Twitch still dominates live streaming with its second-biggest quarter Coming to live streaming video, YouTube Live, Facebook gaming and Microsoft's mixer continue to lead rivals. Despite experiencing its first decline in Q2 2019, Amazon's proprietary game streaming site was still its second-largest quarter, with more than 70% of the hours seen during this quarter.
According to a new report by StreamElements, Twitch's audience streamed a total of 2.72+ billion hours in Q2-Live - or 72.2% of all live hours watched - 735.54 million hours on YouTube Live (19.5%), 197.76 million on Facebook gaming (5.3%), and just 112.29 million hours (3%) on the mixer.
Collectively, the total hours watched in all four platforms were 3.77 billion.
While no competitor of Twitch is nearly caught, YouTube Live did a good month in May, then broke his record with 284 million hours watched. Overall, hours of YouTube Live were seen to improve Q2, while there was a slight decline in the twitch.
Facebook gaming is also becoming steam. It is now the third largest live streaming platform in which the Microsoft Mixer is nearby.
Regardless of its traction, Twitch has nothing to do with streaming the audience. This is a problem which has suffered for a while because new people had complained that they spent years in broadcasting someone in hopes of achieving fan base, with little success. For example, Twitch has tried to solve this problem with various educational endeavors as well as with product features like Impressions and Squad stream.
However, in the new report it has been found that almost (75%) of Twitch's number of viewers still comes from people for the top 5,000 channels. Of the 2.7 billion hours seen in Q2, these top 5,000 channels removed 2 billion of those hours watched.
In addition, the average concurrent viewers of the top 5,000 channels (at the same time viewing) increased Q2 by 2017 by 12%. On average, viewing the average 10,590 people in the top 200 channels is the number of concurrent viewers.
In this quarter, the number of viewers of the top titles such as Fortnight, League of Legends, Dota 2 and Counter-Strike: The global offensive declined, while aka "Just chatting" - grew alongside other titles.
Meanwhile, the export is still in large numbers, but overall there is only one small piece of pie.