SlideShare a Scribd company logo
10TH ANNUAL VIDEO GAME AND INTERACTIVE ENTERTAINMENT CONFERENCE
Presented by and
Tadhg Kelly
Director of Developer Relations
VReal
Social and Streaming:
Driving Engagement, Discovery
and Acquisition
Streaming for the New Reality
More People Watch Games
Than Play Them
Diary of a Camper, 1996 Rooster Teeth: Red vs Blue, 2003 South Park, 2006
Where Did Streaming Begin?
Streaming Turns Games Into Entertainment Franchises
Global gaming video content is worth $3.8B
and has increased >30% every year
Worldwide
US
287M
86M
385M
108M
486M
125M
622M
147M
790M
181M
2013
2017E
Game Video Content Viewers
Gaming Video Content: The Market Brief 2015, SuperData
Where Are Viewers Watching?
The Audience is LIVE
Gamers have embraced
streaming as the way to find
new content and communities
Number of monthly broadcasters on Twitch
0.9M
1.5M
1.7M
2M
2013 2014 2015 2016
Investors Expect These Trends To Continue In VR
The World’s Biggest Companies Are Invested in VR
Digi-Capital VR/AR revenue
($B)
120
100
80
60
40
20
0 2016 2017F 2018F 2019F 2020F 2021F
But Video Cannot Effectively Share VR Experiences
The crappy 360- degree videos you’re seeing
on Facebook are giving virtual reality a bad name
Why Pretty Much All 360 VR Videos
Get it Wrong
Why first person VR footage (generally) sucks
Stop calling Google Cardboard’s
360-degree videos ‘VR’
Sorry, YouTube: The virtual-reality revolution will not
come via shaky footage shot by amateurs
Why is the camera shaky?
1 YEAR AGO BY MARIUSLCHIGO
How Are Creators Approaching VR Streaming?
Native VR
VREAL is The Streaming Platform for the VR World
Entertain
Native VR streams from top influencers
and publishers
Everyone
Can watch and
broadcast from VR
Anywhere
On any device, in the best
format for that device
Anytime
Native VR streams replacing live video
and VR Replays replacing VOD
VR Series ‘ER VR’ with VREAL
VR Series ‘ER VR’ with VREAL
Strong engagement:
• Peak concurrent viewers up 8x
• Chat engagement up 4x
Rooster Teeth Partners with VREAL
• Red vs Blue
• Est 2003 Austin TX
• 9m subscribers
• VREAL Ep: 260k views
• Games have become entertainment franchises
• But streaming is not simple, especially for VR
• You need to think about broadcast, camera and other techniques
• And find the right solution that makes your game the best
streamed experience possible
Takeaways
Tadhg Kelly
tadhg@vreal.io
@tiedtiger

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Social & Streaming Media Will Drive Engagement, Discovery, and Acquisition in VR - Power of Play 2017

  • 1. 10TH ANNUAL VIDEO GAME AND INTERACTIVE ENTERTAINMENT CONFERENCE Presented by and Tadhg Kelly Director of Developer Relations VReal Social and Streaming: Driving Engagement, Discovery and Acquisition
  • 2. Streaming for the New Reality
  • 3. More People Watch Games Than Play Them
  • 4. Diary of a Camper, 1996 Rooster Teeth: Red vs Blue, 2003 South Park, 2006 Where Did Streaming Begin?
  • 5. Streaming Turns Games Into Entertainment Franchises Global gaming video content is worth $3.8B and has increased >30% every year Worldwide US 287M 86M 385M 108M 486M 125M 622M 147M 790M 181M 2013 2017E Game Video Content Viewers Gaming Video Content: The Market Brief 2015, SuperData
  • 6. Where Are Viewers Watching?
  • 7.
  • 8. The Audience is LIVE Gamers have embraced streaming as the way to find new content and communities Number of monthly broadcasters on Twitch 0.9M 1.5M 1.7M 2M 2013 2014 2015 2016
  • 9.
  • 10. Investors Expect These Trends To Continue In VR
  • 11. The World’s Biggest Companies Are Invested in VR Digi-Capital VR/AR revenue ($B) 120 100 80 60 40 20 0 2016 2017F 2018F 2019F 2020F 2021F
  • 12. But Video Cannot Effectively Share VR Experiences The crappy 360- degree videos you’re seeing on Facebook are giving virtual reality a bad name Why Pretty Much All 360 VR Videos Get it Wrong Why first person VR footage (generally) sucks Stop calling Google Cardboard’s 360-degree videos ‘VR’ Sorry, YouTube: The virtual-reality revolution will not come via shaky footage shot by amateurs Why is the camera shaky? 1 YEAR AGO BY MARIUSLCHIGO
  • 13. How Are Creators Approaching VR Streaming? Native VR
  • 14. VREAL is The Streaming Platform for the VR World Entertain Native VR streams from top influencers and publishers Everyone Can watch and broadcast from VR Anywhere On any device, in the best format for that device Anytime Native VR streams replacing live video and VR Replays replacing VOD
  • 15. VR Series ‘ER VR’ with VREAL
  • 16. VR Series ‘ER VR’ with VREAL Strong engagement: • Peak concurrent viewers up 8x • Chat engagement up 4x
  • 17. Rooster Teeth Partners with VREAL • Red vs Blue • Est 2003 Austin TX • 9m subscribers • VREAL Ep: 260k views
  • 18. • Games have become entertainment franchises • But streaming is not simple, especially for VR • You need to think about broadcast, camera and other techniques • And find the right solution that makes your game the best streamed experience possible Takeaways Tadhg Kelly tadhg@vreal.io @tiedtiger

Editor's Notes

  1. Diary of a Camper is a short American film made using id Software's 1996 first-person shooter video game Quake, released in 1996. It was created by United Ranger Films,[1] then a subdivision of a popular group of video game players, or clan, known as the Rangers. The film was first released over the Internet as a non-interactive game demo file. The video is generally considered[2] the first known example of machinima—the art of using real-time, virtual 3D environments, often game engines, to create animated films. Southpark: The episode uses machinima in many of its scenes to create a better emulation of the game.