How streaming is changing the video game industry?
Find out what e-sports are, how streaming works across platforms, and how all of this is revolutionizing the world of computer games.
Video games have always been popular in society, however, they have gained a new face in recent years with the emergence of streaming. An estimated 740 million people watched streaming games in 2020, whether via Youtube, Twitch, or Facebook.
The growth of the streaming gaming industry was made possible by the emergence of Internet Protocol Television (IPTV), which consists of transmitting television signals over some IP, allowing real-time visualization of what is being done on the screen.
What is streaming?
Streaming is an activity that consists of recording the screen itself where some action is being performed, such as games, for example. In this way, those watching know what is being done and what the reactions of those who are acting are.
Streaming is a form of instantaneous transmission of audio and video data over the internet or a local network. The technology allows you to watch movies or listen to music and follow live events without the need to download, which makes accessing content faster.
In other words, It is a continuous transmission of data downloaded directly from the internet and not stored, just played back.
From entertainment to distance learning, the solution allows audio and video transmission at a production cost planned according to the audience and needs of each project.
This technology was created by George Owen Squier, in 1920, who managed to transmit, for the first time in history, television signals through an electrical network.
In the 1990s, personal computers began to become relatively powerful, managing to play more types of media, but available memory and internet bandwidth at the time still limited this form of content diffusion.
It was only from the mid-2000s, and the popularization of broadband internet access, that platforms such as YouTube (2005), Spotify (2006), Netflix (2007), and Twitch TV (2011) were created and widely accessed.
How has streaming changed the gaming industry?
The various platforms that emerged for the realization of streaming gained more and more passionate fans and people who made the art of the game a new profession, including well paid in some cases.
Thus, streaming significantly impacted the gaming industry, bringing new perspectives to this segment. Check out what has changed.
The e-Sports as a new community
The e-Sports is a modality of different types of online games in real-time (RTS) that involve a series of professionals such as commentators, players, writers, and teams, as well as sponsors and spectators who are always very engaged.
So what we saw was the emergence of a new community in the virtual world, united by streaming and support for online games. The teams involved in this new universe promote events, tournaments, and competitions to meet the wishes of the target audience.
Games became content for web consumption
While before these platforms, the game was played for recreational purposes and aimed at user entertainment, now these games are subverted into jobs, and entertainment is no longer aimed at the game user, but at those who watch the user play.
Within this practice, we can observe the birth of two distinct groups: content producers (streamers) and content consumers.
It is important to point out that if, on the one hand, Streaming brought the possibility of producing this content with greater ease, on the other hand, the ease of consuming this content increases the competitiveness among producers.
In the past, games were very focused on fulfilling the player’s desires, and he just acted for himself. After all, games were intended to generate entertainment only for those who played or purchased the game or video game.
Nowadays, games and video games are prepared to offer the best experience for the user, but also for those who watch the broadcasts, having several features that facilitate the viewing and interaction of the public.
In terms of gameplay, game processing was very slow and sometimes cumbersome to run in video games and computers, due to the great challenge of combining good graphics with fast and light processing.
Over the years, the gameplay has improved significantly, free of crashes and with great graphics. However, for this, it was necessary to create new computers and video games with greater memory and processor capacity, both resulting from technological evolution.
The graphic quality of games has always been a critical point from the players’ perspective when considering the acquisition and use of a particular video game or platform.
Thus, it was found that the graphic quality has evolved significantly over the years, resulting in a better experience in terms of image and sound, in addition to crash-free running.
In summary, the table below brings you the main changes that happened in the gaming world after streaming. Check out!
|Parameter||Before streaming||After streaming|
|e-Sports||Little known||Very well known and new profession for many players|
|Games goals||Reset the game and have some distraction||Play as a way to generate content and be a profession|
|Graphic quality||Low to moderate quality, just to meet the player’s needs||High quality to suit the watching audience|
|Playability||Lower quality with multiple crashes||High quality with crash-free real-time transmission|
|Focus||In the player||In the consumer of games|
It is important to point out that the graphic quality of the games and also the playability in video games or computers has improved as a result of the evolution of technology as well.
Game streaming makes up a very important segment in society as it is a source of entertainment for millions of users. In addition, it also became a profession and expanded the job offer in the gaming market.
As we have seen, over the years, the practice of streaming has enabled the emergence of a close-knit e-sports community and also increased the quality of gameplay and graphics. In addition, the focus has shifted to the end consumer and games have become big business.