Friday, January 30, 2015

Blog 2: The Annotated Post About Growth in Esports

For the second blog post, I have dove into the Esports aspect of video games. With my theme being the growth of video games in popular culture, one avenue to take would be discussing the professional gaming aspect of video games and growth of the audience in gaming. The annotated bibliography below summarizes key points from an article on Esports.
"Soaring eSports Viewership Driven by Online Video Platforms." EFYTimes.com Jun 02 2014ProQuest. Web. 25 Jan. 2015
     http://efytimes.com/e1/139983/Soaring-eSports-Viewership-Driven-By-Online-Video-Platforms 
This article explains the rapid growing cultural phenomenon known as Esports, or electronic sports (mainly computer gaming). EFYTimes, a technology focused publication based out of New Delhi, India  explains the rapid growing audience behind professional gaming. One of the initial points made in the article explains that the hours of Esports video consumed in 2013 was 1.3 billion compared to 2.4 billion in 2014. The term Esports video refers to "live on-demand programming that presents organized gaming competitions" according to Information Handling Services (IHS).The article also mentions the different media outlets people are using to stream Esports including the popular online streaming websites such as YouTube and Twitch which create advertisement avenues for businesses of both gaming and non gaming related sectors. The article also mentions that the audiences for Esport events are data rich, they are broadcast internationally and are live. Spearheading the reassurance in the claims that Esports video is growing and successful, EFYTimes uses data obtained from IHS when mentioning that Esports video will be worth 300 million by 2018. The article promises that the future will be bright in Esports with growth in its audience.

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