return on emotion - evs · 2018-09-27 · fingertips. these savvy and engaged fans want to remain...
TRANSCRIPT
WHITEPAPER
1WHITEPAPER:12/2015
WHITEPAPER
RETURN ON EMOTIONCREATING AN IMMERSIVE EXPERIENCE FOR CONNECTED SPORTS FANS
WHITEPAPER
2WHITEPAPER:12/2015
RETURN ON EMOTION
Advances in technology and a shift in media consumption are empowering sports fans and raising their expectations. Innovation is enabling fans already driven by their passion and fanatical enthusiasm to further satisfy their need for more – more information, more stats and more footage – no matter where or when. And most importantly, fans’ desire to get closer to their favorite team, player or sport is driving the use of technology, from devices to social media platforms, now available to them.
“Sharing is living” – today’s sports fans want to share their views and experiences. Fans around the world are no longer passive viewers. In fact, they’re highly social. There is a new generation of millenials that has grown up with an unimaginable range of content and functionality at their fingertips. These savvy and engaged fans want to remain connected wherever they go. Further, they’re less likely to visit places where they are cut off from social media and the internet in general. By failing to connect venues, we risk falling short of consumer demand. Consider this: The 2015 Super Bowl in the US saw a tremendous peak of 395,000 tweets per minute during the event.
As connectivity and portability have become part of our lives, they’ve considerably influenced content consumption patterns. Sports fans – like the population at large – are not only using mobile devices to facilitate their on-the-go
lifestyles, but also increasingly as primary entertainment devices. Consequently, expectations increase as a shift from traditional to instant and personalized media consumption occurs. Viewers like the ability to choose how and when to experience their events. And with live sports that can mean customizing their experience. Choosing the angle, replay or player interview they want that brings them closer to their passion and creates more loyalty.
Leagues, teams and individual sporting events are capitalizing on this new reality and experiencing spectacular results. Branded apps for specific teams or events are delivering live and near-live action and engaging fans like never before.
At the 2014 FIFA World Cup, a first-ever multimedia operation resulted in download of more than 10 million apps, with as many as three million users a day choosing to enrich their experience through second screen services. Over the course of the tournament, more than 24 million unique users watched content through the multimedia solutions. More digital data was streamed from the 2014 World Cup than any other event in history.
While these figures are proof of the power of live sports literally in the hands of its fans, they don’t tell the whole story. We wanted to know more.
WHITEPAPER
PART 1.
THE CHANGING CONSUMPTION OF SPORTS
RETURN ON EMOTION WHITEPAPER
3WHITEPAPER:12/2015
EVS INTERVIEWED 1585 FANS
FANS WERE CANVASSED INSPORTS VENUES (57%)
ANDPUBLIC AREAS (43%)
IT ASKED HOW THEY CON-SUMED SPORTS, WHAT THEY CONSUMED AND WHAT THEY’D LIKE TO CONSUME
?
93% OF FANSFOLLOW SPORTS ON TV
51% OF 18-24 YEAROLDS MULTITASK WHILSTWATCHING SPORTS
76% OF FANS FOLLOWSPORTS ONLINE
67% ON MOBILEDEVICES
75% OF 18-24 YEAR OLDSPREFER SMARTPHONES WHENCONSUMING SPORTS ONLINE
OF THIS60% CONSULT SPORTS NEWS49% WATCH VIDEO HIGHLIGHTS41% LIVE STREAM GAMES
NEARLY 3/4 OF 18-24Y/O FOLLOW SPORTSON SOCIAL MEDIA
55% CONSUMEVIDEO HIGHLIGHTS
72% OF FANS USE MOBILEDEVICES INSIDE THE STADIUM
39% FOLLOW FAVORITETEAM/PLAYER/LEAGUE
35% FOLLOW SPORTSNEWS IN TEXT FORMAT
22% WATCHLIVE STREAMING OFGAME/EVENT
52% SHARE PICTURES
29% SHARE SPORTSNEWS IN TEXT FORMAT
24% SHARESHORT VIDEO CLIPS
SOCIALSPORTS
THE SURVEY
72% OF FANS USE MOBILEDEVICES INSIDE THE STADIUM
IN-STADIUMENGAGEMENT
73% OF FANS WOULD LIKE TOWATCH MULTI-ANGLE REPLAYSON THEIR MOBILE DEVICES IN-STADIUM
69% WOULD WATCH THIS DURING THE GAME / EVENT
NEARLY HALF(48%) 0F SEASON TICKET HOLDERSWOULD PAY TO ACCESS REPLAYS ANDDATA ON MOBILE DEVICES
83% WOULD ACCEPTADVERTISING TO ACCESSTHAT CONTENT
DESIREDENGAGEMENT
SPORTS.NET
SPORTSLIVE
1 - 0
SPORTSLIVE
1 - 0
SPORTSLIVE
1 - 0
SHARING
CONSUMING
PREFERRED TIMETO CONSUME CONTENT
65% DO THIS FOR SOCIAL MEDIA
34% AT ALL TIMES IN THE STADIUM
35%DURING THE GAME
GOAL
LINEUPS
RETURN ON EMOTIONWHITEPAPER
RETURN ON EMOTION WHITEPAPER
4WHITEPAPER:12/2015
THE RESULTS ARE IN
Most stakeholders in the business of live sports are aware that the way fans consume sports has changed and continues to evolve. Even so, there are few hard facts to back up the change in fans’ expectations of in-stadium content and the experience it brings. What are the attitudes and preferences of today’s sports fans? What do they want to see made available to them? And most importantly, what does this mean for venues, brand owners and rights holders?
To help answer questions like these EVS conducted a comprehensive survey across four countries. Face-to-face interviews were conducted with fans – both in-stadia and at public viewing areas – on game days between March and May 2015. Our goals were simple: to qualitatively measure the importance of digital media and video consumption to fans and to gain insight into their preferences and expectations.
The study reveals the impact of age, nationality and social media use has on viewing habits, and what fans do and don’t pay for. It gives insight into how frequently fans view sports online, through which devices and how many would accept advertising to view content using mobile devices inside
venues.
IN-STADIUM ENGAGEMENT
There’s one key factor in today’s connected world that has enabled the widespread access to information that consumers have today. Mobile devices - smartphones and connected tablets - means the majority of people are now carrying around a computer in their pockets all day, every day.
Through these devices with a connection to the internet, a wealth of information is always at our fingertips. Following sports online has become one of, if not the, primary sources of sports news and content. More than half (55%) of EVS’ Global Fan Survey respondents said that their smartphone was their preferred method of getting this information from the internet. (The age range of those asked made a huge difference to this figure – 75% of 18 to 25 year olds preferred the smartphone for this purpose versus 34% of those aged 45 and older.)
Because of the ubiquity of mobile devices, more and more of the general public expect to have a reliable internet connection in public areas – this also extends to sports stadiums and arenas. According to the survey, 77% of season ticket holders use their mobile devices while at the game. This shows that the availability of a reliable internet connection inside a stadium is becoming increasingly important – it allows fans to connect their devices and consume content the way they want to. This connectivity also encourages younger sports fans to attend games as they’re able to connect to the social platforms they use regularly in-stadium as well as to branded team apps. This is the type of engagement that will keep fans in their seats.
Of content currently consumed on mobile devices, sports news is the most consulted media at 60%, while just under half (49%) of people watch match highlights. The next most popular on mobile devices is a live game/event stream, which is currently viewed by 41% of EVS’ respondents.
PART 2.
THE GLOBAL EVS FAN SURVEY
EVS INTERVIEWED 1585 FANS
FANS WERE CANVASSED INSPORTS VENUES (57%)
ANDPUBLIC AREAS (43%)
IT ASKED HOW THEY CON-SUMED SPORTS, WHAT THEY CONSUMED AND WHAT THEY’D LIKE TO CONSUME
?
93% OF FANSFOLLOW SPORTS ON TV
51% OF 18-24 YEAROLDS MULTITASK WHILSTWATCHING SPORTS
76% OF FANS FOLLOWSPORTS ONLINE
67% ON MOBILEDEVICES
75% OF 18-24 YEAR OLDSPREFER SMARTPHONES WHENCONSUMING SPORTS ONLINE
OF THIS60% CONSULT SPORTS NEWS49% WATCH VIDEO HIGHLIGHTS41% LIVE STREAM GAMES
NEARLY 3/4 OF 18-24Y/O FOLLOW SPORTSON SOCIAL MEDIA
55% CONSUMEVIDEO HIGHLIGHTS
72% OF FANS USE MOBILEDEVICES INSIDE THE STADIUM
39% FOLLOW FAVORITETEAM/PLAYER/LEAGUE
35% FOLLOW SPORTSNEWS IN TEXT FORMAT
22% WATCHLIVE STREAMING OFGAME/EVENT
52% SHARE PICTURES
29% SHARE SPORTSNEWS IN TEXT FORMAT
24% SHARESHORT VIDEO CLIPS
SOCIALSPORTS
THE SURVEY
72% OF FANS USE MOBILEDEVICES INSIDE THE STADIUM
IN-STADIUMENGAGEMENT
73% OF FANS WOULD LIKE TOWATCH MULTI-ANGLE REPLAYSON THEIR MOBILE DEVICES IN-STADIUM
69% WOULD WATCH THIS DURING THE GAME / EVENT
NEARLY HALF(48%) 0F SEASON TICKET HOLDERSWOULD PAY TO ACCESS REPLAYS ANDDATA ON MOBILE DEVICES
83% WOULD ACCEPTADVERTISING TO ACCESSTHAT CONTENT
DESIREDENGAGEMENT
SPORTS.NET
SPORTSLIVE
1 - 0
SPORTSLIVE
1 - 0
SPORTSLIVE
1 - 0
SHARING
CONSUMING
PREFERRED TIMETO CONSUME CONTENT
65% DO THIS FOR SOCIAL MEDIA
34% AT ALL TIMES IN THE STADIUM
35%DURING THE GAME
GOAL
LINEUPS
RETURN ON EMOTION WHITEPAPER
5WHITEPAPER:12/2015
VIEWERS ARE SHARING THE EXPERIENCE
When asked, the majority of those using a mobile device inside the stadium (65%) said they were using it to consume content and monitor activity on social media platforms – more so than any other activity. When inside the stadium watching your favorite team, social media is an important platform for sports fans to easily access all of the information they seek in one place. This can be a team line up just before kickoff, news and play updates from a team or league feed, or reports on a player taken off injured. You can easily find scores and stats from another game if it has an implication on your team. Statistics are so important in today’s sports that each player or team’s performance is now constantly measured against their previous games or against their opponents.
Sports clubs and stadiums are taking different approaches on how to best engage fans through digital and social media. Some prefer to provide content through their own branded apps, where they have more control over exactly what fans see. Other clubs integrate their team app with major social media platforms like Facebook. While there are many options, it’s clear that this type of engagement is critical as it enables fans to quickly and easily access the sports content they crave. It also provides teams with the ability to offer additional exclusive content not otherwise available and gives fans a personalized experience, even while onsite at a game.
Again, not surprisingly age makes a critical difference in the level of social media interaction. 73% of the 18 to 24 age bracket follow sports on social networks, much higher than other age brackets asked.
Social media users share content whether it’s self-generated or from another source. Over half of the people surveyed (55%) view video highlights on social media platforms and just under a quarter (24%) share these videos.
WHAT THE FAN WANTS…
When given the choice of what content they’d be most interested in consuming from their mobile devices inside stadiums, nearly three-quarters (73%) of respondents said they’d be most interested in viewing instant replays where they can choose the camera angles. This allows them to see the action from a different perspective than from their seat and to personalize their experience. Next to that, 63% said they are interested in viewing informative content like data and graphics. When asked when they would prefer to consume this content at the stadium on game day, over one-fifth (22%) said before the game, more than a third (35%) said during the game and 9% said they’d like to consume content after the game. However, a healthy 34% of sports fans would want to consume this content all the time.
Knowing how fans are currently using mobiles devices inside the stadium is valuable information for clubs and venues. But even more beneficial is understanding the value of providing fans with this content, and even more how can they turn this into new revenue streams. Nearly half of season ticket holders (48%) are willing to pay in order to access multi-angle replays and informative game data through their mobile devices. Of even more interest to clubs or stadiums is that more than four-fifths (83%) would accept advertising on an application to view the same content.
EVS INTERVIEWED 1585 FANS
FANS WERE CANVASSED INSPORTS VENUES (57%)
ANDPUBLIC AREAS (43%)
IT ASKED HOW THEY CON-SUMED SPORTS, WHAT THEY CONSUMED AND WHAT THEY’D LIKE TO CONSUME
?
93% OF FANSFOLLOW SPORTS ON TV
51% OF 18-24 YEAROLDS MULTITASK WHILSTWATCHING SPORTS
76% OF FANS FOLLOWSPORTS ONLINE
67% ON MOBILEDEVICES
75% OF 18-24 YEAR OLDSPREFER SMARTPHONES WHENCONSUMING SPORTS ONLINE
OF THIS60% CONSULT SPORTS NEWS49% WATCH VIDEO HIGHLIGHTS41% LIVE STREAM GAMES
NEARLY 3/4 OF 18-24Y/O FOLLOW SPORTSON SOCIAL MEDIA
55% CONSUMEVIDEO HIGHLIGHTS
72% OF FANS USE MOBILEDEVICES INSIDE THE STADIUM
39% FOLLOW FAVORITETEAM/PLAYER/LEAGUE
35% FOLLOW SPORTSNEWS IN TEXT FORMAT
22% WATCHLIVE STREAMING OFGAME/EVENT
52% SHARE PICTURES
29% SHARE SPORTSNEWS IN TEXT FORMAT
24% SHARESHORT VIDEO CLIPS
SOCIALSPORTS
THE SURVEY
72% OF FANS USE MOBILEDEVICES INSIDE THE STADIUM
IN-STADIUMENGAGEMENT
73% OF FANS WOULD LIKE TOWATCH MULTI-ANGLE REPLAYSON THEIR MOBILE DEVICES IN-STADIUM
69% WOULD WATCH THIS DURING THE GAME / EVENT
NEARLY HALF(48%) 0F SEASON TICKET HOLDERSWOULD PAY TO ACCESS REPLAYS ANDDATA ON MOBILE DEVICES
83% WOULD ACCEPTADVERTISING TO ACCESSTHAT CONTENT
DESIREDENGAGEMENT
SPORTS.NET
SPORTSLIVE
1 - 0
SPORTSLIVE
1 - 0
SPORTSLIVE
1 - 0
SHARING
CONSUMING
PREFERRED TIMETO CONSUME CONTENT
65% DO THIS FOR SOCIAL MEDIA
34% AT ALL TIMES IN THE STADIUM
35%DURING THE GAME
GOAL
LINEUPS
RETURN ON EMOTION WHITEPAPER
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CONNECTED SCREENS MEAN MORE POSSIBILITIES…AND MORE REVENUE
Mobile devices included, there are now more screens available to us than ever before and this allows the public to consume a nearly steady stream of content.
With the right infrastructure, it’s possible to deliver replay content directly onto fans’ devices, giving them the option to watch from multiple camera angles. This adds a personal connection to the content consumption for in-stadium supporters.
Imagine you’re at a game and there’s a contentious decision on a key moment in the game. Fans inside the stadium can now review the play themselves, making their own decision on the call by watching the replay from a number of different angles with the ability to pause, rewind and watch in slow motion.
Being able to review content in this way gives fans a more personal experience. The content on the stadium’s screen is, after all, at the discretion of the home team’s director. Is it just another element of a home-field advantage? With this content in their hands, fans can see for themselves while they wait for the officials to confirm the call – immersing them into the game even more.
Delivering these kinds of replays also allows fans to see action that they might have missed when distracted or using in-stadium services. It lets them review what’s just happened on the pitch/court from a different or much closer perspective. Reliving memorable moments in this way proves how the mass adoption of social media and personal technology is affecting the way we consume live events.
And technology is pushing this further, allowing fans to see and learn more. Biometric data, such as a player’s heartbeat or oxygenation levels, can be integrated into content. Not only fascinating, this kind of data helps fans measure the players’ performances in the game and understand the physiological impact on them.
Together, these functions bring fans even closer to the game and to the players, boosting momentum for critical points and plays, and building suspense as the clock winds down or seconds tick to the final whistle.
THE BIG SCREEN GETS A MAKEOVERStadiums are no exception to the revolution in enhanced content. Big screens (or jumbotrons) in venues are now as common – and expected – as facilities or concessions.
Content delivered through these jumbotrons captures fans’ interest through in-stadium competitions, pre-game or half time entertainment feeds, player, team or league news and promotions of onsite facilities. More often than not, this action is taken directly from the broadcast infrastructure, where the in-stadium production teams select content and edit highlights.
Even away from the stands, fans in a queue getting a hotdog shouldn’t miss the action on field. And in most stadiums now, there’s no reason why they would – wall or ceiling mounted screens in these service areas are commonplace. This gives the stadiums and venue operators the ability to make sure fans are kept involved in the action at all times.
PART 3.
ENGAGING FANS WITH DIGITAL CONTENT
RETURN ON EMOTIONWHITEPAPER
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THE RIGHT INFRASTRUCTURE
In-stadium screen content is primarily taken from the cameras in the broadcast infrastructure, edited and delivered by in-stadium teams. In a similar way, a system that allows the delivery of this enriched digital content to mobile applications can be easily added to existing workflows. It isn’t a complicated or cost-prohibitive process for a club or stadium.
Broadcast production facilities in the form of a permanent install or OB van are already in place at the majority of sports venues. The latest multimedia content delivery platforms can be easily integrated into these facilities and operators can quickly generate the highlights and replays to deliver to their application’s users. The latest solutions also allow clubs to easily produce content of non-televised events like half-time entertainment, giving fans inside the stadium something they wouldn’t have at home.
To deliver this content, however, viable connectivity needs to be in place. These networks are increasingly being added to existing stadiums and are being entirely integrated into new venues as they are built. Once connectivity is in place, it’s not only multi-angle replays and highlights that can engage fans - many other benefits arise for clubs and stadiums. Food can be ordered from in-stadium concessions and picked up as soon as it’s ready. Merchandise can be ordered and paid for in-app, to be collected from the club store on the way out. Tickets for next week’s game, or other events at the venue can be purchased in-app. The move to cashless payments and digital wallets will only enhance this trend.
Unique video content embedded within the context of the event may also incite fans to consume more - merchandise, food and beverages or tickets to the next game. This is especially true when they’re reliving that special moment
that raises their level of emotion during half time or at the concession stand with friends before leaving the stadium.
Branded apps are an excellent way to build loyalty and create a more immersive, personalized experience for fans while also presenting a huge range of potential commercial opportunities.
REAL-WORLD CONNECTED APPLICATIONS
When it comes to this kind of connectivity and fan engagement, the proof of concepts are coming from the early adopters. When building their 18,500-seat Sporting Park stadium, MLS (Major League Soccer) team Sporting Kansas City wanted to integrate reliable Wi-Fi connectivity to lead the way for extensive video capabilities. One element of this was Playback, which is featured in their in-house Uphoria mobile experience. It delivers in-stadium replays directly to spectators’ smartphones, allowing unprecedented opportunities to view replays from multiple camera angles immediately after they happen in the game.
It’s a trend that is continuing to grow. HuskerVision, the media organization that supports the sports teams of the University of Nebraska, recently implemented a live production workflow into its 87,000-seat Memorial Stadium. The system simultaneously drives content from cameras around the stadium to screens in the venue and to a branded mobile app available for download to stadium attendees’ tablets and smart phones.
At the 2015 FA Cup Final at Wembley Stadium, enriched content was delivered to football/soccer fans via mobile devices and the in-stadium jumbotrons. Taken directly from the host broadcast feed, Wembley’s superfast 4G connection delivered replays and highlights straight to mobile devices.
RETURN ON EMOTION WHITEPAPER
8WHITEPAPER:12/2015
THE CLASSIC FAN
FLYERSSEAT 224A
VALID EVERY GAME
TYPICALLY AN OLDER FAN (35 AND OLDER)
HAS ONE TEAM IN EACH SPORT THEY’RE DEDICATED TO
SPORT IS A BIG PART OF THEIR LIFE
THE CONNECTED FANTYPICALLY YOUNGER (18-24)
WILL SUPPORT A PARTICULAR TEAM AND LOVES ANYTHING THAT GIVES THEM MORE INSIGHT INTO THEM
IT’S IMPORTANT TO HAVE AS MUCH SPORTING KNOWLEDGE AS THEIR FRIENDS
SPORTSLIVE
1 - 0
HAS A SEASON TICKET – GOES EVERY WEEK
PAYS FOR ADDITIONAL LEAGUE SERVICES AND SPECIFIC SPORTS CHANNELS - 45% OF 45 AND OLDERS PAY FOR SPORTS TV
WATCHES REPLAYS ON IN-STADIUM SCREENS AND
ENJOYS HALF TIME AND PRE-GAME ENTERTAINMENT
FOLLOWS SPORTS ONLINE THROUGH NEWS SITES AND TEAM CHANNELS - 81% OF SEASON TICKET HOLDERS FOLLOW SPORTS ONLINE
WILL DEDICATE TIME TO WATCH SPORTS ON PAID SPORTS CHANNELS
WILL PAY ATTENTION TO RIVALS’ GAMES BUT NOT WATCH THEM IN-DEPTH
WILL BUY TEAM MERCHANDISE FROM THE OFFICIAL OUTLETS AT
THE STADIUM
IN THE STADIUM
AT HOME
FLYERSGOAL!
TEAMTV
WILL USE THEIR MOBILE PHONE TO UPDATE SOCIAL MEDIA WITH UGC AND CHECK STATS AND SCORES OF OTHER GAMES - 75% OF 18-24 Y/OS PREFER
FOLLOWING SPORTS ON A SMARTPHONE
WILL WATCH LIVE STREAMS AND HIGHLIGHTS VIDEO CONTENT ONLINE DURING LIVE SPORTS - 51% OF 18-24 Y/OS MULTITASK WITH TABLETS OR SMARTPHONES
WILL ATTEND A LIVE GAME EVERY SO OFTEN WILL USE LEAGUE AND TEAM
APPS TO LEARN EVERYTHING ABOUT THE CLUB
WILL BUY TEAM MERCHANDISE FROM THE CHEAPEST OPTION ONLINE
WILL USE TEAM OR STADIUM APPS FOR INTERACTIVE MAPS
OR SERVICES AND ORDER FROM THEIR SEAT
IN THE STADIUM
AT HOME
FLYERS
SPORTS.NET
THE CASUAL FANMIDDLE AGED FAN (25-34)
IS A FAN OF GENERAL SPORTS, WON’T PICK JUST ONE SPORT OVER ANY OTHER
SPORT IS A SOCIAL THING
PAYS FOR TELEVISION SUBSCRIPTION WHICH LIKELY INCLUDES SPORTS
WILL GO TO ONE OR TWO GAMES A SEASON – MORE
LIKELY A HIGH PROFILE GAMEWILL WATCH MORE SPORTS IN A SOCIAL SETTING LIKE AT A SPORTS BAR
USE THEIR MOBILE DEVICES TO READ NEWS AND WATCH HIGHLIGHTS ON THE MOVE79% FOLLOW SPORTS ONLINE
WILL USE MOBILE PHONE TO POST TO SOCIAL MEDIA AND
MAKE CALLS - 65% OF PEOPLE USE PHONES FOR SOCIAL MEDIA AND 58% TO MAKE/TAKE CALLS
INSIDE THE VENUE
IN THE STADIUM
AT HOME
TEAMTV
“
THE CLASSIC FAN
FLYERSSEAT 224A
VALID EVERY GAME
TYPICALLY AN OLDER FAN (35 AND OLDER)
HAS ONE TEAM IN EACH SPORT THEY’RE DEDICATED TO
SPORT IS A BIG PART OF THEIR LIFE
THE CONNECTED FANTYPICALLY YOUNGER (18-24)
WILL SUPPORT A PARTICULAR TEAM AND LOVES ANYTHING THAT GIVES THEM MORE INSIGHT INTO THEM
IT’S IMPORTANT TO HAVE AS MUCH SPORTING KNOWLEDGE AS THEIR FRIENDS
SPORTSLIVE
1 - 0
HAS A SEASON TICKET – GOES EVERY WEEK
PAYS FOR ADDITIONAL LEAGUE SERVICES AND SPECIFIC SPORTS CHANNELS - 45% OF 45 AND OLDERS PAY FOR SPORTS TV
WATCHES REPLAYS ON IN-STADIUM SCREENS AND
ENJOYS HALF TIME AND PRE-GAME ENTERTAINMENT
FOLLOWS SPORTS ONLINE THROUGH NEWS SITES AND TEAM CHANNELS - 81% OF SEASON TICKET HOLDERS FOLLOW SPORTS ONLINE
WILL DEDICATE TIME TO WATCH SPORTS ON PAID SPORTS CHANNELS
WILL PAY ATTENTION TO RIVALS’ GAMES BUT NOT WATCH THEM IN-DEPTH
WILL BUY TEAM MERCHANDISE FROM THE OFFICIAL OUTLETS AT
THE STADIUM
IN THE STADIUM
AT HOME
FLYERSGOAL!
TEAMTV
WILL USE THEIR MOBILE PHONE TO UPDATE SOCIAL MEDIA WITH UGC AND CHECK STATS AND SCORES OF OTHER GAMES - 75% OF 18-24 Y/OS PREFER
FOLLOWING SPORTS ON A SMARTPHONE
WILL WATCH LIVE STREAMS AND HIGHLIGHTS VIDEO CONTENT ONLINE DURING LIVE SPORTS - 51% OF 18-24 Y/OS MULTITASK WITH TABLETS OR SMARTPHONES
WILL ATTEND A LIVE GAME EVERY SO OFTEN WILL USE LEAGUE AND TEAM
APPS TO LEARN EVERYTHING ABOUT THE CLUB
WILL BUY TEAM MERCHANDISE FROM THE CHEAPEST OPTION ONLINE
WILL USE TEAM OR STADIUM APPS FOR INTERACTIVE MAPS
OR SERVICES AND ORDER FROM THEIR SEAT
IN THE STADIUM
AT HOME
FLYERS
SPORTS.NET
THE CASUAL FANMIDDLE AGED FAN (25-34)
IS A FAN OF GENERAL SPORTS, WON’T PICK JUST ONE SPORT OVER ANY OTHER
SPORT IS A SOCIAL THING
PAYS FOR TELEVISION SUBSCRIPTION WHICH LIKELY INCLUDES SPORTS
WILL GO TO ONE OR TWO GAMES A SEASON – MORE
LIKELY A HIGH PROFILE GAMEWILL WATCH MORE SPORTS IN A SOCIAL SETTING LIKE AT A SPORTS BAR
USE THEIR MOBILE DEVICES TO READ NEWS AND WATCH HIGHLIGHTS ON THE MOVE79% FOLLOW SPORTS ONLINE
WILL USE MOBILE PHONE TO POST TO SOCIAL MEDIA AND
MAKE CALLS - 65% OF PEOPLE USE PHONES FOR SOCIAL MEDIA AND 58% TO MAKE/TAKE CALLS
INSIDE THE VENUE
IN THE STADIUM
AT HOME
TEAMTV
“
THE CLASSIC FAN
FLYERSSEAT 224A
VALID EVERY GAME
TYPICALLY AN OLDER FAN (35 AND OLDER)
HAS ONE TEAM IN EACH SPORT THEY’RE DEDICATED TO
SPORT IS A BIG PART OF THEIR LIFE
THE CONNECTED FANTYPICALLY YOUNGER (18-24)
WILL SUPPORT A PARTICULAR TEAM AND LOVES ANYTHING THAT GIVES THEM MORE INSIGHT INTO THEM
IT’S IMPORTANT TO HAVE AS MUCH SPORTING KNOWLEDGE AS THEIR FRIENDS
SPORTSLIVE
1 - 0
HAS A SEASON TICKET – GOES EVERY WEEK
PAYS FOR ADDITIONAL LEAGUE SERVICES AND SPECIFIC SPORTS CHANNELS - 45% OF 45 AND OLDERS PAY FOR SPORTS TV
WATCHES REPLAYS ON IN-STADIUM SCREENS AND
ENJOYS HALF TIME AND PRE-GAME ENTERTAINMENT
FOLLOWS SPORTS ONLINE THROUGH NEWS SITES AND TEAM CHANNELS - 81% OF SEASON TICKET HOLDERS FOLLOW SPORTS ONLINE
WILL DEDICATE TIME TO WATCH SPORTS ON PAID SPORTS CHANNELS
WILL PAY ATTENTION TO RIVALS’ GAMES BUT NOT WATCH THEM IN-DEPTH
WILL BUY TEAM MERCHANDISE FROM THE OFFICIAL OUTLETS AT
THE STADIUM
IN THE STADIUM
AT HOME
FLYERSGOAL!
TEAMTV
WILL USE THEIR MOBILE PHONE TO UPDATE SOCIAL MEDIA WITH UGC AND CHECK STATS AND SCORES OF OTHER GAMES - 75% OF 18-24 Y/OS PREFER
FOLLOWING SPORTS ON A SMARTPHONE
WILL WATCH LIVE STREAMS AND HIGHLIGHTS VIDEO CONTENT ONLINE DURING LIVE SPORTS - 51% OF 18-24 Y/OS MULTITASK WITH TABLETS OR SMARTPHONES
WILL ATTEND A LIVE GAME EVERY SO OFTEN WILL USE LEAGUE AND TEAM
APPS TO LEARN EVERYTHING ABOUT THE CLUB
WILL BUY TEAM MERCHANDISE FROM THE CHEAPEST OPTION ONLINE
WILL USE TEAM OR STADIUM APPS FOR INTERACTIVE MAPS
OR SERVICES AND ORDER FROM THEIR SEAT
IN THE STADIUM
AT HOME
FLYERS
SPORTS.NET
THE CASUAL FANMIDDLE AGED FAN (25-34)
IS A FAN OF GENERAL SPORTS, WON’T PICK JUST ONE SPORT OVER ANY OTHER
SPORT IS A SOCIAL THING
PAYS FOR TELEVISION SUBSCRIPTION WHICH LIKELY INCLUDES SPORTS
WILL GO TO ONE OR TWO GAMES A SEASON – MORE
LIKELY A HIGH PROFILE GAMEWILL WATCH MORE SPORTS IN A SOCIAL SETTING LIKE AT A SPORTS BAR
USE THEIR MOBILE DEVICES TO READ NEWS AND WATCH HIGHLIGHTS ON THE MOVE79% FOLLOW SPORTS ONLINE
WILL USE MOBILE PHONE TO POST TO SOCIAL MEDIA AND
MAKE CALLS - 65% OF PEOPLE USE PHONES FOR SOCIAL MEDIA AND 58% TO MAKE/TAKE CALLS
INSIDE THE VENUE
IN THE STADIUM
AT HOME
TEAMTV
“
TODAY’S SPORTS FANS
EVS’ Global Fan Survey has allowed us to build fan profiles through their expectations of digital content consumption. Marketers can build similar profiles, using their preferences to created targeted marketing campaigns.
RETURN ON EMOTION WHITEPAPER
9WHITEPAPER:12/2015
This growth in fan expectation is no surprise. As technology has created the expectation of internet access everywhere, a more overall immersive fan experience has come with it.
While digital sports consumption grows by leaps and bounds, EVS’ Global Fan Survey shows the importance of mobile and social media in encouraging fan engagement. Consider the role of social media within today’s live events – the two entities are complementary rather than opposing forces. One drives the other.
The surge in online viewing and social media interaction also paves the way for user-generated content (UGC), which also serves to enhance fan engagement and builds team and player affinity.
Having access to up-to-date information of your favorite game – or other games happening at the same time – satisfies fans’ appetite for knowledge and lets them gain a deeper insight into the game.
Designing an application, producing enriched digital content and delivering it directly to fans are all key to creating a truly immersive game-day experience. This content consumption does not distract from what’s happening on the field/pitch rather it immerses fans further into it. By being more connected with live sports, fans will be more emotionally connected to their favorite clubs or leagues, increasingly using digital platforms to consume as much content as clubs and stadiums can give them. This is what really creates value for marketers and sponsors. This is what enables them to generate a return on emotion.
Knowing that a certain number of users will log onto an app at a certain time of the week is valuable sales information that clubs can use to sell advertising on digital channels. From EVS’ survey, we now know that 83% of users will accept advertising on a mobile application to consume enriched digital content.
PART 4.
MONETIZATION FOR TEAMS, LEAGUES AND VENUES
FANCAST – THE ALL-IN-ONE MULTIMEDIA DELIVERY SOLUTIONFanCast, EVS’ all-in-one recording, production and multi-screen box live video and multimedia solution, gives stadiums and arenas an easy way to enhance the live fan experience. Integrated easily into existing on-site broadcast facilities, FanCast enables the production and delivery of live and near-live enriched digital content. This can be to in-stadium screens and to mobile devices through branded applications.
FanCast is a one-stop solution for global sports venues comprised of industry-leading live infrastructure and connected content technologies.
• Powerful XT3 video server enabling ingest of multiple broadcast channels with an extended range of formats
• IPDirector for instant production of live replays, highlights and the management of content and descriptive metadata
• C-Cast cloud-based multimedia distribution platform enabling the delivery of multi-angle video, live streams and statistics to mobile devices and in-stadium screens
• Advanced customer service including training, installation and extended technical support
RETURN ON EMOTION WHITEPAPER
10WHITEPAPER:12/2015
Engaging fans in such a way ultimately means that clubs and stadiums increase the possibility that fans will stay in the venue longer. The benefit to this is obvious – keeping fans onsite longer increases the likelihood they will spend money. And generating a direct link between the application and in-stadium facilities like
concessions and merchandise gives users another option to buy exactly what they want in a way that’s more convenient for them.
But this isn’t the only avenue to more revenue. Apps allow fans to experience the game even when they can’t attend live or watch it on TV, literally extending the club’s reach and fan engagement. For example, a North American NHL (National Hockey League) app allows fans to view out-of-market games, complete with live streaming video, live stats, video on demand, archival footage and unseen game angles for a small fee.
The Big Data element of this engagement is also becoming more of a reason to implement this infrastructure. If you know your fans’ preferences and what content they enjoy consuming, you can further customize their offering. The collection of this data is invaluable for any club and allows for the building of fan profiles that open the door for targeted marketing – a much better option than a slapdash approach.
While every team and stadium will need to develop its own business case, it’s clear that there is potential for substantial return on investment with the implementation of leading-edge connectivity and content delivery platforms inside sports stadiums.
Today’s fans are connected and socially active online. They also want more – more angles/replays and more team or player inside information. All of these qualities mean opportunities for greater engagement inside the stadium, a greater return on emotion and more revenue. The connection between an enhanced live experience, brand loyalty and revenue is clear. Thankfully the technology now exists to connect the dots.
Welcome to the new connected fan.
EVS’ GLOBAL FAN SURVEY METHODOLOGY The 22-question, multiple-choice questionnaire was designed to measure the attitudes and preferences of sports fans with reasonable detail (descriptive research). Through random probability sampling, fans were interviewed at a variety of venues – both onsite at major sports events and at public areas such as sports bars, airports and commercial centers. It covered five sports (football/soccer, basketball, hockey, baseball and tennis) across Germany, Belgium, Spain and three major cities of the United States (New York, Chicago and Dallas).
Respondents were all 18 years of age and older and identified as a keen spectator of any sport (at least two hours per week spent following sports in person, on television or through any other media). Cross tabulation and chi square segmentation analysis was utilized to formulate results.
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