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This includes streaming services, social media networks, and linear-TV broadcasters.Įasylive.io is decentralised, so entire teams can access the streaming tech tools from anywhere in the world. Based out of France, this video and audio production system uses cloud computing to produce, edit, mix and distribute content to multiple digital outlets. This allows event organisers to host competitions between players in different locations. Games innovation suddenly pivoted from developing future technology to utilising emerging products and services that could broadcast esports tournaments to the world, and fast.Įsports Innovation: All the Action, None of the TravelĮven before the pandemic, esports was leading the way in remote production by leveraging cloud-based, virtualised, live-production workflows. This represents an 11% jump from 2019.Įsports events that drew massive crowds had to move online and offer the same entertainment value, if not more, than in-person events.
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Over 662 million people watched live game content during 2020, according to Newzoo’s Global Esports and Live Streaming Market Report. As the world scrambled to cope and understand, many turned to video games as a source of comfort. With the COVID-19 outbreak came uncertainty, isolation, and anxiety. It has been perfectly demonstrated during the global pandemic when other industries including traditional sports turn to the esports industry for inspiration. This tradition of games innovation continues today. The video game industry has traditionally been at the forefront of nascent technologies from the first personal computers to architecting the virtual worlds of the future. It has not just survived but thrived in a stressful and restrictive environment because esports stakeholders turned to innovative technologies. When COVID-19 put the world on hold, the esports industry pivoted quickly. Games innovation is about more than realistic graphics and faster processors.
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