Streaming games online have been one of the most profitable professions the gaming ecosystem spawned. Some popular streamers on Twitch, for example, are reported to bring in hundreds of thousands of dollars every month.
And since streaming games involve a lot of payments – from donations, subscriptions, and more – it’s come to no surprise that blockchain has also entered this niche in the gaming industry. One of the leading companies that created a blockchain platform for game streamers is Play2Live.
To put simply, Play2Live is a streaming service where users can use tokens to access interactive features and monetizing tools. The company boasts that their users can potentially take advantage of 15 revenue sources, while content makers themselves can monetize their work in 11 different ways. Other platforms currently have four or five of these, making Play2Live the dominant service in this regard.
To further solidify their position, Play2Live is hosting a Hearthstone tournament, a virtual card video game developed by Blizzard Entertainment. Think of it as Magic the Gathering but in the digital space instead.
The contest is going to be blockchain-supported with eight players being invited to compete for the number one spot. These eight players are top Hearthstone players and popular streamers of the game, which will undoubtedly draw in a substantial amount of audience to witness who will be crowned champion.
Quarterfinal will start on May 23, 12 am GMT. Lower bracket finals and semi-finals are going to be on May 24. And the much-awaited finals will be on May 25, wrapping up the whole tournament.
This is Play2Live’s latest event following their last one which was conducted back in February. The selected game at the time was Counter-Strike-Global Offensive where eight teams competed for a bounty of 2 mln Level Up Coins (LUC) or $100,000. The event saw over 950,000 total viewership and this current contest is the company’s next step keeping the momentum growing.
P2L said that their goal is foster as much as 500 transactions per second. But to be able to do that, they still need to cultivate the platform. This cultivation will come from a lot of angles including partnerships with prominent streamers and gaming professionals, as well as working with eSports organizers to create more tournaments in the future.


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