
Twitch
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
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.
Reports about Twitch
563 documents by other writers name Twitch in the title or summary.
Grand Flex Auto
The recent announcement by Rockstar Games to delay the release of Grand Theft Auto 6 to May 2026 serves as a strategic maneuver that highlights the studio’s unique market position.
- Rockstar Games has delayed the release of Grand Theft Auto 6 to May 2026, a move that triggered an 8% decline in Take-Two Interactive’s share price.
- The delay is a strategic decision to prioritize long-term brand equity and product polish over short-term investor pressure, mirroring the studio's historical release patterns for Grand Theft Auto 5 and Red Dead Redemption 2.
- The postponement creates a competitive buffer for other publishers, as the aging Grand Theft Auto 5 shows declining concurrent player activity and streaming viewership, necessitating a new flagship title to drive future growth.
Clair Obscur: Finding the RPG Audience on Live Streaming
The analysis examines the successful launch of the role-playing game Clair Obscur: Expedition 33 on live-streaming platforms, focusing on how its hybrid design—blending Western RPG aesthetics with Japanese RPG (JRPG) combat mechanics—attracted a broad audience.
- Clair Obscur: Expedition 33 achieved 13.6 million hours watched and 191,000 peak concurrent viewers during its debut week, alongside 1 million copies sold in its first three days.
- The game successfully bridged audience segments by utilizing a Western RPG aesthetic to attract players, while incorporating JRPG-style turn-based combat with active, timing-based mechanics.
- Audience overlap data reveals that the game attracted a 58% overlap with viewers of Kingdom Come: Deliverance 2, while maintaining a low 14% or less overlap with traditional JRPG titles.
State of the Stream: March 2025
The March 2025 State of the Stream analysis provides an overview of viewership trends on Twitch, utilizing data provided by Rainmaker.gg.
- Caedrel was the most-watched streamer on Twitch in March 2025, driven by his coverage of his League of Legends team, Los Ratones, as they competed in the EMEA Masters Winter 2025.
- Twitch experienced a decline in daily hours watched during March 2025, a recurring seasonal trend attributed to external factors like Spring Break rather than platform performance issues.
- Marvel Rivals has maintained a position in the top 10 most-watched categories for four consecutive months, demonstrating unusual longevity for a new title compared to the typical rapid viewership drop-off.
inZOI and Life Sims on Live Streaming
The release of inZOI, a life simulation title from publisher Krafton, serves as a case study for how established gaming companies utilize live-streaming platforms to generate hype for new intellectual property.
- inZOI generated 5 million hours watched during its first week of early access (March 28–April 3, 2025), peaking at 211,000 concurrent viewers.
- Viewership for inZOI experienced a sharp decline following its launch, dropping from over 1 million hours watched on its first day to under 100,000 daily hours one week later, and halving again the following week.
- The game's initial hype was heavily driven by top Western influencers, with streamers MissMikkaa and zackrawrr accounting for 186,000 and 120,000 hours watched respectively, significantly outperforming the official playinzoi Twitch channel.
Live Streaming Trend Report: Q2 2025
Live-streaming activity in the second quarter of 2025 expanded by five percent year-over-year, pushing total consumption past the nine-billion-hour mark for the first time since late 2021.
- Live-streaming consumption reached over nine billion hours in Q2 2025, a five percent year-over-year increase driven by YouTube Gaming's record 2.2 billion hours watched.
- Twitch’s market share declined by 4.6 percent, causing its quarterly viewership to drop below five billion hours for the first time in nearly five years.
- Kick grew its viewership share by 5.5 percent during Q2 2025, bolstered by the platform's active creator-incentive programs.
Video Game Market Update: Q2 2025
The update delivers a comprehensive snapshot of the global video-game ecosystem in the second quarter of 2025, emphasizing financial flows, consumer behavior and platform performance.
- The video game market is shifting toward a differentiated growth model where mobile spending has stabilized at $20 billion per quarter, while PC and console segments show renewed vigor.
- Steam revenue grew 20% year-on-year, and console performance remains strong with the record-breaking launch of the Nintendo Switch 2 and PlayStation reaching 120 million monthly active users.
- M&A activity totaled $6.2 billion in Q2 2025, while private equity and late-stage venture capital inflows dropped to a five-year low of $0.4 billion.
Are Video Game Cons Still Worth It? | Design Club
The modern landscape of the video game industry is defined by a fundamental shift in how information is disseminated and how professional networks are maintained.
- The industry has shifted from legacy trade shows like E3 toward direct-to-consumer digital campaigns, which offer publishers more control and lower logistical overhead for product marketing.
- Physical conventions like the Game Developers Conference have transitioned from being primary venues for product reveals to specialized hubs for high-level networking, deal-making, and professional development.
- Studios must conduct rigorous ROI analysis for in-person events due to significant financial costs, the risk of talent poaching, and the potential for employee burnout.
State of the Stream: February 2025
The February 2025 State of the Stream report provides an analytical overview of viewership trends on Twitch, utilizing data provided by Rainmaker.gg.
- Twitch maintained consistent daily hours watched in February 2025 compared to January, avoiding the typical seasonal decline observed in February 2024.
- Marvel Rivals secured a top 10 position on Twitch for the third consecutive month, a rare feat for a new AAA title that typically sees viewership drop off after 30 days.
- KaiCenat reclaimed the top streamer spot in February 2025 by increasing his total stream time by 64 hours compared to the previous month.
Twitch’s Plans for 2025: Monetization & Community on Live Streaming
Twitch’s strategic roadmap for 2025, as outlined by CEO Dan Clancy, focuses on four primary pillars: collaboration, monetization, sponsorships, and discoverability.
- Twitch is expanding monetization access to allow most streamers to utilize subscriptions and Bits from their first day, moving away from the historical exclusivity of the Affiliate program.
- The platform is centralizing sponsorship management by offering native tools for Sponsored Subscriptions and custom Channel Skins to both Partners and Affiliates, aiming to capture revenue previously managed by third-party agencies.
- Twitch is prioritizing collaboration tools like 'Drop Ins' and 'Stream Together' to reduce the friction of joint streaming and encourage audience cross-pollination among creators.
Monster Hunter Wilds & The Monster Hunter Series on Live Streaming
The release of Monster Hunter Wilds represents a significant milestone for the franchise, demonstrating the series' enduring appeal and its capacity to generate massive engagement within the live-streaming ecosystem.
- Monster Hunter Wilds achieved 46.5 million hours watched and a peak viewership of 769,000 during its debut week, supported by 1.4 million peak concurrent players on Steam.
- The game recorded the highest first-week viewership of any Capcom title, significantly outperforming previous entries like Resident Evil Village (39.5M hours) and Monster Hunter Rise (12.8M hours).
- In its first 24 hours of release, Monster Hunter Wilds reached the 4th highest peak viewership for a game launch since 2023, surpassing major AAA titles such as Call of Duty: Black Ops 6 and Hogwarts Legacy.
The State of Korean Live Streaming
The South Korean live-streaming landscape has undergone a significant transformation following the departure of Twitch in early 2024.
- Twitch's February 2024 exit from South Korea created a 95M monthly hours-watched void, which was primarily captured by local platforms SOOP Korea (formerly AfreecaTV) and the new Naver-backed platform Chzzk.
- Chzzk has seen rapid adoption, growing to 100M monthly hours watched by the end of 2024 and surpassing SOOP Korea in viewership for that month.
- Despite the growth of local platforms, the total Korean live-streaming market experienced a 16% decline in average hours watched from 2023 to 2024, as some viewers and streamers exited the industry following Twitch's departure.
How Over the Hill Quickly Offroaded to 200k Steam Wishlists
The primary focus is an analysis of the rapid wishlist growth for the upcoming title Over The Hill, which secured 200,000 Steam wishlists within one month of its January 2025 announcement.
- Over The Hill secured 200,000 Steam wishlists within one month of its January 2025 announcement, peaking at 30,000 additions in a single day.
- The game's growth strategy successfully bridged the gap between hardcore offroad simulation fans and a broader audience by prioritizing accessible, cooperative exploration over niche mechanics.
- YouTube is the primary discovery channel for 64% of gamers, with a specific preference for content from mid-sized channels (100k–1 million subscribers) such as guides and tutorials.