A new class of media channels is creating vast new audiences of deeply engaged young viewers. They are also blurring the line between creators and consumers. While some marketers recognize the potential of these platforms, there is more that can be done.
Twitch, Major League Gaming and Steam have made it possible for gamers to share their skills and connect with other gamers. These services have made gaming a spectator activity that has become wildly popular. While teen engagement through traditional media channels may have advertisers and marketers reaching for their Maalox, participation in these new platforms is going through the roof. Consider these facts:
- Twitch has 100 million monthly viewers and over one million gamers streaming their sessions live
- In 2013, MLG compared viewership for its Pro Circuit Championship with the NCAA March Madness Tournament Video Live viewership: MLG had 54 million hours of video consumed vs. just 14 million for the NCAA
- On Jan. 4 of this year, steam saw its highest number of concurrent users:8.5 million; NBC was the highest rated network for the week ending Jan. 4– with 7.3 million viewers
These are big, big numbers and they point to a level of engagement between streamers and viewers that other media channels can’t approach or replicate. But what does this engagement look like? What are these millions of streamers and viewers doing for all of these millions of monthly hours? These are the basic activities:
- Play — there’s got to be someone streaming their gameplay for this to work and so it starts with the gamer. Their game screen is the core of the experience. As they play the gamer is visible, either in a small pop-out box or green-screened in one of the corners.
- Narrate — as they play, most streamers are talking — mostly about the game they are playing, the opponents they are facing, the system they are using, etc.
- Interact — viewers can talk to each other via chat and with the streamer. Sometimes there may be a Twitter feed on the screen, sometimes a chat box. Either way, there is a lot of flow across the screen.
It can be a pretty busy experience for the uninitiated. What is missing from this cacophonous space is any meaningful marketing. What there is typically takes the form of video before a stream launches or a site takeover (“The Lazarus Effect” owned the MLG screen when I wrote this). There are also brands that sponsor specific teams or players. Little evidence of that appears in the actual stream experience though and that’s where the action is.
Figuring out how to connect with the audience is a tricky business and one that needs to be handled with some sensitivity. As was the case with social media when it first appeared on the scene, brands need to learn the rules and norms of these channels before barging in. Here are a few ideas for getting a handle on the world of streaming gaming:
- Watch — have someone spend time simply observing what is happening, learning the language that is used, understanding how interactions take place in the environment.
- Play — this is a tough job, but if you want to connect with this audience, someone is going to have to be a gamer. Why?
- Stream — This is why you need a gamer. Ideally, you want people to want to watch you. Your brand can become a destination for this audience if you can present a personality that they want to connect with. A funny, affable, skilled player and voice is key.
Obviously, this type of thing isn’t appropriate for every brand; but for technology companies, game publishers, snacks and soft drinks, and entertainment properties this approach could make sense. Yet as was the case with the early days of social, brands wanting to participate in this channel need to be authentic, committed and thick-skinned (there’s no shortage of trash talking, trolling and inappropriate banter here).
A brand that is able to create a strong personality and following within the new realm of streaming gaming will have a direct channel to a large and growing audience in a way that no other channel currently offers. Seriously, make time for game time.
Originally published at www.mediapost.com.