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  2. Video game livestreaming - Wikipedia

    en.wikipedia.org/wiki/Video_game_livestreaming

    The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. [1] The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services.

  3. Twitch (service) - Wikipedia

    en.wikipedia.org/wiki/Twitch_(service)

    In 2017, Twitch remained the leading live-streaming video service for video games in the US, and had an advantage over YouTube Gaming, which shut down its standalone app in May 2019. [13] [14] [15] As of February 2020, it had three million broadcasters monthly and 15 million active users daily, with 1.4 million average concurrent users.

  4. Live streaming - Wikipedia

    en.wikipedia.org/wiki/Live_streaming

    Livestreaming, live-streaming, ... In 2015, YouTube launched YouTube Gaming—a video gaming-oriented sub-site and app that is intended to compete with Twitch.

  5. Huya Live - Wikipedia

    en.wikipedia.org/wiki/Huya_Live

    Huya Live (Chinese: 虎牙直播) is a Chinese video live streaming service. The site is one of the largest of its kind in China, and also operates globally as Nimo TV. [3] [4] Similar to other streaming services like Loco, the site primarily focuses on video game live streaming and includes official broadcasts of esports competitions. [5]

  6. OBS Studio - Wikipedia

    en.wikipedia.org/wiki/OBS_Studio

    OBS Studio is a free and open-source app for screencasting and live streaming.Written in C/C++ and built with Qt, OBS Studio provides real-time capture, scene composition, recording, encoding, and broadcasting via Real-Time Messaging Protocol (RTMP), HLS, SRT, RIST or WebRTC.

  7. Mixer (service) - Wikipedia

    en.wikipedia.org/wiki/Mixer_(service)

    Mixer was an American video game live streaming platform. The service launched on January 5, 2016, as Beam, under the ownership of co-founders Matthew Salsamendi and James Boehm. The service placed an emphasis on interactivity, with low stream latency and a platform for allowing viewers to perform actions that can influence a stream.

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