By
Debra KaufmanJuly 24, 2019
With Sam Altman as chief executive, OpenAI, the nonprofit artificial intelligence lab he founded with Elon Musk, has become a for-profit company pursuing investments. In fact, Altman, who stepped down as head of Y Combinator, just inked an impressive $1 billion contract with Microsoft. With Microsoft as a marquee investor, OpenAI will now pursue its lofty goal of creating artificial general intelligence (AGI), a system that can mimic the human brain. Alphabet’s DeepMind lab is also pursuing the creation of AGI. Continue reading Microsoft Invests in OpenAI to Pursue Challenging AI Goal
By
Rob ScottFebruary 4, 2019
According to a new “State of the Stream” report from live-streaming platform StreamElements, gaming fans watched nearly 9.4 billion hours of content on Twitch last year, a 25 percent growth rate over 2017. While YouTube Gaming’s live content viewing totaled 2.3 billion hours (or about a quarter of Twitch’s hours), YouTube’s year-to-year growth rate was an impressive 104 percent. Microsoft’s live-streaming Mixer, which launched in 2016, had almost 168 million hours watched last year, which was an increase of 179 percent over 2017. Continue reading Twitch, YouTube Gaming Continue Growth in Viewing Hours
By
Debra KaufmanDecember 14, 2018
Alphabet’s London-based DeepMind loosed AlphaZero, its AI-powered system that can master games without human intervention, on Stockfish, the highest rated chess game engine, and crushed it. DeepMind developed the self-training method, dubbed deep reinforcement learning, specifically to attack strategy board game “Go,” and an earlier iteration of the system beat one of the world’s best “Go” players, although it needed human guidance. AlphaZero trained itself in chess in three days, rejecting red-marked moves after a mere 1,000 simulations. Continue reading DeepMind’s AlphaZero Defeats Leading Chess Game Engine
By
Debra KaufmanDecember 11, 2018
According to market research Newzoo, the West’s four largest eSports tournaments on Twitch and YouTube garnered 190.1 million hours of live viewership, up 6.9 percent from a year earlier. That reflected professional eSports’ ELEAGUE Major: Boston for “Counter-Strike: Global Offensive,” The International (“Dota 2”) and the Overwatch League Finals. But not all tournaments fared equally, with the largest event, the League of Legends World Championship dipping from 86 million hours in 2017 to 81.1 million hours this year. Continue reading Major eSports Tournaments Rack Up 190+ Million Live Views
By
Debra KaufmanJune 28, 2018
OpenAI, an artificial intelligence research group backed by Elon Musk, stated that its software can beat “teams of five skilled human players” in Valve’s video game “Dota 2.” If verified, the achievement would be a milestone in computer science and a leap beyond other AI researchers working on mastering complex games. IBM’s software mastered chess in the late 1990s, and Alphabet’s DeepMind created software that dominated “Go” in 2016. “Dota 2” is a multiplayer sci-fi fantasy game where teams advance through exploration. Continue reading OpenAI Beats Human-Player Team at Complex Video Game
By
Debra KaufmanJanuary 24, 2018
When the Overwatch League debuted its first season this month, eSports fans came in droves, bought lots of merchandise and otherwise behaved like those who attend professional football, basketball and baseball games. Numerous traditional sports team owners have already invested in eSports, so when the Overwatch League was being formed, many investors were eager to pay $20 million for a franchise. Even Facebook has joined in, saying it will be the exclusive destination for multiple leagues from eSports federation ESL. Continue reading Overwatch League, ESL, Facebook Take eSports Mainstream
By
Debra KaufmanSeptember 29, 2016
Competitive videogaming just got a boost when the National Basketball Association’s Philadelphia 76ers acquired a controlling interest in two so-called eSports squads, Dignitas and Apex. The move marks the first time an organization in any of the four major U.S. sports leagues invested in eSports. Prior to this landmark purchase, professional athletes have invested in eSports and both Time Warner’s TBS and Disney’s ESPN have live-broadcast the competitions. Specifics of the 76ers deal were not disclosed. Continue reading In Landmark Deal, 76ers Acquire Stake in Two eSports Teams
By
Debra KaufmanMay 10, 2016
YouTube-centric Machinima, which has focused on gamers and fan culture for a decade, just launched MACH-1, an in-house eSports consulting unit that will offer research and analytics, strategic planning and campaign execution. Machinima recently hosted an eSports panel of industry executives at its NewFronts event. Turner and WME-IMG are also about to begin broadcasting scheduled video games on TV in the U.S. ESports have a massive global audience but opportunities to monetize the sector haven’t yet been fully leveraged. Continue reading Machinima and Turner Plan to Leverage Popularity of eSports
By
Rob ScottMarch 3, 2016
While the future of Yahoo’s media operations remains in flux, the company continues to invest in key vertical segments, the latest of which is an eSports gaming news and video site. Yahoo Esports initially plans to cover “League of Legends” (Riot Games), “Heroes of the Storm” (Blizzard Entertainment), “Street Fighter V” (Capcom), and “Counter-Strike: Global Offensive” and “Dota 2” (Valve). With the growing success of eSports, media companies such as ESPN and Turner Broadcasting are also entering the market. Continue reading Yahoo Targets Growing eSports Audience with New Video Site
By
Meghan CoyleJanuary 21, 2016
Valve’s popular Internet gaming platform Steam hosts some of today’s largest online games. “Dota 2” alone has more than 870,000 concurrent players in a single day. To keep up with the increasingly heavy traffic, Valve is working with Level 3 Communications to install a network infrastructure with 100Gbps Internet ports. Standard game downloads are generally about 10 to 40 gigabytes, but because the site averages more than 10 million concurrent players, massive bandwidth is necessary. Continue reading Valve Upgrades to 100Gbps Internet Ports For Gaming Traffic
By
Debra KaufmanJanuary 20, 2016
The eSports category, competitive gaming, is poised to skyrocket in popularity in the U.S., says a Frank N. Magid Associates report. Long popular in Asia, eSports has grown 100 percent in the last two years in the U.S. Of the 70 percent of Americans, aged 8 to 64 years old who play some kind of game, nine percent watched or attended an eSports event in 2013, a figure now grown to 18 percent. Games that fill arenas with fans include “League of Legends,” “Dota 2,” “Counter-Strike: Global Offensive” and “Hearthstone.” Continue reading Investors Are Drawn to eSports as Popularity Doubles in U.S.
By
Meghan CoyleJanuary 18, 2016
ESPN launched a new vertical on its website to cover all things related to competitive gaming, including news articles, event coverage, profiles of prominent eSports figures, and analysis. The network started broadcasting professional video game tournaments in 2014 and released a special edition of ESPN The Magazine focusing on eSports in 2015. The success of those projects helped spur the launch of the new vertical, which currently covers popular games such as “League of Legends.” Continue reading ESPN.com Debuts eSports Vertical Dedicated to Video Gaming
YouTube is looking to take on game-streaming services such as Amazon’s Twitch by allowing live video streams that run at 60 frames per second (double its previous limit). Higher frame rates are vital for fast-moving games including racers and first-person shooters, and attracting gamers will be important if YouTube hopes to remain competitive in the growing eSports market. To address growing interest in gamers sharing their sessions, YouTube has been upgrading playback quality, adding support for HD, 4K, and most recently, browsers that use HTML5. Continue reading YouTube Supports Live Streams at 60fps and HTML5 Playback