The global video streaming industry is a multi-billion-dollar market that’s enabled streaming services of every size to succeed. Yet, with great success comes new risks and responsibilities. The rapid growth of streaming services means that they are now not only home to high-value content but, in some cases, data from millions of customers. Cybercriminals now see streaming services as a treasure trove and are eager to mine premium content and users’ data including, customer payment details, email addresses, physical addresses, and names. Inevitably, the more successful a streaming service is, the more personal data it has, which makes it an increasingly attractive proposition to cybercriminals because they have a greater surface area to attack. Growing pains in these organizations can lead to an increase in cyberattacks that take advantage of the vulnerabilities specific to OTT platforms and technologies.
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In May 2019, the League of Legends Mid-Season Invitational, set in Chinese Taipei and Vietnam, drew peak viewership north of 1.7 million. The massive audience watched in near real-time as G2 Esports claimed the title, knocking off Team Liquid 3-0 in the finals.
Production for the event was done remotely, thousands of miles away in Riot Games’ studio in Los Angeles. Via a mix of local internet providers in combination with Riot Direct, the company’s privately owned global internet network, video and audio HD feeds were sent from Asia to L.A., where the feeds were edited, finalized for broadcast and sent back to streaming and broadcast partners throughout the world.
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During this 80-minute recording of the session, leading video games and esports experts will help you better understand how traditional media is being complemented and disrupted by the rapid growth in competitive gaming.
Produced in association with Telstra and Telstra Ventures, discussions centre around how video games and esports content can help grow and engage audiences, the changing workflows for content creation and distribution, and how network demands, costs and regional complexity influence the production, testing and public release of games globally.
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[caption id="attachment_116826" align="alignright" width="288"] Yash Patel, General Partner at Telstra Ventures[/caption] When we announced back in 2018 that we had made an investment in the parent company of US esports team Team SoloMid (TSM), it raised a lot of eyebrows. It was a little different to our usual investments, plus esports was still seen as a niche interest and its participating teams not considered comparable to traditional sports franchises. But that perception has changed – today esports is a key growth area in the interactive media space. This trend can also be seen in another of our esports investments, Skillz, which in December became the first publicly-traded mobile esports platform. Skillz is poised to capitalise on the massive growth in mobile gaming, which it expects to more than double in value by 2025 to be worth $150 billion. It is planning new monetisation models and international expansion opportunities that will allow it to dramatically expand its addressable market. Skillz is democratizing esports for everyone. Traditional esports has always been associated with PC and console gamers and more hardcore, first-person shooter and Battle Royale games. But it turns out that mobile esports is a massive opportunity, magnitudes larger than PC and Console gaming and...
While in popular perception the esports market is centered around the twin loci of North America and Asia, Europe is fast becoming an esports hotspot. It accounts for almost one-third of all global esports revenues and is host to more than 70 million esports viewers. However, it remains far less homogenous and represents a far more diverse mix of countries and cultures than America and China
Europe’s rich and diverse games heritage traces back to the earliest days of games development, including some of the biggest titles in the business, ranging from Minecraft (Mojang, Sweden), through Grand Theft Auto (Rockstar North, Scotland), and on to the ubiquitous Candy Crush Saga (King, Sweden). It is unsurprising to see European developers amongst the first organisations that made esports popular, especially in the West. Amongst them are major players such as Germany’s ESL, which is now arguably the world’s largest esports organization.
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COVID-19 outbreak has accelerated the growth of the online gaming industry. In the first half of 2020, the Chinese online gaming market’s sales revenue reached more than US$20 billion, increased by 22.34%. While the online gaming industry is competing vigorously, any company that wants to seize a sweet spot in the attention economy must accelerate its games to become more premium and exquisite. Online games nowadays are constantly being renovated and iterated. The design and development must be new and innovative, and the game experience must be seamless and stable.
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BLAST, the global esports media network delivering world class entertainment experiences, has selected EVS’ market-leading VIA-based technology as the backbone of its new esports production flypack. The mobile solution is designed so that BLAST can produce its own live gaming events in-house. With the Covid-19 lockdown impacting mass gatherings, the flexibility of the live production workflow is enabling the esports giant to address this issue by delivering online-only events.
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Whether you work for a gaming startup or a well-known developer and publisher, the one thing you strive to do more than anything else is create exceptional games.
Many factors can make a game successful – engaging gameplay, enchanting storylines, a sense of community, intense competition – but there’s one important element that’s often less talked about: network infrastructure.
It may not be as sexy as gameplay and graphics, but developers and publishers must weigh several key network infrastructure and connectivity considerations, which often make a difference in getting rave reviews and making money for the business.
Using real-world case studies, interviews, and analysis, Niko Partners and Telstra developed a white paper to help you better understand those considerations.
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Located in the City of Brotherly Love, Maestro Filmworks is a full-service media production powerhouse. They’ve produced corporate video and commercials for brands like Google, Pfizer, Deloitte, Asics, Hyatt, Southwest Airlines, and more. Beyond corporate content, Maestro creates narrative and documentary work, broadcast television productions, and educational animations that entertain audiences everywhere.
Maestro Filmworks is a minority-owned production company made of a diverse group of producers, editors, animators, and motion graphics designers. Using top-of-the-line equipment and Adobe Premiere Pro, After Effects, and DaVinci Resolve video editing software, their team brings to life amazing stories in consistently quick turnaround times.
How do they manage a full workload, deliver outstanding creative, and stay on-schedule? They do it with a super fast and collaborative workflow powered by their EVO shared storage server.
But they had a few hurdles to overcome before they got to the smooth video editing workflow they have now.
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The session will explore how esports can capitalise on this growth as it moves into the future, examining the business models of esports teams and leagues, how broadcasters, streaming services and other rightsholders can develop esports audiences further along with new sources of revenue. It will also look at how esports leagues can leverage remote production and cloud-based production models to increase their flexibility and scale output, while still maintaining professional production standards. The presentation will show Esports was already a live broadcast powerhouse in waiting, but because of COVID-19 and lockdown the wait has suddenly become a lot shorter.
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