
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
564 documents by other writers name Twitch in the title or summary.
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.
Civilization 7 and 4X Strategy Games on Live Streaming
The release of Civilization 7 marks a significant moment for the 4X strategy subgenre on live-streaming platforms.
- Civilization 7 recorded 4.1 million hours watched and a peak viewership of 124,000 during its debut week, which included an Advanced Access period starting February 5, 2025.
- The game’s initial viewership was driven primarily by Twitch, with significant spikes on YouTube Gaming occurring upon the full release on February 11, 2025.
- Russian streamer melharucos led support for the title with 188,000 hours watched, outperforming other top creators during the launch window.
State of the Stream: January 2025
The January 2025 streaming landscape reflects a consistent seasonal rebound for Twitch, as viewership figures recovered from the typical December decline to initiate the new year with increased engagement.
- Twitch experienced a seasonal viewership rebound in January 2025, following the typical industry trend of a December dip and a strong post-holiday recovery.
- League of Legends streamer Caedrel secured the #1 spot for Streamer of the Month by increasing his broadcast time from 154 to 241 hours.
- Marvel Rivals maintained its momentum by appearing in the top 10 most-watched game categories for two consecutive months, successfully challenging legacy titles.
Kingdom Come: Deliverance 2 – Medieval Games on Live Streaming
The debut of Kingdom Come: Deliverance 2 on live streaming platforms highlights a significant resurgence in audience interest for realistic, medieval-themed role-playing games.
- Kingdom Come: Deliverance 2 achieved 25.1 million hours watched and 636,000 peak viewers during its debut week, marking the strongest launch in publisher Deep Silver’s catalog.
- The game reached 256,000 concurrent players on Steam within its first 24 hours, selling over 1 million copies in that same timeframe.
- The title ranks second in both all-time peak concurrent players (256K) and peak live-streaming viewership (636K) among medieval-themed games, trailing only The Elder Scrolls 5: Skyrim.
The State of Live Service Games on Live Streaming
The live service gaming sector remains a high-stakes environment where success is fundamentally tied to the ability to cultivate and maintain a loyal community.
- Live service games account for approximately 84% of total game market revenue, driving publishers to continue investing in the genre despite high-profile failures.
- The top 10 live service games consistently generate roughly 30% of all watch time across live-streaming platforms, underscoring their role as the primary drivers of audience engagement.
- Live-streaming performance serves as a predictive indicator for community health; for example, Concord’s viewership dropped from 308K hours during its beta to 107K at launch, signaling a lack of long-term player retention.
How Dungeon Clawler 'Grabbed' >200k Sales in Just 2 Months
The roguelike deckbuilder Dungeon Clawler achieved significant commercial success following its November 2024 release, selling over 200,000 units within two months.
- Dungeon Clawler sold over 200,000 units within two months of its November 2024 release, achieving a 500% return on development costs.
- The game’s sales were split between 165,000 units on Steam and 80,000 units across iOS and Android platforms.
- Influencer sponsorships remain a high-performing marketing channel, delivering a 4.25% conversion rate, while Twitch conversion rates are three times higher than other major platforms.
Indie & Roguelike Deck Builders on Live Streaming
The live-streaming performance of indie roguelike deck builders is heavily concentrated within a small cluster of dominant titles, with market success often driven by critical acclaim and word-of-mouth engagement.
- Live-streaming viewership for the roguelike deck builder genre is highly concentrated, with interest dominated by only three titles: Balatro, Slay the Spire, and Inscryption.
- Balatro experienced a significant resurgence in late 2024, with monthly hours watched nearly tripling from November to 2.4 million in December following its Game of the Year nomination.
- The roguelike deck builder genre reached a peak quarterly viewership of 11.7 million hours in 2024, driven primarily by the performance of Balatro.
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.
Steam's Top-Grossing Games of 2024: Analyzed
The gaming industry landscape in 2024 reflects a shift toward focused, high-quality releases and a move away from the oversaturation of mid-tier, or AA, titles.
- The gaming industry is shifting away from mid-tier AA titles toward either hyper-cost-conscious production or highly concentrated release strategies to prevent internal product cannibalization.
- Steam platform-driven discovery is intensifying, with editorial homepage takeovers increasing to 115 in 2024, up from 94 in 2023.
- PlayStation 5 revenue grew 15% year-over-year in 2024, supported by the launch of the PS5 Pro, while the Nintendo Switch surpassed the PlayStation 2 in lifetime unit sales.
Key Insights into Role-Playing Games (RPGs)
Role-Playing Games (RPGs) represent the highest-revenue genre in the global gaming market as of 2022.
- As of 2022, Role-Playing Games (RPGs) rank as the highest-revenue genre in the global gaming market.
- The player base is predominantly male (58%) and young, with 59% of users falling between the ages of 10 and 30.
- Monetization is heavily driven by pay-to-play models used by 97% of the player base, supplemented by in-app purchases at 90%.
Key Insights into Shooter Games
Shooter games represent the fifth highest-earning genre worldwide, generating approximately $2.24 billion in 2022 across all platforms.
- Shooter games generated approximately $2.24 billion in 2022 across 37 global markets, excluding China and India.
- Shooters are a dominant force on PC and console platforms, capturing 68% of monthly active users.
- Monetization in the genre is heavily driven by in-app purchases, which are experienced by 97% of shooter players, while advertising remains the least utilized revenue model.
Plan Your Chart-Topping Game Launch: Monster Hunter Case Study
The case study demonstrates how Capcom leveraged Stream Hatchet’s campaign platform and Sideqik’s influencer-management tools to create a viral cultural moment for the launch of Monster Hunter Wilds.
- Capcom’s Monster Hunter Wilds launch campaign generated 5.03 million earned-media views and achieved a 7.1 percent engagement rate on earned content.
- A 12-hour marathon stream featuring iShowSpeed positioned him as the fifth-most-watched creator for the game on launch day.
- The campaign utilized a multi-platform strategy across YouTube, TikTok, Instagram, and Twitch, resulting in an overall engagement rate of 3.2 percent.