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Twitch and the invention of watching other people play video games

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Twitch and the invention of watching other people play video games

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On March 19, 2007, Justin Kan walked out of a San Francisco apartment with a webcam strapped to a baseball cap and began streaming his life over the internet, continuously, around the clock. Not segments of it, not edited highlights — everything, uncut. Justin.tv, as his co-founders Emmett Shear, Michael Seibel, and Kyle Vogt called it, earned coverage on the Today Show and Nightline within days. It was Y Combinator’s most bewildering early bet, and also one of its most consequential.

The platform opened to the public in late 2007, letting anyone with a camera stream anything they liked. Gaming, it turned out, was what most of them liked. The category grew faster than anything else on the site — faster than sports, faster than music, faster than lifestyle channels. By 2009, European esports organizations like ESL were broadcasting competitive StarCraft and Counter-Strike matches on Justin.tv to audiences that would have embarrassed a cable channel. The signal was clear enough that in June 2011, Shear and his team spun gaming off into its own domain. They called it Twitch.tv, a reference to “twitch gameplay” — games that demand fast reflexes and split-second decisions. The platform launched in public beta on June 6, 2011, with 3.2 million unique visitors in its first month.

By 2012, that number had reached 20 million. By October 2013, it stood at 45 million — enough to make Twitch the fourth-largest source of peak internet traffic in the United States, ahead of HBO Go, ahead of Facebook, behind only Netflix, Google, and Apple.

One exchange illustrates the social physics of the platform better than any press release. Sean Plott — better known online as Day[9] — was a StarCraft commentator who coached viewers through high-level play, breaking down tournament matches the way a football analyst breaks down film. The gaming platform handed him one of its first-ever subscriber buttons. His community’s immediate response was to organize a donation drive to help him cover graduate school tuition. Nobody had designed this behavior into the platform; it emerged because viewers had been watching Plott long enough that they felt personally invested in him. The subscription model that later rolled out platform-wide grew, in part, from what Plott and his audience had demonstrated: that regular viewers would pay a monthly fee for a streaming channel the way they once paid for a magazine.

The League of Legends World Championship began streaming on Twitch in 2012. Esports accounted for roughly 75 percent of the platform’s early viewership. Amazon acquired Twitch in August 2014 for $970 million — a number that seemed large until streaming became the standard way a generation experienced competitive play. The purchase price is now historical footnote, the kind of deal that reads as obvious in hindsight.

What Twitch established was not merely a new platform but a new category: games as public performance. Playing had always been social in private — shared screens, everyone crowded around one controller. Twitch made it social at the scale of a broadcast network, where skill and personality could draw an audience as reliably as any primetime show. Every professional streamer who pays rent with a subscriber count, every sold-out esports arena, every broadcaster putting a tournament on a major television channel is downstream of a man in a baseball cap who put a camera on his head and decided to see what happened.

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