Ben Kusin, a former global director of new media at Vivendi Games — MTV is the template for creating a cultural commodity from what’s becoming the lingua franca of a new generation of consumers.

Where music (and particularly music videos) was once the genre-spanning language for a generation, the two entrepreneurs see gaming culture as the touchstone for a new audience. And where fragmentation has created a confusing market for advertisers to reach that audience, the content funnel and single source that a network can provide offers an attractive alternative to reaching out to a single celebrity gamer, streamer or platform.

That’s the pitch behind VENN, which not only stands for Video Game Entertainment News Network, but also represents the Venn diagram, whose center resides at the intersection of gaming, music, fashion and entertainment broadly, according to the two co-founders.

Ben Kusin Ariel Horn

VENN co-founders Ben Kusin and Ariel Horn

“You’re looking at a $150 billion per-year industry,” says Kusin. “We think streamers, casters, content creators, these are the new celebrities… what MTV TRL used to be back in the day, if that were to launch today, what would it look like? This culture would be seen through the lens of gaming.”

His co-founder, Horn, agrees. “We see gaming as the lens through which we want to create and contextualize Gen Z,” says Horn.

Horn knows the potential audience better than nearly anyone. In his last job, he presided over esports events that commanded viewership in the hundreds of millions. Both Kusin and Horn think the same-sized audience could exist for their network — if not larger, because the two producers and their channel aren’t beholden to a single title, franchise or publisher.

Nor are they subject or beholden to a single distribution platform.

“We’re a universal network,” says Kusin. “We will be distributed on Twitch, on YouTube and on Pluto, Hulu and Roku… Anywhere and everywhere that our customers are consuming content.”

The company is currently looking to recruit top-tier talent and bring their sponsor-based streams and formats into a traditional network environment, with higher production values and something approximating the types of talent contracts and deals that would be afforded to a network figure. These streamers, gamers and others would be able to supplement their existing sponsor-based income with their work on VENN, the two co-founders said.

The executives would not comment on what, specifically, the programming would include, but indicated that VENN was in discussions with a number of the top streamers in the gaming corners of services like YouTube and Twitch from which they’d pull programming. One genre that will likely make its way onto the network is an American Ninja Warrior-style competitive show for speedruns through different levels of games.

“There are already shows on Twitch,” says Horn. “It’s reported out there for you in real time. You’re getting all kinds of feedback.” What’s necessary, he says, is to elevate the production value and add other kinds of more traditional programming around it.

“There are two hundred million people consuming YouTube gaming content… There are esports teams [like] Liquid [and] G2 whose talent consider themselves entertainers,” says Kusin. “We’re giving the entire industry a home and a heartbeat.”

The appeal for brands is obvious. If there’s a single place to go to capture the audience that follows streaming celebrities like Ninja, Tfue or VanossGaming, that real estate is far more desirable than pursuing independent sponsorship deals with each individual streamer.

LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)

Brands trying to put their money into gaming is not that straightforward,” says Horn.”There isn’t really a network like this that exists right now… that exists for the industry at large.”

Other companies that have emerged to capture advertising dollars or create networks of entertainers in something akin to an agency model may beg to differ. These are companies like 3blackdot or Popdog, which represent a significant chunk of online gaming talent. Or more traditional sites that have significant followings like IGN, which bills itself as the No. 1 games media company.

Beyond the competition, VENN is still rolling the dice on whether the new generation of consumers wants to have a more produced, mediated entertainment network rather than continue to gravitate to the unmediated experience of watching live streams of their peers do the things that they’re doing themselves. YouTube is more than just a vehicle to mainstream stardom, these streamers are their own mainstream stars for millions of viewers who seem fine with the no-fi production values that YouTube almost demands.

Investors are betting that they are, because VENN has raised a $17 million treasure chest to spend on bringing its vision to the market. The money comes from some of the biggest names in gaming, led by the European investment firm BITKRAFT. Additional investors include: Marc Merrill, the co-founder of Riot Games; Mike and Amy Morhaime, the co-founder of Blizzard Entertainment and its former head of global esports; Kevin Lin, the co-founder of Twitch; and aXiomatic Gaming, an esports investment group with stakes in Epic Games, Team Liquid and Niantic. 

“It’s about time we significantly raise the bar for video content in gaming and esports. We need to elevate the stars and stories in our community and provide a better and larger opportunity for brands to reach gamers,” said Jens Hilgers, founding partner of BITKRAFT in a statement.   

Powered by WPeMatico

Launching from beta, ProGuides is making money ensuring that gamers never play alone

When ProGuides pulled the covers off of its service earlier this year, the young Los Angeles-based startup intended to give gamers a way to train with professional and semi-pro esports players from around the world.

But as users signed on to the service, it became clear that they weren’t looking for training necessarily… Instead, what players wanted was a ringer.

“After we launched the beta, we found some interesting user behavior,” says Sam Wang. “We found that gamers were experienced already and wanted experienced players who are better than [the matches] the game can provide… At the end of the day you do get to play with someone pretty awesome and is something that I think can make games better.

That’s right, ProGuides is pitching a marketplace for experienced gamers so that its customers aren’t randomly matched with some noob if they can’t game with their usual partners.

“Our tagline is ‘Play with pros’ now,” says Wang. “We already have over 5,000 sessions that were played in the last two months.”

The professional gamers who list their services on the site charge an average of $10 per session and ProGuides takes about a 25% cut. The company lowers its rates for popular gamers or gamers who are willing to spend more time on the platform either selling their services or actually coaching esports players.

Wang says that pros on the platform are making anywhere from $750 to $2,500 per month and that there are currently 250 coaches on the platform.

A typical session on ProGuides lasts around 45 minutes and players are available for Fortnite, League of Legends, Super Smash Brothers, CS:GO and Hearthstone.

ProGuides raised $1.9 million in pre-seed funding last June. The company is backed by Amplify, an LA-based early-stage investor and company accelerator, Quest Venture Partners, Greycroft Tracker fund and the GFR Fund.

The LA-based company also has some venture-backed competition on the East Coast. Gamer Sensei, which has raised roughly $6 million (according to Crunchbase) has a similar proposition. It’s backed by Accomplice and Advancit Capital.

Screen Shot 2019 08 29 at 9.17.36 AM

Powered by WPeMatico

Esports org 100 Thieves raises $35 million in Series B

100 Thieves has today announced the close of a $35 million Series B funding round. Artist Capital Management led the round, with ACM’s Chief Investment Officer Josh Dienstag joining Mike Sepso, MLG co-founder, on the board of directors. Aglaé Ventures, which is the technology investment firm of Groupe Arnault, controlling shareholder of Louis Vuitton Moet Hennessy (LVMH), also participated in the round.

CEO and founder Matthew “Nadeshot” Haag confirmed to TechCrunch that this latest round brings 100 Thieves’ post-funding valuation to $160 million, which is up from the $90 million valuation it had in October 2018.

100 Thieves was founded in 2017. Haag is a former pro gamer and content creator with one of the biggest followings in esports.

“The most important lesson I’ve learned going from gaming to leadership is ‘over-communicate, over-communicate, over-communicate,’ ” said Haag, explaining that he went from working by himself creating content to working with many people each day. “Making sure we’re all aligned on our goals for each day and each week and each month, to have an open and transparent environment, really builds a culture where everybody enjoys working with one another. Over-communication helps drive success.”

The org is co-owned by Drake, Dan Gilbert and Scooter Braun, alongside Haag. 100 Thieves has three revenue channels.

The first is esports. Right now, the organization competes in Call of Duty (where its team has won the last two tournaments), League of Legends and Fortnite (100 Thieves is sending six of its players to the Fortnite World Cup).

The second channel is content creation. 100 Thieves includes big-name streamers such as Jack “Courage” Dunlop, who has nearly 1.9 million Twitch followers, and Rachell “Valkyrae” Hofstetter, who has more than 800,000 Twitch followers.

Finally, 100 Thieves has gotten into apparel, with limited-edition hats, sweaters, jackets and t-shirts. As of right now, everything in the 100 Thieves Shop is sold out.

“What’s hurt me the most is having so many community members not be able to purchase this apparel for themselves,” said Haag. “We want 100 Thieves to be all inclusive. If you want to support us, you should be able to.”

According to Haag, one goal is to expand into new esports titles — a few titles in consideration include “Counter-Strike: Global Offensive,” “Rainbow 6 Siege” and “Rocket League.”

Another top-of-mind goal is building out a new HQ facility in Los Angeles that will house the esports, content creation and apparel divisions all under one roof. The 15,000-square-foot facility will include streaming stations, a content production sound stage for 100 Thieves’ two podcasts and will serve as the storefront for 100 Thieves apparel lines.

Powered by WPeMatico

Twitch continues to dominate live streaming with its second-biggest quarter to date

Twitch continues to lead rivals including, YouTube Live, Facebook Gaming and Microsoft’s Mixer, when it comes to live-streaming video. Despite experiencing its first decline in hours watched in Q2 2019, the Amazon-owned game-streaming site still had its second-biggest quarter to date, with more than 70% of the hours watched during the quarter.

According to a new report from StreamElements, Twitch viewers live-streamed a total of 2.72+ billion hours in Q2 — or 72.2% of all live hours watched — compared with 735.54 million hours on YouTube Live (19.5%), 197.76 million on Facebook Gaming (5.3%) and just 112.29 million hours (3%) on Mixer.

Page 4

Combined, the total hours watched across all four platforms was 3.77 billion in Q2.

While none of Twitch’s rivals are nearly catching up, YouTube Live did have a good month in May, breaking its own record with 284 million hours watched. Overall, YouTube Live’s hours watched improved in Q2 as a result, while Twitch saw a slight decline.

Facebook Gaming is also gaining steam. It’s now the third-biggest live-streaming platform, having passed Microsoft Mixer.

Page 3

Despite its traction, Twitch doesn’t have much of a long tail when it comes to stream viewership. That’s a problem it has faced for some time, as newcomers complained they spent years broadcasting to no one in hopes of gaining a fan base, with little success. Twitch has tried to remedy this problem with various educational efforts as well as product features like Raids and Squad Streams, for example.

However, the new report finds that the majority (almost 75%) of Twitch’s viewership still comes from people tuning in to the top 5,000 channels. Out of the 2.7 billion hours watched in Q2, these top 5,000 channels drove 2 billion of those hours watched.

Page 5

In addition, the average concurrent viewership (viewers watching at the same time) of the top 5,000 channels increased by 12% in Q2 2019, compared with Q1. The top 200 channels have the highest concurrent viewership with 10,590 people watching together, on average.

Page 6

Also in the quarter, viewership of top titles like Fortnite, League of Legends, Dota 2 and Counter-Strike: Global Offensive declined, while vlogging — aka “Just Chatting” — grew, along with other titles.

Page 8

Esports, meanwhile, still draws big numbers, but represents only a small slice of the overall pie.

page 9

The full report, which takes a look at other trends, including which streamers are gaining and losing popularity, is available here.

Powered by WPeMatico