VR and eSports Broadcasting

The Growing Intersection of VR and eSports Broadcasting

We know that research firm SuperData sees great growth in Virtual Reality. Said SuperData’s head of VR/AR strategy, Stephanie Llamas: “There’s no doubt the virtual reality market will be an explosive new medium, hitting $30.5B in the next five years.”

So what about the mix of VR and eSports?

Amir-Esmaeil Bozorgzadeh writes in VentureBeat about the coming intersection of VR and eSports broadcasting:

“Earlier this month, Sliver.tv announced its partnership with the ESL and the DreamHack esports tournament series, which commits to plug-in their immersive virtual reality platform into 14 premier competitive gaming events this year. It reflects a significant beachhead for the VR industry, which can ride off the coattails of the fledgling but promising esports industry.”

The post continues: “VR is coming along for the ride by enhancing the spectator experience of esports.”

“In the case of Sliver.tv, their immersive tech integrates into games like Dota 2, League of Legends, and Counter-Strike: Global Offensive, to offer spectators the ability to step into the shoes of a professional esports player but with the enhanced perspective offered by panoramic 360-degree footage and other game-changing features.”

Indeed, Chris Tribbey reports on the growth in Broadcasting and Cable. He quotes Mitch Liu, founder and CEO of Sliver.tv: “We are thrilled to be working closely with two of the largest eSports tourney organizers in the world in 2017. Our vision is to forever transform the eSports spectating experience by providing new perspectives and insights into live eSports streams. In partnering with ESL and DreamHack across these 14 global events, we have the opportunity to showcase our 360 (degree) virtual reality, live replays and stats technology to millions of eSports fans worldwide.”


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