"Game streaming" redirects here. For video gaming on remote servers, see cloud gaming. For the level design technique, see Level streaming.
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The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services. By 2014, Twitch streams had more traffic than HBO's online streaming service, HBO Go. Professional streamers often combine high-level play and entertaining commentary, and earn income from sponsors, subscriptions, ad revenue, and donations.
Both AAA and indie developers have circumvented rising development costs by utilizing the free advertising live streaming provides. Independent titles such as Fall Guys, Rocket League, and Among Us are examples of games that have experienced a huge increase in player base as a result of streaming. Esports have also gained significant traction and attention from the accessibility of live streaming, and streaming has even been used as a method to raise awareness of social issues and money for charity.
Through live streaming, viewers can watch experienced or entertaining video game players while immersing themselves in a virtual audience of like-minded people. Many viewers cannot experience these video games due to time and financial constraints. Video game live streaming can be a remedy to this dilemma, allowing the audience to consume the act of the streamer's consumption.[1] Live streamers are seen as community organizers of a video game due to their ability to play said game or the entertainment they've created around it.[1]
Twitch is currently the most popular video game live-streaming service for both streamers and viewers. The website averaged 35 million daily users in 2022 and 7 million distinctive streamers go live every month.[2] Twitch has a global reach as well, hosting broadcasts in up to 35 different languages.[2]
^ abKohls, Harper; Hiler, Jacob L.; Cook, Laurel Aynne (1 January 2023). "Why do we twitch? Vicarious consumption in video-game livestreaming". Journal of Consumer Marketing. 40 (6): 639–650. doi:10.1108/jcm-03-2020-3727. S2CID 258118414.
^ ab"Twitch Ads | Audience". Twitch.tv.
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