Game Livestreaming Explodes, But Women Are Less Likely To Be Paid Than Men (venturebeat.com)
A new study by game research firm SuperData Research and payment company PayPal found that eSports and game videos are driving explosive growth in livestreams. But PayPal also found a gender imbalance in pay. Women are less likely to be paid for their streams than men. VentureBeat reports: PayPal said that 34 percent of livestream viewers in the U.S. have spent more than $50 on livestream content in the past few months. But despite the growth in spending, almost half of women content creators (43 percent globally, 47 percent in the U.S.) don't get paid for what they create. The U.S. had the largest gender pay gap of the countries surveyed: Almost half as many men (24 percent) do not get paid for content they create. Globally, active paying gamers polled shop across 14 different gaming platforms and nearly 30 different storefronts over the last three months, an incredible variety.
In the U.S., respondents surveyed purchased from 26 different gaming storefronts -- the third most in the world, behind Russia (27), and Australia and Canada (28 each). While Steam is highly popular among millennials globally (31 percent buy from Steam), GameStop was resoundingly popular, with 45 percent of U.S. millennial respondents reporting shopping there for gaming content. In most countries, in-game spending is within a few dollars of average spend on full games. Surprisingly, in-game spending is skewing higher among older U.S. players: those aged 35-and-over have spent $50 on average, compared to $40 for those aged 18 to 34. Meanwhile, younger gamers are spending more in full-game downloads: $63, versus $48 for gamers 35-and-over.
In the U.S., respondents surveyed purchased from 26 different gaming storefronts -- the third most in the world, behind Russia (27), and Australia and Canada (28 each). While Steam is highly popular among millennials globally (31 percent buy from Steam), GameStop was resoundingly popular, with 45 percent of U.S. millennial respondents reporting shopping there for gaming content. In most countries, in-game spending is within a few dollars of average spend on full games. Surprisingly, in-game spending is skewing higher among older U.S. players: those aged 35-and-over have spent $50 on average, compared to $40 for those aged 18 to 34. Meanwhile, younger gamers are spending more in full-game downloads: $63, versus $48 for gamers 35-and-over.
The article is purposefully misleading and a click-bait/flame-bait pile of cr*p.
It starts out saying waaah women paid less for their stream content, what this means is that out of all the 'live streamers' (twitch to you and me), people decide to not sub/dontate to female streamers because they play badly and/or are not entertaining, because 99% are 'tiddy bait'.
Then the article switches into paying for game content of produced games as if the two aspects are somehow related and tries to trick you into giving credence to the worthless initial statement.
This could only have been written by somebody who barely even knows what streaming is. Almost everyone tries it at some point. The proportion of those who establish regular output is miniscule. Of those, the proportion that gets paid off either gender is half of a nothing. You know who does get paid, very consistently? Titty streamers. Everyone knows this. Twitch doesn't bother them because they're one of the biggest income streams. This shit is fake. It's propaganda, plain and simple.