Sport 2.0 the mid 2008 version

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    Sport 2.0 the mid 2008 version - Presentation Transcript

    1. Sport 2.0 Sport in the web 2.0 era
    2. About me Gijsbregt Brouwer www.brightguys.nl www.linkedin.com/in/gijsbregt www.marketingfacts.nl/pages/bloggers/#Gijsbregt%20Brouwer
    3. About today
      • Sport on the internet
      • Sport 2.0: social sport matrix
      • International trends
      • National trends
      • Future developments
    4. Sport on the internet
      • Sport on the internet
      • Sport 2.0: social sport matrix
      • International trends
      • National trends
      • Future developments
    5. Sport on the internet Sport on the internet
    6. Experience Economy
      • Sport = an experience
      • Active & passive
      • The activity only takes a few hours per day/week/month
      • Internet improves the sport experience
    7. Sport experience
      • Sport as an (online) experience:
      • Experience is improved:
        • Lengthened: longer & more often
        • Broadened (more users)
        • Deepened (more types of use)
      • Builds a relationship with the consumer
    8. Sport in general
      • Improvement  business
      • Improvement  media
      • Improvement  consumers
        • Active – athletes
        • Passive - fans
      Gijsbregt Brouwer – Waddameeting sport 2.0 – 13/12/2007
    9. Business: sponsoring Sponsor and/or media Sponsee Association Means Agreement
    10. Business: sponsoring 2.0 Sponsor and/or media Sponsee consumer fan platform
      • Interaction
      • Value creation
      • Continuous experience
    11. A platform for sport content
    12. Media & rights: losing grip Stap 3 Rights Different formats Content Edited video Syndicated content consumers device Content played on a central site Sport Platform Content storage
      • Interaction
      • Value creation
      • Continuous experience
    13. Show me the money!
      • The future is free
      • Content travels freely
      • Making money for free:
      • Advertising
      • Sponsoring
      • Finding your true fans/hardcore athletes
      • Make offline accessible for online
    14. Social Sport Matrix
      • Sport on the internet
      • Sport 2.0: Social Sport Matrix
      • International trends
      • National trends
      • Future developments
    15. Social Sport Matrix Social Sport Matrix
    16. Active vs passive Improving sports through internet End user is in charge Active  athlete  own results & activity Passive  fan  idol’s results & activity
    17. Active community
    18. Active community
      • Examples:
      • MyTeamZone
      • AD’s mijnsportwereld
      • Gimme20
      • Components:
      • Display of own results
      • Profiles (alone and/or team)
      • Communication (slow chat)
      • User generated content
      • Open or within own network
    19. Active community
    20. Passive community
    21. Passive community
      • Examples:
      • Majority of Facebook sport apps
      • NHL fans community
      • Sport Hyves
      • Components:
      • Display of idol’s results (adherence)
      • Profiles (1 athlete and/or team)
      • Communication (slow chat)
      • User generated content
      • Open or within own network
      • “ Bumper sticker”
    22. Passive community
    23. Active tools
    24. Active tools
      • Examples:
      • iTunes + Nike
      • Mysportsplanner
      • Anglingmasters
      • Components:
      • Registering own results
      • Scheduling & planning
      • Tailor made advise
      • Direct communication
      • Possibility for closed area
    25. Active tools
    26. Passive tools
    27. Passive tools
      • Examples:
      • Are You Watching This
      • Myfootballclub
      • Yoonew
      • Components:
      • Registering idol’s results
      • Recommendations
      • Preferences
      • Tracking of scores, teams and stadiums
    28. Passive tools
    29. Active news
    30. Active news
      • Examples:
      • FCMovei
      • AD’s mijnsportwereld
      • Athlinks
      • Components:
      • User generated content
      • Recommendations/rating
      • Customizing
      • “ 15 Megabites of fame”
    31. Active news
    32. Passive news
    33. Passive news
      • Examples:
      • Sportingo
      • Yardbarker
      • Fannation
      • Voetbalnext
      • Components:
      • User generated content
      • Recommendations/rating
      • Portal page (content pyramide)
    34. Passive news
    35. Active gaming
    36. Active gaming
      • Examples:
      • All poker sites
      • Board games
      • Wii
      • Superkicks
      • Components:
      • Simulation of real movements/tactics
      • Virtual opponents + competition
      • Feedback
    37. Active gaming
    38. Passive gaming
    39. Passive gaming
      • Examples:
      • EK-poules
      • Fantasy leagues
      • Sport games over the internet
      • Play like a champion
      • Components:
      • The fan as virtual athlete or trainer
      • Opponents & competition
      • Gambling vs knowledge vs skills
    40. Passive gaming
    41. International trends
      • Sport on the internet
      • Sport 2.0: Social Sport Matrix
      • International trends
      • National trends
      • Future developments
      Gijsbregt Brouwer – Waddameeting sport 2.0 – 13/12/2007
    42. International trends International trends
    43. A short survey
      • USA : FAN nation, M&A, big bucks
        • Number 1 example: FanNation
      • Germany : Local oriented nation
        • Number 1 example: Meinsport.de
      • Brittain : Soccer nation
        • Number 1 example: iSporty
    44. USA
    45. Germany
    46. Brittain
    47. National trends
      • Sport on the internet
      • Sport 2.0: Social Sport Matrix
      • International trends
      • National trends
      • Future developments
    48. National trends National trends
    49. Netherlands
    50. Netherlands
      • Netherlands is a club nation
      • Club as a starting point
      • Many communities the last year, none are taking off
      • Integrated communities (news)
      • Growth of tools: especially planning
      • No real fan sites
      • Success of passive gaming
      • Number 1 example: AD’s mijnsportwereld
    51. Social media: sport communities
    52. Social media: tools
    53. Social media: news
    54. Social media: gaming
    55. Future developments
      • Sport on the internet
      • Sport 2.0: Social Sport Matrix
      • International trends
      • National trends
      • Future developments
    56. Future developments Future developments
    57. I’ve seen the future …
      • Verticalisation & specialisation
      • within and between networks
      • Pairing offline and online
      • Pairing facts and emotions
      • Real time (mobile revolution)
      • Real place (GPS and RFID)
      • Followers & fans everywhere
      • Content syndication
      • Portable (sport) identity
    58. I’ve seen the future …
    59. Always in tune
    60. Technique couples offline & online
    61. Echangable & open content
    62. Conclusions
      • Sport is an experience
      • Online media improve sport experience
      • A very young market + not many commercial successes
      • Growth of sport communities not a given
      • Not all segments of SSM are represented
      • National room for differentation
      • Sports have the future
      Conclusions
    63. About me Gijsbregt Brouwer www.brightguys.nl www.linkedin.com/in/gijsbregt www.marketingfacts.nl/pages/bloggers/#Gijsbregt%20Brouwer
    64. Discussion

    + Gijsbregt BrouwerGijsbregt Brouwer, 2 years ago

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