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!

Member Insights: The urgent need for RFEF to do some soul-searching

In this week’s Member Insight piece David Alexander, MD of Calacus PR, spotlights on the inequalities which female footballers continue to face.

The 2023 FIFA Women’s World Cup saw the Spanish national team lift the trophy for the first time after defeating England’s Lionesses by a single goal in the final at Stadium Australia in Sydney.

But what should have been a moment of celebration quickly turned into a crisis that has spread far beyond the pitch in Sydney.

There had been controversy from the outset, when a player-led campaign successfully removed Visit Saudi as a sponsor while the Nigerian team were one of many who were locked in a pay dispute with their own federation.

England goalkeeper Mary Earps also criticised Nike’s decision not to sell her jersey, despite her being one of the stars of the World Cup and in the context of a vast gap in prize money offered by FIFA between this Women’s World Cup and the men’s 2022 edition in Qatar, it was clear that equality in football – and indeed sport and society in general – has a long way to go.

No wonder iconic USWNT star Megan Rapinoe said that female players are constantly “playing two games at the same time” – off the pitch as well as on it.

Never could this have been more apparent than in the case of the eventual champions Spain, who came into the tournament under a cloud.

At the back end of 2022, a group of 15 first-team players had sent identical emails to the Spanish football federation (RFEF) requesting the removal of Jorge Vilda as manager related to his personal behaviour as well as his tactical shortcomings.

In response, the RFEF doubled down and backed their man, declaring that “Las 15” had been “poorly advised” and threatened bans of up to five years with Vilda given a vote of confidence.

The recriminations continued during the tournament, with two-time Ballon d’Or winner Alexia Putellas blatantly blanked Vilda as she was substituted in the semi-final against Sweden.

When Spain arrived to face England in the final, the capacity crowd in Sydney showed whose side they were on as a chorus of boos greeted the announcement of Vilda’s name.

A goal from captain Olga Carmona was enough to win beat England and lift the trophy, notable for separate groups of celebrations at the full-time whistle.

But it was the actions of RFEF President, Luis Rubiales, that dominated the headlines.

He was initially caught on camera making an obscene gesture with his groin in the stands right beside Queen Letizia of Spain and her 16-year-old daughter.

On the podium, Rubiales, having already unnecessarily hugged, touched the face and kissed the cheek of various English and Spanish players, planted a kiss on the lips of Spanish attacker Jenni Hermoso.

What possessed the RFEF to then tweet “Vilda In” and ignore the elephant in the room – the behaviour of their leader?

What Rubiales should have done, in the face of mounting criticism regarding his post-match conduct, was to acknowledge that he had become overwhelmed by the situation, accept his mistake and apologise. 

Instead, he dismissed criticism of his actions referring to critics as “idiots” and “stupid people. It was a kiss between two friends celebrating something. Let’s ignore them [the critics] and enjoy the good things.”

In a later short video address, Rubiales did seem to show some remorse: “I was surely wrong, I have to admit it, because at a moment of maximum effusiveness, without any bad intentions, without any bad faith, well, what happened happened.

“We didn’t understand [the controversy] because we saw it as something natural, normal,” he added. “But outside it seems that a commotion has formed, and of course if there are people who have felt damaged by this, I have to apologise, I have no other choice.”

That could have been the start of the process of rebuilding both his reputation and that of the RFEF, but they then published a statement from Hermoso defending Rubiales which later proved to have been released without her involvement.

Hermoso finally spoke out four days after the final and two days after the false statement had been released, issuing her own joint statement with FUTPRO.

“We express our firm and resounding condemnation of conduct that violates the dignity of women.

“From our association, we ask the Royal Spanish Football Federation to implement the necessary protocols, ensure the rights of our players and adopt exemplary measures. 

“It is essential that our national team, current world champion, is always represented by figures that project values of equality and respect in all areas.” 

That prompted widespread condemnation for Rubiales and the RFEF, with Beatriz Álvarez Mesa, the president of Liga F writing an open letter to the government attacking Rubiales. Her comment that “the person that many of us know in private has been unveiled publicly” was utterly damning.

The Spanish Prime Minister, Pedro Sánchez, described Rubiales’ gesture as “unacceptable” and said that his “apologies are not enough.” 

Tamara Ramos, a former employee of the Spanish players’ association and colleague of Rubiales, then spoke out about past humiliating treatment at the hands of the president.

When a press conference was called for the following Friday morning, it was widely expected that Rubiales would announce his resignation, and he shocked the audience by defiantly repeating that he would not resign. He went on to describe “false feminism” as “one of the scourges of this country” and placed himself as the victim of a witch hunt.

Needless to say, senior male players such as Borja Iglesias ruled himself out of national team selection while Hector Bellerin vented his frustration via his Instagram story, and Barcelona captain Sergi Roberto quoted Putellas on Twitter to show support. Legendary Spanish goalkeepers David de Gea and Iker Casillas also denounced the “embarrassment” of Rubiales.

Hermoso responded to the press conference, confirming via her Twitter that the kiss was not “consensual”.

Her teammates then launched a boycott of the national team until the “federation leadership is removed.”

Rubiales’ attitude was seen as symptomatic of a long-standing issue within the system of Spanish football governance.

This idea was further enforced when details of complaints against Rubiales going back as far as 2016 surfaced, as well as a disturbing video of disgraced former national team manager, Ignacio Quereda, intimidating and physically assaulting Spanish players.

Wary of the unprecedented damage that this drama was doing to their national reputation, the Spanish government opened up proceedings against Rubiales to get him forcibly removed from his post via tribunal and he was then provisionally suspended from all football activity by FIFA.

Still the RFEF defended their man and threatened to take legal action against Hermoso for her “lies”, releasing their own breakdown of the kiss, claiming that Hermoso had initiated it.

A mass resignation of the Spanish coaching staff then left just Villa still in situ, but his position was hardly stable with squad member Misa Rodriguez demanding his removal before the players could consider a return. 

The issue went as far as the UN Human Rights office, who said that the public stance on the kiss could be “a turning point” in terms of sexism and misogyny.

Eventually, more than a week after the World Cup final incident, the RFEF released an official statement requesting Rubiales to resign, a plea he has so far ignored.

The saga has been widely reported as a ‘Me Too’ moment for Spanish society. The hashtag “#SeAcabó” (“It’s Over”) has trended on social media and has become the slogan for an end to gender inequality across the country.

Rubiales’ defiance is doing further damage to the reputation of Spanish football, and indeed the wider sporting and national landscape.

His words and actions have shone a light on a deeply entrenched problem within Spanish society which may just be the catalyst to push forward a long overdue cultural clean-up.

Rubiales appeared to have cemented himself into a position of untouchable authority within Spanish football, but the force of the united messaging by those in opposition to him has completely shattered that misconception.

The sacking of Vilda earlier this week may not have come as a shock, but it did give the RFEF the opportunity to start to address the problems that they had allowed to occur.

Interim RFEF President Pedro Rocha, who has taken on the role while Rubiales is suspended by FIFA, issued an apology which stated: “The Royal Spanish Football Federation, through its president, Mr. Pedro Rocha, considers it is essential to present the most sincere apologies to the football institutions, the players, especially the players of the Spanish National Football Team and the English National Football Team, stakeholders involved in football and the fans around the world for the totally unacceptable behaviour of its highest institutional representative during the final of the FIFA Women’s World Cup 2023 and in the moments that followed.

“The damage caused to Spanish football, to Spanish sport, to Spanish society and the values ​​of football and sport as a whole have been enormous.

“The RFEF wants to transmit to the whole of society and to the whole of the football world its utmost regret for what happened that has tarnished our team, our football and our society.

“We must apologise most sincerely and make a firm and absolute commitment that events like these can never happen again.”

The RFEF debacle is a further example of a sporting organisation seeming to ignore its role in society and responding poorly when crisis strikes. Rocha’s apology was well overdue, but it will take a long time to restore a reputation now lying in tatters.

UEFA and Hisense renew partnership for the third time

UEFA and Hisense have agreed to a multi-year partnership to sponsor UEFA Men’s National Team Football including the upcoming UEFA EURO 2024 taking place from 14 June to 14 July of next year in Germany. This will mark the third consecutive UEFA EURO that Hisense will sponsor after being a partner for the two previous editions.

Additionally, the deal will see Hisense sponsor the European Qualifiers 2024 & 2026, UEFA Nations League Finals 2025, UEFA Under-21 Championship 2025, Finalissima 2024 and the UEFA Futsal EURO 2026.

UEFA marketing director Guy-Laurent Epstein said: “I am thrilled that Hisense is renewing its commitment to European football as an official partner of UEFA EURO 2024, which will be our third consecutive EURO together. Their technologies continue to help make football more accessible and enjoyable to fans worldwide.”

Fisher Yu, President of Hisense Group, said: “Hisense is able to connect with consumers around the world through our sports sponsorships, with this a great way to build trust in our brand. To continue brand building globally, Hisense will provide fans around the world with a unique viewing experience of UEFA EURO 2024.”

As part of the global partnership package, Hisense branding will be present during all matches on the perimeter boards and giant screens in the stadiums. Furthermore, Hisense will activate their digital rights on UEFA’s platforms as well as their on-site rights at UEFA fan zones and stadiums. Hisense will also collaborate with UEFA in providing cutting-edge display technology and state-of-the-art appliances to meet the operational requirements.