From Wikipedia, the free encyclopedia
  (Redirected from Livestream)
Jump to navigation Jump to search

Livestreaming is online streaming media simultaneously recorded and broadcast in real-time. It is often referred to simply as streaming, but this abbreviated term is ambiguous because "streaming" may refer to any media delivered and played back simultaneously without requiring a completely downloaded file. Non-live media such as video-on-demand, vlogs, and YouTube videos are technically streamed, but not live-streamed.

Livestream services encompass a wide variety of topics, from social media to video games to professional sports. Platforms such as Facebook Live, Periscope, Kuaishou, Douyu, bilibili and 17 include the streaming of scheduled promotions and celebrity events as well as streaming between users, as in videotelephony. Sites such as Twitch have become popular outlets for watching people play video games, such as in esports, Let's Play-style gaming, or speedrunning, and is now broadening, with a category called "Just Chatting" usually having the most viewers. Live coverage of sporting events is a common application.

User interaction via chat rooms forms a major component of livestreaming. Platforms often include the ability to talk to the broadcaster or participate in conversations in chat. Many chat rooms also consist of emotes[clarification needed] which is another way to communicate to the livestreamer.

Social media[edit]

In the field of social media, the term "live media" refers to new media that use streaming media technologies for creating networks of live multimedia shared among people, companies and organizations. Social media marketer Bryan Kramer describes livestreaming as an inexpensive "key marketing and communications tool that helps brands reach their online audience." Users can follow their friends' live video "shares" as well as "shares" related to specific content or items. Live media can be shared through any Internet website or application; thus, when people browse on a specific website, they may find live media streams relevant to the content they look for.[1]

Live media can include coverage of various events such as concerts or live news coverage viewed using a web browser or apps such as Snapchat. James Harden and Trolli promoted an upcoming NBA All-Star Game through Snapchat. Many of LaBeouf, Rönkkö & Turner's performance art were livestreamed, such as a stream of Shia LaBeouf in a theater viewing all his movies.[2]

Facebook Watch[edit]

Facebook introduced a video streaming service, Facebook Watch to select individuals in August 2016, and to the public in January 2017.[3][4] Facebook watch is a video-on-demand service that allows users to share content live. It allows people to upload videos that cover a wide array of topics including original comedy, drama, and news programming. Facebook Live allows Facebook users to include their own "reactions" when someone is broadcasting. One of the reasons that Facebook Watch is so successful is because the content is recommended to users based on algorithms that determine what the user would most like to watch.[5]

YouTube Live[edit]

YouTube was purchased by Google in 2006, and the pair subsequently announced their livestreaming app. Like Periscope, users can comment on the broadcast. Unlike Periscope, livestreams on YouTube can be saved and any user can access them through the app.[6] YouTube head of product for consumers Manuel Bronstein stated that livestreaming gives creators the opportunity to "actually create a more intimate connection with their fans."[6]


Twitch co-founder Justin Kan wearing a lifecasting setup

Lifestreaming, or lifecasting, involves the continuous broadcasting of daily events in one's life. Justin Kan founded as a website for his own continuous lifecasting,[7][8] and is credited with popularizing the style.[9]


Twitch is a livestreaming video platform owned by Twitch Interactive, a subsidiary of Amazon.[10] Introduced in June 2011 as a spin-off of the general-interest streaming platform,, the site primarily focuses on video game livestreaming, including broadcasts of eSports competitions, in addition to music[11] broadcasts, creative content, and more recently, "in real life" streams. Content on the site can be viewed either live or via video on demand.



In March 2015, Twitter launched a livestreaming app called Periscope. Normally, users would see a hyperlink attached to their broadcast, directing people to a new tab. Using Periscope, videos appear live on the timeline. If the user has allowed the site to share information, others can see where the user is streaming from. During the broadcast, users can comment, talk to the broadcaster, or ask questions.[12] Kayvon Beykpour, CEO of Periscope, and Dick Costolo and Jack Dorsey, CEOs of Twitter, all shared a common goal—to invent something that would merge both teams into one instead of as partners.[13] It was discontinued in March 2021 due to declining usage, product realignment and high maintenance costs.[14][15]


Microsoft entered the livestreaming scene when it acquired Beam, the Seattle-based company, in August 2016.[16] About a year after acquiring the company, the service was renamed to Mixer in May 2017.[17]  The platform was the first to bring multiple features to livestreaming such as interactive gameplay, where viewers could influence gameplay, and co-streaming, where viewers could watch multiple viewpoints of teammates in the same game. Like Twitch, viewers on Mixer could pay to subscribe to streamers on a monthly basis. Viewers could also buy "Embers", which was the e-currency used by the site, and could donate that to streamers as well. While Twitch remained the biggest company in the business, Mixer attempted to raise its stock by signing multiple big streamers to Mixer-exclusive deals. These signings included Tyler "Ninja" Blevins in August 2019, Michael "Shroud" Grzesiek in October of 2019, and Cory "King Gothalion" Michael also in October 2019.[18] Mixer announced it would be shutting down its streaming services on July 22, 2020. In the announcement, Mixer's parent company, Microsoft, announced a partnership with Facebook gaming, and directed current users to the new platform.[19]


Notable applications to publish and record livestreams at the same time include Open Broadcaster Software, Wirecast, and XSplit Broadcaster. They are used to publish streams to YouTube, Facebook, Periscope and Twitch, among others. Tango is a livestreaming platform for Android and iOS. mimoLive is a livestreaming application for macOS and iOS.

Video games[edit]

Livestreaming playing of video games gained popularity during the 2010s. David M. Ewalt referred to Twitch as "the ESPN of video games".[20] The website spawned from and grew to overshadow, and was purchased by at the end of 2014 for US$970 million.[21] Other video-game oriented streaming websites include, which was formed after the merging of Azubu and, and the South Korea-based afreecaTV. In 2015, YouTube launched YouTube Gaming—a video gaming-oriented sub-site and app that is intended to compete with Twitch.[22]

An example of a notable livestreamed event is Games Done Quick, a charity speedrunning marathon hosted on Twitch. Viewers are encouraged to donate for incentives during the stream such as naming characters in a run, having the runners attempt more difficult challenges, or winning prizes.[23] Over $10 million has been raised across sixteen marathons.[24]

Professional streamers can generate livable revenue from viewer subscriptions and donations, as well as platform advertisements and sponsorships from eSports organizations, often earning much more from streaming than from tournament winnings.[25] The audiences of professional gaming tournaments are primarily livestream viewers in addition to live audiences inside venues. The International 2017, a Dota 2 tournament with the largest prize pool in eSport history, was primarily streamed through Twitch, having a peak of over five million concurrent viewers.[26]


With livestreaming becoming a financially viable market, particularly for esports, streamers and organizations representing them have looked for metrics to quantify the viewership of streams as to be able to determine pricing for advertisers. Metrics like maximum number of concurrent viewers, or number of subscribers do not readily account for how long a viewer may stay to watch a stream.[27] The most common metric is the "Average Minute Audience" (AMA), which is obtained by taking the total minutes watched by all viewers on the stream during the streamed event and for 24 hours afterwards, divided by the number of minutes that were broadcast. The AMA is comparable to the same metric that the Nielsen ratings for tracking viewership. This also makes it possible to combine standard broadcast and streaming routes for events that are simulcasted on both forms of delivery to estimate total audience size[28] Major events with reported AMA include streamed National Football League games; for example, the average AMA for NFL games in 2018 ranged from 240,000 to 500,000 across streaming services,[29][30] with the following Super Bowl LIV having an AMA of 2.6 million.[31] In comparison, the esports Overwatch League had an average of 313,000 average minute audience during regular season games in its 2019 season.[32]


Many instances of serious crimes such as rape and assault, along with suicides, have been streamed live, leaving little to no time for administrators to remove the offending content. Livestreamed crimes became a trend in the mid-2010s with widely reported incidents such as assaults and suicide streamed through Periscope in 2016[33] and the kidnapping of a man in Chicago streamed through Facebook Live in 2017.[34] A mass shooting in Jacksonville, Florida, resulting in the deaths of two in addition to the shooter, occurred during a Madden NFL 19 tournament.[35] Part of the Christchurch mosque shootings was streamed on Facebook Live by the perpetrator for 17 minutes.[36]

Additionally, livestreaming to large audiences carries the risk that viewers may commit crimes both remotely and in person. Twitch co-founder Justin Kan had been a frequent target of swatting. An incident occurred in April 2017 at the Phoenix Sky Harbor International Airport when a viewer called in a bomb threat and named streamer Ice Poseidon as the culprit, temporarily shutting down the airport.[37] They may also be victim to stalking as with other celebrities; for example, a teenager showed up uninvited to a streamer's house and requested to live with him after having saved up for a one-way transcontinental flight.[38] A Taiwan-based American streamer fell victim to a doxing and targeted harassment campaign by a Taiwanese streamer, coordinated through a private Facebook group with 17,000 members "whose activities involved tracking [his] whereabouts," death threats and "the distribution of his parents’ U.S. phone number and address". Twitch responded by temporarily suspending the harassed streamer.[39]

QoE in live streaming[edit]

QoE estimation is a very important task for live streaming media, because by ascertaining the users satisfaction we can see if our service is working as we want it. This importance is proven by the multiple platform for live streaming that are rising in popularity.[40]

With the development of LTE networks, the necessity to estimate the QoE increases. This is especially complex for video streaming service. This complexity comes from data encryption or new protocols.[41] A way to estimate this QoE is by using subjective surveys and let the users evaluate the quality of the videos.[42] Another way to determine the factors that affect QoE for LTE networks is by using the Factor Analysis technique to analyze their behavior and to find out which variables have more influence on the subjective video quality.[43]

By using Factor analysis over different networks, we can see that it give us better results than normal estimation using MOS.[44][45]


Live content streaming has been the topic of numerous papers examining ways to cultivate online communities through live interaction. The livestreaming platform Twitch is a common focus among researching trying to transfer its user engagement success to other applications such as improving student participation and learning in massive open online courses (MOOCs).[46]

See also[edit]


  1. ^ Kramer, Bryan. "How Live-Streaming is Going to Crush it in 2016". SocialMediaToday. Retrieved September 30, 2016.
  2. ^ Robinson, Tasha (November 16, 2015). "Why Shia LaBeouf's #AllMyMovies was so successful". The Verge. Retrieved July 7, 2017.
  3. ^ Bell, Karissa (January 28, 2016). "Facebook is finally bringing livestreaming to everyone". Mashable. Retrieved April 24, 2016.
  4. ^ Greenberg, Julia. "Zuckerberg Really Wants You to Stream Live Video on Facebook". WIRED. Retrieved 2016-11-30.
  5. ^ Laukkonen, Jeremy. "Facebook Watch: What is it and how to use it". Life Wire.
  6. ^ a b Pierce, David. "YouTube Is the Sleeping Giant of Livestreaming". WIRED. Retrieved 2016-11-30.
  7. ^ Herrman, John (June 17, 2018). "With Twitch, Amazon Tightens Grip on Livestreams of Video Games". The New York Times. Retrieved August 9, 2018. Twitch began in 2011 as an offshoot of, a lifecasting site founded by two Yale graduates, Emmett Shear and Justin Kan. They started the platform after they found that viewers were more interested in watching their lifecasters play video games than eat or sleep.
  8. ^ Yang, Jeff (March 27, 2007). "Asian Pop: Man with a Cam". San Francisco Chronicle. Retrieved August 9, 2018.
  9. ^ Hughes, Matthew (October 31, 2016). "Whale is the latest app from Twitch founder Justin Kan". The Next Web. Retrieved August 9, 2018. In 2006, he launched, which is credited for popularizing lifestreaming.
  10. ^ Wawro, Alex (August 25, 2014). "Amazon to acquire Twitch". Gamasutra. UBM plc. Retrieved August 25, 2014.
  11. ^ "Amazon brings Twitch's live streams to its Amazon Music app".
  12. ^ Price, Rob (March 26, 2015). "Twitter just launched Periscope, its hot new streaming app". Business Insider. Retrieved November 4, 2016.
  13. ^ Pierce, David (January 12, 2016). "Periscope Now Drops Live Video Into Your Twitter Timeline". Wired. Retrieved November 4, 2016.
  14. ^ Periscope (2020-12-15). "Farewell, Periscope". Medium. Retrieved 2021-09-30.
  15. ^ "Twitter Discontinues Periscope, But Live Streaming Lives On". Retrieved 2021-09-30.
  16. ^ "Microsoft acquires Beam interactive game livestreaming service". TechCrunch. Retrieved 2020-03-13.
  17. ^ Sarkar, Samit (2017-05-25). "Microsoft's Beam renamed to Mixer, adds co-op streaming (update)". Polygon. Retrieved 2020-03-13.
  18. ^ Webb, Ben Gilbert, Kevin. "Amazon's wildly popular video game streaming service, Twitch, is no longer the biggest game in town: These are all the stars who have signed exclusivity deals with the competition". Business Insider. Retrieved 2020-03-13.
  19. ^ Team, Mixer (2020-06-22). "The Next Step for Mixer". From the Myxer. Retrieved 2020-07-11.
  20. ^ Ewalt, David M. (December 2, 2013). "The ESPN of Videogames". Forbes.
  21. ^ "Amazon to Buy Video Site Twitch for More Than $1 Billion". The Wall Street Journal. 25 August 2014. Retrieved 25 August 2014.
  22. ^ Dredge, Stuart (August 26, 2015). "Google launches YouTube Gaming to challenge Amazon-owned Twitch". The Guardian. Retrieved September 5, 2015.
  23. ^ Smith, Ernie (2015-01-13). "How Gaming Gurus Reinvented Telethons for the Web". Association Now.
  24. ^ "all events tracker". 2017-01-14.
  25. ^ Leslie, Callum (2014-12-31). "Hearthstone players won more than $1 million in the game's first year". The Daily Dot. Archived from the original on 9 May 2016.
  26. ^ Handrahan, Matthew (August 14, 2017). "The International 2017 reached 5m peak concurrent viewers". Retrieved August 15, 2017.
  27. ^ Ashton, Graham (September 11, 2019). "Esports' Quest for the Average Minute Audience". The Esports Observer. Retrieved October 3, 2019.
  28. ^ Fanelli, Jason (October 3, 2019). "Overwatch League Claims Record Viewer Numbers in 2019 Season". Twin Galaxies. Retrieved October 3, 2019.
  29. ^ "2018 Thursday Night Football Increases +4% vs. 2017 10-Game Thursday Night Football Average". Fox Sports. December 14, 2018. Retrieved October 3, 2019.
  30. ^ Karp, Austin (January 3, 2019). "NFL Wraps '18 Season Up 5%, With All TV Partners Seeing Gains". Sports Business Daily. Retrieved October 3, 2019.
  31. ^ "Super Bowl LIII set streaming records, while TV viewership saw massive drop".
  32. ^ Patel, Sahil (September 4, 2019). "Activision Blizzard Esports League Tries a Nielsen Metric to Take on Traditional Sports". The Wall Street Journal. Retrieved October 3, 2019.
  33. ^ Blaise, Lilia (7 July 2017). "Suicide on Periscope Prompts French Officials to Open Inquiry". New York Times. Retrieved 28 January 2017.
  34. ^ Meisner, Jason; Lee, William; Schmadeke, Steve (2017-01-05). "Brutal Facebook Live attack brings hate-crime charges, condemnation from White House". The Chicago Tribune. Retrieved 2017-07-07.
  35. ^ "Multiple People Were Killed In A Mass Shooting At A Madden Gaming Event In Jacksonville". BuzzFeed News. Retrieved 2018-08-26.
  36. ^ Hunt, Elle; Rawlinson, Kevin; Wahlquist, Calla (16 March 2019). "'Darkest day': how the press reacted to the Christchurch shootings". The Guardian. ISSN 0261-3077. Retrieved 16 March 2019 – via
  37. ^ Partin, Will (June 9, 2017). "On Air With LA's Most Wanted Man, 'Life Streamer' Ice Poseidon". Rolling Stone. Retrieved 2017-07-22.
  38. ^ D'Anastasio, Cecilia (May 2, 2017). "When Fans Take Their Love For Twitch Streamers Too Far". Kotaku. Retrieved August 27, 2017.
  39. ^ Julia, Alexander (February 5, 2018). "American Twitch IRL streamer details doxing and targeted harassment campaign in Taiwan". Polygon. Retrieved March 23, 2018.
  40. ^ Jiménez, Luis Roberto (2019). "A Network-Layer QoE Model for YouTube Live in Wireless Networks". IEEE Access. 7: 70237–70252. doi:10.1109/ACCESS.2019.2918433. S2CID 181661531.
  41. ^ Solera, Marta (2018). "A Testbed for Evaluating Video Streaming Services in LTE". Wireless Personal Communications. 98 (3): 2753–2773. doi:10.1007/s11277-017-4999-0. S2CID 30905201.
  42. ^ Segura-García, Jaume (2018). "Performance evaluation of different techniques to estimate subjective quality in live video streaming applications over LTE-Advance mobile networks". Journal of Network and Computer Applications. 107: 22–37. doi:10.1016/j.jnca.2018.01.006.
  43. ^ García-Pineda, Miguel (2018). "A holistic modeling for QoE estimation in live video streaming applications over LTE Advanced technologies with Full and Non Reference approaches". Computer Communications. 117: 13–23. doi:10.1016/j.comcom.2017.12.010.
  44. ^ Felici-Castell, Santiago (2019). "Adaptive QoE-based architecture on cloud mobile media for live streaming". Cluster Computing. 22 (3): 679–692. doi:10.1007/s10586-018-2876-6. S2CID 54072589.
  45. ^ García-Pineda, Miguel (2018). "Estimation techniques to measure subjective quality on live video streaming in Cloud Mobile Media services". Computer Communications. 118: 27–39. doi:10.1016/j.comcom.2017.08.009.
  46. ^ Hamilton, William (April 2014). Streaming on twitch: fostering participatory communities of play within live mixed media. Chi '14. pp. 1315–1324. doi:10.1145/2556288.2557048. ISBN 9781450324731. S2CID 107637. Retrieved April 5, 2021.

External links[edit]