25 Pages Posted: 24 Feb 2020

Date Written: December 13, 2011

Abstract

Broadcasting is in a phase of change, with new technologies and new contestants companies are facing an increased competition. One emerging stream of broadcasting is Internet Protocol Television (IPTV) and competitive gaming (eSports) scene is resting upon that technology. On the case of eSports the possibilities of IPTV can be revealed and furthermore show distinct and novel ways of broadcasting. Focusing on the scene around Starcraft II, one of the driving forces, an interesting mix of easy access, passive content-consummation, active interaction, and community-based content-generation emerges. Thereby Starcaft II reveals criteria of the success in eSports and ways of broadcasting for the digital audience.