sundance leaders in sports presentation

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Presentation from Sundance DiGiovanni at the Leaders in Sports Conference. October 8-9 2014. A record number of delegates, 1764 in total, attended with over 70% from outside the UK and spread across 54 countries. With the summit streamed live online and broadcast all over the world by 150 media in attendance and the Leaders14 hashtag proving a hit with delegates and followers alike, it made for a genuinely global event for the global business of sport. The event sold out in record time, some three and a half weeks ahead of schedule with 189 delegates on the waiting list unfortunately missing out.

TRANSCRIPT

Page 1: Sundance leaders in sports presentation
Page 2: Sundance leaders in sports presentation

AHEAD OF THE GAME:

HOW ESPORTS IS DRAWING FANS AND BRANDS FASTER THAN ANY OTHER SPORT

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The pillars of a compelling eSports Spectator Experience

Presenting Video Games as a Sport» Competition is compelling» Participatory nature of the medium» The audience decides and the audience is exploding

Imitation is by design» Traditional sports broadcasters have paved the way» Not encumbered by traditional distribution challenges

Traditional Sports industry “got” MLG first» President CBS Sports first advisor, NBC Sports first TV deal» Videogame industry considered it “niche”» First hires from traditional leagues, IMG and Relativity Sports

representation

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» Personality

» Predictability

» Passion

What makes a compelling show?How to entertain and captivate an audience in all formats

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» MLG fans watch longer

» MLG fans accept and engage with advertising

» MLG fans share the experience via social media

The eSports Audience is Deeply Engaged

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The eSports Broadcast Model – Native Digital ContentInfluence of streaming and creation of MLG.TV

» Live broadcasts available everywhere

» Well produced shoulder programming

» Content + Distribution is KING

» Content + Distribution + Social Amplification = MLG.TV

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» Skill Curve - steeper is better like traditional sports » Enhances casual competitive play (hero moments) » Balanced, consistent mechanics

The Games: Why They Work

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» Global Audiences Directly Engaging in both Watching AND Playing

» LIVE - no barrier to reaching a global audience in real time

» Building games from the ground up with competition and broadcasting in mind.

The Future: Not if, but when