History The popularity of livestreaming video games began with WSBN, a shoutcasting station, video streaming a competitive Starsiege Tribes match via Windows Media Encoder to approximately 50 people in 2001. Own3d, an early esport streaming website based in Austria, operated between 2009 and 2013. It later became popular in the mid-2010s on sites such as Twitch. By 2014, Twitch streams had more traffic than HBO Go and eventually hastened the closure of
Justin.tv, which Twitch had originally spun out of. In 2015, YouTube launched YouTube Gaming, a video gaming-oriented sub-site and app that intended to compete with Twitch. Other notable video-game oriented streaming websites include
Microsoft's
Mixer, which shut down in July 2020, Smashcast.tv, which was formed after the merging of
Azubu and
Hitbox.tv, the South Korea-based
afreecaTV, and many China based sites like Huya Live, DouYu and Bilibili. In August 2020, China based
video sharing website and live streaming service Bilibili paid
Riot Games $113 million for the exclusive rights to broadcast
League of Legends World Championship,
Mid-Season Invitational and
League of Legends All Star for three years in China. It was the biggest deal in the video game live streaming market, and made China's video game live streaming market bigger than Twitch, YouTube Gaming, and Facebook Gaming combined, according to journalist Rod Breslau.
Impact on the video game industry Live streaming has brought attention to previously obscure video games such as
Rocket League,
Fall Guys, and
Among Us.
Rocket League, a vehicular soccer game developed by
Psyonix, sold over 5 million copies after becoming one of the top 5 most-watched games on Twitch when it released in July 2015. The game eventually accumulated over 12 million players and earned itself a Twitch
Rocket League Championship Series. In September 2020,
Rocket League abandoned its traditional pricing scheme and became
free-to-play. This form of live streaming has become a popular form of advertising for video game developers, surpassing traditional mediums such as online magazines and traditional
demos. Video game live streaming has increased the popularity of many
free-to-play games like
Fortnite,
Call of Duty: Warzone, and
Valorant. Free-to-play games cost no money to buy and play but offer purchasable items in-game in order to turn a profit. Items can range from clothes, weapon accessories,
emotes, and more. Due to its popularity among live streamers and easy accessibility for viewers to play, free-to-play games blew up in popularity in the video game community. Video game livestreaming has also increasingly become a significant method of promoting video games. Research indicates that livestreaming can effectively stimulate both gaming and spending among viewers. A study has shown that watching esports events provides viewers with a sense of escapism, social interaction, and enjoyment, which can lead to increased gaming activity and higher expenditure on in-game purchases. Another reason for the increased popularity of free-to-play games was the frequent updates and
patches provided for the player base. Major issues users found in games were getting fixed much more frequently than in
AAA games. Due to the popularity of these games, live-streaming platforms have become places of discussion and suggestions on how to improve these games. One of the biggest prize pools in esports was for the
Dota 2 tournament,
The International, which totaled a pool of US$25 million in 2017. In 2013, several members of the
Super Smash Bros Melee community live streamed in order to raise money to become the eighth game featured at the prestigious tournament
Evolution Championship Series and overturn a decision by Nintendo to ban the game from the event.
Streamer-viewer relationship Livestreaming video games has become a phenomenon offering a range of entertainment and engagement. It's not just about broadcasting gameplay it's about the unique dynamics that streamers bring to their live shows. Live chat logs are at the heart of this culture serving as a hub where viewers and streamers form a special bond. People are not only interested in the gameplay itself but in the personalities and entertainment provided by the streamer. This connection goes beyond watching viewers often try to emulate the streamer's overall persona creating an environment where the streamer sets the tone and vibe of the livestream. In 2020, American politician
Alexandria Ocasio-Cortez live streamed herself playing the popular game Among Us with other streamers who have large followings in an effort to encourage people to vote in the
2020 United States presidential election. == Profession ==