Topic B: Final Course Reflection

Communication technologies play an important role especially in times of disaster, because with it we can save lives and restore connections amongst everyone. Without communication technology we would suffer much more and many problems would grow bigger. Each part that makes up the technology ecosystem hold a serious role because with it all we can prevent a disaster from getting out of control, parts such as (hardware, software, organizational infrastructure, social systems, and individuals users) create the ecosystem that holds us together and that is how information is quickly shared and spread out for quick aid response or alerting others. Because without this technology ecosystem we can become disabled, and limited from getting a hold of important information to be secure. Plus, with the help of the internet of things objects become a helping hand to locate a certain location, and people. Technological applications/ objects help to secure the health and the safety of those affected by a disaster, because they are widely used throughout paths of communicating, transportation, tracking, health care, and utilities when helping those individuals to be safe. Digital assistants is important to own in order to be prepared for any unexpected disasters because they can help secure that one is updated with current things happening around them. Many people are afraid of having their homes being updated to be a “smart home” but in reality it is very helpful to have a home updated with technological devices/ applications because it will be easy to keep track of it just in case one has to evacuate a location, and/ or the home can send out a message to responders to know where they can find more people. If each city decided to adapt more technology then they’ll become a smart city, this will create a very powerful city network connection in which neighboring cities will be sending back information, updates and aid to handle each disaster properly. All this technological aid can help save many lives, but it will not work if cities do not have access to the rest of the world. There are many cities in the U.S that have access to computers, but there are many other cities that do not have access to computers or other technological devices which prevents them to be accessible or reachable. Digital Divide plays a big role in why many cities are unprepared for disasters, because they are not mobile and do not have access to the internet in which they will need in order to get access and resources to help them back back on their feet. Cities will become well prepared if they get either the funds to get access to internet, or that a company such as google builds internet infrastructure in which internet is accessible in order that everyone stays connected.That is why it is important to have access to internet because then civilians get couraged to get a personal computer or any handheld device and from that point forward their lives will be simplified and they’ll be connected to the rest of the world which is vital when speaking about disasters. But, what if a city can not afford or get access to internet do to their surroundings then maybe another alternative source can be radio even though it is a older form of technology, but it is still useful in order to play importance in a time of disaster.   

Photos

Photo: Yes, the US should have a similar law to the one as the one from France, because the US will benefit from this. This law will help out our society and it will help people in our society feel comfortable and they will stop worrying about looking a certain way do to some “fake” pictures/ representations that they have seen. When agencies retouch a photo it also manipulates the minds of the youth and/ or society because now we think that these idols or models look much better than the rest of us but in reality the reason they look so unique it is because of the process of retouching. From my own personal experience I have also suffered from false imaging, where I always wanted to look taller and more built like the celebrities I use to follow and that caused me to not really enjoy myself because I would always complain that I did not look like them, and that they looked so good and I did not. I did not feel totally comfortable at the time, but then I let that go when some of the celebrities that I follow got away from agencies using re-touching on their photos. Natural looks better, honestly. Why lie to the public, because it is very damaging to the public. But, the US should allow a law such as the one from Getty images policy, because the youth in the US is always stressing about looking good like their idols but it is impossible when editing gets involve and at the point to live it like that creates problems. It also creates anxiety amongst our society because at that point we don’t know the difference between what is actually real or fake. We are getting flashing advertised and it is bad to know that and our interpretation is all messed up from the content that we are all offered.

F.O.M.O

FOMO: I know that many individuals could say that living without a phone or some sort of technological communication device is easy and that all this is a distraction from reality, but it is hard to let go of it something like this because technology has adapted itself to where mostly everything is connected to it. The reason why it has become more difficult for users to let go of their phone or other social devices is because everything is around them is literally connected through their devices, and especially when things are constantly are being updated and people live moments through their devices. So much is happening around us that we want to part take on it, and if we miss out on something it becomes a problem because we are now not updated on a current event. For example, I honestly can not leave my phone alone for without checking in contanly because I am nervous to miss out on something important and then get left behind on it cause from that point on catching up with a event is much more work. Plus, at the point I don’t want to hear from someone else because at that point it is not the same feeling, and with stuff contaly being posted it then there is a lot of catching up that I have to do later and it is a lot of work. Also, if i am sharing a moment with friends and I see that they are uploading or using their phone to live that moment to then at that point I have to use my phone as well because then I am missing out on that moment because then other friends will see that I am taking part of that action and not missing out.

Market ResearchMarket Brief Research Robin Bunten Chloe Gray Jose Velez Kevin Byrum-Thorson Frankie Concepcion Total Revenues: ESports as a market may seem small when given a periphery glance, a niche destined to be filled by die hard fans and a collection of companies trying to make some more money while they have the chance. Several years ago, that may have been the case, yet esports has grown steadily these past few years and according to experts it has the momentum to keep on growing (Pannekeet, 2018). In 2016 eSports as a whole pulled in a revenue of 493 million dollars, the following year of 2017 revenue grew by 33% to 655 million dollars, and was projected to do about the same in terms of growth for 2018 expecting to pull in just over 906 million dollars. This is all made up of media rights, advertising, merchandise, tickets to events, game publisher fees, and sponsorship deals (Pannekeet, 2018). This however does not include any prize pools or winnings from tournaments. Newzoo produced some predictions in a market report, from which some of the previous information came from, that includes the projected revenue for 2018 broken down into its components and their percentage contribution seen below. Sponsorship carries the largest portion of revenue at 40%, with advertising and media rights trailing behind at 19% and 18% respectively. Media rights stands out however as it boasts a projected increase of 72% from 2017, followed by sponsorship at 53%, and advertising at a solid 23%. Despite these impressive growth numbers, due to the nature of the revenue sources it is unlikely that sponsorship will be toppled as the number one contributor in terms of revenue. While our product has no place or ability to compete in the realm of publisher fees or media rights, we are able to compete and participate in the 173.8 million dollar advertising market there exists for eSports. Potentially in the future as well we may be able to dip our toes into the realm of sponsoring players and or teams. Demographics of Users: There is a huge audience for eSports, in 2018 380 million people worldwide tuned in to watch an eSport event ( Fuller, 2018). Viewership by gender is dominated by men with 85% as compared to woman with only 15%. With this stat we plan to lean towards targeting the male viewers with our advertisements and aim of sales. Overall 22% of male Millennials watch competitive gaming. Asia had the highest level of viewers with 51% (wearetop10, 2018). It seems as though most of the gaming viewers are younger viewers. According to wearetop10.com 61% of viewers are under the age of 35. Gaming by education level is pretty spread out over various levels of education. However the highest number of gamers have a high school diploma with 18.5% followed by associate degree receivers with 16.9% (Ernest, 2018). Gaming by income is also spread out pretty equally, the highest percentage of gamers with 13.5% make from 67-76k per year. The next highest income with 13.2% make 42k or less a year (Ernest, 2018). Using these statistics we can directly target the demographic we aim to reach. That demographic is male viewers under the age of 35 with at least a high school education, making $42,000 or less a year. Statistics: In the last few years eSports has started to grow and gained insane amounts of new people interested in the gaming sport. The statistic to the right shows the number of hours (based on billions) that people have spent watching eSports worldwide in the years 2012, 2013 and 2018. In the five year gap between 2013 and 2018, there was a huge jump in the amount of views which shows how much eSports has developed and gained viewers. It nearly tripled the amount of views in a fairly short amount of time. This chart also acknowledges that people are not only watching in the United States, but worldwide, which gives an even broader audience and reachers more people. According to “The Motley Fool” with growth happening quickly, it is estimated that “the esports industry will generate roughly $700 million in revenue this year and be worth $1.5 billion in 2020” (Noonan). As shown on the graph to the right, when looking at the worldwide audience based on the type of viewer it can be noted that occasional viewers are a little more common than frequent viewers. Since 2012 the amount of viewers has only grown and even people that are not eSports enthusiasts are more common than the frequent viewers. As predicted in the graph, views will skyrocket to nearly 100 million more from 2018 to 2019. Similar Products and Services: Although many people are not aware of this, there is a quickly growing market for fantasy eSports leagues. In fact, it is the fastest-growing category on DraftKings, one of the most popular fantasy sports websites in the world (Brautigam, 2018). The field has been opening up as more and more people begin to both watch and participate in eSports. Sales figures are somewhat difficult to calculate, as this is still a very young and niche industry. However, there is some data that can be analysed via DraftKings.com. For example, their fee to bet on an eSports event ranges anywhere from $1 to $300, with grand prizes given out for up to $2,500. The contests allow anywhere from 4 to 800 entries, depending on the event. DraftKings takes 10-20% of the entry fees from each contest, while the rest goes towards the grand prizes. This evens out to their profits being about $80 per event contest. A system similar to this is how we will profit from our app, along with selling ad space (DraftKings, 2018). As of May of this year, DraftKings alone has had over 2.5 million entries in fantasy League of Legends contests (Brautigam, 2018). The users of fantasy eSports programs are fairly varied in their demographics — judging from eSports viewer demographics in conjunction with fantasy sports league users, we can estimate that the demographic using our product will be approximately 70-80% male, and predominantly in their late 20s (“Industry Demographics”, 2018) (“Distribution of eSports Viewers”, 2018). However, this market is growing and becoming more lucrative everyday as it reaches different demographics. What this service/product does to fit needs: Esports fantasy is our online application that is compatible for mobile devices. In order to get access to this product, one should be able to locate it in their personal app store. This product will be offered all throughout multi-software mobile application stores, so that we can reach a wide range of mobile users and that everyone is allowed to have access to our product. Our product will be offered online as an free downloadable application, so that it can attract mass attention and people will be more willing to download it. Once the product is downloaded into the user’s mobile device, then we as a team have reached our first goal. This is because we want our download rate to go up, so that it appears as the hottest application that everyone should have. In order to fulfill this goal, we first have to market and advertise our product so that everyone can see that there is finally an online application where they can take in the action of the competitive online gaming atmosphere. Plus, once we start announcing our partnerships with technological companies, gaming companies, celebrities, eSports athletes, and the eSports league as a whole, more consumers/users will be heading our way. Then we get to show them how great of a software application we have to offer. Finally, the market is still fresh and we have a great opportunity to jump on this to make it a big success, because there are very few competing companies with a similar product and product. So, we will be one of the first companies/ group to introduce a product like this into the market. Based on our research, the market that eSports is in is still relatively new, so that means that this gaming community is still lacking content to offer to its users (Council, 2018). So, what our product will offer is the accessibility for interaction and access to content for the users. Also, what we found out while doing our research is that those who want to compete professionally and take online gaming more seriously are usually (male) adults in their 30’s, plus to that there is also a growth in female game players; and with the help of YouTube and Twitch, other users are also able to partake in the action through online communities or fan forums. But, the problem is that gaining the “trust” of these users to participate and actually use our product is going to be tricky, because the majority of them are smart when it comes to technology and don’t like to be lied to (Council, 2018). That is why we will offer demonstrations of our product and negotiate with professional gamers to use our product, so that online users see that our product is worth getting and that people they follow are using it. That is how we will gain their interest. As soon as our product gets ahold of their interest, it will amuse them with the great content that it has to offer, and from that point on that is when the users will feel comfortable with our product. This will result in fully gaining their trust. With the trust of our users we will design our product to better fit their needs and wants, and every time we know that there is something new that we can offer them to enhance their experience with our product, we will release software updates to always be up to date. In addition to that, we will also adjust to our expanding market so that we fulfill every need of it, and we fit with its needs. How we plan on doing that is by establishing relationships with other tech companies, providing more content, showcasing exclusive events and offers, and always enhancing the experience of the product so that the market stays growing and generates a lot of profit for us. References Bräutigam, T. (2018, May 14) Esports is DraftKings’ Fastest-Growing Fantasy Game Category. The Esports Observer. Retrieved from https://esportsobserver.com/draft kings-esports-fastest-growing/ Council, F. C. (2018, August 15). Get In The Game: Seven Smart Strategies For Esports Marketing. Forbes. Retrieved from https://www.forbes.com/sites/forbescommunicationsc ouncil/2018/08/15/get-in-the-game-seven-smart-strategies-for-esports-marketing/#7ff742 043521 Demographics of Video Gaming, The. (2018, April 19). Earnest. Retrieved from https://www.earnest.com/blog/the-demographics-of-video-gaming/ Distribution of Esports Viewers in the United States in 2017, by Gender. (August 2017). Statista. Retrieved from https://www.statista.com/statistics/532310/esports-viewer s-by-gender-usa/ ESports by the Numbers: Industry, Users, & Fun Facts. (2018). WeAreTop10. Retrieved from https://wearetop10.com/esports-statistics/ Fantasy Esports. (2018). DraftKings. Retrieved from https://www.draftkings.com/how-to- play-lol Industry Demographics. (2017). Fantasy Sports Trade Association. Retrieved from https://fsta.org/research/industry-demographics/ Noonan, K. (2017, October 25). 7 Gaming Stats That Prove Esports Is the Next Big Thing. Retrieved from https://www.fool.com/investing/2017/10/25/7-gaming-stats-that-prove-es ports-is-the-next-big.aspx Pannekeet, J., Geene, K. V., & Hordijk, R. (2018, February 21). 2018 Global eSports Market Report. Newzoo. Retrieved from https://asociacionempresarialesports.es/wp-content/uplo ads/newzoo_2018_global_esports_market_report_excerpt.pdf Time Spent Watching eSports Video Worldwide 2018. Statista. Retrieved from https://www.statista.com/statistics/304168/time-spent-watching-e-sports/

Digital Divide

Those who have a personal computer and have access to a computer in general have more access to the rest if the world when compared to those who do not have access to both a computer or internet. Those who have access have the chance to grow and expand their mentality because they are more informed and aware about the rest of the world, when compared to those who don’t have that privilege to access these tools. These tools are very important to the growth of one and their knowledge, without these tools it is difficult for one to educate themselves about current events/ information. We should care about digital divide because every community needs to grow and be up to date with technological advances because that is how we can ensure that everyone is connected. It is bad that low-income communities are not yet up to date with technology because they are not providing their citizens with the best resources to advance and provide growth to that community and themselves. A good way to close the digital divide in the USA is by having tech companies make technological advances such as air blimps or wifi providing towers that reach out to those communities so that they can a least receive wifi. The second, step is to get young people access to computers by either providing schools with them or letting libraries checking them out to the public so that they can be connected to the rest of the world. I feel that by accomplishing all of these steps we can grow our outreach here in the USA, and it will be a good investment for the future of our country because we are providing necessary tools to those who need them still. In conclusion, low income communities need to be accessible and they need access to the rest of the world so that we can all be connected and grow as a big collective community.

Kickstart- Group 3- eSports-Final Brief Paper

Kickstart – Research Final Brief Paper
eSports: Online Competitive Gaming Community

MADT 307
October 12, 2018
Kickstart Group #3
By,

Jose Velez,
Chloe Gray,
Robin Bunten,
Kevin Byrum-Thorson,
& Frankie Concepcion

What is eSports?

eSports are tournaments that are hosted by video game developers. The tournaments themselves are made up of various video game platforms and genres of games, which professional players from all around the world compete in for grand prizes, and in addition the tournament is available to the public, so that they can spectate the players who are competing and the tournaments (rounds) that are happening at that time. As stated by Willingham in 2018, eSports is a “world of competitive, organized video game” in which teams play one another in the same game. Millions follow the gaming competitions all over the world, and followers are able to watch the gamers play in these competitions in real time, similar to real life sports. There are numerous events that eSports fans and players can go to in order to watch events in real time with the competitors there. One of the biggest events that takes place is the League of Legends World Championships that brings everyone really involved in the eSports world together for live competitions with the professional players.

How the Technology is Used

Now that we have the laid the groundwork for what eSports actually are, let’s discuss how people interact, use, and make money from them. Most people engage with eSports by watching them through a variety of streaming or Video-on-Demand (VOD) services like Twitch, Youtube, Facebook Live, Mixer etc. While these services for most users exist primarily for the purpose of sharing personal content that they create themselves, often simply playing a favorite game and wanting to share that experience with the public, these services also stream large events too. These events will grab the attention of plenty of people as they tend to appeal to a wider audience than a single streamer, and of these events there are eSports tournaments. For example, in 2016 the League of Legends World Championship had 43 million viewers (Howell, 2016), which explains why sites like Twitch and Youtube will jump at the opportunity to showcase these events to get as much traffic as they can.

Other people who are able to financially benefit from eSports are of course the players themselves. These players tend to get into eSports by, you guessed it, playing the game they want to get into. Some games like Overwatch from Blizzard use their competitive play mode, where you gain points as you win and with points you “rank up”, to recognize potential eSports league players. Others still like Battlerite from Stunlock Studios use a dedicated tournament that anyone can enter to give people to opportunity to earn their way into the league if they place near the top. In the case of large eSports scenes like Overwatch teams can be formed by sponsors or organizations like Cloud9, and Team Liquid who maintain several different teams each all for different games while in smaller scenes like Battlerite teams are not typically sponsored and are just small groups of people personally forming a team (Allen, 2017). Whatever way they are formed through all of these players have the potential to earn monetary rewards for competing and winning in eSports tournaments.

Players can also earn money outside of tournaments if they manage to gather a following personally. The streaming service Twitch allows for viewers of streamers to subscribe to them, giving them certain benefits and privileges like access to recordings of previous streams and access to the channel specific chatroom for the streamer, by paying a monthly fee of usually five dollars however there can be higher tiers of payment allowing for more benefits to the viewer. This along side the option for viewers to freely donate to the streamer means that eSports players can generate a steady income for themselves in between events. This should now give you a general idea of what eSports is and how people interact with them.

Developments

Although eSports is not a heavily regulated field with lots of new or controversial policies, there is still a large amount of development and news in the community. Examples of new developments happen almost every week, from new hit games to different companies becoming involved. One exciting trend is what seems to be the beginning of a new avenue in eSports: mobile eSports. The distinction between regular eSports and this new mobile version is in the platform on which players compete. If the game is available on mobile devices but is played on consoles/PCs during competition, it is not considered a mobile eSport. The game is only considered to be mobile if it is played competitively by professional gamers almost solely on mobile devices. The main game that is making this new wave possible is Clash Royale (Mitchell, 2018). While the original game, which was a spinoff from Supercell’s previous hit, Clash of Clans, came out in 2016, the competitive league feature was recently released in August 2018. It has already attracted 44 major exports organizations, such as Cloud9 and Team Liquid, as well as 3.25 million subscribers on Twitch (Webster, 2018). It seems safe to say that there is a future for mobile eSports.

Another new development is the rising idea of eSports specific arenas. In 2017, the Intel Extreme Masters event in Poland drew a record of 173,000 fans to the Spodak Arena. 46 million other fans, however, viewed the event using streaming services. In order to draw more fans to the live events, it’s believed that more dedicated and purpose-built spaces are needed. Popular ideas would be a centralized stage feature that would allow holographic information to be projected onto it. The experience needs to be tailor-made for the fans to draw them away from the streaming services (Malone, 2018).
Development of high school programs is another sign of eSports entering the mainstream. College programs have been popular the past few years but the rise of high school programs is a new trend in the eSports realm. It’s not just on a local level, the High School eSports League (HSEL) was formed to improve high school programs around the country while also supporting eSports athletes who aspire to compete collegiately (Braza, Israel, Luk Jr, & Schulz, 2018).

In more controversial news, China recently banned the most popular eSports streaming service, Twitch, from being used by any member of their country. This includes blocking the Twitch website from Chinese servers and removing the Twitch app from the Chinese app store. Although the Chinese government has not spoken publicly about the reasoning behind the ban, there is speculation that is in relation to their recent video game regulations. In early 2018, the Chinese government halted the approval of any new video games to be sold in the country. Soon after, online gaming in China became limited due to concerns for children’s eyesight. This also included requiring real name sharing and introducing time limits for users of certain age groups. So, it is reasonable to believe that blocking Twitch is the next step in China’s video game regulation. The government could be afraid that children will spend hours watching streamed content when they used to play the video games themselves, creating an unusual loophole in their new regulations (Humphries, 2018).

Like Fantasy Football, but With Better Factors – (Twitch, Tournaments, Professional Gamers, Game Consoles, product and service )

As a team we have decided to provide a service (plan) for a new growing market that already exists but that is not yet looked into that companies can profit from it, and we are also going to provide an product (online/ app) version based of that service that the market can sell or provide to the public. Will be pitching the idea of having a Fantasy Football like community based on professional gamers instead of actual components of having football players, and this product will be turned into an online application for mobile devices/ tech only devices so that the public can easily access it and interact with the online gaming community. When gaming companies promote and announce that they will be hosting their annual competitions this service will open up the online seasons, so that the public can log into these sessions depending on the games/ tournaments that they want to log into with the product that we will, also be offering where they are able to choose freely the gamer’s), tournament, games, and community where their choices bring them points and success based of their players performance. In conclusion, we will be pitching both a service and a product, the service will be offered by an gaming company that promotes tournaments and this brought into a online gaming community where the public can access it for points, and ranks but the product part to this will be the actual mobile application where the public is live checking (log-in) on their picks of gaming players and the tournaments that they are in to see their ranks. Based on a NFL report fantasy football is, “like other fantasy games, puts you in the front office and on the sidelines as general manager and coach of your team. You select from a list of the best players in the NFL and they compete on a weekly basis for your team. Their on-field performance drives your fantasy point total and overall success” (NFL). This is the idea that we are trying to adopt so that we can create an online fun environment for the new market that we are trying to approach. There are many key factors that will influence the community such as; (1) age appropriate will be determined based on the rating of the game or tournament, this will give us the opportunity to target accordingly to each age group (2) advertising opportunities where a company can advertise other games, products, features, and other tournaments, this allows for currency to be involved in exchange for certain items, and this will rise profits (3) Partnership with twitch, so that professional gamers can be easily found by the public to determine, their ranking, ways to donate to them, to be updated about rising players in the online community, and updates of upcoming tournaments or game plays (4) The online application can bring in a lot of clicks, visits, and viewers to see how fun and easy it is to start up an account on this app (5). Finally, another option that we can handle is making it available many platforms, so that each year tournaments and the online application can get many users from various technological platforms, because that’ll bring high amounts of traffic into the community. In conclusion, all of theses key components will make this two part idea to work successfully, this work will consist of providing the right market with the appropriate content based of the games and players, while being accessible by many hardware platforms to hold of this new world of gaming where it will be trending do to mass advertisement.

References

Allen, E. V. (2017, February 04). Onslaught eSports announces Battlerite team. ESPN. Retrieved
From http://www.espn.com/esports/story/_/id/18615390/onslaught-esports-announces-bat
tlerite-team

Braza, M. K., Israel, J. L., Luk Jr, R. K., & Schulz, K. R. (2018, April 3). Esports insights and
trends – April 2018. Foley & Lardner LLC. Retrieved from https://www.foley.com/esports
-insights-and-trends-04-03-2018/

Howell, L. (2016, December 06). League of Legends hosts 14.7 million concurrent viewers
during Worlds. ESPN. Retrieved from http://www.espn.com/esports/story/_/id/18221739/
2016-league-legends-world-championship-numbers

Humphries, M. (2018 September 21) China blocks Twitch. Mashable. Retrieved from
https://mashable.com/article/china-blocks-twitch/#tT8FkNkbzgqo

Kutateladze, A. (2018 September 17) PUBG prepare new esports rules for 2019 with
age and citizenship restrictions. Cybersport.com. Retrieved from https://cyberspo
rt.com/post/pubg-prepare-new-rules-for-2019–age-citizenship-restrictions

Malone, D. (2018, January 18). Gamers paradise: The rise of esports arenas. Bdcnetwork.com.
Retrieved from https://www.bdcnetwork.com/gamers-paradise-rise-esports-arenas

Mitchell, F. (2018, October 1) Esports essentials: mobile esports are here to stay. The
Esports Observer. Retrieved from https://esportsobserver.com/mobile-esports-ex
plainer/#

Webster, A. (2018, August 17) Clash Royale’s new pro league could make it the first big
mobile e-sport. The Verge. Retrieved from https://www.theverge.com/2018/8/17/1
7699106/clash-royale-league-supercell-esports

What Is Fantasy Football? (n.d.). NFL. Retrieved from http://www.nfl.com/fantasyfootball/help/
whatis

Willingham, AJ. (2018, August 27) What is esports? A look at the explosive billion-dollar
industry. CNN. Retrieved from https://www.cnn.com/2018/08/27/us/esports-what-is-vide
o-game-professional-league-madden-trnd/index.html

Digital music services

I believe that the future of the music industry is going to become more of a streaming service with more digital advantages. Many current recording artist release demos, or teasers weeks ahead of time before the actual real season date(s) of their album for the public to hear a sample of that album and it is all done digitally. Music services that are available online are becoming a very common way for users to get access to the music that they want to listen to. There is a lot of competition amongst the music services that offer different plans for users to access reflexes of albums. It is much easier for the public to access multiple albums all at once without using up their storage on their devices. Especially, with the advances in technology hardware because each year new devices get put out in the market, and also there is a growth in popularity in music festivals so it is much easier for music to be streamed. Based of the IFPI Global Music Report, both digital revenue growth and the growth in streaming revenue has been going up. Another factor for this has to be upcoming artist that are not yet under a contract through a label, is how they put their music digitally so that is easily shared and distrusted to catch attention and publicity. In addition, to that the IFPI reported that the growth in streaming revenue has risen and grown over the years because of online streaming applications, which get paid subscribers that pay monthly and keep the service to get access to their favorite genres of music. Also, these music digital services are largely growing because they keep expanding the services that they offer through there applications. In conclusion, the future of the music industry is going to become more digital and we going to see more online music applications that provide these access to songs and certain artist through paid subscriptions.

1. (APA) Constable, S. (2017, August 16). How Esports Will Win The Future And So Will Activision. Retrieved from https://www.forbes.com/sites/simonconstable/2017/08/14/how-esports-will-win-the-future-and-so-will-activision/ Article Title: How Esports Will Win The Future And So Will Activision. -The reason I chose this article is because it explains the growth and the popularity of competitive online gaming. This new form of gaming has attracted in many people, such as those playing online professionally, and those who view this content. This community is very active because many online groups, and teams form online which spectators stay tuned in for watch them play and compete with other skilled teams. Just like real-life sports there is money, sponsors, communities, fans, and big prizes that gamers are all competing for that is rapidly growing, and the attention towards it is getting bigger. Esports consist of multi genres of platform videos and the mix of video gaming competition groups (single player VS. teams), so many individuals get recognized through this. 2. (APA) Is the future of esports in your pocket? Mobile gaming is already huge and getting bigger. (2018, September 17). Retrieved from https://www.washingtonpost.com/news/sports/wp/2018/09/17/is-the-future-of-esports-in-your-pocket-mobile-gaming-is-already-huge-and-getting-bigger/?utm_term=.833a99b82f85 Article Title: Is the future of esports in your pocket? Mobile gaming is already huge and getting bigger. – This article mentions how games that we can find in our app stores within our cell phones are becoming very popular, and are now being used in competitive game play. The sales, profits, and growth of mobile gaming is rapidly growing do to esports leagues. Esports organizations use these games to create leagues that professional gamers can compete for to win big prizes. Games that are easily access are being made for mobile devices, which allows the growth for esports to get much bigger by these competitive game plays. This new form of sports has now caught my attention, and I recently started to look into these professional gamers online to see what kinds of work they put in and honestly it is fun to watch them compete nationally.