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Q1 Report indicates a 35% surge in year-over-year hours watched, according to Stream Hatchet

Streaming Industry Sees Massive Growth in Q1 2020

The streaming industry experienced a significant boost in the first quarter of 2020, with a 35% increase in total hours watched compared to the previous year, according to a report by Stream Hatchet and Torque Esports. The report analyzed data from popular platforms like Twitch, YouTube Gaming, Mixer, and Facebook Gaming. Key highlights from the quarter included the beta release of VALORANT, the rise of esports racing, and Fortnite’s in-game Travis Scott concert.

Spike in Streaming During COVID-19 Pandemic

The growth in the streaming industry can be attributed to the global “social distancing” measures implemented as a response to the COVID-19 pandemic. With large events being postponed or canceled, people turned to digital media and streaming platforms for entertainment, leading to a surge in the industry’s popularity.

Twitch Dominates, Facebook Gaming Shows Significant Improvement

Twitch remained the leading platform in terms of total hours watched, accounting for over half of the industry’s viewership. However, Stream Hatchet’s report also revealed impressive growth for Facebook Gaming, which saw a 900% increase in Q1 2020, representing 11% of the overall market. YouTube Gaming also experienced modest growth, capturing 22% of the total hours watched. Only Mixer saw a decrease in viewership.

The Future of Live Streaming and Gaming

Stream Hatchet CEO Eduard Montserrat acknowledged that some of the current growth numbers may level off in the long run. However, virtual sports content is expected to remain a focus for leagues, while performers and labels will continue to explore gaming opportunities for promotional purposes and brand building. Tracking the sustainability of this trend will be crucial as live streaming becomes a key source of entertainment for an increasing number of people.

According to Stream Hatchet’s data, the average number of viewers for video game streams across the four major platforms increased by 70% year-over-year. Notably, a significant portion of this growth occurred in April, during the last four weeks of the quarter, when many non-essential businesses remained closed in the US.