Skip to main content

Week 3 - Airwaves & Algorithms: Broadcasting Change in the Gaming & Esports Era

Creative Growth Empathy in Games Entertainment Industry Fizzling's Fun House Game Marketing Marketing Strategy UAT Game Studio Weekly Journal

Week 3 - Airwaves & Algorithms: Broadcasting Change in the Gaming & Esports Era

Week 3: Fizzling's Fun House – My Role as Marketer


๐Ÿ•Š️ Originally written on September 25, 2022, as part of the MS Game Marketing and Advertising course at the University of Advancing Technology.

๐Ÿ“˜ This post is part of my weekly journal series: Weekly Journal: Fizzling's Fun House – My Role as Marketer, a reflective journey through learning, collaboration, and creative growth within UAT Game Studios.

✨ Each entry is offered with deep gratitude — a way to honor the lessons, the people, and the evolving craft of game marketing. This week brought thoughtful insight into player engagement, campaign clarity, and the balance between creative messaging and strategic reach. May these reflections offer encouragement, inspiration, or a pause for breath in your own creative path.

Context: UAT Game Studios, Tempe, Arizona

Abstract


This entry explores the evolution of broadcasting, ratings systems, and the rise of esports and gaming as dominant media formats. It also analyzes the economic drivers behind each medium, with a particular focus on the shift from traditional broadcasting to immersive and interactive platforms. This week was packed with research and hands-on work at UAT Game Studio. I delved into how our game studio fits into the bigger gaming world while also staying focused on our own team tasks. In between coding sessions and team meetings, I got a chance to sharpen our marketing presentation and even watched the latest episode of Fizzling's Fun House. Balancing these activities helped me connect industry insights with our day-to-day work in marketing.


What Is Broadcasting?


Broadcasting is the one-to-many transmission of audio or visual signals. Originally developed for radio and TV, it now encompasses internet-based streaming.


Close-up of a microphone and keyboard under text defining broadcasting as a one-to-many communication via electromagnetic spectrum.
Figure 1. Broadcasting is the one-to-many transmission of audio or visual signals, foundational to the evolution of mass media distribution.


Methods


Broadcasting methods include:


Studio microphone foreground with a list of broadcasting methods including telephone, radio, television, satellite, and webcasting.
Figure 2. Broadcasting methods have evolved from telephone-based services to internet streaming, shaping global information dissemination.


Economic Models


Broadcasting has diverse economic models:


Abstract digital background illustrating four economic models: commercial broadcasting, public broadcasting, community broadcasting, and internet webcast.
Figure 3. Broadcasting is sustained through diverse models, from public funding and advertising to direct viewer engagement in internet platforms.


Broadcast Television


TV broadcasting is a $200+ billion global industry. Advertisers fund networks that deliver content to mass audiences. The structure relies on:


Vintage yellow television with points on how broadcast TV delivers high-quality content to targeted audiences.
Figure 4. Broadcast television remains a major entertainment medium driven by content investment and multi-platform revenue models.


Broadcast Radio


Radio remains accessible globally and is adapting through digital and internet formats. Categories include:


Old-fashioned radio on a desk representing different types of broadcast radio: analog, digital, Sirius XM, and internet radio.
Figure 5. Broadcast radio has diversified to include analog, digital, satellite, and internet-based content delivery.


Television Ratings


Ratings measure viewership and guide advertising pricing. Nielsen remains the standard.


Four-block infographic explaining TV ratings: share, rating, Nielsen tracking, and the key 18–49 demographic.
Figure 6. TV ratings guide advertiser investment and reflect audience engagement trends in media.


Advertisement Spends


TV ad spends are shifting toward digital and video platforms.


Timeline visualizing shifts in U.S. television ad spending across 2021 to 2023, highlighting spending declines and projections.
Figure 7. Television ad spend has fluctuated in recent years, with digital video experiencing significant upward momentum.


Gaming & Esports: Media’s New Paradigm


Gaming and esports have overtaken traditional media in engagement and revenue.


Graphic showing gaming and esports as a fast-growing sector with significant opportunities for governments and industry.
Figure 8. Gaming and esports redefine media engagement, becoming a central pillar of modern entertainment ecosystems.


Gaming & Esports Revenue


The industry surpassed global box office and music revenues by 2023. This reflects ongoing exponential growth.


Bar graph comparing global sales of gaming and other media industries in 2019 and 2020, showing gaming significantly outperforming cinema, music, and major sports leagues like the NFL, NBA, and EPL.
Figure 9. Gaming surpassed global box office and music sales, becoming the world’s most profitable entertainment sector.


Esports Ecosystem


This includes:


Exhibit 4 infographic presenting the holistic view of the gaming and esports ecosystem, featuring roles from developers to streamers and infrastructure enablers.
Figure 10. The gaming ecosystem spans development, publishing, distribution, and esports events, driven by global collaboration.


Enablers


Key enablers are:


Tabletop scene of collaborative planning with icons illustrating four enablers of the gaming industry: funding, infrastructure, regulation, and talent development.
Figure 11. Investment, talent, regulation, and infrastructure drive the rapid expansion of gaming and esports worldwide.


Government Support


Countries foster ecosystems through funding, education, and regulation. Reports from Boston Consulting Group (BCG) show that many countries treat gaming as an economic growth engine. For example, BCG classifies nations as content producers, consumers, or leaders in the esports world. Some governments invest heavily to become global leaders, while others focus on building up players and audiences. These governments do it for good reasons – they see gaming as a way to boost GDP and create high-tech jobs. In fact, gaming and esports are becoming vital employers, offering “good jobs, employing well-educated and technologically savvy people”. Countries also pursue gaming for soft-power benefits: Japan and South Korea, for instance, have used video games (and related culture like anime and K-pop) to expand their international image.


Infographic comparing global nations on production and consumption intensity in the gaming and esports ecosystem, titled ‘Exhibit 6’.
Figure 12. Governments invest in gaming to unlock GDP growth, jobs, soft power, and cultural advancement.


๐Ÿ› ️ UAT Game Studio – Project Lead Tasks


This week involved developing a pitch presentation and researching game marketing ecosystems. Alongside this, I also reflected on how our studio fits into the broader gaming world. I watched the latest Fizzling's Fun House episode, which offered fresh insight into character tone and pacing. These experiences helped deepen the creative focus of our marketing efforts and align them more closely with the game’s identity.


Three icons representing UAT Game Studio tasks: a house for Fizzling’s Fun House Show, a screen for presentations, and labeled roles of Project Lead/Task Manager.
Figure 13. Week 3 included broadcast media research and developing visuals for Fizzling’s Fun House at UAT.


Personal Takeaways and Conclusion


Reflecting on Week 3, I feel more confident weaving together my marketing insights with what I observe in-game. I see now that the big trends (government support, rising revenues) actually influence the small choices we make in our project. For example, knowing that gaming is a global culture helps me think about how to reach both local and international players. I’m excited that our content could someday contribute to those global numbers I read about.


Overall, this week’s work was very encouraging. Studying the ecosystem reminded me that we’re part of something much larger, yet our work – a marketing pitch or a fun episode – can still make a meaningful impact. Looking ahead, I plan to use these insights in our next sprint. I’m grateful for this hands-on experience and for the team’s support. Every week I learn a bit more about how to tell our game’s story, and that makes me confident about the journey ahead.


Gaming and esports symbolize a paradigm shift in media. They empower consumers as creators and redefine the boundaries of engagement, creativity, and revenue.


Icons of a game controller and chess pieces representing the growth and paradigm shift in the gaming and esports industry.
Figure 14. Gaming and esports symbolize a paradigm shift—empowering consumers as creators in a rapidly evolving digital landscape.


๐Ÿ“˜ References – American Psychological Association (APA) Citation


Beonair. (2022, February). The different types of radio broadcasting (2022). Beonair Network of Media Schools.
Retrieved from: https://beonair.com/types-of-radio-broadcasting


Broadcasting. (n.d.). Wikipedia. Retrieved January 2026.
Retrieved from: https://en.wikipedia.org/wiki/Broadcasting


Central Casting. (2019, September 23). Television (TV) ratings and what they mean. Meghan Dubitsky.
Retrieved from: https://www.centralcasting.com/tv-ratings-what-they-mean


Lafayette, J. (2021, July 26). United States television (TV) ad spending to drop 4% in 2021 as digital video booms. Broadcasting+Cable.
Retrieved from: https://www.nexttv.com/news/us-tv-ad-spending-to-drop-4-in-2021-as-digital-video-booms


Panhans, D., Joniลกkis, P., Tamer, F., & Saunier, F. (2021, December 15). Gaming & electronic sports (esports): Media’s next paradigm shift. Boston Consulting Group.
Retrieved from: https://www.bcg.com/2021/gaming-and-esports-sector-are-the-next-shift-in-media


The Business Research Company. (2022). Television broadcasting global market report 2022.
Retrieved from: https://www.thebusinessresearchcompany.com/report/television-broadcasting-global-market-report



๐Ÿ•Š️ Thank you for reading this third journal entry in the Fizzling's Fun House – My Role as Marketer series.

✨ These reflections are shared with sincerity and hope — a space to slow down, learn, and be present in the creative journey.

Every post is an offering of care, shaped by learning curves, teamwork, and trust in growth. You're always welcome here.

Reflecting on systems, stories, and the evolving practice of game design.