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  2. Video game livestreaming - Wikipedia

    en.wikipedia.org/wiki/Video_game_livestreaming

    Video game livestreaming. The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. The practice became popular in the mid-2010s on the US -based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services.

  3. Advertising revenue - Wikipedia

    en.wikipedia.org/wiki/Advertising_revenue

    YouTube's monetization system (logo pictured) is one of the most prominent sources of advertising revenue online. Advertising revenue is the monetary income that individuals and businesses earn from displaying paid advertisements on their websites, social media channels, or other platforms surrounding their internet-based content.

  4. Twitch (service) - Wikipedia

    en.wikipedia.org/wiki/Twitch_(service)

    Twitch is an American video live-streaming service that focuses on video game live streaming, including broadcasts of esports competitions, in addition to offering music broadcasts, creative content, and "in real life " streams. Twitch is operated by Twitch Interactive, a subsidiary of Amazon. [4] It was introduced in June 2011 as a spin-off of ...

  5. Live streaming - Wikipedia

    en.wikipedia.org/wiki/Live_streaming

    Livestreaming, live-streaming, or live streaming is the streaming of video or audio in real time or near real time. While often referred to simply as streaming, the real time nature of livestreaming differentiates it from other forms of streamed media, such as video-on-demand, vlogs, and YouTube videos. Livestreaming services encompass a wide ...

  6. Creator economy - Wikipedia

    en.wikipedia.org/wiki/Creator_economy

    Creator economy. The creator economy or also known as influencer economy, is a software-facilitated economy that allows content creators and influencers to earn revenue from their creations. [1] According to Goldman Sachs Research, the ongoing growth of the creator economy will likely benefit companies that possess a combination of factors ...

  7. Multi-channel network - Wikipedia

    en.wikipedia.org/wiki/Multi-channel_network

    A multi-channel network (MCN) is an organization that works with video platforms to offer assistance to channel owners in areas such as "product, programming, funding, cross-promotion, partner management, digital rights management, monetization and sales, and audience development," [1] in exchange for a percentage of the ad revenue from the channel.

  8. Let's Play - Wikipedia

    en.wikipedia.org/wiki/Let's_Play

    Let's Play. A Let's Play (LP) is a video (or screenshots accompanied by text) documenting the playthrough of a video game, often including commentary and/or a camera view of the gamer 's face. [1] A Let's Play differs from a video game walkthrough or strategy guide by focusing on an individual's subjective experience with the game, often with ...

  9. Video game monetization - Wikipedia

    en.wikipedia.org/wiki/Video_game_monetization

    The tradition of video game monetization can be traced back to the monetization of real life games, before the existence of the computer. A game is usually constructed with players, tools and rules. The tools for the game were made by skilled craftsman, usually with valuable materials, as described in the history.