Why the US leads the UK in digital innovation: Competition, Resource & Mindset

Callum Chambers, Global Head of Marketing for EngageRM spotlights on the evolution of fan engagement.

I’m going to quickly ask you to jump into a time capsule and transport yourself to the 90’s.

Do you remember what it was like to be a sports fan then? Can you picture how you interacted with the team you supported? What did you see? What did you feel? Are the Spice Girls on in the background?

I still recall watching my Aussie Rules heroes on a Friday night, glued to the TV. I was no less of a die-hard than the young fans of today, but my engagement with the team was completely one way.

It’s crazy to think now, but in the 90s, you could count those fan interactions on one hand:

  • Go to the game

  • Buy merchandise

  • Read about them in the newspaper

  • Watch them on TV or listen on the radio

And that hadn’t changed since the first ever sports broadcast on TV in 1939, when Columbia edged Princeton in the baseball 2-1 at Baker Field. 400 people watched that, which was the maximum amount of TV’s that could pick up the broadcast signal.

Like a flywheel, the industry has generated endless momentum as it builds off the increasing connectivity of the world, rapid technology advancements and the general public’s insatiable appetite for content.

Now we’ve got it all. 24/7 news, apps, web, videos, VR, online stores – its utter chaos for the fan to keep up, let alone for the teams marketing departments. You can’t pull every lever, so deciding which ones to focus on is no easy task.

For sports brand and marketing teams charged with leading fan engagement activities for their organisations, their goals are all the same; sell more tickets, more merchandise and generate more revenue.

And this is true for both the UK and the US and something that they are a lot more aligned on compared to the game day experience I spoke about in part 1.

The amount of Premier League documentaries on our vast network of streaming platforms rival that of the big leagues in the US. They have similar approaches to content strategy that engages their fans and are great at telling the stories of their players and clubs’ history.

In social media land, British F1 teams’ joke around and have as much fun as their US counterparts, Premier League teams spend just as much time producing short form social content for jersey/kit reveals and many produce high level podcasts.

But there is a huge space where the US leaves the UK in its wake when it comes to fan engagement across digital and technology.

Innovation Attitude

Whilst this is a broader cultural element at play between the UK and US as to why this is the case, let’s first compare a Premier League team and a Major League Baseball Team.

A Premier League team has 18 home games to sell out. The average venue capacity is 38,000. That’s 684,000 bums on seats across a season. They don’t have to try very hard to sell out these games and there isn’t much local competition to push them. Aston Villa aren’t losing fans to Birmingham any time soon.

Now let’s look at a typical US baseball team. They have 81 home games to pack out with an average stadium capacity of 42,000. I had to get the calculator out for this one, but that’s 3,402,000 seats. There’s a lot more work to do to maximise their revenue.

They are also competing with the local NFL and NBA teams for attention, so they are constantly being challenged at pace to generate new fans and maintain the interest of existing ones.

Digitally, they are competing with everyone for eyeballs, not just other teams. Our attention spans are now shorter than your average goldfish and we only have so many hours in the day to consume the endless pit of content on our devices and TV’s.

One of the major advantages US teams have are the budget and resource dedicated to advancing and driving digital innovation. They have separate Navy SEAL style small teams experimenting and trialling new technology to see if they have something that will move the needle just an inch.

All these elements create an innovation machine for US pro sports teams and venues.

That combined with an unmatched mindset allows them to transcend perceived limitations of engaging their fans digitally.

“We need to keep getting smarter about what our fans need from us and creating more customized and personalized experiences at scale”, said Becky Kimbro, SVP of Brand at the San Antonio Spurs. 

“It may mean that the broadcast looks different for you than it would for me. It may mean that when I open my version of the app, I’m served a completely different experience than you are.”

Focusing on the fan as ‘an individual at scale’ almost sounds like a contradiction, but the US are obsessed with it, because they have to be. This fierce competition drives innovation, but it’s also an inherent part of American culture and business. 

The ‘Silicon Valley effect’ permeates across the business landscape and the country’s psyche that gives them the permission to fail fast and iterate quickly.

“There’s also a whole host of fascinating technologies out there that we don’t yet have a grasp on yet and how those will impact our business”, added Kimbro. 

“Web3 being one of those technologies as well as AI which we haven’t stopped hearing about in 2023.”

Teams and venues in the US are always hunting the next shiny new thing that could give them the edge, that’s why they are so tapped into these emerging technologies.

They also have a different attitude to the UK. 

Scott Kegley, VP of Digital and Strategy for AMB Sports and Entertainment (ownership group for Atlanta Falcons and Atlanta United) discussed this on our podcast earlier in the year.

“We aren’t doing brain surgery, we just innovate and have fun”, he said.

And perhaps that’s the biggest learning curve for the UK sports marketing and tech teams when it comes to engaging fans in the digital space – the innovation mindset.

Being overly cautious about these emerging technologies is a missed opportunity. 

When you read about the latest sports-owned DAO, fan loyalty app built on the blockchain or a new teams metaverse experience, I can all but guarantee that it’s coming out of the US. 

Even for those UK-based organisations that don’t have endless resources and stretched teams, a mindset that permeates from the top goes a long way. Senior leaders need to create spaces for their people to trial new things or release more budget to truly commit to development and innovations that engage fans using technology. The evidence would suggest that there is significant financial upside when you get it right.

Thinking bigger will galvanise these teams to push boundaries that unlock new avenues to connect with their fans. Social media, OTT platforms and CRM will continue to be the bedrock of digital fan engagement strategies, but what is beyond the horizon that they could pioneer? All in the name of connecting fans with their team like never before? It’s time to be brave and find out.

The World Round-up: What have we learnt over the past five weeks

Over the last five weeks we have been jetting around the world and had fantastic insights from the US, Africa, Lausanne, Asia and the Middle East.

Sportico’s, Eben Novy-Williams, look into one of the untold stories of Lionel Messi’s arrival in Miami and why it isn’t plain sailing.

Read it here

“Lionel Messi’s fans didn’t have to wait long for his first signature moment with Inter Miami CF. But they will have to wait if they want to buy his jersey.Listings for pink or black Messi No. 10 jerseys from the official MLS shop currently feature a pre-order warning that says Adidas will be delivering the product in “mid October.” The disclaimer covers the $195 authentic jersey, the $125 adult replicas and the $105 youth replicas.”

Michel Cutait, Acting Secretary General of the World Obstacle Federation, takes a look at the need of sports partnerships to have a purpose and why they are so much more powerful when they do.

Read it here

“Purposeful partnerships in the sports sector transcend traditional transactional relationships. They are built on a shared purpose, common values, and a commitment to achieving collective goals. Organisations need to view their collaborators as strategic allies, working towards a greater cause. This requires open communication, transparency, and a willingness to co-create innovative solutions to confront societal challenges.”

Felicien Dillard, Partner and Head of Active Places at Portas Consulting looks at the unprecedented investment being made in the sports infrastructure in the Middle East.

Read Dillard’s thoughts on one of the hottest topics in sport here

“The UAE has so far taken a more gradual and selective approach to developing sports infrastructure. Abu Dhabi is filling the ‘opportunity-gap’ by selecting sports to invest in, such as the first indoor Velodrome in the region and the world’s largest wave pool, both under development on Hudayriyat Island. These will be landmarks in an ambitious destination that combines sport and leisure for tourists and residents.”

Unmish Parthasarathi, the Singapore-based Founder of Picture Board Partners, the Strategy, Innovation & Venture Development boutique, spotlights on the rise of Singapore as a sporting destination. 

Read Unmish’s views here

“Singapore is at the epicentre of the next billion fans, who will play, participate and partner with a variety of sports codes. Government agencies such as Sport Singapore (aka Sport SG) and the Singapore Tourism Board (STB) have brought new competition formats such as World Table Tennis, FIBA 3×3 Basketball and most recently, Triathlon with the PTO.”

In this week’s View From Africa piece Cynthia Mumbo, CEO of SportsConnect Africa, shines a light on the work being done by non-profit organisation Giants of Africa.

“Giants of Africa is an admirable non-profit organization that utilizes basketball to empower the youth of Africa through education, leadership, and teamwork. It was established by NBA Executive Masai Ujiri in 2003 and has been conducting basketball camps throughout the continent every summer for young girls and boys aged 15 to 19. Additionally, the organization constructs basketball courts and implements outreach programs to create more opportunities for African youth.”

Read the rest of Cynthia’s piece here

Disney and Charter Communications ink agreement to support linear TV experiences

The Walt Disney Company and Charter Communications have announced a transformative, multiyear distribution agreement that maximizes value for consumers and supports the linear TV experience as the industry continues to evolve.

As part of the deal, the majority of Disney’s networks and stations will be immediately restored to Spectrum’s video customers.

In a joint statement, Robert A. Iger, CEO, The Walt Disney Company, and Chris Winfrey, CEO, Charter Communications, said: “Our collective goal has always been to build an innovative model for the future. This deal recognizes both the continued value of linear television and the growing popularity of streaming services while addressing the evolving needs of our consumers. We also want to thank our mutual customers for their patience this past week and are pleased that Spectrum viewers once again have access to Disney’s high-quality sports, news and entertainment programming, in time for Monday Night Football.”

Among the key deal points:

  • In the coming months, the Disney+ Basic ad-supported offering will be provided to customers who purchase the Spectrum TV Select package, as part of a wholesale arrangement.
  • ESPN+ will be provided to Spectrum TV Select Plus subscribers.
  • The ESPN flagship direct-to-consumer service will be made available to Spectrum TV Select subscribers when it launches.
  • Charter will maintain flexibility to offer a range of video packages at varying price points based upon different customer viewing preferences.

Charter will also use its significant distribution capabilities to offer Disney’s direct-to-consumer services to all its customers – in particular its large broadband-only customer base – for purchase at retail rates. These include Disney+, Hulu and ESPN+, as well as The Disney Bundle.

Effective immediately, Spectrum TV will provide its customers widespread access to a more curated lineup of 19 networks from The Walt Disney Company. Spectrum will continue to carry the ABC Owned Television Stations, Disney Channel, FX and the Nat Geo Channel, in addition to the full suite of ESPN networks. Networks that will no longer be included in Spectrum TV video packages are Baby TV, Disney Junior, Disney XD, Freeform, FXM, FXX, Nat Geo Wild and Nat Geo Mundo.

To preserve all these valuable business models, the parties have also renewed their commitment to lead the industry in mitigating the effects of unauthorized password sharing.

FIBA extends Ganten agreement until 2027

FIBA and Ganten have agreed to extend their strong collaboration until 2027 and the FIBA Basketball World Cup, which will take place in Qatar.  

The extension of the partnership was marked with a special ceremony during the FIBA Basketball World Cup 2023 Semi-Final game between Serbia and Canada at the Mall of Asia Arena in Manila.

Asia’s leading natural mineral water brand, Ganten, has enjoyed principal commercial rights and exclusivity in the water category across all FIBA competitions since 2018.

During the FIBA Basketball World Cup 2023, Ganten supplied more than 270,000 liters of water in the three host countries. Ganten also provided reusable bottles for players at all 92 games of the World Cup and enjoyed strong brand exposure on the new innovative LED backstop units.

For many years, Ganten has been partnering with high-end sports events, connecting with consumers through sports and actively supporting the development of basketball. Having partnered with the domestic CBA league in China for many years the relationship with FIBA has seen them able to focus on simultaneously growing the sport and their brand worldwide. Ganten has leveraged its outstanding supply chain capabilities to export products to nearly 30 countries and regions.

Frank Leenders, FIBA Media and Marketing Services Director General, said: “We are really happy to announce the continuation of our partnership with Ganten as we have had an impressive collaboration with them since we joined forces in 2018. At events like the FIBA Basketball World Cup, which has taken place across three host countries, it is crucial for partners to activate both on the grand stage and within local communities.”

He continued: “Our successful activations with Ganten have brought a range of benefits to both organizations, and we are determined to continue offering the best possible experience at all of our events.”

Ms. Meihua Wang, General Manager of Ganten Brand Center, said: “Over the past six years of collaboration, Ganten has been providing high-quality natural mineral water to FIBA events worldwide, ensuring that players stay in their best shape during the games, contributing to the success of these events.

“Ganten and FIBA have advanced the development of global basketball together and built a strong friendship. This renewal is not just a business partnership but also a commitment to sport and social responsibility. Ganten aims to continue to actively promote basketball globally, providing exciting experiences for fans worldwide.”

This agreement was brokered by FIBA Marketing, the strategic partnership between FIBA and Infront.

Liberty Media acquires Quint Events for $313m

Liberty Media Corporation has entered into a definitive agreement to acquire greater than 90% of QuintEvents, LLC (“Quint”) in a transaction valuing the company at $313 million.

Quint will be attributed to Liberty Media’s Formula One Group tracking stock, and the transaction, which is expected to be accretive, will be funded with cash on hand.

Quint is a global provider of official ticket, hospitality and travel experiences to many of the world’s most prominent sports and entertainment events. Quint packages and sells ticket and hospitality inventory with unique experiences through marquee relationships with sporting event rightsholders including Formula 1 (“F1”), the NBA, the Kentucky Derby and MotoGP.

“We are excited for Quint to join the Liberty family and strengthen our position in sports and live entertainment,” said Greg Maffei, Liberty Media President and CEO. “Brian Ruede, Brian Learst and their team have built an innovative business that delivers unique consumer experiences at the world’s most sought-after events. Quint is a high-growth company with attractive free cash conversion. As a commercial partner to F1, Quint has proven their expertise in product development and sales through their creation of the F1 Experiences program. We have high conviction in the demand for premium, live events and will work with Quint’s management to enhance F1 offerings and bring Quint’s services to more sports.”

“We could not be more thrilled for the Quint team to join forces with Liberty Media,” said Brian Ruede, Quint CEO. “This has been an incredible journey and is a transformative moment for Quint and our position in the experiential and travel economy. Liberty Media is the right partner for our next evolution of growth. Together, we can deepen our commitment to our existing partnerships through the continued development of our tech stack and service offering, while providing a pathway to expand into complementary vertical markets that will enhance our customer and partner experience. This is just the beginning.”

F1 and Quint will continue to be operated as separate companies. The enhanced partnership creates numerous growth opportunities within F1 and for Quint’s other partnerships like the NBA, Kentucky Derby and MotoGP. The transaction will accelerate Quint’s specialized sales engine and leverage onsite event expertise to deliver best-in-class experiences to fans.

ISL awards media rights to Viacom18

Football Sports Development Limited (FSDL) has signed Viacom18 Media Private Limited as the new media partner for the 2023-24 and 2024-25 seasons.

The 10th season of the Indian Super League (ISL) kicks off on September 21 at the Jawaharlal Nehru Stadium, Kochi, with a blockbuster clash between rivals Kerala Blasters FC and Bengaluru FC.

Viacom18 will be the exclusive media rights holder for ISL, India’s top-tier football league, across Digital and Linear TV platforms. The telecast will be available for football fans in multiple languages keeping in mind the diverse audience of the league, and will also be streamed free on JioCinema.

Over the past decade, ISL has proven to be a driving force behind the overall development of football in India both on and off the field. In its next phase of growth Viacom18 will be the perfect partner to take ISL to a larger audience, with its strong digital capabilities and connect with new-age sports fans. Viacom18’s digital streaming platform JioCinema, which will stream ISL for free, has brought a pioneering viewing experience through livestreaming of properties such as the FIFA World Cup Qatar 2022™ and the TATA IPL and it will continue to bring a similar experience for ISL.

Football Sports Development Limited Spokesperson said, “We are pleased to have Viacom18 as our media rights partner for the Indian Super League. When we set on our journey of ISL, we had the vision to revolutionise the Indian football ecosystem. As we enter our 10th year of growing football in India, it is great to associate with a partner who shares the same vision and believes in growing the consumption of football in the country. Viacom18’s proven record and impact in offering a fan-first football experience to the Indian audience, starting with the FIFA Football World Cup, makes them the best partner as we enter the next decade of growing Indian football.”

Viacom18 Media Private Limited Spokesperson, said, “Winning the streaming and broadcast rights to the ISL is a big step forward for us in the direction of building a glittering stable of footballing action. The ISL has led the resurgence of Indian football in recent years and coming on board with the league as the exclusive media partner enables us to contribute to the development of the sport in the country. We believe this is an exciting time in Indian football and through our extensive presentation of the league we aim to stoke a renewed interest in the heart of every Indian football lover.”

IBC 2023 set to be a trailblazing event for the global media and tech industry

With just over a week to go, IBC 2023 – which is one of the world’s most renowned content and technology events, will once again boast a stellar delegate list comprising tens of thousands of executives from across the worldwide media content and technology community all aiming to learn, collaborate and network.

The event draws together the global media, entertainment and technology industry for a compelling live experience that enables every attendee to gain critical insights, share expertise and unlock business opportunities. Attracting representatives from 24 countries in its first year, IBC now welcomes exhibitors, speakers and visitors from more than 170 nations.

IBC this year will feature ‘’The Innovation Stage’ which brings you a concentrated dose of insights and innovative projects. Also, each year at the show, The International Trade Association for the Broadcast & Media Industry (IABM), Society of Motion Picture and Television Engineers (SMPTE) , Society for Broadband Professionals (SCTE) and The Institute of Engineering and Technology (IET) deliver a multitude of sessions covering a wide variety of topics from the latest industry standards and strategies for business transformation, to defining future networks and building new broadcast infrastructures.

You can also meet over 1,250 exhibitors from over 170 countries who will be showcasing their latest products and services. 

IBC has brought back its Changemakers Programme addressing critical industry social issues after highly successful launch in 2022. The free-to-attend Changemaker programme, on Sunday 17 and Monday 18 September at the IBC will put a spotlight on People and Purpose.

Trends to look forward to at the IBC 23

Spotlight on Gaming

The global video game market size was estimated at USD 217.06 billion in 2022 and is expected to grow at a compound annual growth rate (CAGR) of 13.4% from 2023 to 2030.IBC2023 is set to host an extensive gaming and esports programme with a full day of sessions on the Showcase Theatre, a dedicated zone on the showfloor and focused tech tours, as the worlds of film, TV and gaming continue to converge.

Sporting rights to be a key battleground

Sports clearly represents the next battleground for ownership of the living room among the big tech companies, as it drives users to watch TV live and allows brands to tap into a lucrative ad space for the company.

Rise in AVOD and FAST set to continue

Even though ad-supported streaming video predates subscription-focused streaming, much of the conversation around streaming services has focused on the latter, thanks to the rapid rise of Netflix. Indeed, more than 90% of OTT video service users watched content via a subscription service at least monthly in 2022 and the number is increasing.

The result of this may well be success for some FAST and AVOD players, able to attract valuable eyeballs and successfully monetise them in a period where consumer spend will be increasingly tough to attract for advertisers. Whether this will necessarily see success for direct-style retail models – and many flavours of hybrid model – remains to be seen, but it seems likely experimentation will bring dividends.

AI language improvements

The utility of AI in broadcast contexts such as speech-to-text use cases, content localisation and metadata creation is rapidly improving, and 2023 has plenty more of this in store.

One of the major signposts for this will be the release of GPT-4, the next generation of OpenAI’s generative language model. The new model will undoubtedly be more powerful than the previous iteration, highly likely to have been trained on a much larger dataset than before (OpenAI’s GPT-3 is 175 billion parameters in size) and will have a profound influence on the accuracy and speed possible.

5G beginning to gain traction

There’s been much talk around 5G in broadcast and the potential opportunities around the new technology, but the increasing traction of the standalone (SA) version of 5G should begin to approach critical mass in 2023. Achieving ‘critical mass’ around 5G SA deployment will enable a range of enhanced network services to become viable in the real world, such as network slicing.

The event is happening in Amsterdam from 15-18 September 2023. If you are attending the event, do get in touch with iSportConnect’s David Fowler who will also be attending (david@isportconnect.com).

Manchester United becomes the biggest loser on the Brand Health Rankings

This month’s Brand Health Index, powered by YouGov shows the impact of the beginning of the season has had on the teams brand health.

The biggest winners of the index include Brighton and Spurs. Brighton & Hove Albion ensured they will play in Europe for the first time in their history after beating Southampton in May and they also went on to crush Arsenal’s dream of winning the Premier League title. Meanwhile,

Liverpool remains on top, driven by tradition of the club. They had a good summer transfer window and an even better start to the season. Although they were on a tight budget, the board did well to recruit in the right areas and avoided losing their best players.

Unfortunately, Manchester United has become one of the biggest losers on the index. The club hasn’t started the season in a good way both on and off the field. The club is reportedly set to be taken off the market by the Glazer family after a huge U-turn. Shares for the Red Devils fell by a whopping 21 per cent after the news broke that the Glazers may not sell, before bouncing back slightly to end 18 per cent down till yesterday.

The index below compares the August vs. July, to show the impact of the beginning of the season has had on the teams brand health.

Premiership Rugby unveils new website powered by InCrowd

Premiership Rugby has rolled out its new website designed to showcase the best of the league’s world-class sporting entertainment.

After a record-breaking season and a fourth different champion in as many years the stage is set for another unmissable campaign.

Fans will now be able to get closer to the action than ever before thanks to integrations with PRTV and Ticketmaster.

The capacity of the new-look platform will also open the door to new gamification and fantasy products.

In full, our new website offers supporters:

  • Greater personalisation to keep you up to date with your favourite clubs and players
  • An enhanced match centre, offering high levels of detail regarding subs, cards, tries, scores…the site comes to life during match days.
  • New gamification and fantasy rugby opportunities
  • And coming soon. . . a one-stop shop to purchase tickets to Premiership Rugby games

Rob Calder, Chief Growth Officer of Premiership Rugby, said: “The new website has been a key project for us for some time and we are delighted to roll it out to bring fans closer to the action.

Premiership Rugby fans will be able to have a user experience that is better, cleaner and more personalised with a number of exciting new features that will allow us to further improve and develop the website in the years to come.”

Premiership Rugby commissioned sports marketing agency InCrowd, who boast existing clients including the ECB and Premier League football clubs, to build and host the website platform in addition to the Premiership Rugby app which InCrowd currently hosts.

Aidan Cooney, CEO of InCrowd, added: “We are thrilled to build on our relationship with Premiership Rugby as it launches its exciting new website. InCrowd’s mission is to drive the sports industry forwards with our continual innovations in the sports marketing space and Premiership Rugby are great partners in our shared desire to push the boundaries and give supporters the best online experience possible.” 

Meet The Member: “Gamification and fan engagement technologies present a huge amount of untapped potential to incentivise fans”

Fan engagement is central to driving fans to the stadiums, convincing them to spend over $50 billion annually on their favorite teams and leagues, as per Deloitte. iSportconnect spoke with InCrowd’s Joshua Holland-Bedson and Ben Hayward to know more about the organisation’s strategy when it comes to enhancing fan experiences. 

Please tell us about your roles at InCrowd.

Josh: I am the Product Manager for Fan Experience. I look after everything around how we can improve the quality of what we’re delivering to fans in terms of engagement and their overall experience across owned digital platforms, working with  clients in different sports  to learn and apply best practice to the industry as a whole.

Ben: I have been at InCrowd since 2015 and as we’ve gone through huge growth periods my role has evolved. At the moment, I am The Product Training Manager, training our customers to achieve the very best outcome from using InCrowd products, and I am also the in-house Gamification Specialist, working with Josh to develop InCrowd’s offering in the  digital fandom and gamification space.

Recently SEG3 was held at the Emirates Stadium – the Industry’s largest event on Web3 in sport, entertainment and gaming. What was your one big takeaway? 

Josh: There was a wide span of organisations looking into the web3 world and where that’s potentially going to take the industry. However, at InCrowd we think web2 still has so much potential and opportunity with vast untapped areas of value that need to be maximised first – there shouldn’t be a knee-jerk jump to web3 but a natural evolution from web2. To achieve this, there are certain technology gaps and hurdles that need to be overcome, but really, that’s what we saw; that there’s definitely a huge web2 opportunity before jumping into the web3 worlds.

Ben: It’s about understanding the audience really. Gamification and fan engagement technologies present a huge amount of untapped potential to incentivise fans to engage with sport and adopt new habits. These technologies have the potential to drive great things across the industry. From creating thriving fan communities, helping fans of all backgrounds and ability to feel closer to the heart of the action, encouraging and driving positive social changes and making every fan experience truly memorable.

The positive social benefits to this provide an incredibly exciting proposition to sport and fans whether it’s: encouraging people to get fitter; helping to drive the amazing growth of women’s sports, or anything else. We need to look at the sports fans that we’re trying to target and work out what kind of technology they’re used to, what’s ubiquitous and self explanatory to pick up and use, and to use tech in an engaging way that makes sense to them. It’s about bringing technology to them wherever they are in the world, rather than expecting them to seek out new technologies which, for many people, present huge barriers to entry.

Digital fandom is something that didn’t really exist 10 years ago. How do you define it and why has it become something sports rights holders need to use?

Josh: Fandom as a whole has always been around. From fans turning up to the event, collecting pins or badges, buying match day programmes and building up to that experience of being in the stadium, feeling that emotion. Digital fandom is a result of the evolutionary change into a more digital world. We all have smartphones, and sports organisations have started to take notice of this in regards to their digital transformation journeys. It’s now about how to actually interact with fans outside of those traditional sporting moments, how do you get their views and how do you share relevant content with them throughout the week, instead of just on game day. Digital fandom is a combination of personalization of gamification elements like rewards, leaning on that human want for winning. It’s bringing fans closer to the organisation, athletes and staff and strengthening that connection.

Ben: It’s also really important to think about what happens outside of the context of a match day. For instance, it’s well worth evaluating the period of time between matches; the buildup before a match etc, and then looking at how this relates to sports fans interacting on their WhatsApp groups with other fans; fans in the pub having a laugh with their mates; fans chatting around the watercooler in the workplace and sharing memes around. As a fan, going to your favourite platform to engage with the conversation, news and banter that’s being shared around, is at the forefront of your mind the whole time – that’s what fandom really is. It’s constantly happening and it defines how you’re thinking and how you’re interacting with fellow fans, friends and family on a daily basis. What good digital fandom products do, is ask the question “How can we place ourselves right in the middle of that conversation / at the forefront of fan thinking”.

Ben, how important is it to understand the audience that you’re trying to target when trying to get fans on board with digital fandom?

Ben: It’s absolutely crucial. If you just have a look at the spectrum of different fans, you’ve got millennials and Gen Z-ers who have grown up in a very different environment to some of the older generations and more traditional sports fans. 

It’s really important to try and understand how they’re interacting with their sports, whether they’re interacting more with a club or a particular player, but also on what platforms they’re interacting. How do they like to engage and to what frequency they like to engage?

We’re seeing more and more that younger fans want to digest shorter form, visual content more regularly, which is more up-close and personal with their favourite players, experiencing their daily lives and life from their perspective. Whereas traditional fans might be engaging on a less frequent basis but perhaps spending longer per session, and with a more editorial focus as opposed to a more social media focus. 

It’s really important to understand those demographics when we’re talking about applying technology to build engaging digital products, and in particular how we can replicate real life habits in the digital space. It’s about evaluating the technologies and trying to bring those two worlds together. We also see a desire to engage on a deeper level than merely consuming content – fans are willing to do more to feel part of their community (fan-base). 

We’ve got millennials and Gen Z’s on this end of the spectrum and then on the other end, you’ve got your older fans. Our focus is on how can we bring them together to create a digital platform, where everybody can participate in at some level.  The idea of creating a digital fandom-based product should be all geared around how you can get every fan engaged and loving your product in some way, and that’s likely to be different for different groups of fans. 

To that end, considering how you can replicate some of the aspects of real-life fandom, but in a more condensed digital format, is a great place to start. That then brings about this reciprocating effect of people engaging people and the positive feeling that they’re participating and being rewarded socially for that. 

Josh: Worldwide fandoms are more and more prevalent, with bigger clubs having  many, many fans all over the world.  These fans can’t attend games, they can’t get to the stadium but what they can do is you can be involved in a digital world. So it’s really reflecting that in motion, that understanding of what a fan in the stadium absolutely loves, and reflecting that in a digital way that can be shared across the world.

Digital fandom is something that is typically associated with younger fans, how can you make sure older fans are included in this as well?

Josh: This is something that is absolutely central to InCrowd as we build out our digital fandom products in terms of making it as inclusive as possible. How do we make it so that technology doesn’t create a hurdle for those fans that are a little technically adverse, building a platform that applies to everybody. So certain features like being able to select and choose your routes of entry; this could be more digitally enhanced, you may have certain additional screens, deeper  personalization, or you might just go straight through to the homepage, which is what you’re looking for. 

In this modern world, there is no longer such a massive divide between millenials and Gen Z’s who are both completely used to using their phones versus your earlier generations who are perhaps more tech adverse. Using tech day to day has become second nature to everyone and so continuing to bridge that gap is our main focus. 

Ben: We have to understand that a mobile phone is an extension of ourselves nowadays. For us, one of the key things we really took away from #SEG3 is that although emerging technologies are great, when a fan is rushing out of the house on a Match Day, they’re not necessarily thinking about grabbing their VR headset to take along with them!

So what we’ve been really thinking about since SEG3, is actually looking at the technology that everybody has at their disposal. I think it’s fairly clear that the key technology really is the mobile phone. Sports fan or not, I believe we live in a world whereby when you open an app or when you go to a website you expect to see something which is personalised to you in some way. I’m not necessarily talking about adverts here, I’m talking about the actual experience that you get when you go to the app or website; for example, you pull out your BBC Weather app, and it immediately goes to your current location, you don’t have to tap anything, it just immediately finds your location using the GPS signal. That’s a really good example of simple but effective personalisation which gives everyone (no matter who they are) the content/info they desire instantly, forming a real USP to using that product. As a user, we’re reducing the number of taps, swipes and scrolls that you have to do on your screen to get to the information you want, be that the scores, latest news, the player you follow, or anything else.

So, as Josh was pointing out, for sports fans, it could be very different in terms of the content that I want to access as a millennial, or a Gen Z, compared to maybe a more traditional fan. But what’s important is that we provide a digital experience which enables fans of all cohorts and demographics to personalise their experience to make our product serve their needs, and to therefore be the product they choose to use above others. Its very important that these fans are included and understood alongside digital age generations,, and that’s part of InCrowd’s bigger picture of digital fandom.

What are some of the best examples of digital fandom that you’ve seen in the world of sport?

Ben: The first one that comes to mind is in eSports. Rocket League, for those who aren’t familiar, is basically soccer/football, played with cars in a virtual environment and it has a huge worldwide player-base. One of the really great digital fandom tools that they make use of, is that when the eSport is streamed on Twitch, (the big video game and eSports streaming platform), fans are rewarded for every minute they’re engaging via the Twitch platform, by unlocking digital items in the Rocket League game that can be applied to your personal profile.

In Rocket League, your personal profile is the car that you play with, so when you’re playing with your mates, you’re able to show off the items that you earned from engagement. This, among other means of earning digital personalisations, means that fans can visually represent their fandom by showing off to other fans – a bit like how sports fans might buy a jersey, keep a programme or ticket stub, etc.

Another one that I love to talk about is Strava. Obviously, this platform is more about exercise than it is sport, but it provides an excellent example of the social side of digital fandom, with functionality that enables you to engage between communities and show off your personal fitness achievements to others. Strava rewards you with the kudos enabling you to build up your own personal profile and sense of pride in your achievements.

There are also a few other examples. Recently, Barcelona did a partnership with Spotify, curating playlists around specific players and matching musical tastes – it was a huge hit in the InCrowd office and of course across a really nice example of getting fans closer to the sporting heroes they love, and for me, that was a really fun one to engage with.

Josh: Yes, the NBA have done well with their new app. They have this mass of app users already so used to this type of technology, wandering around in the real world and collecting  various rewards. They already had a substantial base audience and so have maximised on that opportunity with new gaming aspects and social style content in their apps. It shows that these types of technologies to engage traditional fandom and gamification are out there. It’s 100% about taking the necessary steps, small steps to building up that engagement with this new technology – going back to what we said about web2 versus web3, those that are successful are not taking risky big leaps but are building on well planned steps to success. For me, the  NBA is setting the benchmark here, and we know of other sports organisations who are starting to make really exciting and positive moves in this space.

Ben:  

With all of these examples, there is a trifecta of three different components that we think is almost the golden ratio for developing engaging digital products. And wherever one of these three components is lacking the product ends up falling down in some way. Ultimately, what you want is fans coming to your platform, realising that they can benefit from it, and then re-engaging.

Gamification, along with the activations and content to which it applies is the first of these three components. These are the drivers which give users things to engage with, they build a layer of new interactivity on top of the sport or other core concept that you want to make engaging. If you look at Duolingo, for example, what it’s doing is it’s building this concept of a streak – it’s an activation on top of language learning. 

Second, we can look at profile building which is essentially our way of saying “your digital proof of engagement”. In the case of Strava, for example, this is creating a history of all of your activities, but in Duolingo this is adding badges and unlocking achievements and XP points. The profile basically provides us with a place where all interactions through gamification, activation, and content are recorded and displayed. 

This leads on to the third component which is socialisation and reward. We’ve touched on reward already, so focusing on social: what’s really important for any successful digital fandom products, is to build a sense of community. And that’s particularly relevant for sports fans because of course, community is at the heart of fandom in the real world. So what we’re doing is we’re replicating that physical interaction in a digital environment. And when you pair that with the profile, which contains all of your personal accolades, it allows fans to unlock peer-based social value as a reward for their engagement. 

If one of those elements falls away, for example, if you don’t have a social component, then your profile just sits on your mobile phone doing absolutely nothing at all, no one else in the fan-base gets to see it. By creating a strong social environment which rewards fans for their interactions, these components play off each other to create a Digital Fandom feedback-loop that starts to become part of the general parlance that is used day to day within friend groups, fan networks in the real world. Fantasy leagues are a great example of this. There’s always a lot of chat about that across socials every match/game week!

Josh: I think from a digital fandom perspective like you said, it’s about achieving all those components and making sure that they all work well together. I think there’s a lot of clubs and sports at the moment that are bridging the first gap, but they’re missing other components, causing them to perhaps struggle to gain the traction of making sure that the fans are rewarded, or ensuring the fans are continuously engaged.

How do you make sure that digital fandom isn’t another one of these trends that we see fade out?

Josh: There’s no denying that the future is about creating engagement and creating community, building relationships and making everything more accessible and Digital Fandom is such a driving force here. Fans used to be about the season ticket – where is my seat, where do I buy a programme, where do I watch my team? Now, fans are also about information and involvement -where do I find what I need, what does that mean to me?  

They want to know what their club is doing in the offseason, during the weeks in between the games. They want to know about specific players and their lives (take Miami and Messi for example!). If you have a digital fandom component that sits within that new world it creates significant added digital value for the fans as well as the organisation and brand partners.

Because if you don’t attend the games, and if you don’t go and see the games being played, you don’t get the kudos (and subsequent dopamine hit) of being able to say I saw Messi score his first goal, I was also personally rewarded for that and I have a record of it – it’s that extra value layer. We’ve always got this concept of a club’s legacy and the club’s history being built up through the years of what happened, who played for them, when did they win the title and now digital fandom has created this fan history from the moment they start on their journey as a digitally engaged fan.

And I think from a rights holders perspective, that is super powerful because it’s continuously keeping the fans engaged with a significant sponsor driven digital asset and it is giving them more insight into their fanbase in terms of feedback. Look at Wrexham; a club that had a very low starting point, proving you can build anything with digital fandom, and you can really create a massive club with not a lot of investment. These components exist, it’s just about combining them together.

Ben: Digital fandom has been around in many guises over the years, and in its most common form it’s the mobile apps and websites that you use every day – it’s allowed fans across the globe to get closer to their club and connect them to the fandom community where otherwise they wouldn’t be able to do so. It’s hard to imagine sports without digital aspects to fandom nowadays. Sports fandom isn’t going anywhere, all we’re doing through the digital space is enhancing it to make it easier than ever to access, turning fandom from a localised concept into a global one.

Looking at the commercial side, when you build a product which resonates completely with fans, the commercialisation of your product comes very naturally, since you’ve already built a digital environment which your fans get a lot of value out of. So in other words, if your digital fandom product provides fans with a unique proposition to their fandom that they can’t get anywhere else (proximity to the team/league; activities to do; reward; community) you can easily start to monetize elements of digital fandoms a natural and integrated way, far beyond traditional the traditional ad-banner approach. 

Fans are already placing value in the digital platform that you’ve created so sponsoring digital assets like badges, challenges and rewards is a natural step. This way, brands can become a real part of the conversation and become intrinsically linked to tangible digital experiences which fans want to engage with.

Josh: For InCrowd, existing within a data driven Digital Fandom is the future of the sports fan and the beauty of it is that it can be achieved by any and every organisation as it’s such a buildable end product. You just have to take that first step!

Want to learn more about creating value in Web2, the Digital Fandom landscape or InCrowds Digital Fandom products? 

Email at enquries@incrowdsports.com to get in touch with Josh and Ben!