Current status reports on game players' deliveries on Twitch and YouTube Live, how much will the audience support by average?


BySupport PDX

"Game commentary" builds one genre in video distribution, and even if it estimates less, it is a market of several billion yen scale. So Twream and YouTube Live, the world's two largest streaming platforms, have released a detailed comparison report by Streamlabs, which provides subsidies for streaming, which one can earn.

Livestreaming Q1 '17: Twitch vs YouTube, Avg. Spend, LTV and Tip Volumes
https://blog.streamlabs.com/livestreaming-q117-twitch-vs-youtube-avg-spend-ltv-and-tip-volumes-8263c6a9f99e


According to Ali Moiz of Streamlabs, Twitch's active game players in the past six months have increased by 19%, whereas YouTube Live has increased 330% in five months. Even in the last six weeks, Twitch has increased by 4.1%, while YouTube Live has increased by 36.6%, the number has increased significantly.


This is because there are a lot of users already in Twitch, there are reasons that the figure seems to be small in growth "rate", but Moiz points out that the growth of YouTube Live is overwhelming.FACEIT ECS (Esports Championship Series)WhenESL Pro LeagueAs YouTube Live got the exclusive distribution right of you, it is also expected that there will be more people moving, and if this growth rate seems to continue in the future, YouTube Live will be on Twitch It is considered to be a platform of the same.

However, in terms of profitability, Twitch gains ruling. Even though there were differences in the number of users, the total amount of chips sent from viewers to distributors in the first quarter of 2017 was Twitch was $ 22.55 million (about 2.5 billion yen) YouTube Live is $ 930,000 (about 100 million yen). 96% of the whole chip is flowing to Twitch, and only 4% have flowed to YouTube Live.


As a cause, Mr. Moiz says, "There are many people who have just started doing live streaming on YouTube, and we have not made a stable channel." "Although live distribution is more profitable than pre-recorded, On the other hand, Live distribution and recording distribution are mixed in YouTube Live. "" Twitch is better equipped with surrounding environment such as API and ecosystem, it is easier to gain profit by deepening relationship with fans " It is attached "and so on.

The graph below shows that "regulars pay better chips". The viewer divided the period since creating the account in 3-month increments, and the height of the bar shows the amount of chips that were made. According to the data, you can see that "regular" (over 2 years from account creation) will give you about 4 times more chips than "newcomer" (less than 3 months from account creation).


Regarding the side of the games deliverer as well, "I know that regulars get more chips", even if the number of viewers for delivery is about the same, we regularly deliver game commentary People have three times as many chips as they do not.

Chips are "less than one dollar (about 109 yen)" "1 dollar to 2 dollars (about 218 yen)" "2 dollars to 5 dollars (about 545 yen)" "5 dollars to 10 dollars (about 1090 yen)" "10 Dollar ~ 25 dollars (about 2730 yen) "," 25 dollars ~ 50 dollars "" 50 dollars ~ 100 dollars "" 100 dollars or more ", divided into eight price ranges, the third quarter of 2016 (dark green) · Fourth This is shown in the graph for each quarter (green) · first quarter of 2017 (yellow). As time goes on, I can see the trend that more people are issuing expensive tips.


The decrease of "less than 1 dollar" is due to the introduction of "Cheering" which purchases paid money "Bits" as an official function of Twitch and sends a paying support message, and when using a small amount, Cheering is used, and a high price Moiz predicts that it will be settled with the chip function of Streamlabs when becoming. This seems to be that Streamlabs does not take the commission and it seems that it is great that the chip all goes to the distributor.

The number of distributors who are making properly is increasing rapidly. The following graph shows how many chips each channel got in the third quarter of 2016 (dark green), the fourth quarter (green), the first quarter of 2017 (yellow), and " 109 yen) or more "," 10 dollars (about 1090 yen) or more, "" 100 dollars (about 10,900 yen) or more "," 1,000 dollars (about 109,000 yen or more) ". According to this, the number of channels that got a chip of more than $ 1000 was 3578 in the third quarter of 2016, but it increased to 4304 in the first quarter of 2017.


In addition, there is a partner program in Twitch, you can benefit from the function by becoming a partner. "Cheering" which I got out earlier also needs to become a partner to introduce it. So, if you say "Partner channel" or "non-partner channel", which part is getting chips, the partner channel is slightly over 57.9%. However, the percentage of revenue from non-partner channels is steadily increasing.


By the way, looking at "income per number of followers" obtained by dividing gross income (chip amount) by the number of followers of all distributors, "partner channel" is 32.9 cents (about 36 yen), "non- partner channel" is 6.1 It is said that it was cents (about 7 yen).


This number is based on the number of people who are using Streamlabs to distribute to the last, so Moiz warns that it is a reference value to the last.

in Note,   Game, Posted by logc_nt