SPECO  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   Or: google me!
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
Improving the experience Deepen : Mobile Smart stadium Digital signage Lengthen : Communities Games Planning Blogs Registration Broaden : Communities More content Sport date/meet Experience 1.0 : No mobile No web 2.0 Not personal No context
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 Rabosport 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: MyFootballClub
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
Exchangable & 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   Or: google me!
Discussion

Class for SPECO on sports 2.0

  • 1.
    SPECO Sport2.0 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 Or: google me!
  • 3.
    About today Sporton the internet Sport 2.0: social sport matrix International trends National trends Future developments
  • 4.
    Sport on theinternet Sport on the internet Sport 2.0: social sport matrix International trends National trends Future developments
  • 5.
    Sport on theinternet 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 Sportas 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.
    Improving the experienceDeepen : Mobile Smart stadium Digital signage Lengthen : Communities Games Planning Blogs Registration Broaden : Communities More content Sport date/meet Experience 1.0 : No mobile No web 2.0 Not personal No context
  • 9.
    Sport in general Improvement  business Improvement  media Improvement  consumers Active – athletes Passive - fans Gijsbregt Brouwer – Waddameeting sport 2.0 – 13/12/2007
  • 10.
    Business: sponsoring Sponsor and/or media Sponsee Association Means Agreement
  • 11.
    Business: sponsoring 2.0Sponsor and/or media Sponsee consumer fan platform Interaction Value creation Continuous experience
  • 12.
    A platform forsport content
  • 13.
    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
  • 14.
    Show me themoney! The future is free Content travels freely Making money for free: Advertising Sponsoring Finding your true fans/hardcore athletes Make offline accessible for online
  • 15.
    Social Sport Matrix Sport on the internet Sport 2.0: Social Sport Matrix International trends National trends Future developments
  • 16.
    Social Sport Matrix Social Sport Matrix
  • 17.
    Active vs passiveImproving sports through internet End user is in charge Active  athlete  own results & activity Passive  fan  idol’s results & activity
  • 18.
  • 19.
    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
  • 20.
  • 21.
  • 22.
    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”
  • 23.
  • 24.
  • 25.
    Active tools Examples:iTunes + Nike Mysportsplanner Anglingmasters Components: Registering own results Scheduling & planning Tailor made advise Direct communication Possibility for closed area
  • 26.
  • 27.
  • 28.
    Passive tools Examples:Are You Watching This Myfootballclub Yoonew Components: Registering idol’s results Recommendations Preferences Tracking of scores, teams and stadiums
  • 29.
  • 30.
  • 31.
    Active news Examples:FCMovei AD’s mijnsportwereld Athlinks Components: User generated content Recommendations/rating Customizing “ 15 Megabites of fame”
  • 32.
  • 33.
  • 34.
    Passive news Examples:Sportingo Yardbarker Fannation Rabosport Components: User generated content Recommendations/rating Portal page (content pyramide)
  • 35.
  • 36.
  • 37.
    Active gaming Examples:All poker sites Board games Wii Superkicks Components: Simulation of real movements/tactics Virtual opponents + competition Feedback
  • 38.
  • 39.
  • 40.
    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
  • 41.
  • 42.
    International trends Sporton the internet Sport 2.0: Social Sport Matrix International trends National trends Future developments Gijsbregt Brouwer – Waddameeting sport 2.0 – 13/12/2007
  • 43.
  • 44.
    A short surveyUSA : 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: MyFootballClub
  • 45.
  • 46.
  • 47.
  • 48.
    National trends Sporton the internet Sport 2.0: Social Sport Matrix International trends National trends Future developments
  • 49.
  • 50.
  • 51.
    Netherlands Netherlands isa 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
  • 52.
  • 53.
  • 54.
  • 55.
  • 56.
    Future developments Sporton the internet Sport 2.0: Social Sport Matrix International trends National trends Future developments
  • 57.
  • 58.
    I’ve seen thefuture … 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
  • 59.
    I’ve seen thefuture …
  • 60.
  • 61.
  • 62.
  • 63.
    Conclusions Sport isan 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
  • 64.
    About me Gijsbregt Brouwer www.brightguys.nl www.linkedin.com/in/gijsbregt www.marketingfacts.nl/pages/bloggers/#Gijsbregt%20Brouwer Or: google me!
  • 65.