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.
I fail to see the problem.
Also, a female streamer has 100x higher chance to draw offensive and abusive attention to herself from small minded misogynists... It more than balances things.
Um, do you mind? We were having an intelligent conversation until you blundered in. I mean, at least address the actual points I made, don't just throw in some generic vaguely related rant.
No I don't mind at all. Free forum at all that, if you don't like it you can continue pouting. Your intelligent conversation contains nothing but debunked garbage that can be disproved by hitting your favorite search engine. Maybe the points I made were simply too verbose for you, would this help?
"Women have individual choice, and they're not choosing the way you want. So in your view, the solution is to remove their choice(s)." Why people would promote authoritarian views, and not expect to be called out for them is rather mind boggling.
Om, nomnomnom...