The Impacts Of Twitch And The Gaming Revolution

Improved Essays
Twitch and the Gaming Revolution Twitch is a video streaming service that is growing fast. According to current estimates, Twitch uses approximately 1.35 percent of Internet data in the United States. The only companies that beat out Twitch in usage were Netflix, Google and Apple. (Tsukayama, 2014) Twitch allows consumers to preview game content via no-biased producers. Producers on Twitch are able to make money streaming content. Twitch is an excellent service that is used by a wide variety of people and has a variety of content that almost everyone can enjoy.
Characteristics of the Users of the System The two groups of people that use the Twitch service are those that consume the content and those that produce it. The consumer is someone
…show more content…
The producers of the content are able to play video games and make lots of money doing it. A famous streamer by the name of PewDiePie has the largest subscriber count. Is estimated income is $140,000.00 - $1,400,000.00 a month. (Kurtz, 2014) It is only an estimate because the producers are bound by contract and are not allowed to say how much money is made. Twitch is also a gateway for consumers to find a producer and the other types of content the producer makes. There are some negative impacts that can be caused by the Twitch system. Since its primary content is live and not always censored, it can have a negative effect on younger users. Also Twitch and other services like it can be detrimental to game manufacturers. If a video game they produce is not up to the public’s standard, then it will b live-streamed to the world. End users will see the sub-par content and decide not to purchase the video game. This causes the game manufacturers to lose countless sums of money that they would have otherwise gain from ignorant …show more content…
The end user can make more informed decisions about an item they wish to purchase. The producer can make a living off of something the love doing. For the gaming manufacturer twitch can be a double edge sword. If the community likes your game it will flourish but if the community dislikes your game, it will fail. Ultimately Twitch helps inform the consumer on the available products in the market place. The more the consumer critiques the video games, the more pressured they will be to create a better

Related Documents

  • Improved Essays

    Wright’s arrogance is shown when he simply refuses to use evidence from others and bases an entire topic on his own opinion. Since Wright is trying to persuade non-gamers to change their mindset, using studies and evidence from other’s research would benefit the effect of his article. Although he is a credible source on the topic of video games due to his extravagant release of the Sims, Sim City, and Spore, his position in the gaming market makes his opinion seem highly biased to the audience of non-gamers. In paragraph 3, Wright argues, “[b]ut the gamers’…

    • 671 Words
    • 3 Pages
    Improved Essays
  • Great Essays

    The complex world of gaming often tends to be perplexing to outsiders who do not understand the purpose of spending hours in front of a flickering computer screen. Gamers are frequently misunderstood because people who do not play video games seldom recognize the innumerable benefits of gaming. The reality is that there are countless positive effects of gaming on those who participate, including the ability of gamers to seamlessly interact with other gamers, the notion that games allow people to be themselves, the fact that games have the potential to help gamers accomplish things that they would be unable to accomplish in real life, the belief that video games offer opportunities for acceptance, and the fact that many games promote a positive message. A great deal of people find it extremely difficult to make social connections in the real world, because they are simply uncomfortable…

    • 1786 Words
    • 8 Pages
    Great Essays
  • Great Essays

    There are many things in the United States that are major events. Football is known as America’s sport and not only does it bring a crowd it also brings money as well with the biggest event called the Super Bowl. Another major event in the United States is the presidential election. Both of these events are totally unpredictable. America would not be the same without these two major events, because they not only bring in millions of fans but they also can be used to feed information to the public.…

    • 1317 Words
    • 6 Pages
    Great Essays
  • Decent Essays

    Quora Research Paper

    • 353 Words
    • 2 Pages

    With a supposed value of $1.8 billion, Quora is growing at a ridiculous rate. Wait, isn't that the website that answers your question for free? Why, yes it is! Good Guess. Next, you're probably wondering how they make money giving intelligent answers to stupid questions.…

    • 353 Words
    • 2 Pages
    Decent Essays
  • Improved Essays

    Should musicians change their tune? This question is a controversial question asked my hundreds of people all around the world. Times are changing. The way people would market their music in the past in completely different than how it's marketed now.…

    • 363 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    Today, the interactive entertainment industry’s technology changes so rapidly that consumers eagerly await the new arrival of the next best thing. Gamers tend to grow bored with their outdated video games, game consoles or accessories. Video games are extremely popular and they aren’t just for children, people of all ages enjoy them. More than half of American households play video games on a regular basis and the average gamer spends about 8 hours a week playing.…

    • 751 Words
    • 4 Pages
    Improved Essays
  • Decent Essays

    Jocks Stereotypes Essay

    • 386 Words
    • 2 Pages

    Most stereotypes and misconceptions are positive or negative for groups. Such ideas come from the media on how groups of people are portrayed. For example jocks are held high for being athletically superior and popular among crowds. The positive impact of this stereotype is it holds some truth because being athletically gifted is an amazing talent that some people would envy. Jocks being popular is another stereotype jocks deal with.…

    • 386 Words
    • 2 Pages
    Decent Essays
  • Improved Essays

    Tivo Case Study Tv's Case

    • 861 Words
    • 4 Pages

    TiVo was a service that gives consumers the ability to choose what to watch and when to watch. It was also the first digital video recorder, and put the control into the consumers’ hands instead of the networkers’. However, TiVo is best suited for networkers, as TiVo failed to market towards consumers and receive much recognition; instead, TiVo successfully partnered with networks to monitor consumer watch patterns and properly deliver ads and content. To consumers, TiVo was a liberating device that gave them control over which shows they wanted to watch and when they wanted to watch.…

    • 861 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Heart racing, adrenaline rushing, butterflies in the stomach, unsure if the performance will be enough and thumbs are moving, frantically. This is what a person would experience if he were a professional gamer in a tournament. A person would expect these kind of feelings from being an athlete. Not a gamer and this is what seventy-eight percent of the population would expect these emotions as well. Seventy-five percent of people support that video games should NOT be considered a sport and they are right.…

    • 1577 Words
    • 7 Pages
    Improved Essays
  • Superior Essays

    College Athletics is a multi-billion dollar industry that has become a huge cash cow for colleges across America. Colleges use funds from sports revenue to build huge facilities and hold lavish events they otherwise couldn’t afford to hold. The American people love watching and following college sports. The National College Athletics Association (NCAA) is one of the largest companies in America. Everyone benefits, except for the athletes.…

    • 1095 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    Video gaming, what was once a niche hobby generally only enjoyed and played by people who were seen as geeks has had a radical popularity. In 2016, the games industry has managed to become worth billions of dollars, the games themselves have become more mature and have appealed to wider audiences and communities of millions of people have formed around specific games. My personal experience with gaming comes from my time playing World of Warcraft, a massively multiplayer online role playing game where anyone can create a character and work alongside others to achieve goals like killing certain monsters. What makes World of Warcraft unique is that rather than playing through a story on your own, a large part of the game includes interaction…

    • 1422 Words
    • 6 Pages
    Improved Essays
  • Improved Essays

    Potential of Video Games as Sports Video game has been around our society since 1940's (Video Game History). Although video games were mostly used for people who are accessible of high technologies until 1970's, video games became extremely popular since then. However, despite the fact that video games are already closely in our daily lives as entertainment, it is not considered as sports. Many argues that video games are only a plaything of younger kids, and it is not considered as good influence to people. Such reasons and some characteristic of video games, no big involvement of physical actions, puts video games into different category from regular sports are in.…

    • 955 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Video games: Good or Bad? Since the last decade, video games – in the public eye - have been considered as a negative impact to our society. Government officials, news reporters, and parents alike have all pointed the finger at video games and their developers for — in one way or another — poisoning the minds of their children. However, recent studies have shown that video games is actually not a bad influence to our kids, and on the contrary, it could be the tool to develop their skills.…

    • 711 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    How Players Experience Flow in Video Games Mihaly Csikszentmihalyi flow is explained as the satisfaction the person gets when they concentrate on performing a task. However these activities must not be part of the person 's daily routine. Also ever person will experience flow depending on their preferences in activities (Egenfeldt-Nielsen, Smith, & Tosca, 2008, p. 3757). There are seven elements that characterizes flow, which are: a challenging activity, merging of action and awareness, clear goals and feedback, concentration on the task at hand, the paradox of control, loss of self-consciousness, and the transformation of time.…

    • 793 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    The idea of sense of community as a social concept revolves around people getting “a feeling of belonging and being important to each other” (Anderson and Milligan 21), whenever they behaved they have made an effect in their community. The uplifting feeling creates a connection between members in their community, thus leads to future collaborations to improve the community. Video games accurately present this social concept by establishing an audience centered on a specific video game franchise. This connection is presented by how video games create communities, players helping out newcomers get familiar with their community’s video game, and how people united to save a major tournament. For decades, video games have always been an experience solely for the gamer playing his personal copy of the video game, aside when multiple people join up for round of multiplayer.…

    • 750 Words
    • 3 Pages
    Improved Essays