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tv   The Cost of Everything  RT  April 18, 2024 9:00pm-9:30pm EDT

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the, the 10 years ago, 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 past time. it is an industry. it's not of just about the hardware, the pr referrals or the games themselves, but it's a full on eco system that caters to
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a diverse audience with varying spending habits. e sports has evolved from nation competitive to global phenomenon. the financial investments in east bore teams, tournaments, and sponsorships have skyrocketed. the sports market worldwide is projected to reach revenues of $4300000000.20. and now the 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. the sports 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 search and dice 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 large and 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 legend 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 group 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 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 fosters 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 has a cost of gave me evolved over the years and what factors contribute to the financial investments gamers make in their hobby?
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well, uh, gaming is there some people wholly, uh for some people. it's 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 to make it, i can be or out of it. it has this thing, the gaming lifted globally. is it now even considered a staple in education? yes. and the teachers do play every important role as well. like, for example, i can wait until vacation is for programs they say indicates well space are are used as an extra credit activity instead of like students, you know, going to their home. so, you know, i'm playing alone with not a supervisor person because their 1st may not be their stuff like they're in
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a safe space in a school. you know, i mean, i'm useful probably is not old isn't all what also or the 4 people that compete or trade like there is also like, uh they, they basically engage. it's a used in data, for example, ones that are more skilled in social media, in it never 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 do the patient when they, when they go for a job, they already have like, uh it has of experience in the east for program is for assessing 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
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a bit after there has been, uh, a curve, you know, like, uh, cuz it was like the boom, a lot of investment, but then uh, the teams platforms could not live up to the investments. 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 teams 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 a trajectory in the future east brooks is the news of, of 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 do 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 aside or impacts both positive and negative are associated with the prevalence of gaming. yes. so gaming before like, uh, was just viewed, you know, and it was just a bunch of people in a basement even fast looking. yeah. but uh, yeah, it's like, uh, in the beginnings of sports, you know, like, uh, there was in a training schedule like acids were not a hunch is of like, uh, how their, how physical exercise, good 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 the more reason a now in school is also, uh, it's an extra curricular activity. it's increases us doing retention engagement. schools are, are adopting the sports or more gaming, you know, uh the, to the occasion. so, yeah, it's, it's about time and it occasions, pains 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 the, it's about, you know, like probably a, indicating the, the younger generation on, on how much of how them to the game. and how's the game? how to interact with those can, is laws. are there any cultural nuances that shape how gaming is perceived and integrated into societies around the world? north america is way more integrated uh, in the decatur space as the pro level but it goes but like i know, some parents are more under assemble, not everyone, but most of those do, uh, i know about the opportunities that, that, that gaming can give you in in education. okay. uh. in europe, a few schools like few countries are like more than all the countries are very developed and offer you sports as
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a virtual sports for extracurricular activities. and some countries still need to develop schools that still uh, some of the, the private ones are more open bucks, you know, for it to go to a public scale. it's a bit more broke arctic and and yeah, the mentality is now that the, the developed and yeah. side south korea's prove in china as well by the hot. it's hot as that are restrictions. government by itself. korea is way more developed. uh, uh. then north, i'm do cation wise, i do prefer i just think the high schools and universities have, you know, a better approach to gave me any sports. uh, but yeah, on the professional side is more events. thank you so much, ivan, but please stick around. a jamie expert ivan kirchhoff would stay with us right
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here after the break. and when we come back, what factors contribute to make countries a gaming power house? stay tuned for all the details the same wrong. just don't you have to safe house and engagement because the trail when so many find themselves will support. we choose to look so common ground the, the russian states never as tight as i'm one of the most sense community best most i'll
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send send the in the system to progress be the one else calls question about this, even though we will bend in the european union the kremlin mission, the state on the russians to day and split the ortiz full, even our video agency, roughly all the band on youtube. the said this was the question, did you say stephen twist, which is the,
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[000:00:00;00] the the us china and south korea, our power houses in the gaming world, each with his unique gaming, culture. factors such as technological infrastructure, social acceptance and historical context plays terminal roles in a country is gaming prominence. in asia,
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e sports are attracting more interest and traditional sports. and china is leader with the largest east 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 boards by subsidizing companies building competition venue, and even green lighting, a sports majors and higher education. several cities including shanghai and since then are buying to become the capital it east 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 europe in 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. cities now compete to host east sports competition for the same reason. they compete for the superbowl or with world cup matches. these competitions can stimulate growth and employment. and lanta is actually a great example of a city capitalizing on east sports. 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 to east sports has also been a major influence on the tech industry. many universities offer east for scholarships 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 a sporty and dotcom and now i'm in different countries exhibit varying levels of
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gaming prominence. what cultural factors contribute to the dominance of certain country and the global gaming landscape? yes, it's basically uh the government's, you know, and the people inside of the government, do they believe it or do they have been their knowledge on how to, you know, put gaming schools uh, 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 megabyte assembly it in the us or investment sometimes, you know, uh, also with the you know, with the sports now no, because i'm attractive as it was independent 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 transfer you to any industry that is new. and, and the pros are 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 student should strike it binds, you know? as long as they say students 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. uh if they like a e p o or n, it'd be to k. okay. as a with, with friends, you know, i shouldn't be a probably is just another hobby, you know, so the problem because when you're doing too much of something and the other areas
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you know are, are struggling. okay. 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 getting like as long as you've got an sit out. okay, uh, this should be like, a great way to connect. you know, i'm doing all the 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 and it's worse 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 costs, accessibility, and the overall experience of gaming?
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well, um with a i, there's a lot of publishers, so likes to companies and make the video games that are integrated and it's making like, you know, the user experience, you know, uh, more of the times that i'm super cool, you know, is that's the number 8 i also now the, now there's a new web 3. okay. so like now uh, it's a, 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 when i think of any, even long shape because of the costs, you know now with web 3. okay. and everyone can be the owner of i gave you. so like if they believe it in the developer, they can invest like in tokens. ok to that, to, to the developer. and also it's the community can invest, you know, in the video game. so it's actually like it, anybody that has
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a good product. okay. kind of launch. okay. so like in the near future. okay, there's going to be way more video games where more competition and yeah, it's going to be uh, more complicated 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 it. i, i good, pretty use the video game out. i'm, we web 3. it will have it and it 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. as um, the community, okay, we'll be able to support you. okay. if you don't have the funds,
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so like not having the money is, 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 coordinate tokens to at least 14, if they're having a financial struggle, you know, and it can also be another revenue stream for the sports teams. cuz yeah, that's usually the support teams are struggling on revenue streams. they all it's sponsorship or they, oh, what i making the brand like a lifestyle and setting goals but, but that's it. you know, so with web 3 is hoping it can be another way to, you know, to monetize with funds that let's say gaming 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? yes, um we interact with
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a full communicate. 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 should 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, especially like in the vacation space, a gaming 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 individual person. 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, okay, it is good to go. if not, you have to make them so to make modifications and everything. uh, how many of these are, are the best feedback? and are there ethical considerations at 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 vague it is 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,
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very well informing gaming, or maybe there's a teacher that is that i gave me, but it is not, you know, that it was involved in education. so like to take came, developers have to, you know, have the responsibility. the also, you know, if they launch a game, they have to teach different me, you know, on how on their standards, you know, and as it goes, it's good to see of asians 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 to find it. it's such a huge base. you know, the fact that honestly the most honest insurance by an opinion is like with time, like it's going to be shaping. thank you so much. ivan, for 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, i thanks for watching and we'll see you right back here next time on the cost of everything
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the to take a fresh look around as a life kaleidoscopic isn't just a shifted reality distortion by power to division with no real opinions fixtures, design to simplify will confuse really once a better wills, and is it just as a chosen for you, fractured images presented to this, but can you see through their illusion going underground can the
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the american soldiers murdered resistors, most solicitation burned down entire villages and spread dangerous chemicals. and even lee by all right, did the americans ever fully acknowledge what they did on the vietnamese veterans ready to forgive? yeah, yeah. yeah. that's, that's a ways to the space has always captured humanity's imagination. i mean,
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let's fix it. space is cool. but only the chosen few are able to head beyond the earth's atmosphere. it takes years of preparation to actually take on that final frontier space training pushes, human abilities limits to the very edge. so who are the super heroes of today? let's get to know them a little better. the every comes about japan starts here in shows me go to doc or star city, the learning to operate a spacecraft. reading under g forces. moving in 0 gravity working in the outer space. and even coping with long term isolation, all this is taught with the help of flying labs centrifuges, hydro labs, and a lot more space is closer than you think the

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