Smite
Game
6 documents in the library are about Smite, from writers such as Stream Hatchet, DiGRA and Esports Bar. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Smite, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Smite
Roguelike Genre Exploration | Design Club
The roguelike genre has evolved from its rigid, turn-based origins into a versatile design framework that now permeates the broader gaming landscape.
- The roguelike label functions more as a set of design tags than a rigid genre, encompassing diverse titles ranging from deck-builders like Slay the Spire to action games like Hades.
- A core defining element of the roguelike experience is procedural alteration, ensuring that every individual run is unique through randomized seeds and encounters.
- Player loadouts—the tools, decks, or characters available at the start of a run—are essential to the roguelike structure, often allowing for strategic variety without necessarily increasing raw character power.
Smite 2 Beta and MOBAs on Live Streaming
The debut of the Smite 2 beta serves as a critical case study for the longevity of live-service MOBAs in an increasingly competitive streaming landscape.
- Smite 2 generated 1.5 million hours watched in its debut week following its January 14, 2025, beta launch, tripling the average daily viewership of the original Smite throughout 2024.
- League of Legends continues to dominate the MOBA genre, accounting for 1.9 billion hours watched in 2024, which is more than all other MOBA titles combined.
- The original Smite saw its monthly viewership decline from a pandemic-era peak of 8 million hours in January 2021 to 602,000 hours by December 2024, partly due to audience migration in anticipation of the sequel.
Deadlock Takes Live Streaming Viewership from MOBAs and Hero Shooters
The emergence of Valve’s alpha-stage title, Deadlock, has significantly disrupted the live-streaming landscape for MOBA and hero shooter genres.
- Valve’s new title, Deadlock, generated 7 million hours watched and a peak viewership of 124,000 within six days of its NDA being lifted on August 23, 2024.
- Concurrent player counts for Deadlock surged from 20,000 during the pre-NDA leak period to 75,000 immediately following the official lifting of the NDA.
- The game’s launch significantly impacted established titles, causing average minute viewership (AMA) declines of 11.9% for Dota 2, 6.9% for Overwatch 2, 24.3% for Apex Legends, and 41% for Rust.
Unraveling Content Creator Programs
Content creator programs have emerged as a critical strategic instrument for game publishers, shifting the focus from traditional awareness-based influencer marketing to performance-driven ecosystems.
- Players participating in creator-led ecosystems retain at twice the rate of non-participants, while creator-driven reactivation efforts are up to five times more effective than conventional marketing.
- Content creator programs are shifting from awareness-based marketing to performance-driven models that incentivize long-term engagement, retention, and monetization through revenue-sharing.
- Successful program management requires a hybrid skill set that balances community engagement with rigorous data analysis to measure incremental growth and return on investment.
Ergodic Characterization: A Methodological Framework for Analyzing Games Set in Classical Antiquity
This paper proposes a methodological framework for studying how video games depict the characters of classical mythology, namely the gods and heroes of Greece and Rome.
- The paper argues that research on antiquity in video games has focused on historical depiction and audiovisual interpretation while neglecting characterization, and proposes a dedicated methodological framework to fill that gap.
- The framework grounds character analysis in Chatman's definition of character as relatively stable personal traits and in De Temmerman and van Emde Boas's tripartite model of name-giving, direct characterization, and indirect characterization for ancient Greek literature.
- The authors contend that games differ from literary texts because the player actively manipulates the protagonist, making the player a driving force in the characterization process.
Understanding Media Rights in Esports
The esports media rights landscape is undergoing rapid expansion, positioning itself as the fastest-growing revenue stream within the global esports economy.
- Esports media rights revenue is projected to grow from 14% of total industry revenue in 2017 to 24% by 2021, with market value expected to rise from nearly $100 million to $400 million in the same period.
- North America dominates the global market with a 44% share of media rights revenues, bolstered by an established sports culture and the influence of major media conglomerates.
- The industry is increasingly adopting traditional sports business models, such as those used by the UFC, to maximize the value of esports properties.