meta_pixel
Tapesearch Logo
Log in
The a16z Show

Gaming and Livestreaming: Connecting While Distancing

The a16z Show

a16z

Software Eating The World, Business, Technology, Disruption, Culture, Innovation, Science, Entrepreneurship

4.21.2K Ratings

🗓️ 2 April 2020

⏱️ 19 minutes

🧾️ Download transcript

Summary

Since social distancing measures were first put in place, time spent gaming has gone up—way up. According to a recent report by Verizon, video game usage in the U.S. has risen 75 percent during peak hours. The "stay at home" movement has given way to an upswell of new and returning gamers—as well as new challenges, as online platforms struggle to keep up with the surge. In this episode, a16z partner Jon Lai joins host Lauren Murrow to talk about how game developers are grappling with skyrocketing numbers, why this may be an inflection point for VR, the surprising transition of professional sports into esports, and why live-streaming is having its moment.

Transcript

Click on a timestamp to play from that location

0:00.0

The content here is for informational purposes only should not be taken as legal business tax or investment advice or be used to evaluate any investment or security and is not directed at any investors or potential investors in any A16Z fund.

0:14.0

For more details, please see A16Z.com slash disclosures.

0:18.0

Hi and welcome to the A16Z podcast.

0:20.0

I'm Lauren Murrow.

0:22.0

Since social distancing measures were first put in place, time spent gaming has gone up 75% during peak hours.

0:28.5

In this hallway style conversation, A16Z partner John Lye joins me to talk about how the stay-at-home movement is fueling

0:35.2

gaming, what we're playing, and why live streaming is having its moment.

0:39.8

Playtime in general is up massively across every category of gaming.

0:44.0

PC games are up, Steam, the world's largest marketplace for digital PC games.

0:49.0

Steam has been around for 20 years and it's never seen this level of user activity.

0:54.0

Average concurrent users online typically hover around 15 million.

0:59.0

It hit an all-time record high this past Saturday of 22 million concurrent users online so that's a

1:05.3

spike of almost 50 percent. Console games are up massively as well. What is driving

1:09.7

this spike? Obviously we're all at home more but what other factors are coming into play?

1:15.0

So I think what's special about games versus other types of media is data.

1:20.0

Gaming is the most of activity that a set of friends can engage in at the same time.

1:25.0

There are moments of levity, competition,

1:28.4

their emotional highs and lows over the course of a typical gaming session.

1:32.0

These are bonding moments for people,

1:33.5

and they create really deep social relationships.

1:36.0

It seems like smart game studios are also putting measures into place

1:39.7

to encourage more at home play.

...

Please login to see the full transcript.

Disclaimer: The podcast and artwork embedded on this page are from a16z, and are the property of its owner and not affiliated with or endorsed by Tapesearch.

Generated transcripts are the property of a16z and are distributed freely under the Fair Use doctrine. Transcripts generated by Tapesearch are not guaranteed to be accurate.

Copyright © Tapesearch 2026.