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What streaming means for the future of entertainment

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    I am obsessed with forming
    healthy communities,
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    and that's why I started Twitch --
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    to help people watch other people
    play video games on the internet.
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    (Laughter)
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    Thank you for coming to my TED talk.
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    (Laughter)
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    So in seriousness,
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    video games and communities
    truly are quite related.
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    From our early human history,
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    we made our entertainment
    together in small tribes.
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    We shared stories around the campfire,
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    we sang together, we danced together.
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    Our earliest entertainment
    was both shared and interactive.
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    It wasn't until pretty recently
    on the grand scale of human history
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    that interactivity took a back seat
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    and broadcast entertainment took over.
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    Radio and records brought music
    into our vehicles, into our homes.
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    TV and VHS brought sports and drama
    into our living rooms.
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    This access to broadcast entertainment
    was unprecedented.
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    It gave people amazing content
    around the globe.
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    It created a shared culture
    for millions of people.
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    And now, if you want to go watch
    or listen to Mozart,
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    you don't have to buy an incredibly
    expensive ticket and find an orchestra.
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    And if you like to sing --
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    (Sings) I can show you the world --
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    then you have something in common
    with people around the world.
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    But with this amazing access,
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    we allowed for a separation
    between creator and consumer,
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    and the relationship between the two
    became much more one-way.
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    We wound up in a world where we had
    a smaller class of professional creators
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    and most of us became spectators,
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    and as a result it became far easier
    for us to enjoy that content alone.
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    There's a trend counteracting this:
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    scarcity.
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    So, Vienna in the 1900s,
    was famous for its café culture.
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    And one of the big drivers
    of that café culture
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    was expensive newspapers
    that were hard to get,
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    and as a result,
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    people would go to the café
    and read the shared copy there.
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    And once they're in the cafe,
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    they meet the other people
    also reading the same newspaper,
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    they converse, they exchange ideas
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    and they form a community.
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    In a similar way,
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    TV and cable used to be more expensive,
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    and so you might not watch
    the game at home.
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    Instead you'd go to the local bar
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    and cheer along with
    your fellow sports fans there.
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    But as the price of media continues
    to fall over time thanks to technology,
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    this shared necessity that used to bring
    our communities together falls away.
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    We have so many amazing options
    for our entertainment,
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    and yet it's easier than ever for us
    to wind up consuming those options alone.
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    Our communities
    are bearing the consequences.
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    For example,
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    the number of people who report
    having at least two close friends
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    is at an all-time low.
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    I believe that one of the major
    contributing causes to this
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    is that our entertainment today
    allows us to be separate.
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    There is one trend reversing
    this atomization of our society:
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    modern multiplayer video games.
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    Games are like a shared campfire.
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    They're both interactive and connecting.
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    Now these campfires
    may have beautiful animations,
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    heroic quests,
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    occasionally too many loot boxes,
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    but games today are very different
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    than the solitary activity
    of 20 years ago.
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    They're deeply complex,
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    they're more intellectually stimulating,
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    and most of all,
    they're intrinsically social.
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    One of the recent breakout genres
    exemplifying this change
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    is the battle royale.
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    100 people parachute onto an island
    in a last-man-standing competition.
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    Think of it as being
    kind of like "American Idol,"
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    but with a lot more fighting
    and a lot less Simon Cowell.
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    You may have heard of "Fortnite,"
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    which is a breakout example
    of the battle royale genre,
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    which has been played by more
    than 250 million people around the world.
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    It's everyone from kids
    in your neighborhood
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    to Drake and Ellen DeGeneres.
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    2.3 billion people in the world
    play video games.
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    Early games like "Tetris" and "Mario"
    may have been simple puzzles or quests,
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    but with the rise of arcades
    and then internet play,
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    and now massively multiplayer games
    of huge, thriving online communities,
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    games have emerged
    as the one form of entertainment
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    where consumption truly requires
    human connection.
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    So this brings us to streaming.
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    Why do people stream themselves
    playing video games?
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    And why do hundreds of millions
    of people around the world
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    congregate to watch them?
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    I want you all the imagine for second --
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    imagine you land on an alien planet,
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    and on this planet,
    there's a giant green rectangle.
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    And in this green rectangle,
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    aliens in matching outfits
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    are trying to push a checkered
    sphere between two posts
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    using only their feet.
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    It's pretty evenly matched,
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    so the ball is just going back and forth,
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    but there's hundreds of millions
    of people watching from home anyway,
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    and cheering and getting excited
    and engaged right along with them.
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    Now I grew up watching sports with my dad,
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    so I get why soccer
    is entertaining and engaging.
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    But if you don't watch sports,
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    maybe you like watching
    "Dancing with the Stars"
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    or you enjoy "Top Chef."
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    Regardless, the principle is the same.
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    If there is an activity
    that you really enjoy,
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    you're probably going to like
    watching other people do it
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    with skill and panache.
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    It might be perplexing to an alien,
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    but bonding over shared passion
    is a human universal.
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    So gamers grew up expecting
    this live, interactive entertainment,
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    and passive consumption
    just doesn't feel as fulfilling.
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    That's why livestreaming
    has taken off with video games.
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    Because livestreaming offers
    that same kind of interactive feeling.
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    So when you imagine
    what's happening on Twitch,
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    I don't want you to think
    of a million livestreams of video games.
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    Instead, what I want you to picture
    is millions of campfires.
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    Some of them are bonfires --
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    huge, roaring bonfires with hundreds
    of thousands of people around them.
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    Some of them are smaller,
    more intimate community gatherings
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    where everyone knows your name.
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    Let's try taking a seat
    by one of those campfires right now.
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    Hey Cohh, how's it going?
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    Cohh: Hey, how's it going, Emmett?
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    ES: So I'm here at TED
    with about 1,000 of my closest friends,
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    and we thought we'd come
    and join you guys for a little stream.
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    Cohh: Awesome! It's great
    to hear from you guys.
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    ES: So Cohh, can you share
    with the TED audience here --
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    what have you learned
    about your community on Twitch?
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    Cohh: Ah, man, where to begin?
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    I've been doing this
    for over five years now,
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    and if there's one thing that doesn't
    cease to impress me on the daily,
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    it's just kind of how incredible
    this whole thing is for communication.
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    I've been playing games
    for 20 years of my life,
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    I've led online MMO guilds for over 10,
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    and it's the kind of thing
    where there's very few places in life
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    where you can go to meet
    so many people with similar interests.
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    I was listening in a bit earlier;
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    I love the campfire analogy,
    I actually use a similar one.
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    I see it all as a bunch of people
    on a big couch
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    but only one person has the controller.
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    So it's kind of like
    a "Pass the snack!" situation, you know?
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    700 people that way --
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    but it's great and really it's just --
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    ES: So Cohh, what is going on
    in chat right now?
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    Can you explain that a little bit to us?
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    Because my eyesight isn't that good
    but I see a lot of emotes.
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    Cohh: So this is my community;
    this is the Cohhilition.
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    I stream every single day.
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    I actually just wrapped up
    a 2,000-day challenge,
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    and as such, we have developed
    a pretty incredible community
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    here in the channel.
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    Right now we have
    about 6200 people with us.
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    What you're seeing is a spam
    of "Hello, TED" good-vibe emotes,
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    love emotes,
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    "this is awesome,"
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    "Hi, guys," "Hi, everyone."
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    Basically just a huge
    collection of people --
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    huge collection of gamers
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    that are all just experiencing
    a positive event together.
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    ES: So is there anything that --
    can we poll chat?
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    I want ask chat a question.
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    Is there anything
    that chat would like the world,
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    and particularly these people
    here with me at TED right now,
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    to know about what they get
    out of playing video games
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    and being part of this community?
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    Cohh: Oh, wow.
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    I am already starting to see
    a lot of answers here.
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    "I like the good vibes."
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    "Best communities are on Twitch."
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    (Laughter)
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    "They get us through
    the rough patches in life."
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    Oh, that's a message
    I definitely see a lot on Twitch,
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    which is very good.
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    "A very positive community,"
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    "a lot of positivity,"
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    which is pretty great.
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    ES: So Cohh, before I get back
    to my TED talk,
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    which I actually should probably
    get back to doing at some point --
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    (Laughter)
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    Do you have anything else
    that you want to share with me
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    or any question you wanted to ask,
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    you've always wanted
    to get out there before an audience?
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    Cohh: Honestly, not too much.
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    I mean, I absolutely love
    what you're doing right now.
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    I think that the interactive streaming
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    is the big unexplored frontier
    of the future in entertainment,
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    and thank you for doing
    everything you're doing up there.
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    The more people that hear
    about what you do, the better --
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    for everyone on here.
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    ES: Awesome, Cohh. Thanks so much.
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    I'm going to get back
    to giving this talk now,
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    but we should catch up later.
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    Cohh: Sounds great!
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    (Applause)
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    ES: So that was a new way to interact.
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    We could influence
    what happened on the stream,
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    we could cocreate
    the experience along with him,
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    and we really had a multiplayer experience
    with chat and with Cohh.
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    At Twitch, we've started calling this,
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    as a result, "multiplayer entertainment."
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    Because going from watching a video alone
    to watching a live interactive stream
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    is similar to the difference between
    going from playing a single-player game
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    to playing a multiplayer game.
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    Gamers are often as the forefront
    of exploration in new technology.
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    Microcomputers, for example,
    were used early on for video games,
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    and the very first handheld, digital
    mass-market devices weren't cell phones,
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    they were Gameboys ...
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    for video games.
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    And as a result,
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    one way that you can get a hint
    of what the future might hold
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    is to look to this fun, interactive
    sandbox of video games
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    and ask yourself,
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    "what are these gamers doing today?"
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    And that might give you a hint
    as to what the future is going to hold
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    for all of us.
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    One of the things
    we're already seeing on Twitch
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    is multiplayer entertainment
    coming to sports.
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    So, Twitch and the NFL teamed up
    to offer livestreaming football,
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    but instead of network announcers
    in suits streaming the game,
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    we got Twitch users to come in
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    and stream it themselves
    on their own channel
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    and interact with their community
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    and make it a real multiplayer experience.
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    So I actually think that if you
    look out into the future --
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    only hundreds of people today
    get to be sports announcers.
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    It's a tiny, tiny number of people
    who have that opportunity.
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    But sports are about to go multiplayer,
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    and that means that anyone
    who wants to around the world
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    is going to get the opportunity
    to become a sports announcer,
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    to give it a shot.
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    And I think that's going to unlock
    incredible amounts of new talent
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    for all of us.
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    And we're not going to be asking,
    "Did you catch the game?"
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    Instead, we're going to be asking,
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    "Whose channel did you catch the game on?"
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    We already see this happening
    with cooking, with singing --
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    we even see people streaming welding.
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    And all of this stuff is going to happen
    around the metaphorical campfire.
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    There's going to be millions
    of these campfires lit
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    over the next few years.
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    And on every topic,
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    you're going to be able to find a campfire
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    that will allow you to bond
    with your people around the world.
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    For most of human history,
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    entertainment was simply multiplayer.
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    We sang together in person,
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    we shared news together
    in the town square in person,
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    and somewhere along the way,
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    that two-way conversation
    turned into a one-way transmission.
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    As someone who cares about communities,
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    I am excited for a world
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    where our entertainment
    could connect us instead of isolating us.
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    A world where we can bond with each other
    over our shared interests
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    and create real, strong communities.
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    Games, streams and the interactions
    they encourage,
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    are only just beginning
    to turn the wheel back
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    to our interactive, community-rich,
    multiplayer past.
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    Thank you all for sharing
    this experience here with me,
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    and may you all find your best campfire.
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    (Applause)
Title:
What streaming means for the future of entertainment
Speaker:
Emmett Shear
Description:

In a talk and demo, Twitch cofounder Emmett Shear shares his vision for the future of interactive entertainment -- and explains how video game streaming is helping people build communities online. "I am excited for a world where our entertainment could connect us instead of isolating us -- a world where we can bond with each other over our shared interests and create real, strong communities," Shear says.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
14:55

English subtitles

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