New Broadcasting Ways In IPTV – The Case of the Starcraft Broadcasting Scene


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Conference Presentation at the World Media Economics & Management Conference
Thessaloniki, Greece, 25.05.2012

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New Broadcasting Ways In IPTV – The Case of the Starcraft Broadcasting Scene

  1. 1. New Broadcasting Ways In IPTV –The Case of the StarcraftBroadcasting SceneWorld Media Economics & Management ConferenceThessaloniki, 25.05.2012Tobias M. ScholzUniversity of Pictures by Julia Christophers
  2. 2. Current Situation“ Piracy is almost always a service ” problem and not a pricing problem. Gabe Newell, 2011Tobias M. Scholz 2
  3. 3. eSports (1)• „eSports is an area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies.“ (Wagner, 2006)• Typical eSports member: – Age between 18-29 – Male – Extremely technophile – Digital native – Plays in average 100 minutes per day (ESL Study, 2011)Tobias M. Scholz 3
  4. 4. Why is eSports an interesting research field• Over 10 years expertise in IPTV – Isolated from traditional media (only few interactions) – Spearheading the videostream technology• Generates revenue – Advertising – Sponsoring – Pay per view• Video streaming and video demand structure exists• User generated content – News platforms – eSports-related Wikipedia – Coverage, results and statistics are community driven• Unique target audience• Piracy is no issue• Niche, but vivid and volatile, industryTobias M. Scholz 4
  5. 5. Starcraft II• Release: 2010• Developer: Blizzard Entertainment• Genre: Real Time Strategy• Players: 3.740.940 Europe: 1.052.755 America: 1.381.444 Korea/Taiwan: 796.600 Southeast Asia: 152.399 China: 352.740 ( M. Scholz 5
  6. 6. IPTV in eSports (1)Tobias M. Scholz 6
  7. 7. IPTV in eSports (2)Tobias M. Scholz 7
  8. 8. IPTV in eSports (3)Tobias M. Scholz 8
  9. 9. Team Liquid TLO (11.10.2011)Tobias M. Scholz 9
  10. 10. Tournament Operators (1)• Tournament operators are the driving force behind IPTV in eSports• Other streamers are: – Professional gamers – Independent casters – Upcoming amateurs – Etc.• Lack of explicit and consistent way of counting viewer numbers – Peak number of concurrent viewers – Gross numbers (every time somebody is opening the stream) – Absolute number of viewersTobias M. Scholz 10
  11. 11. Tournament Operators (2)• Dreamhack Summer 2011 had over 1.5 million absolute viewers.• GSL Team League in February 2011 had a peak of 377.000 viewers in their finals.• GSL announced for the time from 2009 until June 2011 that it had over 53 million viewer combined live and VoDs.• Several peak numbers – Dreamhack Summer 2011: 65.535 – NASL finals 2011: 84.323• IEM had over 4 million contacts (gross numbers).Tobias M. Scholz 11
  12. 12. Tournament Operators (3)Tobias M. Scholz 12
  13. 13. Streams on the 19.6.2011Tobias M. Scholz 13
  14. 14. Barcraft• „An event is basically a gathering of individuals in a public setting such as a pub or restaurant for the purpose of viewing live or pre-recorded Starcraft II competition [...] while enjoying some good grub and good company.“ (Malarh, 2011) Barcrafts in 2011 (Xifan, 2011)Tobias M. Scholz 14
  15. 15. Results• Easy access is the key criterion.• Strong need for interaction and participation. Problems with the focus on players.• Community-based content generation is allowed and encouraged.• Advertising and pay per view is no hindrance, but support for eSports in general and streamers in specific.• Cost-efficiency is attracting traditional television (cooperations with CBS and ZDF).• Stars and innovation emerge within the community.Tobias M. Scholz 15
  16. 16. Thank youhttp://www.gamestudy.dehttp://pmg.uni-siegen.detobias.scholz@uni-siegen.deTobias M. Scholz 16