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VR in Spectating VR in Spectating

VR in Spectating - PowerPoint Presentation

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VR in Spectating - PPT Presentation

Esports Christian F MercedCruz Why Esports Growing trend of viewers from 20 million unique viewers The International DOTA 2 2014 to 46 million unique viewers Intel Extreme Masters or ID: 605410

esports https http www https esports www http viewers 2017 sliver million audience youtu katowice unique iem watch spectators

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Slide1

VR in Spectating Esports

Christian F. Merced-CruzSlide2

Why Esports?

Growing trend of viewers, from 20 million unique viewers [The International, DOTA 2 (2014)] to 46 million unique viewers [Intel Extreme Masters

or

IEM

(Katowice), Counter Strike: Global Offensive

or

CSGO

(2017)]

Along with setting a record audience of 46 million unique viewers, IEM Katowice had 173,000 viewers (Stadium and Festival) present.

Far reaching broadcast, across outlets up to 19 different languages which streamed the matches for IEM Katowice.

Sliver.tv had up to a total of 340,000 concurrent viewers at a time for the IEM Katowice Major.Slide3

What Works

Apps like Sliver.tv allow the spectator to view interactions within each game in a unique way, through the lens of VR.

http://

www.sliver.tv

https://

www.youtube.com/watch?v=4FInB3hYeQA

Allows streamers and content creators to display their gameplay to fans in real time VR.

https://

boom.tv

https://

youtu.be/WPfGfecMemM?t=31s

Other apps allow streamers and content creators to interact more closely with spectators and fans.

http://

vreal.net

https://

youtu.be/mPSCCpQZp5QSlide4

What doesn’t work

Less than 1% of the audience for these events is a VR audience (~300k VR spectators)

Out of 92.5 million VR units supplied last year, 88.4 million were Google Cardboard units.

The affordability of VR headsets detriments the amount of

esports

spectators that can afford such a feat.

https://www.kotaku.com.au/2017/03/you-can-watch-esports-in-vr-now-but-why-would-you

/Slide5

Competitive analysis/Overview

Different purposes, similar audiences.

Sliver.tv employees had some level of gaming background, along with engineering / business backgrounds.

Teams consist of 4 to 5 people at the start, hiring more employees as the market demand increases.

Companies like

Vreal

are looking for potential employees to work as senior design engineers, among other fields.Slide6

Sources/articles used

http://www.sliver.tv

/

http://vreal.net

/

https://boom.tv

/

http://

tnl.media/esportsnews/2017/1/25/is-it-time-to-pay-attention-to-vr-in-esports

https://www.kotaku.com.au/2017/03/you-can-watch-esports-in-vr-now-but-why-would-you

/

http://

www.businessinsider.com/the-esports-audience-is-escalating-quickly-2017-3?r=UK&IR=T

https://

www.youtube.com/watch?v=4FInB3hYeQA

https://youtu.be/WPfGfecMemM?t=31s

https://

youtu.be/mPSCCpQZp5Q

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