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Videogame play becomes a spectator sport
by Staff Writers
Los Angeles (AFP) June 7, 2012


Videogame play is becoming a spectator sport.

"It is the next evolution in gaming," said Matthew DiPietro of TwitchTV, an online platform that enables people to stream play live online.

"Videogames are becoming spectator content in their own right."

More than 17 million people monthly watch videogame play streamed using TwitchTV, which boasts partners such as the Electronic Sports League, Major League Gaming and IGN Pro League.

"Competitive game play has been around a long time, and on an Internet video platform it fits just right," DiPietro said as the company showed off innovations at the E3 videogame extravaganza that ends Thursday in Los Angeles.

TwitchTV enticed videogame makers with technology that could be embedded in titles to let people easily and instantly stream play online.

TwitchTV was created by the founders of live video streaming platform Justin.tv -- Justin Khan and Emmett Shear.

Shear, a devotee of military strategy videogame "StarCraft," noticed that lots of people were using Justin.tv as a stage for live play, according to DiPietro.

"We started taking it seriously, building features specifically for gaming," DiPietro said of the five-year-old San Francisco-based Internet firm.

TwitchTV launched a year ago and some months later made a partnership with television titan CBS to get money-making video and display ads to weave in during breaks in live game play.

"A lot of gamers are able to literally quit their jobs and make livings from streaming on Twitch," DiPietro told AFP.

"If you are between levels or go use the restroom or grab a Red Bull you can just push a button and run an ad."

Twitch splits ad revenue with those behind game play, but would not reveal details of how the money is divided.

Twitch "broadcasters" range from professional gaming leagues to individual players.

"Players have become celebrity personalities in their own right," DiPietro said.

Watching or streaming game play is free. TwitchTV has dabbled with subscription or pay-per-view models for some of its big league partners.

Games played run the gamut, but among the more popular were "League of Legends," "Minecraft," and freshly released "Diablo III."

There is even a massive fan base for "speed running" in which players blast through videogames as quickly and flawlessly as possible.

Of course, viewers tune into watch play of blockbuster shooter games such as "Call of Duty" and "Halo."

"Game play by people talented at these games is so astoundingly compelling that you want to watch it live," DiPietro said.

Twitch bills itself as the world's leading videogame broadcasting network.

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Action-based videogames get players on their feet
Los Angeles (AFP) June 6, 2012 - New videogames mixing music with real-world action promise to get players off the couch, turning basketball dribblers into "true ballers" and helping new moms tighten their tummies.

"NBA Baller Beats" laid claim to being the first videogame to incorporate basketballs into the action, challenging players to dribble in time with high-energy music in order to score points.

The videogame taps into movement-sensing abilities of Kinect accessories for Xbox 360 controllers to challenge players to bounce balls in synch with on-screen cues and even do stunts like passing behind backs or between legs.

"Kinect knows everything you are doing so you can't fake it out," a spokesman for Majesco Entertainment said while demonstrating 'Baller Beats' at the E3 videogame industry extravaganza in Los Angeles on Wednesday.

Copies of the game will be bundled with basketballs when they are released in September at a price of $60 each, according to Majesco.

"Even though the game comes with a full-size basketball you can use any rubber ball, even a swimming pool ball," Majesco's Liz Buckley told AFP. "That may be a little less intimidating for moms in the living room."

The ball cannot be black because it would be too difficult to track properly, according to Buckley.

Majesco also showed off a "Zumba Fitness Core" videogame that combined the Columbian dance exercise craze with Kinect for Xbox.

"Core" will be released later this year as a new installment in a franchise that has sold more than seven million videogames since it was launched in November 2010.

"It's a dance fitness party," Buckley said. "Exercise in disguise."

"Core" features overall body workout routines with a special focus on chiseling abdominal muscles and firming sides.

A Majesco survey of 28,000 women revealed that 61 percent wanted to get their tummies in better shape, according to Buckley.

"Especially moms," she said. "You have kids and then you want your body back."

Styles of dance featured in the new version of the game include African, jive, disco, and ballet.

"Kinect is the most natural way to experience Zumba," Buckley said. "It is hands-free tracking, and if you go to Zumba in a gym it is all about using your body."

About 12 million people worldwide take Zumba classes, according to Majesco, which took advantage of Xbox online capabilities to let "Core" players find real-world sessions close to home and stream related news to consoles.

A version of "Core" will also be released for Nintendo Wii consoles with motion-sensing controllers.



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