20190313-Theta and Esports
Wendy: Sliver.tv is the parent company of Theta coin. It provides esports streaming platform for video gaming, it needs to figure out a way to increase bandwidth with low costs, thus the birth of Theta coin.
Clif High in his interview with Sarah Westall about his future prediction was talking about how big the video gaming market will be in the future. As being not a gamer at all, I didn’t realize the scope of it! Now after reading about this Esports market, I started to realize why Theta can potentially be so HUGE and why Jsnip4 was very excited about it.
Excerpt from Theta’s white paper:
-Live video streaming accounts 2/3 of all internet traffic today and will jump to 82% by 2020.
-In the US, millennials between ages of 18 and 37 are driving the growth of video streaming.
-Top 5 video streaming players in US: Facebook, Youtube, Twitter, Live.ly and Twitch.
-VR traffic including 360 degree video streaming content is estimated to grow 61X by 2020.
-SLIVER.tv today is the leading next-generation live esports streaming platform with over six million unique visits in July 2018, with a vision to transform the esports engagement experience.
-As video gaming has grown in popularity to become a $40+ billion market, bigger than Hollywood and Bollywood combined, the rise of multiplayer competitive gaming as a spectator sport has become a major new industry, dubbed esports.
-Esports is a global phenomenon with major tournaments and major pockets of fans and competitive teams in Europe, Asia and North America. -The online gaming and esports ecosystems have exploded over the past five years.
-A recent 2017 SuperData research put the combined audience for gaming video content on YouTube and Twitch at 665 million, more than 2X US population. This passes the viewers of 227 million for HBO and Netflix combined.
-Today, esports and gaming video content account for a significant portion of all video content streamed over the internet.
-Sliver.tv has been at the forefront of developing next0generation video streaming technologies for VR and spherical 360 degree video streams since 2015.
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