Game developers are increasingly using Twitch to reach new customers. Twitch viewership has grown significantly in recent years, especially among millennial males. Developers are creating original content for Twitch, engaging with streamers, gathering feedback from viewers, and holding tournaments to promote games and build communities. Case studies show how ROBLOX grew its viewership on Twitch from 100,000 to 5 million minutes by empowering its community, and how Digital Extremes takes a collaborative approach, using Twitch to get feedback and make game changes. The presentation encourages developers to embrace the Twitch community for branding, building loyalty, and leveraging streamers to spread their message.
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Delivered at Casual Connect Europe 2016
This talk outlines feature requirements and strategies to develop an active user base around competitive titles early in the life cycle. You learn about simple tools to engage early adopters and foster player liquidity even with low concurrent user numbers and budgets, as well as the decision making process of selecting the right multiplayer features to develop, and picking smart parameters for your PVP game mode.
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- The State Of Marketing
- What Works Where & Why?
- Tools Of The Trade
- Tips & Tricks
http://www.widenetconsulting.com/widenet-u/2017-08-30-mastering-social-media-pell-city/
This document discusses the costs of livestreaming and provides budget recommendations. It begins by explaining the importance of live content for audiences and brands. It then covers essential planning considerations like content, cadence and distribution before going live. The document presents case studies that demonstrate the real ROI potential of livestreaming, such as increased attendance and subscriptions. Finally, it provides budget recommendations and example packages for livestreaming setups ranging from $1,000 starter kits to $100,000+ professional broadcast systems.
Mobile Ad Monetization for Games | Christian CalderonJessica Tams
Delivered at Casual Connect USA 2016. Ad monetization is a relatively mysterious activity for most startups, and has become increasingly more important for a majority of developers these days. Ketchapp has launched hundreds of titles that have been played by over 500 million people around the world. Join this session with Ketchapp's chief revenue officer Christian Calderon to discover how startups can be more effective in their monetization strategies.
Presenter: JT Gleason, Director of Integration Success
Date: May 16, 2017
Event: Nordic Game 2017
Twitch is the largest social video platform for gamers on the planet. Millions of people watch billions of hours of game video per month on Twitch. Your players are already deeply engaged with your game’s content on Twitch when they are not playing it directly. But Twitch is more than just a way to market your game. Twitch has several powerful technologies to amplify your game’s reach, engagement and ultimately monetisation. In this talk, JT will discuss all the technological options you have in order to make your game bigger, stickier and better monetised. Both you and Twitch win when your game is as large as possible. Come learn how we can work together on a technical level in order to give your game the best shot at success!
Twitch is a live streaming platform, originally focused on gaming, that allows broadcasters to stream live video and chat. It has over 1.5 million broadcasters and more than 35 million monthly users. Twitch became the official streaming platform for esports in 2014. Major streamers can earn money through subscriptions, donations, and sponsorships. Twitch has helped grow esports by broadcasting major tournaments and now dominates esports streaming.
Game developers are increasingly using Twitch to reach new customers. Twitch viewership has grown significantly in recent years, especially among millennial males. Developers are creating original content for Twitch, engaging with streamers, gathering feedback from viewers, and holding tournaments to promote games and build communities. Case studies show how ROBLOX grew its viewership on Twitch from 100,000 to 5 million minutes by empowering its community, and how Digital Extremes takes a collaborative approach, using Twitch to get feedback and make game changes. The presentation encourages developers to embrace the Twitch community for branding, building loyalty, and leveraging streamers to spread their message.
eSports for Competitive Mobile & Indie Games | David HiltscherJessica Tams
Delivered at Casual Connect Europe 2016
This talk outlines feature requirements and strategies to develop an active user base around competitive titles early in the life cycle. You learn about simple tools to engage early adopters and foster player liquidity even with low concurrent user numbers and budgets, as well as the decision making process of selecting the right multiplayer features to develop, and picking smart parameters for your PVP game mode.
Ready to master social media?! Join us on Wednesday, August 30, 2017 at the Pell City Chamber of Commerce as our CEO/Founder, Chris Williams, explains how to excel at social media with content.
In this session, we’ll cover:
- The State Of Marketing
- What Works Where & Why?
- Tools Of The Trade
- Tips & Tricks
http://www.widenetconsulting.com/widenet-u/2017-08-30-mastering-social-media-pell-city/
This document discusses the costs of livestreaming and provides budget recommendations. It begins by explaining the importance of live content for audiences and brands. It then covers essential planning considerations like content, cadence and distribution before going live. The document presents case studies that demonstrate the real ROI potential of livestreaming, such as increased attendance and subscriptions. Finally, it provides budget recommendations and example packages for livestreaming setups ranging from $1,000 starter kits to $100,000+ professional broadcast systems.
Mobile Ad Monetization for Games | Christian CalderonJessica Tams
Delivered at Casual Connect USA 2016. Ad monetization is a relatively mysterious activity for most startups, and has become increasingly more important for a majority of developers these days. Ketchapp has launched hundreds of titles that have been played by over 500 million people around the world. Join this session with Ketchapp's chief revenue officer Christian Calderon to discover how startups can be more effective in their monetization strategies.
Presenter: JT Gleason, Director of Integration Success
Date: May 16, 2017
Event: Nordic Game 2017
Twitch is the largest social video platform for gamers on the planet. Millions of people watch billions of hours of game video per month on Twitch. Your players are already deeply engaged with your game’s content on Twitch when they are not playing it directly. But Twitch is more than just a way to market your game. Twitch has several powerful technologies to amplify your game’s reach, engagement and ultimately monetisation. In this talk, JT will discuss all the technological options you have in order to make your game bigger, stickier and better monetised. Both you and Twitch win when your game is as large as possible. Come learn how we can work together on a technical level in order to give your game the best shot at success!
Twitch is a live streaming platform, originally focused on gaming, that allows broadcasters to stream live video and chat. It has over 1.5 million broadcasters and more than 35 million monthly users. Twitch became the official streaming platform for esports in 2014. Major streamers can earn money through subscriptions, donations, and sponsorships. Twitch has helped grow esports by broadcasting major tournaments and now dominates esports streaming.
This presentation discusses new trends in fan engagement around sport industry but can be applied to other industries as well. myQuiz.org is a platform which allows fan engagement via gamification.
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CMX presents the SPACE model, a framework for defining your community's business value so you can measure its success. We partnered with Vanilla Forums to distill these insights.
Twitch & Youtube Live: New Platforms That Will Change the Gaming Business in ...Jessica Tams
Delivered at Casual Connect USA 2016. Twitch, Youtube Live, Azubu, Hitbox and other livestreaming gaming sites are fast turning into platforms to build games, distribute games, and create entertaining experiences. $300m+ per year is being transacted on these platforms today. Get an overview of the leading players in the ecosystem, who's doing what, and how some innovative game developers are building and distributing a new genre of games tailored for livestreams.
A webinar from NARP
Event date: 05/29/2013 01:00 PM - 02:00 PM Eastern time zone
Speakers:
Mikki Anaya, Coordinator of the Southwest Rural Policy Network
Mikki has worked for over 15 years raising funds in her various capacities including as Executive Director of a not-for-profit organization and as the Production Manager for some of northern New Mexico's largest fundraising events. Through the years as the economy changed so has the fundraising landscape changed. Always interested in what is next and new in the fundraising arena, Mikki spends time studying various fundraising modalities and implementing practices learned.
This Webinar is provided by the National Consumer Law Center.
Game Industry Advertising - Alienware alpha console launch pitch - Ben RosieBen Rosie
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This is a competitive analysis that was created to look into the public broadcasting space as a whole. To research this project, I examined over more than 200 public broadcasters in both the U.S. and Canada.
How to Kickstarter: PR & Community ManagementJakub Kwinta
All we've learned during Gamedec's Kickstarter campaign during the global pandemic. To create a successful Kickstarter campaign, you have to adapt how this environment works. Learn the fundamental mechanics that can increase your chance to gather backers and fund your projects. From Stretch Goal structure to the exact date and time in the month to start the campaign - Every detail can make an impact on how you'll handle the whole project.
What makes Twitch unique? How can you use data to grow your community on Twitch? How can you integrate with the Twitch API? How do Extensions help grow your audience? Get answers to these questions and more in this presentation.
This document discusses ways for a company to engage its online community in offline events. It provides examples of different types of offline events including user advisory panels, meetups, town halls, user conferences, and member-organized events. The goal is to recognize power users, collect feedback, build loyalty, and put a face to the brand through casual social events as well as more formal opportunities for education, networking, and feedback. Measurement includes tracking the number of ideas generated from user panels and the number implemented.
How to create an award-winning community - Community Conference 2014Seismonaut
Vincent Boon, an award-winning community manager, spoke at Community Conference 2014 in Copenhagen on April 3rd about how to create a thriving community.
Community Conference is organised by Seismonaut. www.communityconference.dk
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Brendan Rocks, Data Scientist of Developer Success, Twitch
Ian Murray, Lead Data Scientist of Community, Social, and Discovery, Twitch
Social media marketing can increase brand awareness, drive traffic to websites, and enable customer service and reputation management. The top social networks for business are Facebook, Twitter, LinkedIn, Pinterest, YouTube, and Google+. Maintaining a constant social media presence through sharing content, promotions, and responding to customers helps build relationships and engage audiences. Advertising on social media allows targeting users based on interests and behaviors. When done right, social media complements an overall marketing strategy.
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You’ve been posting Facebook updates, sending the snappy 140 character tweets, and adding videos to your YouTube channel, but is it making a difference for your nonprofit? Measuring social media can be a daunting task, but with a few handy tools and a standard reporting structure, you can effectively measure your efforts. Promise!
The document discusses YouTube contests as a way to promote engagement with brands. It outlines the benefits of contests such as generating interaction through compelling campaigns. Contests on YouTube include announcement, submission, viewing/voting, and results phases and allow for features like call-to-action videos, banners, notifications, and integration with the brand's channel. Statistics on YouTube's reach and usage are also provided, as well as examples of successful past contests.
TDI Virtual events and webinars – listening and innovatingThe Digital Insurer
The document discusses feedback from members on virtual events and plans to innovate future events based on that feedback. Members indicated they liked the current format of panel discussions with 2-4 panelists for 60-75 minutes. They particularly enjoyed short presentations and the quality of panelists. The innovation plan includes tweaking the existing format, launching a practical solutions series, starting podcasts and video interviews, and offering small group virtual networking events.
Grow Membership with an Online Community SolutionHigher Logic
Heather McNair, Vice President of Engagement Strategy at Higher Logic, the leading cloud-based community platform, and Kevin Ordonez, Owner and Founder at .orgCommunity, a digital communications and technology group serving associations, presented on Growing Membership with an Online Community Solution.
The discussed how associations can use online communities to expand their member base and increase retention. They also covered case studies and examples of organizations that use communities to:
- Drive engagement with an active and engaged online community
- Create a rich knowledge base of member-generated content
- Boost member participation and collaboration using pre-populated member data
Inner Circle is a quarterly GateHouse program that evaluates newsroom performance around key print and digital content strategies. The program began several years ago setting basic standards for web posting, photo galleries and new story formats. But the program has evolved to include higher-level goals on social media and video production. Inner Circle has helped GateHouse improve print and web content, and we have seen strong page view increases and referral increases from social media. The program also allows us to work closely with newsrooms on ever-evolving media tactics and strategies.
GateHouse has launched two major research initiatives with Frank N. Magid Associates and Communispace Corp. over the past 1.5 years. The results of those surveys are helping us make major design and content decisions to both our print and web products. In print, those changes are well under way and just now being evaluated by reader panels. On Web, we are at the early stages of making changes aimed at driving more hyperlocal engagement and, ultimately, revenue.
The document proposes a solution for distributing video advertisements through a platform that rewards users for viewing and sharing the ads. The platform aims to stimulate viral sharing of ads through a game-like experience. It argues this approach can effectively reach large online audiences among users of social networks, games, and deal-sharing services while keeping barriers to entry low. The target customers are brands seeking new ways to promote through social media and interactive campaigns.
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How Can Hiring A Mobile App Development Company Help Your Business Grow?ToXSL Technologies
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Twitch & Youtube Live: New Platforms That Will Change the Gaming Business in ...Jessica Tams
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- Boost member participation and collaboration using pre-populated member data
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2. Why Twitch?
• “to create the very best place to
share your gaming and life online”
• Finding Fit
• Connection and Community
• Likeness
3. Company
Goals
• 9.7 million daily active users
• 2+ million unique streamers per month
• 17+ thousand members of the Twitch
Partner Program
• 106 minutes watched per person per day
• 2+ million peak concurrent sitewide
viewers
• 46+ million raised by the Twitch
community for charity
• 115 minutes watched per person per day
(8.5% increase)
“…more watched than soccer worldwide”
4.
5. Success
Metrics
• Increase of daily average of time spent on
stream
• [115 minutes watched per person per day (8.5%
increase)]
• # of Sessions created / week / streamer
• [7]
• Average % of members in streamers’ sessions
• 40% in the first 3 months
7. Go To Market
• Early Adopter - New Partners with the
immediate need
• Early Majority - Older Partners with medium
audience looking to more tools/content for
differentiation
• Late Majority - Older Partners with larger
audiences to manage but reluctant with change
• Laggards - Advertisers/Brands on Twitch Partner
status
My name is Maximilian Kwok. The company I chose to improve is Twitch.
Twitch is a live streaming social network which mission is “to create the very best place to share your gaming and life online”.
I am fascinated by Twitch. I love learning how people socialize, have community, and create community.
7 years ago I permanently relocated to China where I didn't know the language, the culture, nor anyone. I’m naturally introverted, and moving to an unfamiliar place was a big obstacle for me. After I realized I didn't want to be alone in China, I actively learned how to create community from scratch and how to sustain it. I got really good at it after a year. Twitch streamers are just like me - creating community from scratch and sustaining it to the best of their ability.
I want to help them.
Twitch is dominating the live streaming gaming community. Twitch currently ranks 4th in peak internet traffic, which is 1.8% of all US internet traffic. Twitch has experienced incredible growth, but not without it's growing pains.So let’s take a look at a user journey for see what the pains are.
Twitch is tackling and solving some of the hardest technology problems. Live chat improvements needs to be one of them. Full time Twitch partners stream at least 10-12 hours daily and they need the help to contain stream deterrents. Users spend on average 106 minutes daily on Twitch.
Soccer worldwide enjoys an average daily of 115 minutes. That is 8.5% more than Twitch. This is a reasonable goal. Twitch can be “more watched than soccer worldwide!“
So let's get into what the product looks like. Streamers will have the option to create, title, and purpose 24 hour available sessions for 2 way communication on their preferred topic. Streamers can invite members, and shift members back into the general chat when needed. At the end of 24 hours, the session will still continue to exist but no longer be attached to the active stream. The streamer at any time can renew the session by attaching it to the stream once again.
In addition to increasing the average daily time spent to 115 minutes, direct key success metrics will include number of sessions created per week and average percentage of members in streamers’ sessions per stream. Other metrics such as number of messages in sessions are also important and can empower streamers with data to create relevant content hooks.
Sessions will help streamers scale to bigger audiences so they can preserve 2 way community experience between the viewers and streamer.Viewers will use sessions to relate to their favorite streamers. Viewers will also use sessions to save time to discover new relevant streams as sessions become ice breakers and initial filters for community
Go to market strategy will involve an invitational rollout. We will announce and release it to all Twitch partners on an invite basis. The first group should be streamers who achieved Twitch partners of less than 6 months. They will likely be self operating with configurable chat bots and would need the help. While iterating, we can scale further out to the rest of Twitch partners and eventually to non-partners.
Sessions is designed to address other pain points as well. There is currently a problem for viewers to discover relevant streams. Adding search and discovery components for sessions would help solve viewers' pain points as well as marketing pain points for streamers.
Another problem is that streamers want more data to create better and engaging content. Scaling a recommendation system based on sitewide session trends will help solve streamers' pain points.
Twitch is truly a one of a kind product. Let's continue to make the users feel that too. Thank You.