Co-streaming as a driver for esports: the case of the League of Legends “Superliga”

Authors

Abstract

Electronic sports or esports have recently consolidated as a cultural product with the greatest global impact in the media and entertainment industry. Even though competitions of professional teams emerged as a marketing strategy, the increase in the esports’ popularity is turning them into an alternative to traditional sports, especially among younger audiences. This is boosted by unofficial, independent, streamers on air simultaneously to the official ones which amplify their recognition and reach. This article examines the audiences of the “Superliga”, the top League of Legends competition in Spain. Based upon a quantitative methodology, the 96 matches and their respective coverage, including those produced by co-streaming, have been represented. The results reveal an increase in the audiences’ average and peak related to the games that do not use this technique. Such experience opens up new strategies suitable to other streamings.

Keywords:

Electronic sports, co-streaming, Audiences, League of Legends, Superliga

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