Competitive electronic sports, or esports, allow players to participate in virtual or digital environments. Traditional sports competition occurs in a physical game space, such as in a football stadium or in a basketball arena. Thus, in traditional sports competition, multiple points of view of the game play may be provided to viewers by placing cameras at different positions within the physical space. However, with esports, as the competition occurs in a virtual or digital environment, providing viewers with multiple views of the competition action is not as simple as placing multiple cameras within a physical space. Therefore, providing a viewer with multiple points of view of the competition action comprises providing the viewer with multiple video streams, each from a different point of view. This method of providing a viewer with multiple points of view of the competition action may require a significant amount of bandwidth and processing resources. For example, if the multiple points of view include more than, for example, four points of view, the viewer may not have access to sufficient bandwidth to view the multiple points of view. And as will be recognized, an esports competition may comprise two teams of five players competing within a virtual or digital environment and a viewer may wish to watch the competition action from the view point of each of the players. This would require the viewer to have access to sufficient bandwidth for viewing ten different video streams.
Therefore, a need exists for improved methods, apparatus, systems, computer program products, computing devices, computing entities, and/or the like for providing a viewer with multiple viewpoints of an event occurring in a virtual or digital environment that does not require an excessive amount of bandwidth.