This page contains a Flash digital edition of a book.
OPINION


INSIGHT T


ournaments are not the sole means of income for competitive gamers.


YouTube presented the first major opportunity for people to share in the ad revenue generated by their content. Today, streaming websites such as Twitch and MLG offer gamers the chance to earn money. Players typically require


credentials to reap the rewards, namely popularity, but you can expect to see streaming sites gradually extend their supply of golden tickets as they scramble to secure rights to new and established streamers. Streaming can also be profitable for tournament organisers that sell ad space during broadcasts. Especially ones that feature gamers that can attract huge viewerships. Millions watch eSports contests, the record being held by Riot’s Season Three League of Legends World Championship. 32m people watched the finals via Twitch – more than ten times


OPINION AND ANALYSIS FROM THE BRIGHTEST MINDS IN GAMES. THIS WEEK JOSHUA NINO DE GUZMAN SHARES HIS EXPERT KNOWLEDGE OF THE ESPORTS SECTOR


ESPORTS HOW ONLINE STREAMING PROPELLED ESPORTS


European Gaming League’s sales director JOSHUA NINO DE GUZMAN gives MCV a factual insight into the role that streaming services have played in the rise of eSports


that of CBS’ Super Bowl XLVII live stream. Broadcasting provides a global audience and a medium through which sponsors can advertise to a crowd seeking to emulate players with top-of-the- range gear. This viewership has interest


from companies outside of the familiar spectrum of gaming brands. A demographic extending beyond the eSports nucleus of young males offers a huge marketing opportunity at a fraction of the price demanded by TV networks.


Video-on-demand is also


stored for anyone to replay the full broadcast. Such material is invaluable for events, allowing them to produce promotional content and to condense long encounters into convenient episodes. It is also common for players to utilise post-tournament video-on-demand to review matches. Video evidence is the ultimate credence for players


Streaming has made eSports events global


aspiring to break into the professional scene. Streaming has also encouraged greater community interaction.


Streaming has allowed eSports to leapfrog conventional routes to prominence in the entertainment industry. Joshua Nino De Guzman,


European Gaming League


Professional gamers understand the importance of strengthening their relationship with the


community in order to consolidate a professional approach that is equally as alluring to potential sponsors as it is welcoming to new fans. Live chat embedded on their channel allows streamers to communicate with viewers, creating an intimate level of interaction. Streaming has integrated communities from all over the globe. Twitch and the rest have allowed eSports to leapfrog conventional routes to prominence in the entertainment industry. Joshua Nino De Guzman is an eSports expert. He is sales director at Xseries, which operates the European Gaming League and is editor-in-chief at Call of Duty eSports website www.decerto.net.


April 11th 2014


00


www.mcvuk.com


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44