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.
Esports, or Electronic Sports, is fast becoming a household name as the new star of the sports broadcasting and entertainment industry. Simply put, the term ‘eSports’ covers competitive gaming on a professional scale – with the Fortnite World Cup and the League of Legends World Championship series becoming some of the most anticipated events set to take place in 2020. In July of 2019, the Fortnite World Cup took place in a sold-out Arthur Ashe stadium with well over 2 million people watching live gameplay across the world. With news of the solo tournament winner Kyle Giersdorf taking home a cool $3M, eSports was catapulted even further into the mainstream – and became impossible to ignore.
This year, live streaming is forecast to account for 82% of all internet traffic. Whether it’s Esports, a live video from your favourite Instagram influencer or a brand new product launch, live streaming is here to stay.
If you’re looking to start live streaming, you’ll want to strike the right balance between factors like price, functionality and compatibility. We’ll help to run you through some starting points when it comes to choosing live broadcasting software for the first time.
Live sports broadcasting is changing dramatically. Cloud-based production can not only dramatically reduce cost, but allows content owners to create many more productions from a single event – each custom tailored to smaller audiences, segmented by age, location, language, or interest. We already have seen alternate all-female commentary for NFL games, player-casting for the NCAA Finals, and Punjabi language NBA finals. This presentation shows what is next in this Twitch-like era.