New Media Interchange #020

New Media For All
· 7 min read

This is New Media Interchange where we talk about the media world beyond mainstream television and radio, including podcasting, YouTube, live streaming, gaming and more.

NMI is Hosted by Douglas E. Welch, pioneer podcaster, blogger and writer.

In today’ show…

  • New Media isn’t just for the big companies

+ An assignment to jump start your new media creation


Making money is one of the most pressing needs — and interests — of any New Media content creator and this week Jay Egger has an excellent interview and article on The Daily Dot entitled, How exactly do Twitch streamers make a living? Destiny breaks it down.

Gaming is big business, as last week’s opening of YouTube Gaming confirms, but just how big? How to gamers make a living by playing games all day? Eggers sat down with full-time gamer, Steven Bonnell (who goes by the handle Destiny on Twitch) to get a better understanding of what is means to make a living from gaming.

While content creators are often barred from talking in detail about their earnings, Bonnell does give some basic information. Being a Twitch partner, which gives him several benefits, including the ability to acquire paid “subscribers” to his channel,

“I make probably less than $1,000 a month off of Twitch, streaming around 200–250 hours a month, with an average of maybe 2,500 concurrent viewers,” That’s just ad revenue.”

Bonnell estimates he gains another $5000/month via Twitch subscriptions to his various channels and another $1500/month in direct donations via PayPal and others. Other income streams include Google Adsense advertising, YouTube advertising and affiliate income from Amazon and others. The article estimates an income of around $100k per year based on these numbers. While he certainly doesn’t make the multiple-millions reported by YouTube star, PewDIePie, depending on where he lives and his expenses, his income does show a certain level of success.

As is obvious here, it requires a combination of funding from a number of sources to fund a full-time career in live streaming. It also requires a lot of work. Bonnell estimates a workweek of about 60 hours total, far more than an average office worker. That said, one would hope he is more engaged in and rewarded for his work than the average corporate employee. I know for myself, I often work harder for myself than I ever did as an employee and yet still gain much more satisfaction from that work. This is one of the great benefits of a New Media career, even if it is a lot of hard work.


One of the biggest arguments for the continued success of broadcast television has always been the need and desire for live news and, even more importantly, live sports. It looks like CBS might be bucking the trend on this, though, as it is increasing the number of college and pro football games it will be broadcasting over the Internet via a combination of its web site,, and across its connected TV apps on Apple TV, Xbox One, Chromecast and Roku.

“For its NFL coverage, the network plans to stream two regular-season games for the first time ever, plus every playoff game it has broadcast rights to — including Super Bowl 50”

It is interesting to see CBS delving further into OTT delivery and I think this points to a sea change among mainstream broadcast networks. They can’t rely on their past exclusivity to protect them from competition in every part of their business. It is far better to reach out and explore new markets for their programming rather than being forced to catch up in a market that is rapidly changing. Efforts like this are a clear attempt to better serve their viewers and by association, better serve the advertisers trying to reach these viewers.

Several big media companies, including Amazon, Google , Microsoft and Netflix announced a new Alliance for Open Media to cooperatively develop the next video platform. In my my mind, they are trying to forestall yet another platform war, similar to those fought between VHS/Beta or BluRay/HDDVD. These companies are hoping to develop an open source video specification to provide new video formats, codecs and technologies to support the growing needs of the industry.

Video resolutions of 4K and above, 3-D video and 360 degree immersive video require amounts of data far beyond current video streaming systems and technology is going to have to grow to face these increased needs.

According to their press release, The Alliance’s initial priority will be to deliver a next-generation royalty-free video format that is:

  • Interoperable and open
  • Optimized for the web
  • Scalable to any modern device at any bandwidth
  • Designed with a low computational footprint and optimized for hardware
  • Capable of consistent, highest-quality, real-time video delivery
  • Flexible for both commercial and non-commercial content, including user-generated content

In gaming news, a surprising study by the Entertainment Software Association has revealed that adult women now occupy the largest demographic in the gaming industry.

Many of us have the image of a pimply-faced teenage boy in his parent basment with we think about gamers, but the study reports that teenage males only make up about 17% of the gaming population, with women gamers over 18 being 36% of the gaming population. As might be statistically expected, male gamers over 18 make up around 35% of gamers in the study.

“The picture that emerges from the study is one of expansion across the board. More people are playing more games of various genres across more platforms, with social games on mobile and casual games on PCs emerging as huge leaders.”

Perhaps more studies like this can begin to kill off the ridiculous cliches that abound in the gaming industry with the same satisfaction of overcoming that big boss level at the end of a game. Any women gamers out there than can help me beat Diablo?


In The Classroom

Creating smooth shots in your videos is often the goal, but it can also break the bank, if you let it. This week, In the classroom…, Premium Beat has some great questions to ask before you buy your first — or next — camera stabilizer.

For me, the most important question to ask yourself when buying anything is, “Will I actually use this? A lot?” and that is where this article starts. Far too many of us buy things that then sit in the closet or garage. These can be very expensive mistakes to make and hopefully this article can help you avoid a few.

Other questions deal with important factors like the mobility you need while shooting, the weight of your stabilizer and cameras, size and setup time involved. Check out this article as a great place to start and a way to save you both time and money in the long run.

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New Media Interchange

Part of the Podcast Network