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Impact of COVID-19 On Internet Influencers
Impact of COVID-19 On Internet Influencers
Zakhar Sheyko
ENC1102
04/11/2021
Introduction
Last year the world was attacked by the COVID-19 pandemic that affected different
events and lives of billions of individuals in the world. The virus was rapidly spreading, and
according to World Health Organization, on March 7, COVID-19 cases surpassed the line of 100
thousand infected people. This amount alone was already a significant number of infected
people, but only 4 months later, on July 12, the same organization makes their weekly
announcement, where they declare that the number of cases rose to the count more than 12.5
million total cases (WHO). The number of people increased 125 times and it happened even
though the governments of different countries declared a lockdown, that prevented people from
spreading the virus at the same speed. During these hard lockdown times, people started to
search for a way to spend their time at home and one of the best decisions they could find was
videogames “Verizon reported a 75% increase in video game activity during the first week of
quarantine earlier this month” (Javad). However, video games were not the only thing to see
raise in the number of users in Digital Media, “Live streaming platforms like YouTube Gaming
and Twitch saw a 10% increase in viewership” (Javad), and it happened only during the first
week of quarantine. The data is very encouraging, but how game companies and live platform
To find out, I am conducting this research which focuses on the amount of time people
started to spend playing games or watching live streams during the COVID-19 pandemic and
how companies grew with its help. The purpose of the research will be to answer the research
question: “How the pandemic has influenced the game industry and twitch/youtube streamers,
videogame companies and twitch streamers and to show how their users and profits changed
during this hard time. Analyzing these numbers is very important because it can help people
understand the real potential of video games, live broadcasting platforms and understand that
Methodology
The main information source for my research is the survey that I have conducted. The
participants of this survey were people of different ages, majors, and experiences. In order to find
participants for the survey, I texted some of my friends on social media, send messages to
different Discord servers, and asked UCF students to fill out a small form. The questions were
mostly focused on their experience with games, stream services, and the time they on these
activities.
As a secondary source of the research, I have decided to use sources with similar purposes
conducted by many organizations, news articles, and some statistics from analytics sites. All
these helpful resources try to inform people of the changes happening to video games and
The chosen sources can be found separate from each other. However, this decision was
made in order to see the topic from three different angles: changes in the videogame industry,
changes in the live broadcasting industry, and people’s interest in digital entertainment services.
One source can provide us with the raise in founds of companies, other can explain the
perspectives and show the most promising technologies in these spheres. And some can just
discuss the impression of players and game designers about the situation around the pandemic.
Results
I sent the conducted survey to approximately 80 up to 100 people overall; however, the
answer percentage was not as good as I expected, only 21 people filled the survey, so the
information in the quiz might be a little different from the numbers one might see in other
sources, but they are still representative. The first 2 questions of the survey asked participants to
tell me if they consider themselves a gamer or not and their major if they have one. 57.1% of the
people said that they consider themselves a gamer and the rest 42.9% said that they cannot
consider themselves a gamer (see fig. 1), this question is very important because it is a
foundation for the future questions about gaming streams and videogames overall. As for majors,
there was not any leading major, primarily because I asked people of different spheres and
The third question was about the number of years participants played video games. As
you might notice in Figure 2, 73,7% of participants played games for more than 5 years that in
combination with the information in Figure 1, that has information about only 57.1% of people
considering themselves a gamer, show us that even though a person might have played games for
a long time, he still cannot say that he is proficient enough in it. Also, this can be confirmed by
taking other answers to the survey, where only 10.6% of participants said that they have been
playing games for less than 3 years that might confirm that they are not gamers.
Figure 2 A pie-chart presents the answer to the question 2.
The fourth question asked participants about them watching any streams on twitch or
YouTube platforms. As you might notice on Figure 3, 85,7% of people said that they have
watched streams during COVID-19, then only 14,3% of the rest said that they did not do it. If we
once again go back to the Figure 1, we might see that there is a tremendous difference in
percentage of people being a gamer and watching stream, amount of people who usually watch
live translation during the pandemic is almost 1.5 times higher then gamers. This comparison
confirms the previously collected statistics “highlight a consequent increase for Italian, French
and Spanish (between 30% and 50%)” (Narassiguin and Garnès 4). This difference in numbers
might be also confirmed by the “there is an increase of almost 40% for music content”
(Narassiguin and Garnès 7) and “Just Chatting activities, where the streamers simply interact
with their communities, show an interesting increase of 25%” (Narassiguin and Garnès 7). Both
of these statistics provide us with the total raise of about 65% in total that is close to the
the pandemic situation. According to Figure 4, we can see that only 45% of participants started
to spend more time watching streams, and for the rest, 55%, COVID-19 did not affect their
watch hours. However, only 20% of the people who increased their watch hours did not get
bored of live broadcasts. This way, the received statistic almost confirms the statement “U.S.
video game usage during peak hours saw an increase of 75 percent since the quarantine first went
into effect early in the month. Meanwhile, video streaming also increased by 12 percent”
(Shanley).
me about the amount of time they have started spending on watching live broadcasts a week.
According to Figure 5, only 20% of participants do not watch streams, 45% spend less than 3
hours a week (purple and green charts are the same thing), 20% spend from 6 to 12 hours a week
and only 15% spend more then 12 hours a week. According to these statistics, we can say that
people mostly watch streams when they have a free time and do not usually watch full
broadcasts. Anyway, we can see that 80 of participants started to spend more time on streams,
and even for this small amount of people, the amount of time they could spend watching streams
increased approximately by 86 hours a week. This way the provided survey confirms the
possibility of a growth of hours spend watching live broadcast from 1.2 million hours a month in
March 2020 up to 2.1 million hours a month in March 2021 (see fig. 6).
increment of time they spend on videogames during the COVID-19. 52,4% of people said that
they did not start spending more time on videogames and 47,6% did (see fig.7).Even according
to this statistic, we can see an increasement in hours spent on videogames during the pandemic.
This nearly 50% increase in players can be noticed if we compare a pick online in a game called
Counter-Strike: Global Offensive on October 1st 2019 when pick online was 622679 players to
the pick online of 1214846 players of the same game on April 25th 2020 (Top 20 Most Popular
during COVID-19. As we can see on Figure 8, 23,8% of people did not increase their time for
playing games and 9,5% do not play games at all, but the 66,7% of people showed a quite
interesting result. 19% of people increased their time for video games from 1 to 3 hours a week,
14,3% of people added from 3 to 6 hours a week 9,5% added from 6 to 12, that is the same
amount of people who does not play games, and finally a tremendous 23,8% of people increased
their time spent in video games during the pandemic by more then 12 hours a week! This
discovery can be improved by some sources. First of all, I would like to remind that “Video
games are being prescribed as a recommended treatment for our ongoing homebound existence,
brought on by the coronavirus pandemic” (Snider), that means that even WHO (World Health
Organization) found games to be helpful during the pandemic, that gave games the increase in a
gamer base. Research made by Şener and Yalçın states “While the average number of people
actively playing games in 2019 was 4.4 million, this number increased by 25% in 2020 to 5.5
million” (5), and this fact can be established after reviewing the Figure 8, where almost 24% of
World Health Organization. “WHO Statement on Cases of COVID-19 Surpassing 100 000.”
www.who.int/news/item/07-03-2020-who-statement-on-cases-of-covid-19-surpassing-100-
000.
World Health Organization. “Coronavirus Disease (COVID-19) Situation Report – 174.” World
www.who.int/docs/default-source/coronaviruse/situation-reports/20200712-covid-19-
sitrep-174.pdf?sfvrsn=5d1c1b2c_2.
Javad, Author: Jonah. “ESports and Gaming Industry Thriving as Video Games Provide Escape
www.wfaa.com/article/sports/esports-gaming-industry-thriving-as-video-games-provide-
escape-from-reality-during-coronavirus-pandemic/287-5953d982-d240-4e2b-a2ba-
94dd60a8a383.
Narassiguin, Anil, and Vivien Garnès. “The Influence of COVID-19 on Twitch Audience : How
upfluence-common.s3.amazonaws.com/Covid19_Twitch.pdf.
Shanley, Patrick. “Twitch Breaks Various Viewership Records Amid Coronavirus Quarantine.”
The Hollywood Reporter, The Hollywood Reporter, 1 Apr. 2020,
www.hollywoodreporter.com/news/twitch-breaks-viewership-records-coronavirus-
quarantine-1287894.
Snider, Mike. “Video Games Can Be a Healthy Social Pastime during Coronavirus Pandemic.”
USA Today, Gannett Satellite Information Network, 29 Mar. 2020,
www.usatoday.com/story/tech/gaming/2020/03/28/video-games-whos-prescription-solace-
during-coronavirus-pandemic/2932976001/.
Şener, Deniz, et al. “The Impact of COVID-19 on the Video Game Industry.” SSRN, SSRN, 16
Jan. 2021, papers.ssrn.com/sol3/papers.cfm?abstract_id=3766147.