Leaders Leaders Special Report Sport and Gamification
Leaders Leaders Special Report Sport and Gamification
Leaders Leaders Special Report Sport and Gamification
gamification
April 2020
Contents
3 Foreword
LFP and gamification
4 Game theory
The concept of gamification sits at the core of many of the most successful
fan engagement initiatives in sport. As digital delivery and consumption
become more sophisticated – and, in the current climate, more necessary –
it’s a concept that will be turned to by sports organisations the world over.
Credits
2
Sport and gamification
3
Game theory
4
5
Game theory
The concept of gamification sits at the core of many of the most successful fan
engagement initiatives in sport. As digital delivery and consumption become more
sophisticated – and, in the current climate, more necessary – it’s a concept that will be
turned to by sports organisations the world over.
T
he more disparate sports fanbases become, the
more important it is to find things that bind them to FOR BETTER OR
the centre.
WORSE, THROUGH
Deployed in many aspects of teaching and positive
behavioural training, gamification has become a mainstay ITS WHIRL OF
of customer interaction in the digital age. It provides
impetus to many operating in the app economy, with NOTIFICATIONS, LIKES
daily streaks and accomplishments enticing users back to
everything from language learning and fitness products to AND SHARES, SOCIAL
audiobooks.
MEDIA HAS MADE A
When done effectively, offering the kind of incentives
that keep users engaged also supports insights that can GAME OF EVERYDAY
be used to refine future activities. Well-designed projects
with a strong sense of desired outcomes can take what is COMMUNICATION.
already known and fixed about an audience – such as ages,
genders, locations and other demographic information –
and maps that on to new data about how they respond to
gamified activities.
6
Sport and gamification
7
Digital communities
For better or worse, through its whirl of notifications, likes Incentives can also be introduced to bring useful data
and shares, social media has made a game of everyday into marketing campaigns. Prize draws and other offers
communication. This is true even of long-established can make fans readier to supply personal information and
platforms like Facebook and Twitter, but relatively newer details about their preferences.
services also encourage play with official IP – whether
that is brand marks as AR filters on Snapchat or TikTok’s Membership schemes are a familiar method for
eclectic music library. engendering attachment, not least when they reward
loyalty. In the online era, video games have shown
Adding more layers of interactivity can improve community how these concepts can be evolved. Dozens of brands,
activity further. Polls can be an especially powerful way of scores of competitions and hundreds of football clubs
driving interest across Facebook, Twitter and Instagram, are represented in the EA Sports’ best-selling Fifa series,
while crowdsourced social media exercises can also be which has used its in-game Fifa Ultimate Team mode
particularly effective. In the early days of sport’s shutdown to ever greater effect. FUT incentivises players to stay
to combat the coronavirus pandemic, several social media involved with the online game throughout the year and
teams turned to gamification as a short-term means of personalise their experience by building their own side
filling the content gap. through purchases and rewards.
Norwich City and Southampton’s administrators played The game environment also offers two-way representation
an online game of noughts and crosses, with clubs like for partners – Adidas, for one, has introduced digital
Hull City, Bayer Leverkusen, Bristol City and Willem II versions of its jerseys that have subsequently found a real-
resorting to Connect Four. It was an improvisational way world release. In the first half of the current financial year,
to stimulate responses from fans and strike a lighter tone. revenues from FUT rose 40% to $716 million.
MEMBERSHIP
SCHEMES ARE A
FAMILIAR METHOD
FOR ENGENDERING
ATTACHMENT, NOT
LEAST WHEN THEY
REWARD LOYALTY.
8
Sport and gamification
9
Experiential games
Introducing games or game-like set-ups to public spaces as
a means of soliciting consumer feedback is common – with
supermarkets asking shoppers to drop tokens in a box to
weight charitable donations, for example, or buttons being
placed in common areas of airports to gather quick survey
information about staff performance.
10
Sport and gamification
In the NFL, the Dallas Cowboys ran 5G experiences for For a period at the start of the NBA season, the Golden
fans at their AT&T Stadium home throughout the 2019 State Warriors teamed up with immersive facility operator
season. These included the chance to ‘pose with the pros’ Candytopia to build Hooptopia, an extensive temporary
on columns around the ground, recording a startlingly venue at Thrive City by the 2018 champions’ new Chase
seamless virtual video with visualisations of Cowboys Center home. Fans could buy $36 tickets to pose in specially
starters that could be shared with friends. Other augmented designed installations that recreated aspects of the life
reality innovations included a feature where fans could of a Warriors player, from an unveiling at the draft to a
record videos of themselves dancing virtually in the end championship champagne celebration. The expectation was
zone, and another where they could generate 36-foot 3D that many would upload the resulting, well-framed images
models of Dak Prescott and Ezekial Elliott on specially to Instagram.
provided Samsung mobile handsets. As well as adding to
the gameday experience, the activations had the benefit for Sometimes these activities can also serve a brand education
AT&T of showing off the potential of 5G networks. purpose. Chinese mobile payment giant Alipay is a long-
term sponsor of European football’s Uefa and its major
national team competitions, including next year’s delayed
pan-continental European Championship. Signed in 2018, the
partnership began in earnest with the inaugural Uefa Nations
League Finals in Portugal.
11
Fantasy sports and betting
In the past couple of decades, fantasy sports has allowed Meanwhile, the appetite for fantasy sports remains:
rights holders and brands to retain the attention of fans in according to a survey by the FSGA, 87% of fantasy players
matches beyond those involving their teams, and in leagues in states with legal sports betting played the same or more
they would not otherwise follow at all. fantasy sports in 2019 than the previous year.
Official and unofficial fantasy leagues are a part of almost Wagering is an obvious if sometimes fraught route for
every major competition and at the top end, they remain rights holders towards more attentive interest in their
a vibrant growth sector. The global user base of the events. In recent years, not least as the American sports
Fantasy Premier League doubled to 6.3 million going into betting laws have been liberalised in one state after
the 2019/20 season, generating additional exposure for another, a succession of bodies have been investigating
sponsors of English football’s top flight and inspiring a how they can open up more touch points with
subculture of dedicated followers in the process. In the US, prospective bettors.
the Fantasy Sports Gaming Association (FSGA) reports that
there were 45.9 million players in 2019. The expansion of the sports betting market is also coming
at a time of extensive personalisation and diversity in the
Several rights holders have been enterprising in driving digital space. The huge increase in live data measurement
bettors towards legal sportsbooks since the Supreme Court and manipulation – marshalled by companies like
overturned the federal PASPA law that made sports betting Sportradar and Genius Sports with a presence across the
illegal nationally in 2018. The NBA, for example, introduced data, integrity and digital broadcast sectors – has led to a
money-free bets on some platforms in early 2019 to test and greater variety of betting options in a whole host of sports.
channel interest. The role of fantasy sports operators like Formula One will be working with its first betting partner,
FanDuel – now owned by European bookmaker Paddy Power 188Bet, once its season finally begins, with more to
Betfair – and DraftKings in laying the ground for a legitimate follow as part of a five-year arrangement with media and
sports betting culture should nevertheless not be overlooked. marketing agency Interregional Sports Group.
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Sport and gamification
F1TV will not be offering live race odds but in the US, Just as there is heightened sensitivity around betting
OTT platforms are being cited as a way of serving betting promotions in Europe and other markets, there are some
audiences without imposing on those disinterested in reputational risks for organisations to be aware of as legal
it. Last May, FanDuel Group signed a deal with OTT betting emerges in the US. In August 2019 European video
internet television service fuboTV to make its odds and games watchdog PEGI released a statement saying it was
data available to viewers, not long after Caesar’s Palace ‘very aware’ of complaints about casino minigames in NBA
had reached an agreement with Turner Sports to produce 2K20 and that it accepted the imagery ‘may be too close for
gaming-related content for the B/R Live network. comfort for some people’ in a title cleared to play for all ages.
13
Interactive content and esports
Digital interfaces are making it possible to turn what were Gamifying on-demand video content theoretically provides a
passive experiences into interactive ones. In broadcasting, context in which distributors can learn more about audience
this has primarily meant giving people choices about tastes and behaviour, as well as adding replay value. That is
how they want to watch live sport and relive highlights – one reason why Netflix began experimenting in 2018 with
through a range of camera angles, for example, or better interactive storytelling through releases like Bandersnatch, an
integrations of data and other visualisations. entry in Charlie Brooker’s Black Mirror horror series, and Bear
Gyrlls: You Vs Wild, in which the viewer moves the adventure
In the past couple of years, the LA Clippers and Second broadcaster through an extreme environment through a
Spectrum have been working together on CourtVision. series of binary commands.
Available to Fox Sports’ Prime Ticket viewers, it provides
a string of options including a static ‘coach view’ mode These kind of nested-choice productions are complex and
and graphical overlays that display either stats or stylised expensive to produce but Netflix has said it will continue to
animations. Last year, AWS machine learning and artificial explore the possibilities of interactive programming. Video,
intelligence elements were added to the package. meanwhile, is not the only potential outlet for this kind of
engagement, with producers considering similar concepts
on voice interfaces like Amazon Alexa.
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Sport and gamification
15
It’s in the game
16
17
It’s in the game
The Esports Observer’s Graham Ashton charts how esports organisations use
gamification techniques not just in the fabric of the games themselves, but for
purposes as varied as talent scouting, community building, and fan monetisation.
E
sports and competitive video gaming are, at their
core, digital products designed to reward. With A MARATHON RUNNER
countless ways to spend one’s free time online, game
publishers have made gratification and achievement DOESN’T WANT TO
a central part of their user experience. This also extends
to esports. Fans aren’t just passively watching others SPEND THEIR RACE
compete; viewing itself has been gamified, and in turn
competitions reward fans proportionally for their devotion WEAVING AROUND
to a specific team or league.
THOSE WITH A SLOWER
The following are some of the long-established and
experimental methods by which esports use gamification as PACE, AND GAMERS
a means to build loyalty and retention in their playerbases
and audiences. DON’T WANT TO SPEND
3-4 HOURS BATTLING
THOSE WHO ARE STILL
LEARNING THE GAME.
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Sport and gamification
19
Curbing ‘toxic’ behaviour by
rewarding other players
As traditional sports try to curb racist or abusive behaviour
through publicity campaigns, video game publishers are
grappling with abuse of other players, commonly referred
to as ‘toxic’ behaviour. One method employed in League of
Legends (with variants to be found in other games) is the
Honor system. After a match, players can commend the
behaviour of one of their allies: staying calm, demonstrating
leadership, or being a good teammate.
20
Sport and gamification
21
The TI Battle Pass: how to earn $100
Million with a digital programme
The International (TI) is an annual tournament for the Valve provides an initial $1.6 million for the TI prize
strategy game Dota 2. When covered by mainstream pool, and 25% of all revenue for the Battle Pass fills the
media, the emphasis is usually placed on its large prize remainder. The costs to create the Pass are not public
pool: $34.3 million in 2019, with a 45.5% lion’s share knowledge, but what is known is that the Pass generated
awarded to the champion team. What’s usually missed over $130 million in 2019 alone, with TI’s prize pool having
is how this money is amassed. Unlike the Fortnite World exceeded $10 million every year since 2013.
Cup’s $30 million pot, which is put up front by the game’s
developer, the TI winnings are funded almost entirely by While technically a form of crowdfunding, not everyone
the Dota 2 player base. who buys the Battle Pass is necessarily doing so as an
esports fan. The rewards are open for a limited-time,
Every year, Dota 2’s developer Valve releases the ‘Battle and even a casual player will be able to reap sufficient
Pass’ to coincide with TI. This in-game content pack features value. Other esports titles have tried introducing similar
numerous quests, achievements, and earnable rewards, initiatives, but the rewards aren’t nearly as extensive so
which could not be earned normally. All of these are locked as to attract the broader playerbase. If Valve simply asked
behind a levelling system, with players climbing from level players to donate directly to the TI prize pool, it’s doubtful
one to a maximum of 1,000. Players could purchase the that it would reach even half the amount as with the
base Pass for $9.99, or a level 100 pass for $44.99. Battle Pass.
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Sport and gamification
NASCAR aggressively invested in esports even before its Football and basketball may not have any physicality
events blackout, but the current situation convinced Fox in their virtual versions, but that hasn’t stopped
Sports to start televising these video game competitions. professional teams using them for interim content. The
The NASCAR Pro Invitational Series, which mixes current Phoenix Suns NBA team has gone all out with its NBA
and hall of fame drivers, earned a 0.81 Nielsen rating and 2K matches; regularly hosted on Twitch with actual NBA
1.33 million viewers for its races on March 22. players behind the controller. The team has also invited
guest players from its sister MLS franchise, and gone
The series is played on iRacing, a subscription-based so far as to hire real NBA colour commentators. These
game first released in 2008, which uses three-dimensional play-by-plays were even broadcasted on Arizona radio; a
laser scanning technology to model its tracks. When the largely unheard of concept in esports.
late British driver Justin Wilson first tried the game’s
version of the Indianapolis Speedway, he immediately The FIFA series remains one of the most popular sports
recognized a bump at the end of the pit road. simulators worldwide, and publisher Electronic Arts is not
letting this opportunity escape them. Esports tournaments
“There are NASCAR teams, driving at the cup level, that for La Liga, the Bundesliga, and MLS are ongoing, while
have iRacing simulators in the race shops, and will have the ‘Friday Night FIFA’ event sees Liverpool right-back
their drivers during the week,” said Tim Clark, senior VP Trent Alexander-Arnold challenging other players across
and chief digital officer for NASCAR. “The benefit to a lot British sport. Another football sim, eFootball PES 2020,
of [NASCAR] sponsors is that any sort of activation they has been used for the ‘eUEFA Euro’ tournament, which will
have on track can be replicated on the virtual world.” award tickets to the real-world final next year.
23
The French LFP was the first major
domestic football league organiser to create
and run its own in-house virtual league
when, four years ago, it partnered with EA
and its FIFA title to launch e-Ligue 1. LFP
Media Director Mathieu Ficot explains the
objectives behind the series, and where he
sees it developing.
129,931 32,000
games played followers on social networks
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Sport and gamification
64 magazine shows 26
broadcast on beIN Sport Participant average age
For us the aim would be to develop additional services and the video game, this is my main objective and what
for our international broadcasters. So of course we’re I would love to do with this initiative. I’d rather have
aiming to generate indirect revenues to give more value younger generations focusing on digital consumption
to our live rights, but by creating additional opportunities which could be near-live, excerpts, VOD products, rather
to engage local fans, and not only the French diaspora, than having nothing. And when they grow older because
through physical activations, eLigue 1 tournaments of life and TV consumption habits, then the idea is that
around the world. And I don’t want to leave the younger they would migrate to live matches. Really what I want is
generations to the likes of League of Legends or Fortnite to create a circle of influencers and a really positive and
or other video games. If I can still – for this specific innovative image around Ligue 1 amongst the younger
population – maintain a bind between the sport itself generations.
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