Leagues of Their Own
By: John Gartner
Since the days of the gladiators, sports fans have
had an irrational bond with their favorite athletes and
teams. Feats of athleticism evoke eruptions of euphoria
or a tidal wave of tears as a game's final play unfolds.
These strong emotions create an indelible brand loyalty
that remains long after the season ends.
Marketers are learning to exploit these relationships
in new ways by expanding the scintillating sights and
sounds of sports beyond television highlights to broad
online distribution. By enabling fans to personalize
their interactions with multimedia content and by
bringing the game to their favorite arena - be it a social
website or a personalized Web page - sports leagues are
creating new online marketing opportunities that are
increasing revenue. Typically, online merchandising
of memorabilia and apparel is not handled by sports
leagues' online properties and is therefore not addressed
in this article.
Sports leagues and their broadcast partners have
historically been conservative in granting permission
to use video and audio from games online. This idea
was based on the belief that making highlights or live
broadcasts available dilutes the value of live games
and would reduce advertising revenue and attendance.
For example, in the late 1990s, local radio affiliates
streamed broadcasts of baseball games online for free.
But within two years, Major League Baseball ended the
process, allowing audio webcasts to be streamed only
through the MLB.com website through paid subscription
services.
Baseball continues its policy of charging to listen to
games online today. Dinn Mann executive vice president
of content for major league baseball, says the
league listened to fans and for the 2008 season reduced
the price of a season audio subscription by $5 to the
former price of $14.95. "We tipped our cap to fans who
complained," he says.
Requiring customers to pay for live audio provides an
alternative revenue stream, according to Mann. "Having
a subscriber base and not relying entirely on advertising
is of strategic importance," says Mann. Subscriptions,
which require submitting an email and physical
address, provide an avenue for MLB to pursue online
and offline direct marketing.
Major League Baseball also charges for video streaming of live
games and restricts viewing to any games that are "out of market"
from where the customer lives. This protects the lucrative
contracts with cable companies and local TV stations that are
the bread and butter of their revenue. Baseball game viewing
– despite the lengthy 162 game schedule – remains largely a
pay-per-view world, Mann says, because "some things are still
worth paying for."
This year is the first time that baseball fans can watch archived
broadcasts of full games for free, something that MLB is
"experimenting with," according to Mann. The archived games
do not feature advertising, but MLB is "exploring the right relationship,"
Mann says.
Growing the Audience
Sports leagues are now taking a page from online marketers'
playbooks by encouraging consumers to personalize their experience
in interacting with content. Instead of going the affiliate
marketing route, the digital sports media companies are focused
on partnering with social networking sites and other media
companies that have established audiences of fans. The strategy
is to encourage consumers to link to and save content on the
sites where they visit on a daily basis, enabling fans to mash-up
multimedia content to create something new from existing content.
Marketers who join the roster of their online partners will
gain a share of the spoils in growing their audience and reaching
a new generation of fans.
At the start of the 2008 season, MLB.com announced a partnership
allowing Yahoo.com to stream games and highlights.
Yahoo will also sell ads against both pay and free content, although
thus far the video has been distributed largely without
ads. Through this agreement, MLB.com gets access to Yahoo's
large audience and the two companies share revenue from any
transactions facilitated through Yahoo.
Professional and collegiate sports leagues have learned that
embracing younger audiences on their home turf is the quickest
path to rapidly growing an audience. The NCAA, in partnership
with CBSSports.com, opened the video streams of its college
basketball championship tournament to a wide variety of publishing
partners with great success. This enables fans to see the
content where they want it delivered.
Just a few years ago, video streams of March Madness games
were protected from the majority of the population as if they
were enriched uranium. The subscription service generated just
$250,000 in revenue annually. But over time online distribution
was proven not to be hazardous to the health of television
advertising revenue. Subscription fees were replaced with free
streams, and then the NCAA/CBSsports.com embraced social
networking (See sidebar).
Free live game webcasts have paid huge returns, according to Jason
Kint, senior vice president and general manager of CBSSports.
com, which manages the online video distribution of the NCAA
tourney. CBSSports created an embeddable media player that contained
multiple advertising locations, in-stream ads, and fixed positions
sold to sponsors.
Online "consumption is additive and not cannibalistic"
of the TV audience of live college basketball, Kint says.
The streams were primarily delivered to people who didn't
have access to TV, including office workers. The media
player's "Boss Button," which instantly hides daytime
viewing at the office, was clicked more than 2.5 million
times, according to Kint.
People will continue to watch games on TV if they can,
he says, as the final championship game was the most
watched game on TV and had the smallest proportional
share of online viewers. Industry watchers speculate this
type of arrangement may lead to new relationships between
those who promote other events, such as concerts
or entertainment awards shows and affiliates who can deliver
a targeted audience.
Content owners looking to maximize their audience for
ad-supported content should also spread it far and wide,
Kint says. "Don't expect users to come to a URL - bring
the content to them."
Like its collegiate counterpart, pro basketball also recognizes
that working with existing online communities
enhances rather than endangers its own digital efforts.
For the past two years the NBA has "embraced the idea of
distributing content beyond NBA.com" and is partnering
with video sharing and social networking sites, according
to NBA's Vice President of Interactive Services, Steve
Grimes.
Grimes says working with video sites such as YouTube,
Joost and Hulu and social networking sites such as Facebook,
Beebo and MySpace has increased fan engagement.
The NBA makes highlight videos available to publishers
such as Hulu and Joost to strengthen its brand awareness
among younger audiences who are consuming a greater
majority of their video online.
The NBA is encouraging fans to create their own highlight
reels by mashing up content available only on NBA.
com and embedding it on their social networking sites.
"Fans that love the NBA will come to NBA.com, but those
who like it will visit other sites," Grimes says.
Widgets that enable sharing of content are delivering
interactivity to sports media. NBA's widget page (www.
nba.com/widgets/) contains embeddable code for showing
highlights, up-to-date-scores and photos. The NBA
has sponsorship deals with companies including Lenovo
and TMobile for some of its widgets to gain revenue from
content that sits on other sites, Grimes says. The league
has also launched a fan application on Beebo to reach its
audience.
"(Sports) sites are starting to realize the power of how
content can be aggregated across the Web (using widgets),"
says Tad Greenleaf, the media team lead, for Omniture
Consulting. Continued on Page 2...
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