DISPLAY MANAGEMENT IN ESPORTS APPLICATIONS

While the term eSports is  increasingly  perceived  as  being  misleading, the competitive nature of most online games of various categories and the production requirements at live Esports events are very similar to the challenge typical sports venue productions encounter.

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For  IHSE,  a  leader  in  Display  Management  technology  and    KVM    (Keyboard    Video    Mouse)    extension    and    switching  solutions,  the  factors  determining  a  flawless  gamer   experience,   arena   operation   and   professional   AV    production    for    streaming    and    broadcasting    are    particularly relevant. Any human user interface extension, signal  switching,  video  format  conversion  and  video  wall  adaption  has  to  comply  with  the  needs  of  competitive,  professional   players,   the   audience   as   well   as   venue   operators.  In  the  case  of  a  live  event  when  teams  of  online  players  compete,  systems  must  enable  the  best  possible  workflow  for  the  production  crew  and  meet  the  expectations of the venue audience as well as the viewers of  live  or  on  demand  streamed  content  via  twitch.tv  or  youtube.com.

DISPLAY MANAGEMENT IN ESPORTS APPLICATIONS

Peak viewership of Esports games competes effectively with „analog sports“ broadcasting.Source: Esport Charts, Sports Media Watch, Wimbledon, cyclist.co.uk, Washington Post 27. August 2018

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Each  type  of  game,  from  Mario  Kart  or  Fifa  World  Cup  to  First  Person  Shooter  (FPS)  games  played  in  squads  or  in  solo-mode  with  the  aim  to  be  the  last  person  standing,  has loyal fan communities globally. As of 2019, the major Asian  markets  include  China,  South  Korea  and  Japan  complemented   by   the   North   American   and   European   markets. Most players in Asia are between 25 and 34 years of  age  (Source:  Nielsen  Report  cited  in  THE  ESPORTS  OBSERVER, 13 June 2019), while the average gamer age in North  America  and  Europe  is  similar,  but  a  little  oder  on  average.

This  presents  a  key  opportunity  for  traditional  television  production  and  broadcast  companies  to  connect  with  a   younger   audience.   This   age   group   is   increasingly   disengaging from traditional, linear TV. The major Esports competitions   attract   large   audiences   similar   to   major   sports  events  such  as  basketball  championship  games,  tennis  tournaments  or  car  racing  events  like  the  Daytona  500 or the 24 hours of Le Mans.

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According  to  Statista  (Newzoo),  the  worldwide  Esports  audience  is  expected  to  grow  from  395  million  in  2018  to  644  million  in  2022.  While  viewers  in  most  geographies  prefer  streaming  services,    in  South  Korea  however,  the  majority   of   viewers   uses   traditional   TV   sets   to   follow   the  large  competitions.  In  other  parts  of  Asia,  the  use  of  smartphone  screens  to  follow  events  is  higher  than  in  North America or Europe.

DISPLAY MANAGEMENT IN ESPORTS APPLICATIONS

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LIVE COMPETITIVE EVENTS

A  modern  online  gaming  event  has  all  the  attributes  of  a  large  music  or  sports  event  with  extensive  multimedia  displays  for  the  audience.  This  demands  an  ultra-high  bandwidth    wireless    infrastructure    to    enable    in-seat    personalization  to  complement  the  video  walls  showing  game  action  and  a  signal  distribution  and  management  environment with very high bandwidth and extremely low latency.

A  distinct  difference  between  an  online  game  event  and  a  physical  event  (often  termed  “analog”)  is  the  physical  nature  of  the  stage  or  playing  field.  The  virtual  nature  of  the  Esports  playground  discounts  cameras  as  a  means  to  provide  special  views.  However,  these  views  can  be  created  from  gaming  server  data  offering  almost  infinite  possibilities to create viewing angles.

 

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