25-04-2014, 00:11 #1
[EN] Carriers Facing Huge Demand For Live Video TrafficDan Rayburn | Thursday April 24, 2014
With all the talk of how much traffic video on demand services like Netflix and YouTube take up on carrier networks, one fact being overlooked by many is that live streaming traffic is exploding, and is harder to deliver. There are a lot of solutions and options in the market to cache VOD content, but trying to do the same for live streaming isn’t easy since to date, vendors in the market haven’t been focused on live caching platforms. It’s one of the reasons why transparent caching provider Qwilt recently announced the first carrier solution I know of in the market specifically to cache live streaming. Following up that announcement, on Wednesday Qwilt updated its live stream caching platform to allow operators to cache and stream Twitch content from within the carrier network.
To put the growth of live streaming in perspective, just take a look at some of these impressive numbers.
Live streams of video gaming championships are one of the fastest growing segments of the industry. Last year, the League of Legends Season 3 World Championship broadcast peaked at 8.5M simultaneous streams. Twitch, which is now on the Xbox One and PS4 has 1M people streaming live footage each month and some of the most popular gamers are doing 137,000 simultaneous streams just from their single account.
The growth of Twitch in particular is incredible with some saying that Twitch now commands 1.8% of peak U.S. internet traffic, and is in the top 10 list of video sites. Based on data from North American broadband operators who have deployed Qwilt’s transparent caching platform, in December, Twitch was sixth on the list of top video entertainment sites and number one in the live category.
Seventy five percent of carriers I speak to are now asking about caching of live video streaming and Qwilt said they saw this problem coming month ago, and had been working on a solution since then. Twitch is growing so fast that they will be the keynote speaker in two weeks at our Streaming Media East show, on Tuesday May 13th in NYC. Matthew Szatmary, Senior Video Encoding Engineer at Twitch will kick off the show and the day before, on Monday May 12th, Alon Maor, CEO of Qwilt will present on “Building The Open Architecture For VOD And Live Caching In Operator Networks”, at our Content Delivery Summit event.
If you want more details, with data, on Twitch’s impact on the Internet, check out Qwilt’s very informative page at qwilt.com/twitch
19-05-2014, 01:39 #2
Here’s Why YouTube Would Want To Buy Twitch, and How Big Their Market IsDan Rayburn | Sunday May 18, 2014 | 09:47 PM
Todd Spangler at Variety is reporting that YouTube has agreed to buy Twitch for over $1B in an all cash deal. While I have no insight into the deal, I would not be surprised to see Google acquire the company. Last week, Twitch was the keynote at our Streaming Media East show in NYC and they gave out some impressive data not only on their business, but also on the size of the eSports market they are in. Below are some highlights on their business.
In 2013 Twitch had:
- 45 million+ Unique Viewers per Month
- 1 million+ Unique Broadcasters per Month
- 13 billion minutes watched per month
- 106 Minutes Watched per Person per Day
- 58% spend more than 20 hours/week on Twitch 540K average prime time viewers
- 68% have decreased their television consumption
- 10 million installs of the Twitch iOS/Android mobile app
19-05-2014, 12:41 #3
How can game clips be worth $1bn?
It is being reported that Google-owned YouTube has beaten off competition from Microsoft to reach an agreement.
The fast-growing service allows gamers to broadcast their play live so that others can watch.
What is Twitch?
Gamers use Twitch to broadcast their gameplay for other users to watch. It works on desktop, but perhaps one of the company's main strengths is that it is built into the two major consoles on the market: Sony's PlayStation 4 and Microsoft's XBox One. Indeed, a report suggested that Twitch's desire to remain neutral in that respect was behind its reluctance to sign a deal with Microsoft.
Users can also play games live. A video that allowed users to play Pokemon by entering commands into the comments also proved incredibly popular, with more than 60 million views to date.
Services like YouTube have long been used by players to post footage of themselves playing games, with football games particularly popular. The big difference with Twitch is that it is more akin to live television.
Is watching other people playing games really that big?
In a word, yes. And Twitch is the biggest site for it. According to one analyst, it was bigger in the United States than some of the mainstream sports broadcasters.
In February this year, Twitch reported 45 million unique monthly viewers in 2013, more than doubling its 2012 figure. And it said that six million videos were broadcast per month last year, twice the figure in 2012.
According to a survey by broadband service provider Sandvine released earlier this month, Twitch accounted for 1.35% of all internet traffic during peak hours in the USA.
A report from CBS Interactive in 2012 claimed that the eSports scene - organised tournaments between gamers, some of whom are professionals - was mainly attracting men aged 18 to 34 and Twitch has said it broadly followed that trend. In an interview the same year, two Twitch executives said they were also trying to bring in more female viewers and contributors.
Some broadcasters have huge audiences, but Twitch says it also has many who cater for much smaller ones.
Has it all been plain sailing?
Around the turn of the year, Twitch was forced to apologise and take disciplinary action after a member of its staff banned some users from the site over what it admitted were "innocuous remarks" about him during a row over copyrighted images. The company said that the staff member, who was using the online moniker "Horror", should have recused himself.
It also took action against a volunteer site administrator who censored online posts critical of Twitch during the same argument. "We at Twitch do not believe in censoring discussion, and more to the point know that it's doomed to failure," said a statement.
Who is behind the success?
Perhaps predictably, Twitch is based in San Francisco. It separated from online video broadcaster Justin.tv in 2011 and, in September last year, announced its largest round of new funding to date with $20m invested by three parties, including the publisher of the Grand Theft Auto series.
The company mainly makes its money from video advertising, as well as from subscriptions. It said at the time that it hoped the money would help it "grow and tap into new markets". But, only three months later, it admitted it had problems with the reliability of its streaming - problems YouTube could be in a position to solve.
In total, the company has raised $35m (£20.8m) in funding from six investors, so a $1bn deal with YouTube would represent quite a return.
19-05-2014, 13:21 #4
Twitch: 44% of U.S. live-streaming traffic by volume
Reports indicate that YouTube is preparing for US regulators to challenge the Twitch acquisition deal and whether the buyout raises anticompetitive concerns regarding online video.
According to Variety, it’s already a done deal, and an official announcement is imminent.
For Google, Twitch would be a potential boost to its YouTube video service. YouTube has its own live-streaming service for games, music, sports and news, as well as events such as Felix Baumgartner's jump from space.
But YouTube Live lags behind Twitch, which accounted for nearly 44% of U.S. live-streaming traffic by volume in the week of April 7, according to online video and networking firm Qwilt.
Mark Fisher, Qwilt's vice president of business development, said Twitch's large and growing audience spends a lot of time sharing and viewing live gaming videos, making it attractive to advertisers.
YouTube doesn't "have the engagement, and engagement is what drives advertising," Mr. Fisher added. "Google can try to build this on its own or they can buy something that's already out there and doing well."
Seth Bardelas, head of agency development at video-advertising software firm TubeMogul, said Twitch viewers will sit for "hours on end" watching live broadcasts of others playing videogames, whereas YouTube is consumed in more bite-size chunks. That helps Twitch sell ads at premium prices, Mr. Bardelas said.
One of YouTube's primary challenges has been finding a way to sell ads at higher prices, given the huge supply of videos available for advertisers. To create more scarcity, YouTube said in April it would reserve space for the best performing 5% of its content channels for advertisers that commit in advance to buy.
Videogame content is popular on YouTube. Felix "PewDiePie" Kjellberg's YouTube channel featuring videogame montages has 27 million subscribers, more than any other individual YouTube personality, according to VidStatsX.
Google has invested in videogame content, taking a minority stake in Machinima, a network of videogame channels on YouTube.
During the Game Developers Conference in San Francisco earlier this year, Jeremy Walker, a Google developer advocate, said YouTube had made it easier to post videos of live game play online. Mr. Walker also said developers could attract new customers for their games by posting videos of existing users playing games on YouTube.
Last year, Twitch struck deals allowing gamers to broadcast games from Sony Corp.'s PlayStation or Microsoft Corp.'s Xbox consoles with one click or voice command.
Twitch was "not on our radar a year ago and [has] emerged out of nowhere," said Mr. Fisher.
Twitch is the most successful of several products to be spun out of Justin.tv, one of the earliest streaming-video sites on the Web, founded in 2006 by Justin Kan and Kyle Vogt. Other spinouts include Socialcam, a social-video-sharing app acquired by Autodesk Inc. for $60 million in 2012, and Exec, a housecleaning service that sold for less than $10 million earlier this year.
Earlier this year, Justin.tv changed the name of its parent company to Twitch Interactive. It is unclear whether an acquisition of Twitch would include Justin.tv's technology and employees.
Twitch consistently ranks in the top 5 video entertainment sites worldwide
Selected Country Rankings. Source: Qwilt Video Analytics, Week of April 7th, 2014
Última edição por 5ms; 19-05-2014 às 13:29.