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	<title>Comments on: Dispatch from CES: Day 1&#8211;Gaming Issues</title>
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	<description>Keeping politicians&#039; hands off the Net &#38; everything else related to technology</description>
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		<title>By: John Middleton</title>
		<link>http://techliberation.com/2007/01/07/dispatch-from-ces-day-1-gaming-issues/comment-page-1/#comment-36638</link>
		<dc:creator>John Middleton</dc:creator>
		<pubDate>Mon, 08 Jan 2007 09:13:27 +0000</pubDate>
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		<description>&lt;p&gt;I have to disagree with your point about gaming not becoming a proper spectator sport, particularly in regard to Halo or Quake.&lt;/p&gt;

&lt;p&gt;Back in the early days of online gaming, a Finnish clan produced a free product for Qizmo for Quake which allowed for the first mass-viewing of clan matches and came to the fore when the top US team (DeathRow) came to play top EU team (Clan 9) in like 1995 and there were 100s of spectators all on their 28.8k modems watching the matches. This has continued to grow today to games like CounterStrike, Warcraft 3 and Quake 4 getting 1000s of viewers for top matches streamed live.&lt;/p&gt;

&lt;p&gt;If you extrapolate the growth of online gaming (along with broadband) into the potential market for the viewing of top-level gaming events then I think there are clear opportunities for, at the least, web-based distribution of gaming events with Halo and CounterStrike. It doesn&#039;t need to be a &#039;mass audience&#039; in terms of traditional television because it is a segment of the market - but possibly a large segment and one that is very attractive to marketers (~12 - 24). With continuing generational shift (i.e. the gamers get older!) there will be an ever-increasing market size, opening more opportunity for mass-market services.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>I have to disagree with your point about gaming not becoming a proper spectator sport, particularly in regard to Halo or Quake.</p>

<p>Back in the early days of online gaming, a Finnish clan produced a free product for Qizmo for Quake which allowed for the first mass-viewing of clan matches and came to the fore when the top US team (DeathRow) came to play top EU team (Clan 9) in like 1995 and there were 100s of spectators all on their 28.8k modems watching the matches. This has continued to grow today to games like CounterStrike, Warcraft 3 and Quake 4 getting 1000s of viewers for top matches streamed live.</p>

<p>If you extrapolate the growth of online gaming (along with broadband) into the potential market for the viewing of top-level gaming events then I think there are clear opportunities for, at the least, web-based distribution of gaming events with Halo and CounterStrike. It doesn&#8217;t need to be a &#8216;mass audience&#8217; in terms of traditional television because it is a segment of the market &#8211; but possibly a large segment and one that is very attractive to marketers (~12 &#8211; 24). With continuing generational shift (i.e. the gamers get older!) there will be an ever-increasing market size, opening more opportunity for mass-market services.</p>]]></content:encoded>
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		<title>By: John Middleton</title>
		<link>http://techliberation.com/2007/01/07/dispatch-from-ces-day-1-gaming-issues/comment-page-1/#comment-45361</link>
		<dc:creator>John Middleton</dc:creator>
		<pubDate>Mon, 08 Jan 2007 09:13:27 +0000</pubDate>
		<guid isPermaLink="false">http://techliberation.com/2007/01/07/dispatch-from-ces-day-1-gaming-issues/#comment-45361</guid>
		<description>&lt;p&gt;I have to disagree with your point about gaming not becoming a proper spectator sport, particularly in regard to Halo or Quake.&lt;br&gt;&lt;br&gt;Back in the early days of online gaming, a Finnish clan produced a free product for Qizmo for Quake which allowed for the first mass-viewing of clan matches and came to the fore when the top US team (DeathRow) came to play top EU team (Clan 9) in like 1995 and there were 100s of spectators all on their 28.8k modems watching the matches. This has continued to grow today to games like CounterStrike, Warcraft 3 and Quake 4 getting 1000s of viewers for top matches streamed live.&lt;br&gt;&lt;br&gt;If you extrapolate the growth of online gaming (along with broadband) into the potential market for the viewing of top-level gaming events then I think there are clear opportunities for, at the least, web-based distribution of gaming events with Halo and CounterStrike. It doesn&#039;t need to be a &#039;mass audience&#039; in terms of traditional television because it is a segment of the market - but possibly a large segment and one that is very attractive to marketers (~12 - 24). With continuing generational shift (i.e. the gamers get older!) there will be an ever-increasing market size, opening more opportunity for mass-market services.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>I have to disagree with your point about gaming not becoming a proper spectator sport, particularly in regard to Halo or Quake.<br /><br />Back in the early days of online gaming, a Finnish clan produced a free product for Qizmo for Quake which allowed for the first mass-viewing of clan matches and came to the fore when the top US team (DeathRow) came to play top EU team (Clan 9) in like 1995 and there were 100s of spectators all on their 28.8k modems watching the matches. This has continued to grow today to games like CounterStrike, Warcraft 3 and Quake 4 getting 1000s of viewers for top matches streamed live.<br /><br />If you extrapolate the growth of online gaming (along with broadband) into the potential market for the viewing of top-level gaming events then I think there are clear opportunities for, at the least, web-based distribution of gaming events with Halo and CounterStrike. It doesn&#8217;t need to be a &#8216;mass audience&#8217; in terms of traditional television because it is a segment of the market &#8211; but possibly a large segment and one that is very attractive to marketers (~12 &#8211; 24). With continuing generational shift (i.e. the gamers get older!) there will be an ever-increasing market size, opening more opportunity for mass-market services.</p>]]></content:encoded>
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