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For Your Viewing Pleasure

Our society has changed its ways, it used to be one episode, once a week with a cliffhanger that leaving you in the dark and wondering. However, now our content is at the click of a mouse, and you have not one but potentially all the episodes in a season available to you.  Internet streaming has created the culture of binge watching. How did we get here? What else changed along the way?

 

The story begins with the introduction of the television in 1927. Its capabilities were limited with few times and programs abatable for content consumption. Throughout the history of the television, content increased but there was always the barrier of watching content more than once if you had missed the live airing. Then, we got the VRC in 1956 that allowed for footage to be recorded and played back at will. This meant that content could be rewatched without the original source films. This allowed us to buy movies on cassettes, which could be owned and watched over and over allowing a certain on-demand experience. The VCR gave way to a digital solution that no longer required analog tap. It was called a DVD and introduced in 1995, but this still was not very "binge-able", you still had to go out and buy them or rent them. The introduction of PVR in 1997 was the major stepping stone that drove us closer to the experience we have today, you could now record your favourite shows and watch them when you had time, or if they played too late for you.  Finally, we had On-demand cable, where you could watch chosen shows and select episodes when you want, for a premium of course. Up until now, these inventions have all been created in order to work toward streaming video over the internet. 

 

Streaming music and tv shows takes incredibly fast broadband speeds, the viability of it was not possible without internet speeds of  500 KBPS for music streaming and 2 MBPS for standard definition video.  As the speed grew and the stability of them was better these streaming services started up slowly. Technology improved and increased picture quality could be transmitted with minimal data packet loss.  Slowly this began to give birth to the idea of subscriptions and new platforms and way to enjoy content without the need for physical versions. 

 

We started to see services like YouTube pop up and Netflix move from an email DVD service to an online video library, we began to get foreign services like Spotify. We had thousands of hours of shows, movies and music all at our fingertips, ready to be clicked and enjoyed. We began not only our binge-watching culture with this but it also sparked developments on these platforms.  Netflix began creating its own content, creating series and movies, documentary specials, all based on what people were watching and enjoyed.  Spotify tracks your music taste and creates playlists for you based on that, it suggests similar songs to broaden your musical scope, and introduce you to bands you never heard of. This is all awesome, but what are we really interested in?

 

Well as of lately, user-generated content is on the rise.  We care about what other people are doing, what they are saying, what they are promoting.  We have succumbed to watching hours of vloggers on YouTube religiously watching their weekly or daily uploaded content. It seems as of recently we find other peoples lives more interesting than our own, giving them subscriptions and views and a following. To which gave these internet celebrities value to the major brand to promote their products, ultimately making them brand ambassadors, creating a daily job for them from something that was just for fun.   

 

 

The Story of Game Streaming

This flipbook is a focus on the phenomenon the evolution of online gaming, as well as the life of internet personalities in the gaming world. It lends insight to Twitch, the current biggest website to live stream gameplay.

The Origins and Kinds of Steaming

This flipbook contains the initial research of what streaming is, how streaming came to be. The difference between user-generated content as well as big data-based content. As well as the popular services of today.

Foresight of Online Gaming

The final flipbook in the series. Exploring the current and soon to be out technologies for gaming. As well as the future of creating a more involved experience for the viewer. Highlighting the potential changes and expansion of the Twitch platform.