Video Killed the Game Review Star

Digital media is changing the process of selling and buying in almost every industry. With reviews, peer ratings, articles, social media, special deals and more, there is a growing wealth of content for consumers to peruse before making a purchase. Video games are no different, and across the board we’re finding that video content has a rising stake in the process, boasting the most engaged and influential audience compared to other media.

In the past two or three years, we’ve seen explosive growth in a number of video content providers for video games, and it makes sense. The best way to decide if you want to play a game is not to read a review about it, but to watch someone play it, and importantly, to be entertained along the way.  Sure, I could read a few reviews, average the scores, take some journalists’ opinions into account, but at the end of the day I want to see if Contrast is fun before picking up the PS4 copy.

The explosion of Twitch.tv is one example of the rise in appetites for showcasing games with video content. The game streaming website’s unique monthly viewership doubled from about 929,000 in October 2012 to more than 2 million today (via data from Compete.com).

The movers and shakers in the gaming industry are acknowledging how important it is to give gamers a place to share and watch their experiences. PlayStation 4 launched with seamless Twitch streaming as a major selling point, and though Xbox One missed the feature at launch, it will come with a software update soon. Not only are traditional gaming media outlets taking advantage of this feature, journalists are building their own individual audiences to compete with seriously popular Twitch channels like NorthernLion and Cry.

The number, quality, and fans of gaming YouTubers are also on the rise. When I was at PAX this year chatting with a YouTuber, fan after fan kept coming up to him to tell him how much they loved his show and to take a picture. More so, Microsoft’s Xbox One launch event debacle with controversial YouTuber KSI, shows just how much influence these guys and gals have to shape news from the industry. It’s a new world. TotalBiscuit can have just as much sway as top gaming writers.

Beyond the views, engagement numbers are insane on many of these YouTube videos. For example, PewDiePie’s hilarious playthrough of Outlast, an indie horror game by TriplePoint client Red Barrels, has racked up more than 7 million views, 200,000 likes and 63,000 comments. For comparison, IGN has just over 5 million unique visitors a month according to Compete.com, and its highly anticipated PlayStation 4 review has 9,706 comments. Consumers are often going directly to YouTubers for gaming entertainment and news, or linking to them from the increasingly important gaming sub-Reddit. As a result, developers and PR agencies are paying more attention to these folks. TriplePoint client Spearhead Games even named an achievement in upcoming PS4 game Tiny Brains after half-uber fan, half-YouTube star The Completionist.

PewDiePie plays through horror game Outlast with more than 7 million YouTube views.

My emphasis on the rising influence of video content makers is not to say traditional gaming websites are losing their importance. They still cater to folks that buy lots of games, and they are amping up their own video offerings with video reviews and regularly programmed Twitch channels. Perhaps more importantly, these respected publications’ editorial decisions drive YouTube content, as YouTubers likely choose what games to play and feature based on what’s being talked about on IGN, Kotaku, GameSpot, Polygon and the like. After all, direct outreach from game makers to YouTubers is still relatively limited.

Whether the gaming media can beat YouTubers and Twitch prodigies at entertaining and informative video content is yet to be seen, but it’s clear that the medium is hard to surpass when evaluating games. Watching a video playthrough is by far the closest experience to playing a game itself. As such, the reach and adoption of Twitch and YouTube will only continue to grow – begging the next challenge for studios and marketers: how to address fragmented video audiences.

What are your favorite Twitch and YouTube channels? Let us know in the comments below or share your thoughts on Twitter @DianaHSmith and @TriplePoint.

 

The TriplePoint Experience at SXSW 2011

We hope you’re managing to sort information from insanity on this April Fool’s Day. It’s never an easy job, is it?

It’s an activity that’s not just restricted to April 1st, either — as our own team has written previously, certain gatherings and occasions, like South by Southwest, can be tough to survive if you’re unprepared.

Take a look, following the break, at a little glimpse of the madness at this year’s SXSW. Just watch out for monkeys. Continue reading The TriplePoint Experience at SXSW 2011

Future of Media

Some of the most forward-thinking leaders within the entertainment industry attended the Future of Media conference today at the Stanford Graduate School of Business to discuss the challenges and opportunities that lie ahead in the media industry. The discussion panels covered topics including the future of interactive entertainment, television and film, social media and news, music, and entrepreneurship within the media landscape. It seems that while the future is uncertain, business leaders and innovators within the space see a shift toward more interactive entertainment as the long-standing distinctions between creators of content and distributors of information are expected to break down.

Terry Semel shared his views and predictions for the future of the industry as the keynote speaker. Currently the Chariman and CEO of Windsor Media, Semel was previously the Chairman and CEO of Yahoo! from 2001 through 2007. Before heading Yahoo!, Semel was Chairman and co-CEO of successful entertainment giant, Warner Bros. Semel predicted that the stereotypes of “Hollywood” as the home of content creation and “Silicon Valley” as the strictly high-tech hub will break down and become irrelevant. Semel believes that these two worlds are colliding as technology companies are interacting more with media companies and vice versa. Studios are no longer in complete control since user-generated content is becoming more prevalent online along with the rapid growth of YouTube, Twitter and Facebook. At the same time, great technology needs compelling content that people will pay for in order to survive as people begin to  interact with media on portable gadgets. Semel noted that traditionally straight technology companies, such as Sony or Microsoft, will provide other services because they want to expand into the media business.

One question that kept reoccurring throughout the day was how content will be monetized in the future. Semel had a simple solution for this. He declared that companies are foolish to give away quality content for free and believes that ads should definitely be used to monetize media. He pointed out that people aren’t so averse to advertisements that contain humor, exemplified by the tradition of households across the nation tuning into the Super Bowl, in part, to be entertained by amusing ads. Semel explained that social websites such as Facebook don’t have to necessarily charge their audience for access to their platform, but they can easily earn revenue from companies that want to reach those millions of valuable eyeballs. Despite the rapidly evolving media industry, businesses are still operating to turn profits and everyone seemed to agree that content will not continue to be free forever.

A Social Media Makeover for the Beauty Industry

 

The New York Times ran an article about the rise of “Everywoman” Lauren Luke, a single mom from the UK who has garnered over 50 million views for her YouTube makeup instruction videos, and is now launching her own product line. Beauty execs say that user-created videos are “not a threat,” however, the passion flowing from Luke’s fans who are sick of the “lies” and unattainable standards of beauty show that change is coming whether they like it or not.

Why is this relevant to the TriplePoint blog, you ask? I wanted to share this story because it’s a great example of how social media has upset the balance of power and given consumers control over brands. Honesty and authenticity matter, and as professionals, we need to give consumers tools to communicate about our brands and products. This is no gimmick, but a requirement for success in the changing world of influence. 

Now, what will happen to Lauren Luke? Will she become less relatable now that she has her own product line? Now that she’s not “ordinary” anymore? As it has from day one, the power lies with her fans, so stay tuned… 

Article link: http://tinyurl.com/nsl8xt