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Sport 2.0 the mid 2008 version
 

Sport 2.0 the mid 2008 version

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Internet is changing the sports game for good. After billboarding, came hospitality and after hospitality comes the sport platform.

Internet is changing the sports game for good. After billboarding, came hospitality and after hospitality comes the sport platform.

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    Sport 2.0 the mid 2008 version Sport 2.0 the mid 2008 version Presentation Transcript

    • Sport 2.0 Sport in the web 2.0 era
    • About me Gijsbregt Brouwer www.brightguys.nl www.linkedin.com/in/gijsbregt www.marketingfacts.nl/pages/bloggers/#Gijsbregt%20Brouwer
    • About today
      • Sport on the internet
      • Sport 2.0: social sport matrix
      • International trends
      • National trends
      • Future developments
    • Sport on the internet
      • Sport on the internet
      • Sport 2.0: social sport matrix
      • International trends
      • National trends
      • Future developments
    • Sport on the internet Sport on the internet
    • Experience Economy
      • Sport = an experience
      • Active & passive
      • The activity only takes a few hours per day/week/month
      • Internet improves the sport experience
    • 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
    • Sport in general
      • Improvement  business
      • Improvement  media
      • Improvement  consumers
        • Active – athletes
        • Passive - fans
      Gijsbregt Brouwer – Waddameeting sport 2.0 – 13/12/2007
    • Business: sponsoring Sponsor and/or media Sponsee Association Means Agreement
    • Business: sponsoring 2.0 Sponsor and/or media Sponsee consumer fan platform
      • Interaction
      • Value creation
      • Continuous experience
    • A platform for sport content
    • 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
    • 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
    • Social Sport Matrix
      • Sport on the internet
      • Sport 2.0: Social Sport Matrix
      • International trends
      • National trends
      • Future developments
    • Social Sport Matrix Social Sport Matrix
    • Active vs passive Improving sports through internet End user is in charge Active  athlete  own results & activity Passive  fan  idol’s results & activity
    • Active community
    • 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
    • Active community
    • Passive community
    • 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”
    • Passive community
    • Active tools
    • Active tools
      • Examples:
      • iTunes + Nike
      • Mysportsplanner
      • Anglingmasters
      • Components:
      • Registering own results
      • Scheduling & planning
      • Tailor made advise
      • Direct communication
      • Possibility for closed area
    • Active tools
    • Passive tools
    • Passive tools
      • Examples:
      • Are You Watching This
      • Myfootballclub
      • Yoonew
      • Components:
      • Registering idol’s results
      • Recommendations
      • Preferences
      • Tracking of scores, teams and stadiums
    • Passive tools
    • Active news
    • Active news
      • Examples:
      • FCMovei
      • AD’s mijnsportwereld
      • Athlinks
      • Components:
      • User generated content
      • Recommendations/rating
      • Customizing
      • “ 15 Megabites of fame”
    • Active news
    • Passive news
    • Passive news
      • Examples:
      • Sportingo
      • Yardbarker
      • Fannation
      • Voetbalnext
      • Components:
      • User generated content
      • Recommendations/rating
      • Portal page (content pyramide)
    • Passive news
    • Active gaming
    • Active gaming
      • Examples:
      • All poker sites
      • Board games
      • Wii
      • Superkicks
      • Components:
      • Simulation of real movements/tactics
      • Virtual opponents + competition
      • Feedback
    • Active gaming
    • Passive gaming
    • 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
    • Passive gaming
    • 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
    • International trends International trends
    • 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
    • USA
    • Germany
    • Brittain
    • National trends
      • Sport on the internet
      • Sport 2.0: Social Sport Matrix
      • International trends
      • National trends
      • Future developments
    • National trends National trends
    • Netherlands
    • 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
    • Social media: sport communities
    • Social media: tools
    • Social media: news
    • Social media: gaming
    • Future developments
      • Sport on the internet
      • Sport 2.0: Social Sport Matrix
      • International trends
      • National trends
      • Future developments
    • Future developments Future developments
    • 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
    • I’ve seen the future …
    • Always in tune
    • Technique couples offline & online
    • Echangable & open content
    • 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
    • About me Gijsbregt Brouwer www.brightguys.nl www.linkedin.com/in/gijsbregt www.marketingfacts.nl/pages/bloggers/#Gijsbregt%20Brouwer
    • Discussion