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

World Media Economics & Management Conference
Thessaloniki, 25.05.2012

Tobias M. Scholz
University of Siegen
tobias.scholz@uni-siegen.de


                                                Pictures by Julia Christophers
Current Situation




“
          Piracy is almost
          always a service




                                 ”
          problem and not
          a pricing problem.

                   Gabe Newell, 2011




Tobias M. Scholz                       pmg.uni-siegen.de   2
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                        pmg.uni-siegen.de   3
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, industry


Tobias M. Scholz                         pmg.uni-siegen.de         4
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
     (sc2ranks.com)


Tobias M. Scholz                   pmg.uni-siegen.de   5
IPTV in eSports (1)




Tobias M. Scholz      pmg.uni-siegen.de   6
IPTV in eSports (2)




Tobias M. Scholz      pmg.uni-siegen.de   7
IPTV in eSports (3)




Tobias M. Scholz      pmg.uni-siegen.de   8
Team Liquid TLO (11.10.2011)




Tobias M. Scholz               pmg.uni-siegen.de   9
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 viewers



Tobias M. Scholz                      pmg.uni-siegen.de   10
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                    pmg.uni-siegen.de        11
Tournament Operators (3)




Tobias M. Scholz           pmg.uni-siegen.de   12
Streams on the 19.6.2011




Tobias M. Scholz           pmg.uni-siegen.de   13
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                         pmg.uni-siegen.de     14
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                       pmg.uni-siegen.de    15
Thank you




http://www.gamestudy.de
http://pmg.uni-siegen.de
tobias.scholz@uni-siegen.de




Tobias M. Scholz              pmg.uni-siegen.de   16

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

  • 1. New Broadcasting Ways In IPTV – The Case of the Starcraft Broadcasting Scene World Media Economics & Management Conference Thessaloniki, 25.05.2012 Tobias M. Scholz University of Siegen tobias.scholz@uni-siegen.de Pictures by Julia Christophers
  • 2. Current Situation “ Piracy is almost always a service ” problem and not a pricing problem. Gabe Newell, 2011 Tobias M. Scholz pmg.uni-siegen.de 2
  • 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 pmg.uni-siegen.de 3
  • 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, industry Tobias M. Scholz pmg.uni-siegen.de 4
  • 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 (sc2ranks.com) Tobias M. Scholz pmg.uni-siegen.de 5
  • 6. IPTV in eSports (1) Tobias M. Scholz pmg.uni-siegen.de 6
  • 7. IPTV in eSports (2) Tobias M. Scholz pmg.uni-siegen.de 7
  • 8. IPTV in eSports (3) Tobias M. Scholz pmg.uni-siegen.de 8
  • 9. Team Liquid TLO (11.10.2011) Tobias M. Scholz pmg.uni-siegen.de 9
  • 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 viewers Tobias M. Scholz pmg.uni-siegen.de 10
  • 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 pmg.uni-siegen.de 11
  • 12. Tournament Operators (3) Tobias M. Scholz pmg.uni-siegen.de 12
  • 13. Streams on the 19.6.2011 Tobias M. Scholz pmg.uni-siegen.de 13
  • 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 pmg.uni-siegen.de 14
  • 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 pmg.uni-siegen.de 15