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Twitch is a livestreaming service for gaming, entertainment, sports, music and other content. It publishes articles aimed at brands, such as one on the business outcomes of advertising in gaming.

Documents

Cover of How Gaming Is Delivering Real Business Outcomes for Brands
Article

How Gaming Is Delivering Real Business Outcomes for Brands

The presentation demonstrates that gaming has become a strategic channel for brands seeking measurable marketing impact.

  • Gaming has transitioned into a performance-marketing channel capable of tracking the full funnel from initial brand awareness to final conversion.
  • Overwolf serves as a major advertising hub, reaching over 113 million monthly gamers and ranking as the second-largest U.S. gaming property according to Comscore.
  • Global brands including Universal Pictures, P&G, Lancôme, AMD, Monster Energy, Nissan, and KFC are actively utilizing gaming platforms to achieve measurable business outcomes.
OverwolfApr 2026

Reports about Twitch

567 documents by other writers name Twitch in the title or summary.

Cover of AURORA Concert Boosts Sky: Children of Light Live Streaming Viewership
Article

AURORA Concert Boosts Sky: Children of Light Live Streaming Viewership

Virtual concerts serve as a powerful catalyst for audience engagement and live streaming growth within the gaming industry.

  • The AURORA virtual concert in Sky: Children of Light drove a 457% increase in live streaming viewership during December 2022, rising from approximately 25,000 to nearly 100,000 hours watched.
  • The concert event attracted 1.6 million concurrent viewers during its first showing, contributing to the game reaching a total of 160 million downloads.
  • Thatgamecompany leveraged the social nature of Sky: Children of Light to host a real-time, shared experience that significantly boosted engagement beyond the game's typical monthly viewership levels.
Stream HatchetJan 2023
Cover of Video Game Streaming Trends 2022 Yearly Report
Report35 pages

Video Game Streaming Trends 2022 Yearly Report

Western live streaming viewership experienced a 13.5% year-over-year decline in 2022, totaling 29.5 billion hours watched.

  • Western live streaming viewership fell 13.5% year-over-year in 2022 to 29.5 billion hours, driven largely by a 14% reduction in unique active channels.
  • Twitch maintained market dominance while YouTube Gaming solidified its position as the second-largest platform, despite Facebook Gaming suffering a 56% viewership decline.
  • Creator-driven events and original programming frequently outperformed traditional AAA game launches, with individual personalities proving more effective at driving engagement than professional esports matches.
Stream HatchetJan 2023
Cover of Video Game Live Streaming Trends Report: Q3 2023
Report25 pages

Video Game Live Streaming Trends Report: Q3 2023

The Q3 2023 Video Game Live Streaming Trends Report provides a comprehensive analysis of the global live-streaming market, covering major platforms including Twitch, YouTube Gaming, Facebook Live, Kick, and AfreecaTV.

  • The live-streaming market has stabilized with 7.6 billion hours watched in Q3 2023, a 4% year-over-year decline but still 90% higher than 2019 levels.
  • Kick has emerged as the third most-watched platform, surpassing Facebook Live and AfreecaTV, with 66% of its viewership driven by non-gaming content.
  • Twitch maintains a dominant 71% market share, though its esports viewership experienced an 18% year-over-year decrease.
Stream HatchetJan 2023
Cover of Video Game Streaming Trends Report: Q2 2023
Report24 pages

Video Game Streaming Trends Report: Q2 2023

This analysis of the video game live-streaming market for Q2 2023 highlights a period of stabilization and strategic shifts following the post-pandemic boom.

  • Despite a 9% quarterly viewership decline in Q2 2023, the live-streaming market remains 97% larger than pre-pandemic levels from Q2 2019.
  • New platform Kick captured a 2% market share in Q2 2023, driven by a 204% increase in unique channels and a creator-friendly 95-5 revenue split.
  • Kick’s content strategy diverges from Twitch, with over two-thirds of its viewership originating from non-gaming categories like 'Just Chatting' and 'Slots & Casino' rather than gaming.
Stream HatchetJan 2023
Cover of Peak Play: Trends in East Asian Videogame Streaming H1 2023
Report23 pages

Peak Play: Trends in East Asian Videogame Streaming H1 2023

The East Asian videogame livestreaming market is a mature and culturally distinct ecosystem where competitive esports serve as the primary engine for audience engagement.

  • Competitive esports, specifically MOBA and Battle Royale titles, drive over 50% of total viewership in the East Asian streaming market.
  • Honor of Kings remains the dominant force in China with 5.67 billion views, while VALORANT and Apex Legends lead in Japan and Korea with over 100 million hours watched each.
  • Key Opinion Leaders and VTubers are significant market drivers, contributing up to 15% of total viewership for major titles and successfully revitalizing older games.
Niko PartnersJan 2023
Cover of The Games We Watched: Lurkit’s Top 500 Global Stream Report
Report19 pages

The Games We Watched: Lurkit’s Top 500 Global Stream Report

The global gaming industry experienced a period of significant contrast in 2023, characterized by record-breaking streaming engagement despite internal industry volatility such as widespread layoffs.

  • The top 500 games generated nearly 15 billion hours of viewership on Twitch in 2023, despite broader industry volatility.
  • Market engagement is highly concentrated, with just 11 titles accounting for 50% of the total viewership among the top 500 games.
  • Grand Theft Auto V was the most-watched title of 2023, accumulating 1.3 billion hours of viewership.
LurkitJan 2023
Cover of How Starfield Reached 10M Users
Report37 pages

How Starfield Reached 10M Users

The launch of Starfield represents a significant evolution in Bethesda’s marketing methodology, transitioning from traditional brand-focused teasers to a sophisticated, multi-channel digital strategy.

  • Starfield achieved the largest launch in Bethesda’s history with 10 million players, driven by a $21.2 million U.S. advertising spend that represented roughly 70% to 77% of the total global marketing budget.
  • The marketing strategy shifted from traditional teasers to a multi-channel digital approach, prioritizing TikTok, Instagram, Twitch, and AI-driven cross-promotion via Bing.
  • Integration with the Microsoft ecosystem and immediate availability on Xbox Game Pass were central to the game's commercial scale and user acquisition.
Sensor TowerJan 2023
Cover of Call of Duty League Enters 2023 Season Without a Media Rights Partner
Article

Call of Duty League Enters 2023 Season Without a Media Rights Partner

The Call of Duty League (CDL) commenced its 2023 season without a dedicated media rights partner following the expiration of a three-year agreement with YouTube.

  • The Call of Duty League (CDL) began its 2023 season without a media rights partner following the expiration of a three-year, $160 million deal with YouTube that previously covered the CDL, Overwatch League, and Hearthstone.
  • Activision Blizzard has moved to broadcasting CDL competitions on Twitch and its official website, though Twitch is not currently designated as an official broadcast partner.
  • League franchisees and stakeholders have expressed significant concern regarding the loss of revenue sharing resulting from the absence of a new media rights deal.
The Esports AdvocateDec 2022
Article

Harry Potter's Warted Legacy

Hogwarts Legacy is positioned as a major commercial success for Warner Bros., serving as a strategic hedge against broader industry weaknesses and declining consumer spending.

  • Hogwarts Legacy is a commercial success for Warner Bros., projected to exceed 10 million units sold and building on a franchise legacy of over 50 million units since 2001.
  • Activision Blizzard reported a 43% year-over-year revenue increase to $3.57 billion, fueled by the performance of Call of Duty and Overwatch 2.
  • The omission of a multiplayer component in Hogwarts Legacy conflicts with industry trends, as nearly 50% of the 18-to-34 demographic prefers social gameplay.
SuperJoostDec 2022
Cover of Rapporto sugli Esports in Italia: 2019
Report33 pages

Rapporto sugli Esports in Italia: 2019

The Italian esports landscape experienced significant professionalization in 2019, characterized by a burgeoning audience of 1.2 million individuals.

  • The Italian esports market reached 1.2 million viewers in 2019, with 350,000 avid fans engaging with competitive content on a daily basis.
  • Twitch emerged as a primary engagement hub, recording a 32% increase in esports-related discussions during the 2019 period.
  • The audience is primarily composed of males aged 16 to 40, with the highest concentrations of enthusiasts residing in the Lombardy and Lazio regions.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia: 2020
Report37 pages

Rapporto sugli Esports in Italia: 2020

The Italian esports market experienced a period of accelerated expansion throughout 2020, largely catalyzed by the COVID-19 pandemic.

  • The Italian esports market saw a 33% increase in its avid fan base to 466,000 individuals in 2020, with the broader audience reaching 1.41 million.
  • The typical Italian esports consumer is a 29-year-old male with above-average disposable income who maintains an average of 2.8 gaming accounts.
  • Fans dedicate an average of 6.5 hours per week to esports content, demonstrating a consistent consumption pattern and high engagement levels.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia 2021
Report80 pages

Rapporto sugli Esports in Italia 2021

The Italian esports sector experienced a period of robust expansion and professionalization throughout 2021, demonstrating significant resilience despite the global challenges posed by the pandemic.

  • The Italian esports fanbase reached 1.62 million individuals aged 16–40 in 2021, with the 'avid fan' segment growing by 15% to 475,000 people.
  • Avid fans in Italy spend 62% more on gaming-related products and services monthly than the general fan base, maintaining an average of 3.3 gaming service accounts per user.
  • The competitive gaming landscape is highly volatile, experiencing a 72% year-over-year turnover in top-streamed titles as games like Call of Duty: Warzone gained traction alongside staples like League of Legends.
IIDEANov 2022