tv Documentary RT April 17, 2024 10:30pm-11:01pm EDT
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the 10 years ago, few people believe that playing video games would be considered a competitive, professional sport that could become a $1000000000.00 industry. yet this is precisely what has happened within just one decade. the east sports industry has grown tremendously now with investors back in teams to compete in official tournaments around the world. i'm christy, and you're watching the cost of everything we're today. we're immersing ourselves in the expansive world of gaming. the gaming today isn't just the path time. it is an industry. it's not just about the hardware, the peripherals or the games themselves, but it's a full on ecosystem that caters to a diverse audience with varying spending habits. e sports has evolved from nation
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competitive to global phenomenon. the financial investments in east for teams, tournaments, and sponsorships have skyrocketed. the sports market worldwide is projected to reach revenues of $4300000000.20. and now east sports isn't your normal gaming. it is competitive video gaming, or professional players or teams compete in various multiplayer video games. these competitions are organized into leaks, tournaments, and events. attracting both online and offline audiences is sports has now grown into an industry with players sponsors and spectators contributing to his popularity and economic significance to the east force market can be divided into 6 different parts. first we have the sponsorships and advertising, which is the revenue made from sponsorship deals and advertising for events and tournaments. then there's merchandise and ticketing for the revenues from tournament tickets and the merchandise and spy that comes with. additionally,
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you have streaming media rights and publishing fees, which all refer to the revenues that are associated with broadcasting, east sports events across various channels. and finally, you have a sports betting which includes bedding on the outcomes of these a sports events. this is the largest market segment in east sports with volumes of $2500000000.20. for now, the growth of the sports is largely driven by the increasing popularity of competitive gaming advancements and gaming technology. the expansion of online platforms for streaming and rising global viewership, which solidify e sports as a significant part of the entertainment sector. the arrival of popular new east sports franchises, such as valor on and mobile e sports expansion with regional legal b, like mobile legends and legal legends also helped to grow the market. in 2021, the legal legends world, championship finals in iceland was watched by a record 73.8 con current viewers. gaming live stream audience reach almost
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810000000. so for context, the 2021 super bowl drew 96400000 used users. e sports teams are players generally competing for prize money. data to was one of the best paying gains with the largest overall price pool at over $34000000.00. although prize money can be substantial, many east sport teams also rely on sponsors for more stable income. but gave me says as both a social glue and the potential isolating force while the foster is communities and friendships accessing gaming can also post challenges to mental health and social dynamics. so understanding the balance for players is crucial. and now today we're joined by ivan kirchhoff, ceo of east 40 and dot com. so ivan, how has the cost of gave me evolved over the years and what factors contribute to the financial investment gamers make in their hobby? well, uh, gaming is there some people holy uh for some people. it's
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a tool. uh, for example uh we, we guide students into us university programs so they can get scholarships because they, they're good in their e sports. i'm sick, i'm fine. is there studies? there is, um yeah there's, there's a make it, i can be or out of it. yeah. has this thing the gaming lifted globally. is it now even considered a staple in education? yes. and the teachers do play or important role as well. like, for example, i can wait until vacation east for programs they say in the k 12 space are this is an extra curricular activity. instead of like the students, you know, fall into their homes. you know, i'm playing alone with not a supervisor personally because their 1st may not be there. sounds like they're in
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a safe space in the school. you know, i aiming and there's no, no, it's not all what also already for people that compete or trade like there's also like they, they basically engage. it's a used in data, for example, ones that are more skilled in social media, in, in, in management, in the production side, in, in graphic design. so it's, it's not only for, for students that i compete, it's for students that wanna have a more skills that then they can leverage out when they go into higher education, for example, on how to occasion when they, when they go for a job, they already have like, uh, it has an experience in the east for program a sports. i've seen explosive growth. so how do you explain the rise of e sports and what is a global appeal of at all? yes, it's experienced, uh, uh, explosive growth, uh, independent living in a bit after there has been, uh, a curve, you know, like, uh,
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cuz it was like the boom, a lot of investment, but then uh, the teams platforms could not live up to the investment. okay, so like there's been a lot of companies also, you know, i could buy more of this stuff and same same financial problems, but now would discourage, you know, uh more more tvs and other organizations, uh, inside the sports are basically their name on how to monetize on defense, not just rely on the sponsorship money. and then what ways has the popularity of a sports influence a broader gaming industry, and how do you foresee its trajectory in the future? east brooks is a nice of all the entertainment. it's a um, so there is the gaming industry is way bigger than the sports, not everyone. you know, it can be a competitive player, but there's, you know,
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here is to watch these for players compete. so there's gonna keeping creasing. but it's, uh, yeah it's, it's still a nice and as gaming becomes more ingrained and to daily life, what's the side of impacts both positive and negative are associated with the prevalence of gaming. yes. so gaming before like, uh, was just views, you know, and it was just a bunch of people in a basement even fast wasn't yeah. that's uh, yeah, it's like, uh, in the beginnings of sports, you know, like, uh, there was in a training schedule like, athletes were not a hunch is of like, how they're, how physical exercise, quoting friends and how, how interesting could influence them. and it's evolving into $1.00 to $2.00 towards there's already in teams, there's nutritionist, other traders, sports psychologist, all. also there be more efficient in the training. you know,
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you don't have to play a stringed 8 hours a day, you know, in order to reach peek level, you know, there's, there's many factors, you know, i can play a few hours. okay. oh, or 4 hours and then do things outside the training. you know, if i can, but if it you, as a player and with time, you know there's, there's a more reason a now, in schools also uh, it's an extra curricular activity. it's increases as the invitation and engagement schools are, are adopting the sports or more gaming, you know, uh the, to the cation. so, yeah, it's, it's about time and it occasions banes making more investments and it's just educating. okay. on the kids on how to properly you know, a game or is it like also like if you play summer every day for 8 hours you your
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get injured. so it's about, you know, like probably 8, indicating the, the younger generation on, on how much of hold on to the game or unhealthy game to how to interact with those committee as well. are there any cultural nuances that shape how gaming is perceived and integrated into society is around the world? north america is way more integrated uh, in the education space on the pro level, but indicators. but like i know some parents are more understandable, not everyone, but most varies. do. uh, i know about the opportunities that, that, that gave me to give you in, in education. okay. uh, in europe, a few schools i few countries are like more than only countries are very developed and offer you sports as, as regular sports for extracurricular activities. and some country still need to
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develop schools that still uh, some of the private ones. i'm more open but so you know, for you to go to a public scale. it's a bit more bro credit and and yeah, the mentality is now that the, the developed and. yeah. so it's south korea's pretty big china as well, but the hot, it's hot as our restrictions development, but south korea is way more developed then north, i'm do cation wise. i do prefer i just think the high schools in universities have, you know, other approach to give me any sports. uh, but yeah, on the professional side is more a month. thank you so much, ivan, but please stick around. a jamie expert ivan kirchhoff would stay with us right
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not any time between now and then you don't see it now. what is all on the empty? hundreds of thousands of american troops was sent to the country to bank the south vietnamese on me. and the american soldiers murdered resistors mercilessly burned down entire villages and spread dangerous chemicals and lee. by all right, did the americans ever fully acknowledge what they did and on the vietnamese veterans ready to forgive? yeah, yeah. yeah. that's, that's a ways to to,
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e sports are attracting more interest and traditional sports. and china is leader with the largest e sports market in the world. accounting for 34 percent of the global industry revenue in that category. asia combined takes 53 percent. the government has been boosting the development of east squares by subsidizing companies building competition venue, and even green lighting, east sports majors and higher education. several cities including shanghai and since then are buying to become the capital is sports. south, east asia is another up and coming market. and many big gaming companies are entering aggressively. this is the fastest growing region for gaming in the world, with approximately 310000000 gamers across indonesia, malaysia, thailand, vietnam, singapore, and the philippines. this rapid growth is attributed to the markets appetite for mobile gave me, and the extensive deployment of 5 g networks. in europe, germany has become widely regarded as a hub for european east sports. the rise of east sports in germany was driven by
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the country's advanced gaming market. and the fact that 88 percent of the population have internet access, the cities now compete to host a sports competition. and for the same reason they compete for the superbowl or with the world cup matches, these competitions can stimulate growth and employment. atlanta is actually a great example of the city capitalizing on east ports. it was reported after opening green hack in 2019 the east sports industry employed $12000.00 georgians and had an economic impact of $500000000.00. the sports career isn't just for pro players, but also for testers. commentators content creators twitch streamers, and the list goes on east sports has also been a major influence on the tech industry. many universities offer east for scholarship that can help students pursue their passion in the technology field. so for this and more, let's bring it again. ivan kirk hawk, ceo of east 40 in dot com. and now i'm in different countries exhibit varying
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levels of gaming prominence. what cultural factors contribute to the dominance a certain country in the global gaming landscape? yes, it's basically uh the government's, you know, and the people inside of the government, do they believe your, or do we have the, the knowledge on how to, you know, put a gaming schools also private, the, the private sector. you know, uh how, like, other open like, for example, like the season in europe are not, as you know, as open as risk taking, you know, as a v c in or the megabytes. i'm like it in the usa investment sometimes, you know, uh, also with the, you know, with the sports now nobody has not attractive as it wasn't defined. they make, you know, like, uh, there's not that much investment as there used to be. so like,
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i think it depends on the on think also mentality of all of the people that bought it and see that the ease was able to trust me to any industry that is new. and, and that pro is that always, you know, the countryside and how the individual strike a balance between gaming and other activities in their lives and what challenges might arise when this balance is disrupted? yes, so the students should strike it binds, you know, as long as they that say students and go to class, do the homework for, from eye exams, you know, and maybe have an extra pay soccer. i'll play basketball if they love gaming, if they like they e p o or n, it'd be to k, okay, as a with, with friends, you know, i shouldn't be a problem is just another hobby. you know? so the problem,
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because when you're doing too much of something and the other areas you know, are, are struggling or they, but that happens like that can be in gaming, that can be in other activities. you know, if you lose too much of one thing, you know, even if you go to the extreme, it's gonna affect your personal life. so it's, no, it's just, no, it's getting like, as long as you buy them, sit out. okay. uh, they should be like a great way to connect, you know, and so now people around the world or it, in your savings, see a country, you know, to know that people, but as always about it. and so, you know, i and they should be taught in schools. that's why it's very important for gaming the resource to, to, to get into schools. so a higher education professionals, you know, can at these, to the students from a young age. now technological advancement has significantly impacted the game industry. how has innovation and technology influence the cost accessibility and
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the overall experience of gaming? well, um with the i, there's a lot of publishers, so like the companies that make the video games that are integrated and it's making like, you know, the user experience, you know, more of the times that i'm super cool, you know, is that's the memory. and also now the, now there's a new web 3. okay. so like now, uh, it's the, those small developers that it usually had to spend a lot of marketing money. and i don't want money to develop a game. and one that i think really even long shape because of the costs, you know, now with web 3. okay. and everyone can be the owner of that game. so like if they believe it in the developer, they can invest like in tokens. okay. to that, to, to the developer. and also it's the community can invest, you know,
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in the video game. so it's actually like it, anybody that has a good product. okay. kind of launch. okay. so like in the near future, are they, there is going to be way more video games where more competition and yeah, it's going to be uh multiple to get it to stand out. but of course you, it is for everyone, you know, with a raise because now, you know, like, it's not a huge, it's not cheap. it's just not easy. you know, to have i large investment in, in order to get a good, pretty use the video game out. i'm with web 3. they will have and i will be more accessible. and are there emerging technologies that you believe will further shape the future of gaming? yes, uh web. yeah. web 3 for me uh, is gonna make video games come out at a fraction of a cost. okay. us and the community, okay, will be able to support you. okay. if you don't have the funds,
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so like not having the money, this is no longer, you know, will no longer be the issue in the near future to get out more video games. and also for these 14 degrees, you can throw in a token, studies for team, if they're having a financial struggle, you know, and it can also be another revenue stream. 40 square themes cuz yeah, that's usually the support teams are struggling on revenue, eastern sale, it's sponsorship. okay. oh, what i making the brand like a lifestyle and setting goals but, but that's it. you know, so with web 3 and hoping it can be another way to, you know, to monetize with funds that, let's say, gave me, has become a communal activity. so how do online gaming communities contribute to the overall game experience? and are there economic or social benefits associated with these communities? this, um we interact with
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a full communicate uh we just from various feeder games to like make our service, you know, make image aware of our service communities. now are way more, you know, we have like very clear guidelines and, and rules of how you can interact, how you shouldn't behave and it, you know, like no swearing or no, you know, like before, it was like all free everything. and there were a lot of issues, but now it's, it's very straight that especially like in the vacation space communities, but outside of the education space to, uh, and it's just gonna hit improving, you know, and, and very heading for that. but like, for example, of going back to the in developers. also community is a very important that lights is the best way to receive feedback on
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a video game. if the, if the game is not it again, it's good to go if not, yes, to make that. so to make modifications and everything. uh, how many of these are, are the best feedback? and are there ethical considerations that the gaming industry should prioritize as it expands, particularly in terms of user experience, inclusivity and responsible gaming practices? yes. so that's the goal considerations. uh, yeah, of course there should be, uh, you know, like, uh, especially in schools, you know, like, uh, the teachers should receive like, training. okay. on how to, you know, on how to approach this, this vegas for the students. that that is something that, you know, like some, some higher or some to some higher ed, you know, sometimes have a, a teacher, but he's not a very well way parabolic forming gaming. or maybe there's
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a teacher that is a, gave me, but it is not, you know, that it was involved in education. so like game developers have to, you know, at have the responsibility deal. so, you know, if they don't, you game, they have to teach different me, you know, on how understand there it's, you know, and as it goes good the situations with time, okay. uh, the, the, the communities i, i are going to dictate the ethical considerations like right now. you know, um, this is a new we time. it's a more if i, if it's such a huge space, you know, the fact that honestly the most honest answer as far as opinion is like with time, like it's going to be shaping. thank you so much, ivan, for all your time today. the government around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. this raises the question of whether the proposed measures would be effective or not. since the early 2 thousands,
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the chinese government has been inactive regulations to directly restrict gaming in 2019 and limited players under 18 to 1.5 hours of daily play time and 3 hours on public holidays. however, there's no evidence that this has any real effect on play time, as players found loopholes around it. and my name is, will disagree with these concerns. citing that screens don't make a significant enough difference and people sleep social life or aggression. we never talk about what time food, time, and yet the idea has grown that there is an analog way to measure screen time. these screen time limits could be detrimental for an aspiring pro player. professional players only have a short window of time to play competitively. and oftentimes they have to retire in their early twenty's as reaction time starting drop after $21.00. so by that logic, they should be play as much as possible while they're young. i'm christy,
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i thanks for watching and we'll see you right back here next time on the cost of everything. the a hi, i'm acceptance and i'm here to plan with you. whatever you do. do not watch my new show. seriously. why watch something that's so different. whitelisted opinions that he won't get anywhere else. what could i please or do you have the state department c, i a weapons, bankers, multi 1000000000 dollar corporations. choose your facts for you. go ahead. change and whatever you do. don't want my show stay main street because i'm probably going to make you comfortable. my show is called stretching time, but again, you probably don't want to watch it because it might just change the way in 6.
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the scenes the beginning of its history, the united states of america has officially declared the striving for freedom and people's rights to happiness. however, in reality, having won independence, american colon is tested for the total extermination of the indigenous population of the continent. american indians were deprived of their land. local residents were driven into reservation, given the worst agricultural territories, while the best land was appropriated by white colonizers, the strongest blow to american indian tribes was the extermination of vice of native americans lived by hunting these wild animals. colonists slaughtered the bison, and in fact, made them nearly extinct. every buffalo did,
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he's in india and gone, said colonel richard dogs, a veteran of the bloody and vicious indian wars cynically the indigenous population was simply exterminated us army general phillips sheridan express the evidence of this policy in the infamous words. the only good india is a dead indian, the genocide of native americans of north america lead to a demographic catastrophe. the exact number of deaths is still unknown, but the number of victims is in millions. having been a majority on the continent before the indigenous people make up less than 3 percent of the us population today, and the world's largest democracy votes. the rest of the planet watches in an emerging multi polar world. india's voice matters, but who will be the power behind watches, almost 1000000000 people, the side billions,
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react the everybody for a daily show. we have no punches, so continue to look for truth bomb number one. the us media is fascinated with russian drug arrests. truth on number 2, the us media doesn't cover those same stories when they occur here. truth bomb number 3 breathy griner is not a victim who deserves to be celebrated for her marijuana arrest. i'm rick sanchez. this is direct impact. the
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