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The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. [1] 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.
TwitchCon is a semi-annual convention for the video live-streaming service Twitch. It is organized by Twitch Interactive and focuses on the culture of live-streaming, entertainment, esports and internet culture. TwitchCon is open to industry professionals, streamers, and fans; the convention allows community members to meet streamers, discover ...
In 2017, Twitch remained the leading live-streaming video service for video games in the US, and had an advantage over YouTube Gaming, which shut down its standalone app in May 2019. [ 13 ] [ 14 ] [ 15 ] As of February 2020, [update] it had three million broadcasters monthly and 15 million active users daily, with 1.4 million average concurrent ...
At its core, Twitch is still about live streaming, but it’s evolved into so much more. While gaming is still a cornerstone of the platform, Twitch is increasingly home to more casual content.
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Other video game genres may also involve twitch gameplay. For example, the puzzle video game Tetris gradually speeds up as the player makes progress. Twitch gameplay keeps players actively engaged with quick feedback to their actions, as opposed to turn-based gaming that involves waiting for the outcome of a chosen course of action. Twitch can ...
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 non- live broadcast forms of streamed media such as video-on-demand , vlogs and video-sharing platforms such as ...
Mixer was an American video game live streaming platform. The service launched on January 5, 2016, as Beam , under the ownership of co-founders Matthew Salsamendi and James Boehm. The service placed an emphasis on interactivity, with low stream latency and a platform for allowing viewers to perform actions that can influence a stream.