Live streaming for individuals and Businesses; Case study of E-sports as a game platform
Ahmed, Ahmed (2023)
Ahmed, Ahmed
2023
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023053016308
https://urn.fi/URN:NBN:fi:amk-2023053016308
Tiivistelmä
The thesis examines the beginnings of live streaming and shadowing, as well as the many live streaming platforms that are currently in use, e.g., Facebook, Wowza, and Twitch, in addition to the necessary hardware and software.
Throughout the writing of the full thesis and with the experience obtained, the thesis moves forward by discussing the development project overview points about live streaming and starting from the history to the latest trends in the current century. In this thesis, the needed questions have been addressed to cover all aspects of the thesis topic about live streaming and Esports as a case study in the gaming industry using streaming, and in this instance, three individuals were interviewed.
Overall, live streaming is a prevailing technology today. Businesses use video live streaming for events like product debuts, conferences, training sessions, and games as well as for marketing their goods and services. Live streaming systems and tools have been built using programming languages.
Throughout the writing of the full thesis and with the experience obtained, the thesis moves forward by discussing the development project overview points about live streaming and starting from the history to the latest trends in the current century. In this thesis, the needed questions have been addressed to cover all aspects of the thesis topic about live streaming and Esports as a case study in the gaming industry using streaming, and in this instance, three individuals were interviewed.
Overall, live streaming is a prevailing technology today. Businesses use video live streaming for events like product debuts, conferences, training sessions, and games as well as for marketing their goods and services. Live streaming systems and tools have been built using programming languages.