LivePlay is launching GameVision. The only content-first national game film solution. Any event, anywhere, at any time. GameVision is reducing the process of game film to username and password.
Global Gift Card Market - A PerspectiveAnand Menon
Global gift card sales are projected to grow substantially over the next several years, reaching close to $750 billion by 2025. Consumers are increasingly choosing gift cards because they allow the recipient flexibility to choose their own gift and are faster and more convenient than other options. There are two main types of gift cards - closed loop cards that can only be used at a single merchant and open loop cards that can be used in multiple locations. Factors like growing smartphone usage, corporate incentives, and social occasions are driving more gift card usage globally. Key players in the gift card industry include Blackhawk Network, National Gift Card, and Qwikcilver Solutions.
Established in 2009, NFP Sports is the first and fastest growing franchise-based high school fundraising company in the country.
NFP Sports Team Owners (franchisees) have helped more than 500 High School sports programs raise over $10 million in the past three years. Due to this success, NFP Sports has been featured by dozens of local and national media outlets, such as Entrepreneur, FOX Business, and WABC-TV.
Company executives practice what they preach, taking leadership positions with organizations/events that support sports and business leaders and their local communities. This includes:
»Serving as the Walter Camp Football Foundation’s Official H.S. Participating Sponsor
»Creating and Executing the Annual National Coaches Day Awards Program
»Contributing to the National Football Foundation
Sports Image is a company that partners corporate brands with schools and youth organizations across the US to provide equipment and revenue for youth sports programs. Since 2002, Sports Image has helped over 700 schools and organizations, providing $700,000 in cash and $7.5 million in equipment. Sports Image implements sponsorship programs through local representatives that allow brands to promote themselves in communities in exchange for supporting youth programs. One example campaign placed a restaurant brand's signage in 200 high school basketball arenas for 3 years.
The document describes a mobile app called theteamscore that provides real-time score updates and direct marketing for local youth sports teams. It sends email/text score updates to fans that also include targeted ads. The app aims to tap into the large market of approximately 49 million US youth playing local sports each year and their fans. It sees an opportunity to provide a service that local media and other options lack by offering real-time scores across many youth leagues and sports through a simple, easy-to-use platform.
Established in 2009, NFP Sports is the first and fastest growing franchise-based high school fundraising company in the country.
NFP Sports Team Owners (franchisees) have helped more than 500 High School sports programs raise over $10 million in the past three years. Due to this success, NFP Sports has been featured by dozens of local and national media outlets, such as Entrepreneur, FOX Business, and WABC-TV.
Company executives practice what they preach, taking leadership positions with organizations/events that support sports and business leaders and their local communities. This includes:
»Serving as the Walter Camp Football Foundation’s Official H.S. Participating Sponsor
»Creating and Executing the Annual National Coaches Day Awards Program
»Contributing to the National Football Foundation
The document provides an overview of theScore's Q1 F2018 performance. It summarizes that it was the company's first EBITDA positive quarter, with EBITDA of $0.5M compared to a loss of $0.4M in the same period last year. Revenue was $8.4M, down slightly from $8.5M last year due to lower US direct sales being offset by growth in other areas. Product development focuses on strengthening sports coverage and expanding into new content areas. Video views grew over 400% year-over-year.
The document provides an overview and summary of theScore's Q1 F2019 earnings webcast. Some key points:
- Revenue grew 13% year-over-year to a record $9.5 million supported by growth in Canadian direct sales and US programmatic business.
- EBITDA also achieved a record at $1.0 million, up from $0.5 million year-over-year.
- Monthly active users of theScore mobile app reached 4.2 million while average monthly sessions per user grew to 111.
- theScore plans to launch a US mobile sportsbook through partnerships and is well-positioned for sports betting success given its large engaged audience.
This document provides an overview of College Nation Sports (CNS), a proposed social media platform connecting college sports fans. CNS aims to activate, enhance, elevate and maximize college sports fans' lives by enabling them to connect with teams, content and each other. It will do this through a social lifestyle mobile app delivering college sports content and fostering engagement. CNS sees an opportunity to connect the large population of highly engaged college sports fans with content producers and advertisers in a new innovative way. The proposal outlines CNS's solution, business model, revenue projections, team and milestones.
Global Gift Card Market - A PerspectiveAnand Menon
Global gift card sales are projected to grow substantially over the next several years, reaching close to $750 billion by 2025. Consumers are increasingly choosing gift cards because they allow the recipient flexibility to choose their own gift and are faster and more convenient than other options. There are two main types of gift cards - closed loop cards that can only be used at a single merchant and open loop cards that can be used in multiple locations. Factors like growing smartphone usage, corporate incentives, and social occasions are driving more gift card usage globally. Key players in the gift card industry include Blackhawk Network, National Gift Card, and Qwikcilver Solutions.
Established in 2009, NFP Sports is the first and fastest growing franchise-based high school fundraising company in the country.
NFP Sports Team Owners (franchisees) have helped more than 500 High School sports programs raise over $10 million in the past three years. Due to this success, NFP Sports has been featured by dozens of local and national media outlets, such as Entrepreneur, FOX Business, and WABC-TV.
Company executives practice what they preach, taking leadership positions with organizations/events that support sports and business leaders and their local communities. This includes:
»Serving as the Walter Camp Football Foundation’s Official H.S. Participating Sponsor
»Creating and Executing the Annual National Coaches Day Awards Program
»Contributing to the National Football Foundation
Sports Image is a company that partners corporate brands with schools and youth organizations across the US to provide equipment and revenue for youth sports programs. Since 2002, Sports Image has helped over 700 schools and organizations, providing $700,000 in cash and $7.5 million in equipment. Sports Image implements sponsorship programs through local representatives that allow brands to promote themselves in communities in exchange for supporting youth programs. One example campaign placed a restaurant brand's signage in 200 high school basketball arenas for 3 years.
The document describes a mobile app called theteamscore that provides real-time score updates and direct marketing for local youth sports teams. It sends email/text score updates to fans that also include targeted ads. The app aims to tap into the large market of approximately 49 million US youth playing local sports each year and their fans. It sees an opportunity to provide a service that local media and other options lack by offering real-time scores across many youth leagues and sports through a simple, easy-to-use platform.
Established in 2009, NFP Sports is the first and fastest growing franchise-based high school fundraising company in the country.
NFP Sports Team Owners (franchisees) have helped more than 500 High School sports programs raise over $10 million in the past three years. Due to this success, NFP Sports has been featured by dozens of local and national media outlets, such as Entrepreneur, FOX Business, and WABC-TV.
Company executives practice what they preach, taking leadership positions with organizations/events that support sports and business leaders and their local communities. This includes:
»Serving as the Walter Camp Football Foundation’s Official H.S. Participating Sponsor
»Creating and Executing the Annual National Coaches Day Awards Program
»Contributing to the National Football Foundation
The document provides an overview of theScore's Q1 F2018 performance. It summarizes that it was the company's first EBITDA positive quarter, with EBITDA of $0.5M compared to a loss of $0.4M in the same period last year. Revenue was $8.4M, down slightly from $8.5M last year due to lower US direct sales being offset by growth in other areas. Product development focuses on strengthening sports coverage and expanding into new content areas. Video views grew over 400% year-over-year.
The document provides an overview and summary of theScore's Q1 F2019 earnings webcast. Some key points:
- Revenue grew 13% year-over-year to a record $9.5 million supported by growth in Canadian direct sales and US programmatic business.
- EBITDA also achieved a record at $1.0 million, up from $0.5 million year-over-year.
- Monthly active users of theScore mobile app reached 4.2 million while average monthly sessions per user grew to 111.
- theScore plans to launch a US mobile sportsbook through partnerships and is well-positioned for sports betting success given its large engaged audience.
This document provides an overview of College Nation Sports (CNS), a proposed social media platform connecting college sports fans. CNS aims to activate, enhance, elevate and maximize college sports fans' lives by enabling them to connect with teams, content and each other. It will do this through a social lifestyle mobile app delivering college sports content and fostering engagement. CNS sees an opportunity to connect the large population of highly engaged college sports fans with content producers and advertisers in a new innovative way. The proposal outlines CNS's solution, business model, revenue projections, team and milestones.
- The gaming industry has grown rapidly in recent years to be worth over $159 billion in 2020, with streaming and e-sports becoming major components.
- There are many career opportunities in gaming beyond just being a professional player, including jobs in design, development, marketing, and production for streams.
- Educators should incorporate gaming concepts and skills into their curriculum to better engage students interested in gaming. This could involve teaching relevant skills in business, finance, and marketing as they relate to the industry.
- In addition to jobs in gaming companies, skills learned can transfer to other fields, and some colleges now offer e-sports scholarships, helping students pursue their interests while gaining experience and education.
This document discusses social media strategies for sporting events. It outlines an agenda covering planning, paid promotion, collaboration across departments, providing connectivity and content for fans, and enhancing the fan experience. It emphasizes using social media to engage fans, enter them in contests, and get feedback. The document concludes that social media can help sports venues build emotional connections with fans and provide real-time customer service to enhance the fan experience.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
Xtreme Volleyball is a new, fast-paced version of volleyball played in racquetball courts with 3 players per team and no out of bounds. The document discusses Xtreme Volleyball's strengths such as its low cost, weaknesses like lack of brand recognition, opportunities in partnering with colleges and recreational centers, and threats such as lack of infrastructure. It also outlines plans for marketing, pricing, distribution, and pursuing sponsorships from companies like Core Life Eatery and Big 5 Sporting Goods to help promote the new sport.
Esports Entertainment Group (EEG) is acquiring companies to build its business across three pillars - esports wagering, esports entertainment and infrastructure, and traditional sports betting and iGaming. The acquisition of Helix eSports will expand EEG's esports entertainment center business, ggCircuit provides esports center management software, and Genji offers analytics platforms. EEG also operates an esports betting platform called VIE.GG and is developing LANduel for player vs player skill-based betting at esports centers.
This document summarizes Audience and Consumer Marketing strategies and tools for different business units. It discusses using segmentation tools like LEAP and RAM panel testing to understand audiences. It provides examples of pitching strategies to advertisers using tools like Acxiom PersonicX for audience segmentation and identifying customer types like "Skyboxes & Suburbans". Polling tools like Civic Science and automotive data from R.L. Polk are also discussed for targeting and analytics. Specific campaign proposals are provided for auto dealerships including email, display, mobile and Facebook advertising.
The document provides an overview and analysis of a commercial membership idea called "Cityzen +" for the New York City FC soccer team. It includes a description of the current activities of NYCFC, a proposed upgraded membership offering additional benefits, and analyses using frameworks like SWOT, PESTLE, marketing mix and financial projections. The summary predicts the membership idea would be profitable and help develop a loyal fan base. Marketing techniques like promotions, an invitation day and social media are proposed.
2017 SSAC Case Competition | Chicago Booth | Detroit PistonsDave Gasparovich
When I started business school I promised myself that I would enter at least one case competition. I am proud of our work, proposing a digital marketing strategy for the Detroit Pistons at the MIT Sloan Sports Analytics Conference.
Incredible learning experience.
The document summarizes theScore's Q3 2016 financial results. It states that Q3 2016 was the second best quarter for revenue in the company's history, with revenue up 94% year-over-year to $6.1 million. Advertising revenue grew 105% over last year. User engagement of theScore's mobile apps also increased substantially over the last three years. Looking forward, theScore aims to expand into new platforms like chatbots and continue growing its existing mobile and editorial platforms.
Payment Partners is seeking $275,000 in Series A funding to expand their Pay4Stuff platforms which allow community groups like schools to collect payments and information from parents online in one integrated system. Funds will be used for marketing, hiring executives, and launching new products. With over 50,000 customers already, Pay4Stuff has grown 400% in 4 years and aims to capture 0.5% of the $1 billion per day community payment market by 2019 by offering a unique centralized payment solution for parents and customized tools for organizations.
This presentation discusses new trends in fan engagement around sport industry but can be applied to other industries as well. myQuiz.org is a platform which allows fan engagement via gamification.
12th Man was the concept for a sports marketing agency launched in 2016 with the aim of aligning CSR initiatives at big brands with local communities and sports celebrities
Fantasy 6 is a fantasy sports technology company that aims to engage and entertain fans through games, contests and experiences. Their vision is to create the most passionate fan base through innovative technology, security and content. They plan to offer season-long and daily fantasy sports across many professional leagues globally. Their business model focuses on games and contests, secure technology, and immersive fan experiences through partnerships. They believe this approach will make them a leader in the growing multi-billion dollar fantasy sports industry.
Detailed media deck that our team created and presented to Dish Network to reach 42,000 new orders and increase Dish's overall market share. After researching, we crafted a campaign to target sports fans. I researched our target audience and TV/Online Video. I also wrote the Executive Summary, Media Objectives, and the sections on TV/Online Video and the "Never Miss Greatness Again" Campaign (slides 11-12).
VENYOO deck for location aware data analyticsTeamVenyoo
Venyoo is developing a cloud-based mobile mapping and data analytics platform to enhance the fan experience at live events. Their solution will provide venues with hyper-local maps, location-based analytics, and tools to identify and learn more about attendees. This will help venues improve operations, personalize experiences, and potentially increase revenues. Venyoo is seeking $750,000 in funding to further develop their product and platform, hire additional staff, and expand sales and marketing efforts to onboard new customers. They have an initial customer deployment with the New England Patriots and are building a strategic pipeline and growth plan to capitalize on the large market opportunity in sports, entertainment and other venues.
- Global esports revenue was $865 million in 2018 and is projected to reach $1.79 billion by 2022. Over 380 million people watch esports worldwide.
- More than half of the esports audience is between ages 21-35, while 27% is between 10-20. 43% of esports enthusiasts have a household income of about $75k.
- The WMU esports website aims to expand social media links, add a value proposition and drive traffic to events. Analytics show users spend 2 minutes on site and the landing page has a 33.8% bounce rate.
Startline is a crowdfunding platform that aims to help athletes raise funds to support their training and participation in sports. It works by connecting athletes, donors, sponsors and other stakeholders. The platform allows athletes to create fundraising campaigns and promotes them to potential donors and sponsors. If successful, it could help unlock the potential of many athletes and sports that may otherwise lack funding. Startline conducted market research and financial projections that show the model could become self-sustaining over time as the platform and number of athletes using it grow. Investors are appealed to for their opportunity to support athletes' dreams and an innovative funding model for sports.
I've had the opportunity to work with some of the world's best athletes & brands on monetizing their fan base. Take a look at my portfolio for a summary of clients and projects.
Poland vs Netherlands UEFA Euro 2024 Poland Battles Injuries Without Lewandow...Eticketing.co
UEFA Euro 2024 fans worldwide can book Poland vs Netherlands Tickets from our online platform www.eticketing.co. Fans can book Euro Cup Germany Tickets on our website at discounted prices.
Luciano Spalletti Leads Italy's Transition at UEFA Euro 2024.docxEuro Cup 2024 Tickets
Italy are the defending European champs, but after Luciano Spalletti swapped Roberto Mancini last September, they are still taking the cautious first steps of a new era
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- The gaming industry has grown rapidly in recent years to be worth over $159 billion in 2020, with streaming and e-sports becoming major components.
- There are many career opportunities in gaming beyond just being a professional player, including jobs in design, development, marketing, and production for streams.
- Educators should incorporate gaming concepts and skills into their curriculum to better engage students interested in gaming. This could involve teaching relevant skills in business, finance, and marketing as they relate to the industry.
- In addition to jobs in gaming companies, skills learned can transfer to other fields, and some colleges now offer e-sports scholarships, helping students pursue their interests while gaining experience and education.
This document discusses social media strategies for sporting events. It outlines an agenda covering planning, paid promotion, collaboration across departments, providing connectivity and content for fans, and enhancing the fan experience. It emphasizes using social media to engage fans, enter them in contests, and get feedback. The document concludes that social media can help sports venues build emotional connections with fans and provide real-time customer service to enhance the fan experience.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
Xtreme Volleyball is a new, fast-paced version of volleyball played in racquetball courts with 3 players per team and no out of bounds. The document discusses Xtreme Volleyball's strengths such as its low cost, weaknesses like lack of brand recognition, opportunities in partnering with colleges and recreational centers, and threats such as lack of infrastructure. It also outlines plans for marketing, pricing, distribution, and pursuing sponsorships from companies like Core Life Eatery and Big 5 Sporting Goods to help promote the new sport.
Esports Entertainment Group (EEG) is acquiring companies to build its business across three pillars - esports wagering, esports entertainment and infrastructure, and traditional sports betting and iGaming. The acquisition of Helix eSports will expand EEG's esports entertainment center business, ggCircuit provides esports center management software, and Genji offers analytics platforms. EEG also operates an esports betting platform called VIE.GG and is developing LANduel for player vs player skill-based betting at esports centers.
This document summarizes Audience and Consumer Marketing strategies and tools for different business units. It discusses using segmentation tools like LEAP and RAM panel testing to understand audiences. It provides examples of pitching strategies to advertisers using tools like Acxiom PersonicX for audience segmentation and identifying customer types like "Skyboxes & Suburbans". Polling tools like Civic Science and automotive data from R.L. Polk are also discussed for targeting and analytics. Specific campaign proposals are provided for auto dealerships including email, display, mobile and Facebook advertising.
The document provides an overview and analysis of a commercial membership idea called "Cityzen +" for the New York City FC soccer team. It includes a description of the current activities of NYCFC, a proposed upgraded membership offering additional benefits, and analyses using frameworks like SWOT, PESTLE, marketing mix and financial projections. The summary predicts the membership idea would be profitable and help develop a loyal fan base. Marketing techniques like promotions, an invitation day and social media are proposed.
2017 SSAC Case Competition | Chicago Booth | Detroit PistonsDave Gasparovich
When I started business school I promised myself that I would enter at least one case competition. I am proud of our work, proposing a digital marketing strategy for the Detroit Pistons at the MIT Sloan Sports Analytics Conference.
Incredible learning experience.
The document summarizes theScore's Q3 2016 financial results. It states that Q3 2016 was the second best quarter for revenue in the company's history, with revenue up 94% year-over-year to $6.1 million. Advertising revenue grew 105% over last year. User engagement of theScore's mobile apps also increased substantially over the last three years. Looking forward, theScore aims to expand into new platforms like chatbots and continue growing its existing mobile and editorial platforms.
Payment Partners is seeking $275,000 in Series A funding to expand their Pay4Stuff platforms which allow community groups like schools to collect payments and information from parents online in one integrated system. Funds will be used for marketing, hiring executives, and launching new products. With over 50,000 customers already, Pay4Stuff has grown 400% in 4 years and aims to capture 0.5% of the $1 billion per day community payment market by 2019 by offering a unique centralized payment solution for parents and customized tools for organizations.
This presentation discusses new trends in fan engagement around sport industry but can be applied to other industries as well. myQuiz.org is a platform which allows fan engagement via gamification.
12th Man was the concept for a sports marketing agency launched in 2016 with the aim of aligning CSR initiatives at big brands with local communities and sports celebrities
Fantasy 6 is a fantasy sports technology company that aims to engage and entertain fans through games, contests and experiences. Their vision is to create the most passionate fan base through innovative technology, security and content. They plan to offer season-long and daily fantasy sports across many professional leagues globally. Their business model focuses on games and contests, secure technology, and immersive fan experiences through partnerships. They believe this approach will make them a leader in the growing multi-billion dollar fantasy sports industry.
Detailed media deck that our team created and presented to Dish Network to reach 42,000 new orders and increase Dish's overall market share. After researching, we crafted a campaign to target sports fans. I researched our target audience and TV/Online Video. I also wrote the Executive Summary, Media Objectives, and the sections on TV/Online Video and the "Never Miss Greatness Again" Campaign (slides 11-12).
VENYOO deck for location aware data analyticsTeamVenyoo
Venyoo is developing a cloud-based mobile mapping and data analytics platform to enhance the fan experience at live events. Their solution will provide venues with hyper-local maps, location-based analytics, and tools to identify and learn more about attendees. This will help venues improve operations, personalize experiences, and potentially increase revenues. Venyoo is seeking $750,000 in funding to further develop their product and platform, hire additional staff, and expand sales and marketing efforts to onboard new customers. They have an initial customer deployment with the New England Patriots and are building a strategic pipeline and growth plan to capitalize on the large market opportunity in sports, entertainment and other venues.
- Global esports revenue was $865 million in 2018 and is projected to reach $1.79 billion by 2022. Over 380 million people watch esports worldwide.
- More than half of the esports audience is between ages 21-35, while 27% is between 10-20. 43% of esports enthusiasts have a household income of about $75k.
- The WMU esports website aims to expand social media links, add a value proposition and drive traffic to events. Analytics show users spend 2 minutes on site and the landing page has a 33.8% bounce rate.
Startline is a crowdfunding platform that aims to help athletes raise funds to support their training and participation in sports. It works by connecting athletes, donors, sponsors and other stakeholders. The platform allows athletes to create fundraising campaigns and promotes them to potential donors and sponsors. If successful, it could help unlock the potential of many athletes and sports that may otherwise lack funding. Startline conducted market research and financial projections that show the model could become self-sustaining over time as the platform and number of athletes using it grow. Investors are appealed to for their opportunity to support athletes' dreams and an innovative funding model for sports.
I've had the opportunity to work with some of the world's best athletes & brands on monetizing their fan base. Take a look at my portfolio for a summary of clients and projects.
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The Golden Group is over. Can a new group step up? Two years ago, Kevin De Bruyne plunged Belgium’s Euro 2024 plans into disorder when he claimed the team was “too old” to win in an interview with The Protector. That Belgian squad had 10 players over 30 and the maximum average age of any Euro Cup 2024 team at the competition. A group-stage exit and just one goal at the World Cup put Belgium on course for a restructure.
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Coach Domenico Tedesco has managed a tactical shakeup and a regular exit for some of the oldest players. Experienced bests remain, not least the 37-year-old Jan Vertonghen in defense, the 32-year-old De Bruyne himself in midfield, and 31-year-old Romelu Lukaku up visible.
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Here are our Euro 2024 predictions for the group stages
Will England make it through the group stages?, Will Germany use the home advantage to full effect?
Follow our progress, see how many we get right
If you want to join in let us know before the first game kick off and we can invite you to our private league
or join in with our friends at DeeperThanBlue
https://www.linkedin.com/posts/activity-7204868572995538944-qejG
https://www.selectdistinct.co.uk/2024/06/13/euro-2024-match-predictions/
#EURO2024 #Germany2024 #England #EURO2024predictions
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2. LivePlay is simplifying sports video with the launch of
GameVision. Any event, at any time, at any location. It is
the first nationwide solution that addresses the growing
need of coaches, athletes and parents to have high quality
video coverage of their sporting events.
3. History
Our Story
58%
Current gross margins
$6,000
Average revenue
from a single chapter
in a single sport
In fall of 2014 LivePlay Sports began beta testing a video ecosystem that uses proprietary
technology to combine the collective workflows of broadcast and game film.
As demand for game film
grew GameVision was
imagined as both a platform
and a service
During three football
seasons LivePlay was
always profitable
4. The Problem
Current model of non-automated,
individual sales, coordination of
videographers, Paypal invoicing and
manual upload and transcoding
doesn’t allow for wide spread growth.
Current model fails to build a loyal
and active user base.
Demand and Profitability were not the issue
The workflow and model needed to be changed
5. Content-First
• What separates LivePlay from other groups is a
content first strategy.
• LivePlay owns the content. Hudl doesn’t,
Krossover doesn’t, FieldLevel doesn’t. We hold the
license because we captured the footage.
Control the content and you control the
users.
6. LivePlay’s Solution
+
FilmRoom
film storage and viewing
Pricing
$100-$150 for individual/one-off coverage
$50-$75 per team per game for league
57-63% per transaction margin
Advertising revenue from the Game Film platform
Each coach has a login
for players and parents
PlatformService
Video Capture of any
Event
Upload and Footage
breakdown
7. If this model looks familiar…
Sports
Game Film
Currently there are no nationally
recognized game film service
Coaches are still hiring a student
through their school or using a parent
volunteer
8. Youth Sports Numbers
• $15.3B spent on Youth Sports in
2017
• 45M+ Youth Sports Participants
(Ages 6-17)**
• 150,000+ High School Sports
Teams*
• 1.5M Youth Teams nation wide.
• Teams play 10-25 games
each season
*2016-17 HIGH SCHOOL ATHLETICS PARTICIPATION SURVEY NFHS.org
**sfia.org Sports and Fitness Industry Association
Nearly 20% of U.S. families spend more than $12,000 a
year, or $1,000 per month, on youth sports, per child***
Even during the depths of the Great Recession,
revenue for Travel Team USA, a company that
books youth-sports travel, continued to double
year over year.
***TD Ameritrade survey of parents between 30 and 60 years old with $25,000
in investable assets with kids currently playing youth sports or ones that did.
http://time.com/4913687/how-kids-sports-became-15-billion-industry/
9. Single Market Numbers
• Youth Tackle Football - California
• Youth Football 6 ~ 14 years old
• 33 Leagues covering all of California
• More than 2,100 Tackle Youth Football Teams
• Seasons are 7-13 weeks including playoffs.
• Total Available Market $5M per year in California Youth
Tackle Football
10. WHO USES GAME FILM
8m High School
athletes
24,000 High
Schools 17m pre-HS
athletes
$3,000-$4,000 Per
Season Film &
Analytics
$671 per parent
on sports related
activities per yr Colleges
Recruitment
Consultants such
as Playing for the
Envelopes, NCSA,
and Field Level
Coaches
Parents/Athletes
Scouts/Recruiters
Game breakdown
and scouting
For memories
and recruitment
11. • Best Case Scenario
- GameVision becomes market leader, $150mm in yearly revenue
• Realistic Success Scenario
- Capture 20% of each market entered, that would generate…
- 9mm users on the platform
- Capture over 100,000 events per year
Potential Outcomes
12. In the next 24 months…
50,000
sporting events
will be covered
70,000
hours of video
content will be
created
10,000
teams will be
added
1,000,000
new users will be
added to our
platform
Growth