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this video (12mins) link (13mins) if you prefer to read instead. Online Multiplayer Video Games: Peak Daily Users 5,000,000 League of Legends (Riot Games 2009, Free / Cosmetic microtransactions) 2,552,565 PLAYER UNKNOWN'S BATTLEGROUNDS (Steam / Bluehole Inc. 2017, $30 / Cosmetic microtransactions) 727,479 Dota 2 (Steam / Valve Corporation 2013, Free / Cosmetic microtransactions) 547,883 Counter-Strike: Global Offensive (Valve Corporation 2012, $15 / Cosmetic microtransactions) -in-built audience of about 500k-5million -low barrier of entry high skill ceiling -former professional players stream their games daily and give advice -livestream audience of 10k-20k concurrent viewers -streamer can earn up to 5 million USD a year from: monthly subscription model for cosmetic chat features, ad and merchandise revenue streams There are many intersections between genres, because teenagers are interested in a lot of things, fashion, music, video-games, tv shows. There is also a certain infantisation of 20-30's due to the increasingly common choice to put off starting a family until late 30s. A good example is the two brothers Logan (22) and Jake (20) Paul. Former viners(1) who were on a Disney tv show (2) moved to youtube (3) bringing over their fans from vine and disney and adding new ones due to clever self-promotion. Any 5 to 15 year old in America knows their name and about 5-10 million watch their videos daily. What is their talent? In a post-modern twist, the story of their success