Interactive Storytelling (Multisport)
PS52 In the age of on-demand content, convenience trumps content. Consumers now want to watch and interact with content so it’s a two-way active conversation rather than a passive one-way experience. Consumers are also value-conscious – trading their time, loyalty and money for only the most optimal experience. How can technology solve for such storytelling?
Force Measurement & Data Visualisation (Combat Sports)
PS51 Impact power is a big variable in combat sports such as boxing and mixed martial arts. How can we use sensors or computer vision to calculate the magnitude of force in a punch? How can this be converted into data visualisation or graphics to communicate the ability of a fighter?
Automating Data Visualization (Multisport)
PS50 How can we automate the real-time data visualisation of players and plays for bespoke outputs to meet the needs of pre-determined customer segments whether for consumers, trade or prosumers (creators)?
Enhancing Stadium Experience (Multisport)
PS49 The atmosphere in the venues is a key part of the media product as a barometer of fan sentiment but is also highly dependent on spectators attending at each event. How can we leverage technologies to ensure a full stadium look and feel even when turnout is sub-optimal and yet keep the experience authentic?
App Design for Fans (Multisport)
PS48 What are the creative, content and commercial variables to make our app the ‘Default Digital Destination’ for fans?
Targeted Sportainment Content (Multisport)
PS47 Sportainment is the New Black as a content genre though it needs shades of grey since Fandom is neither homogenous nor a singular whole. How do we decide the media, messaging and medium to address multiple segments?
Smart Storytelling (Multisport)
PS46 Storytelling is a proven way to gain attention in the digital age. However, creating stories is no longer the preserve of institutions such as media publishers and federations, leagues or clubs as individuals – be they fans or creators – also express themselves, share their stories and/or amplify a story. What are the smart […]
Engaging Young Fans (Multisport)
PS45 What alternative or additional means or mediums can we use to engage the next generation from a young age so they are exposed to a wide(r) variety of sport, gain an understanding of the game without being intimidated and appreciate its benefits such as the sense of community it can provide?
Designing PhyGital Experiences (Multisport)
PS44 The easy access discovery and consumption of content has raised the bar on the depth and speed of engagement. Fans wish to be constantly connected with their event, team and player brands. How can we design and create PhyGital experiences that are relevant regardless of location, time zones and language?
Gamifying Live Broadcasts (Multisport)
PS43 How can we use new technologies such as Computer Vision and applications such as motion capture, player tracking and mixed reality to gamify the live broadcasting of a competition and merge it with fantasy and betting where individual fans have skin in the game?