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The usage of 360ª content
within social media communication in soccer sports
Andreas Hebbel-Seeger
18th Annual International Conference on Sports: Economic, Management,
Marketing & Social Aspects, 14-17 May 2018, Athens, Greece
Immersion and presence
experience open up new
communication qualities
Experience-based content
is the driver of technology development
Screenshot: www.nextvr.com
Sport is one of the
most important
topics in traditional media
carrying the highest viewing
and edition rates
Demonstrable impact of social media on sports
(Pedersen, 2013; Sanderson, 2011; Horky, 2013)
Pioneering role of sports journalism
in other areas of journalism
(Scholl & Weischenberg, 1998)
Pecularities of sports journalism and social media:
§ High involvement of participants
§ Economic integration (sports / media complex)
§ Democratization of journalistic production as well as
publication through social media
§ Mediatization of sports and society
(Neuberger, Langenkohl & Nuernbergk, 2014)
What is 360º content about?
Reproducing a room
cinematically
Within the set course of action,
users can freely choose the
perspective; starting from the given
(camera) location.
turn /move around
pan around / wipe
drag & drop
Projection and control are dependent
on the specifics of the device
2015
2016
2017
Brands, products and services…
Olympics in PyeongChang: Intel uses roughly two dozen 180º
camers and a dozen 360º cameras to cover 18 live events and to
create a mix of VR live streams and video-on-demand content.
The Olympic Channel as well as severel sub-broadcasters
produced additonal 360º footage. Screenshot: https://www.olympicchannel.com/en/athletes/sara-algotsson-ostholt/
360º photo/video within sports
communication: Individualized access and appropriation of space
based on subjective interests, knowledge and experience…
…Arena experience across time and space boundaries…
…Curiosity motivation as the driving force
of a "discovering" consumption…
…Presence experience
at the "Point of Action“
Presence experience as an "immediate" experience,
which - nevertheless - can be shared…
„Sightseeing effect“:
communicative potential on
the basis of the interindividual
differentiated appropriation
of space (Hebbel-Seeger, 2017)
Collaborative spatial interpretation by addition
and comparison of individual "discoveries“
Analysis of the Facebook communication of the Top 3
clubs* of the German, English and Spanish soccer
league over the last 3 weeks of the season 2016/2017
Reference: Top 3 clubs* of the US league in the parallel
period of time (which will be about mid-season)
*regarding the position in the league
360º photo/video within sport communication
Explorative study in soccer sports
:: English Premiere League :: (period of time: 30.04. – 21.05.2017)
n = 28 n = 96 n = 101
:: German Fußball Bundesliga :: (period of time: 29.04. – 20.05.2017)
n = 146 n = 142 n = 130
:: Spanish Primera División :: (period of time: 28.04. – 21.05.2017)
n = 74 n = 93 n = 83
:: US Major League Soccer :: (period of time: 29.04. – 20.05.2017)
n = 114 n = 119 n = 92
Number of Facebook posts
During the investigation period (almost *)
only multimedia content was posted:
Photo, video, GIF, live video and links to photos or videos
*excluding 4 text-posts from Borussia Dortmund (Germany)
Nature of Facebook posts
Absolute number of posts on Facebook
therefrom posts with photo or video content
therefrom posts with 360º photo or video content
comparison of Likes and Interaction (Comments & Shares)
Research variables
No posts with 360º photo or video content within the
English Premiere League (Chelsea FC, Tottenham Hotspur, Manchester City)
Very few posts with 360º photo content, no posts with 360º
video content within the German Fußball Bundesliga
(Bayern München: 1, RB Leibzig: 2, Borussia Dortmund: 0)
No posts with 360º photo content, one post with 360º video
content within the Spanish Primera División
(FC Barcelona: 0, Real Madrid: 1, Atletico Madrid: 0)
Results – Europe
No posts with 360º photo or video content within the
US Major League Soccer (Toronto FC, Seattle Sounders FC, FC Dallas)
Results - USA
10929
11994
166 134560 662
0
2000
4000
6000
8000
10000
12000
14000
Photo (n=58) 360° photo (n=1)
Likes
Comments
Shares
Arithmetic means: photo vs. 360º photo
Bayern München
|| Range ||
Likes: 591 - 49.864
Comments: 18 – 1.422
Shares: 0 – 5.376
1514 1590
63 9378 99
0
500
1000
1500
2000
Photo (n=93) 360°photo (n=2)
Likes
Comments
Shares
Arithmetic means: photo vs. 360º photo
RB Leipzig
|| Range ||
Likes: 61 - 13.328
Comments: 0 – 734
Shares: 0 – 1.357
1675200
3300000
0
500000
1000000
1500000
2000000
2500000
3000000
3500000
Video (n=28) 360° video (n=1)
Requests
Arithmetic means: video vs. 360º video
Real Madrid || Range ||
229.058 – 7.100.000
159346
67600
6701 21497682 11275
0
50000
100000
150000
200000
Video (n=28) 360° video (n=1)
Likes
Comments
Shares
Arithmetic means: video vs. 360º video
Real Madrid
|| Range ||
Likes: 49.050 – 687.892
Comments: 262 – 104.995
Shares: 1.261 – 30.457
(Still) carries a high novelty stimulus
Usage options and success factors are (still) largely open
High domain-specific differentiation seems necessary
Future studies must consider semantics of media content
(Hebbel-Seeger, 2017, 2018)
Conclusion: 360º photo/video within
Social Media communication in sports
360ºvideoisnot(yet)VR!
360º video:
Illustration of reality
While following a set course of
action, the user can freely choose
any viewing angle originating from
the fixed (camera) location
The user is consumer
Virtual Reality:
Computer generated reality
The user can influence the course
of action, interact with objects and
freely choose his view
The user is protagonist
Reality-virtuality-continuum (Milgram et al., 1994)
and its analogy/concretion within sports:
l Sharing 360º space and individual view of the space
l AR with social media connection (find-a-friend)
l 360º/VR-Replay
l … Mixed Reality (MR)
Reality (360º) Virtuality (VR)
Augmented Reality (AR) Augmented Virtuality (AV)
360º video and VR technologies converge
Sports are adapted within digital worlds
Screenshot: www.easports.com
Video: Window Central on YouTube (https://youtu.be/HvYj3_VmW6I)
„Microsoft HoloLens and the NFL look into the future of football“
Prof. Dr. Andreas Hebbel-Seeger
Macromedia University of Applied Sciences
Gertrudenstr. 3 | 20095 Hamburg | Germany
eMail: ahebbel-seeger@macromedia.de
Blog: www.sky-hi.de
Feedback: http://spoke.at/ATINER-ahs-2018
Hebbel-Seeger, A. (2017). 360 Degrees Video and VR for Training and Marketing within Sports. Athens Journal of
Sports 4, 4, 243-261. https://www.athensjournals.gr/sports/2017-4-4-1-Hebbel-Seeger.pdf
Hebbel-Seeger, A. (2018). 360-Video in Trainings- und Lernprozessen. In U. Dittler & C. Kreidl (Hrsg.), Hochschule
der Zukunft – Beiträge zur zukunftsorientierten Gestaltung von Hochschulen (S. 265-290). Berlin, Heidelberg:
Springer VS.
Horky, T. (2013). Südafrika 2010 – die erste Social Media-WM. In Brunner, S., Ellert, G., & Schafmeister, G.
(Hrsg.), Die Fußball-Weltmeisterschaft 2010 im wissenschaftlichen Fokus – interdisziplinäre Analyse einer
sportlichen Großveranstaltung. (pp. 135-163) Köln: Strauß.
Milgram, P., Takemura, H., Utsumi, A. & Kishino, F. (1994). Augmented Reality: A Class of Displays on the Reality-
Virtuality Continuum. Proceedings of SPIE Vol. 2351, Telemanipulator and Telepresence Technologies.
http://etclab.mie.utoronto.ca/people/paul_dir/SPIE94/SPIE94.full.html
Neuberger, C., Langenkohl, S. & Nuernbergk, C. (2014). Social Media und Journalismus. Düsseldorf: Landesanstalt
für Medien Nordrhein-Westfalen.
Pedersen, P. M. (2013) (ed.). Routledge Handbook of Sport Communication. London: Routledge.
Sanderson, J. (2011). It’s a whole new ball game: How social media is changing sports. New York: Hampton Press.
Scholl, A., & Weischenberg, S. (1998). Journalismus in der Gesellschaft. Theorie, Methodologie und
Empirie. Opladen: Westdeutscher Verlag.
References

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The usage of 360-degree content within social media communication in soccer sports

  • 1. The usage of 360ª content within social media communication in soccer sports Andreas Hebbel-Seeger 18th Annual International Conference on Sports: Economic, Management, Marketing & Social Aspects, 14-17 May 2018, Athens, Greece
  • 2. Immersion and presence experience open up new communication qualities
  • 3. Experience-based content is the driver of technology development
  • 5. Sport is one of the most important topics in traditional media carrying the highest viewing and edition rates
  • 6. Demonstrable impact of social media on sports (Pedersen, 2013; Sanderson, 2011; Horky, 2013) Pioneering role of sports journalism in other areas of journalism (Scholl & Weischenberg, 1998)
  • 7. Pecularities of sports journalism and social media: § High involvement of participants § Economic integration (sports / media complex) § Democratization of journalistic production as well as publication through social media § Mediatization of sports and society (Neuberger, Langenkohl & Nuernbergk, 2014)
  • 8. What is 360º content about?
  • 9. Reproducing a room cinematically Within the set course of action, users can freely choose the perspective; starting from the given (camera) location.
  • 10. turn /move around pan around / wipe drag & drop Projection and control are dependent on the specifics of the device
  • 12. Olympics in PyeongChang: Intel uses roughly two dozen 180º camers and a dozen 360º cameras to cover 18 live events and to create a mix of VR live streams and video-on-demand content. The Olympic Channel as well as severel sub-broadcasters produced additonal 360º footage. Screenshot: https://www.olympicchannel.com/en/athletes/sara-algotsson-ostholt/
  • 13. 360º photo/video within sports communication: Individualized access and appropriation of space based on subjective interests, knowledge and experience…
  • 14. …Arena experience across time and space boundaries…
  • 15. …Curiosity motivation as the driving force of a "discovering" consumption…
  • 16. …Presence experience at the "Point of Action“
  • 17. Presence experience as an "immediate" experience, which - nevertheless - can be shared…
  • 18. „Sightseeing effect“: communicative potential on the basis of the interindividual differentiated appropriation of space (Hebbel-Seeger, 2017)
  • 19. Collaborative spatial interpretation by addition and comparison of individual "discoveries“
  • 20. Analysis of the Facebook communication of the Top 3 clubs* of the German, English and Spanish soccer league over the last 3 weeks of the season 2016/2017 Reference: Top 3 clubs* of the US league in the parallel period of time (which will be about mid-season) *regarding the position in the league 360º photo/video within sport communication Explorative study in soccer sports
  • 21. :: English Premiere League :: (period of time: 30.04. – 21.05.2017) n = 28 n = 96 n = 101 :: German Fußball Bundesliga :: (period of time: 29.04. – 20.05.2017) n = 146 n = 142 n = 130 :: Spanish Primera División :: (period of time: 28.04. – 21.05.2017) n = 74 n = 93 n = 83 :: US Major League Soccer :: (period of time: 29.04. – 20.05.2017) n = 114 n = 119 n = 92 Number of Facebook posts
  • 22. During the investigation period (almost *) only multimedia content was posted: Photo, video, GIF, live video and links to photos or videos *excluding 4 text-posts from Borussia Dortmund (Germany) Nature of Facebook posts
  • 23. Absolute number of posts on Facebook therefrom posts with photo or video content therefrom posts with 360º photo or video content comparison of Likes and Interaction (Comments & Shares) Research variables
  • 24. No posts with 360º photo or video content within the English Premiere League (Chelsea FC, Tottenham Hotspur, Manchester City) Very few posts with 360º photo content, no posts with 360º video content within the German Fußball Bundesliga (Bayern München: 1, RB Leibzig: 2, Borussia Dortmund: 0) No posts with 360º photo content, one post with 360º video content within the Spanish Primera División (FC Barcelona: 0, Real Madrid: 1, Atletico Madrid: 0) Results – Europe
  • 25. No posts with 360º photo or video content within the US Major League Soccer (Toronto FC, Seattle Sounders FC, FC Dallas) Results - USA
  • 26. 10929 11994 166 134560 662 0 2000 4000 6000 8000 10000 12000 14000 Photo (n=58) 360° photo (n=1) Likes Comments Shares Arithmetic means: photo vs. 360º photo Bayern München || Range || Likes: 591 - 49.864 Comments: 18 – 1.422 Shares: 0 – 5.376
  • 27. 1514 1590 63 9378 99 0 500 1000 1500 2000 Photo (n=93) 360°photo (n=2) Likes Comments Shares Arithmetic means: photo vs. 360º photo RB Leipzig || Range || Likes: 61 - 13.328 Comments: 0 – 734 Shares: 0 – 1.357
  • 28. 1675200 3300000 0 500000 1000000 1500000 2000000 2500000 3000000 3500000 Video (n=28) 360° video (n=1) Requests Arithmetic means: video vs. 360º video Real Madrid || Range || 229.058 – 7.100.000
  • 29. 159346 67600 6701 21497682 11275 0 50000 100000 150000 200000 Video (n=28) 360° video (n=1) Likes Comments Shares Arithmetic means: video vs. 360º video Real Madrid || Range || Likes: 49.050 – 687.892 Comments: 262 – 104.995 Shares: 1.261 – 30.457
  • 30. (Still) carries a high novelty stimulus Usage options and success factors are (still) largely open High domain-specific differentiation seems necessary Future studies must consider semantics of media content (Hebbel-Seeger, 2017, 2018) Conclusion: 360º photo/video within Social Media communication in sports
  • 32. 360º video: Illustration of reality While following a set course of action, the user can freely choose any viewing angle originating from the fixed (camera) location The user is consumer
  • 33. Virtual Reality: Computer generated reality The user can influence the course of action, interact with objects and freely choose his view The user is protagonist
  • 34. Reality-virtuality-continuum (Milgram et al., 1994) and its analogy/concretion within sports: l Sharing 360º space and individual view of the space l AR with social media connection (find-a-friend) l 360º/VR-Replay l … Mixed Reality (MR) Reality (360º) Virtuality (VR) Augmented Reality (AR) Augmented Virtuality (AV)
  • 35. 360º video and VR technologies converge
  • 36. Sports are adapted within digital worlds Screenshot: www.easports.com
  • 37. Video: Window Central on YouTube (https://youtu.be/HvYj3_VmW6I) „Microsoft HoloLens and the NFL look into the future of football“
  • 38. Prof. Dr. Andreas Hebbel-Seeger Macromedia University of Applied Sciences Gertrudenstr. 3 | 20095 Hamburg | Germany eMail: ahebbel-seeger@macromedia.de Blog: www.sky-hi.de Feedback: http://spoke.at/ATINER-ahs-2018
  • 39. Hebbel-Seeger, A. (2017). 360 Degrees Video and VR for Training and Marketing within Sports. Athens Journal of Sports 4, 4, 243-261. https://www.athensjournals.gr/sports/2017-4-4-1-Hebbel-Seeger.pdf Hebbel-Seeger, A. (2018). 360-Video in Trainings- und Lernprozessen. In U. Dittler & C. Kreidl (Hrsg.), Hochschule der Zukunft – Beiträge zur zukunftsorientierten Gestaltung von Hochschulen (S. 265-290). Berlin, Heidelberg: Springer VS. Horky, T. (2013). Südafrika 2010 – die erste Social Media-WM. In Brunner, S., Ellert, G., & Schafmeister, G. (Hrsg.), Die Fußball-Weltmeisterschaft 2010 im wissenschaftlichen Fokus – interdisziplinäre Analyse einer sportlichen Großveranstaltung. (pp. 135-163) Köln: Strauß. Milgram, P., Takemura, H., Utsumi, A. & Kishino, F. (1994). Augmented Reality: A Class of Displays on the Reality- Virtuality Continuum. Proceedings of SPIE Vol. 2351, Telemanipulator and Telepresence Technologies. http://etclab.mie.utoronto.ca/people/paul_dir/SPIE94/SPIE94.full.html Neuberger, C., Langenkohl, S. & Nuernbergk, C. (2014). Social Media und Journalismus. Düsseldorf: Landesanstalt für Medien Nordrhein-Westfalen. Pedersen, P. M. (2013) (ed.). Routledge Handbook of Sport Communication. London: Routledge. Sanderson, J. (2011). It’s a whole new ball game: How social media is changing sports. New York: Hampton Press. Scholl, A., & Weischenberg, S. (1998). Journalismus in der Gesellschaft. Theorie, Methodologie und Empirie. Opladen: Westdeutscher Verlag. References