NFL Mobile users watched 10.3 million video streams during Super Bowl week

Remember the Football on your phone video from last August? Pretty funny, right? Imagine, people wanting to watch football on their phones, no matter where they go. Well last week a whole bunch of them did just that. According to the NFL, more than 10 million video streams were watched on the Verizon NFL Mobile platform during Super Bowl week, a jump of more than 400 percent from the year before.

Football on your phone? You bet!

For some reason we can’t get the league’s media arm or Verizon Wireless to provide the one stat we really want — how many people watched live Super Bowl action on a smartphone? Verizon at least is consistent — they have never provided any kind of statistic on NFL Mobile usage. Today the NFL Media folks issued a press release with all kinds of “record” numbers (we will post the whole thing below if you want to dig through it), but no discrete number for the game itself. We’ll get to the reason for that in a bit. But for the overall stats, we can sum up the numbers quickly: If there was football programming available last week, a lot of people watched it. And if it was available online or to mobile devices, so much the better.

What really drove traffic across all NFL Media properties this year was the NFL Mobile package. Remember, this year the “NFL Mobile from Verizon” app was actually available for smartphones from any carrier; the catch was, you could only get live game action if you were a Verizon subscriber and paid $5 more a month. Everyone else, including Verizon customers, could see highlights and NFL Network video content, like features and reports from Super Bowl week. The opening up of the app is probably the biggest reason why unique users of NFL Mobile properties during Super Bowl week increased 88 percent this year versus last, 11.2 million users compared to 6.0 million, according to NFL statistics.

Here’s where the stats get interesting: While it’s impressive that video streams across all NFL Media properties during Super Bowl week increased 56 percent this year compared to last, 34.0 million to 21.8 million, what’s really mind-boggling is that 10.3 million of those streams this year were consumed via the NFL Mobile app, a 416 percent increase over last year.

To repeat: Almost ONE-THIRD OF ALL NFL MEDIA VIDEO STREAMS were watched last week… on a phone.

One possible reason why neither the league nor Verizon wants to release actual game-day live action viewing numbers for NFL Mobile is that they may not be that impressive. Remember, only Verizon customers who ponied up the $5 extra “premium” fee could have watched the Fox simulcast on their phones, so it’s a smaller subset to begin with. And really, for the big game itself, most likely you were on a couch watching a big screen. (We here at MSR HQ did find the NFL Mobile live feed effective for when we had to roam into the kitchen for more snacks, or for other “breaks” necessary during the game. But we didn’t watch more than a few minutes of the game on the phone.) Plus, the Fox stream was available to tablets using its app or for PCs or laptops watching online, so that probably took away some potential phone-watchers of live game action.

During non-game times, however, smartphones appear to be leading the mobile video explosion. Even though tablets seem to make more sense for watching sports while mobile, it’s pretty clear that people are watching a lot of NFL video on the thing that never leaves their pocket or purse — their phone. Are other sports taking note? And now do you know why the NFL is pushing toward NFL Now? Stay tuned. And keep your phone and checkbook handy.

(full press release content below)

COVERAGE OF SUPER BOWL XLVIII SETS VIEWERSHIP & TRAFFIC RECORDS ACROSS NFL MEDIA

Wall-to-wall coverage of Super Bowl XLVIII produces double-digit spikes for NFL Network, NFL.com, and NFL Mobile

NFL Media’s 11th year covering the Super Bowl produced record-breaking results across all platforms.

NFL NETWORK

Providing expert analysis, the latest news and reports, special guest appearances, and matchup-related programming leading up to Super Bowl XLVIII, NFL Network served up 140 total hours – including a record 86 live hours – of programming from 12 sets in eight locations across New York City and New Jersey, utilizing a roster of 40 on-air personalities with a combined 17 Super Bowl rings.

For Super Bowl week*, NFL Network averaged 175,000 viewers in Total Day and 226,000 viewers in Primetime – up +20% and +31%, respectively, compared to last year making this the most-watched Super Bowl week ever on NFL Network.

With more than 41 hours of Super Bowl coverage, SUPER BOWL LIVE averaged 141,000 viewers and up +60% over last year’s average audience (88,000 viewers).

On Super Bowl Sunday, NFL GAMEDAY MORNING averaged 657,000 viewers – up +10% over last year’s telecast (596,000 viewers), making this the most-watched NFL GAMEDAY MORNING ever.

NFL Network’s postgame audience peaked from 10:30PM-11:00PM with an average of 1.14 million viewers, up + 25% over last year’s highest postgame peak (906,000 viewers)

NFL Network averaged 313,000 viewers in Primetime on Super Bowl Sunday – up +52% compared to last year’s performance.

For the entire 2013 postseason, NFL Network averaged 148,000 viewers in Total Day – up +13% compared to last year’s performance (131,000 viewers) making this the most-watched postseason ever on NFL Network.

NFL DIGITAL MEDIA

Across all internet-connected devices, including PC’s, tablets, and smartphones, the official digital properties of the National Football League delivered original video programming, the latest news and information, as well as unprecedented access to players, celebrities and musicians. NFL Digital Media’s offerings included NFL Mobile from Verizon which provided fans access to live, streaming video of Super Bowl XLVIII and NFL Network, including exclusive Super Bowl content and commercials.

For Super Bowl week, visits to NFL Digital Media properties increased 24% versus last year, bolstered by a 149% increase in visits to NFL Mobile.

Unique users of NFL Digital Media properties rose 22% during the week versus last year (27.8M vs. 22.8M), driven by 88% growth in NFL Mobile Properties (11.2M vs. 6.0M).

Unique users and visits to NFL Digital Media properties were driven by an array of content around Super Bowl XLVII. The two highest performing long-form NFL Digital Media features were:

Ø Judy Battista’s piece on Super Bowl XLVIII’s impact on Peyton Manning’s legacy

Ø Mike Silver’s story on the Seahawks dominant defense being fueled by the tight bond amongst the ‘Legion of Boom’

Video Streams during Super Bowl week across all NFL Digital Media properties increased 56% versus last year (34.0M vs. 21.8M).

Video consumption to NFL Mobile from Verizon reached 10.3M streams for a 416% increase over last year’s Super Bowl Week.

The highest performing video of the week featured NFL Network analysts making predictions for Super Bowl XLVIII. The video was viewed more than 800k times.

Seen in 195 countries, NFL Game Pass consumption grew 49% year-over-year across all devices and 57% on desktop.

*Super Bowl Week is defined as January 27-February 2, 2014

— end press release —

And yes, we know the Football On Your Phone video was a promo for DirecTV’s Sunday Ticket, which is neither here nor there when it comes to Verizon NFL Mobile numbers. But the video is funny enough to watch again:

MLB.TV available in time for Spring Training

MLB_Blackout_Areas

Every season one of the most popular phrases for a baseball fan is that pitchers and catchers have reported, meaning that the preseason has started and regular season baseball is not too far away. Now a new phrase may start bringing the same excitement-MLB.TV is now on sale.

While this may be a bit of an exaggeration it is not that big of a leap since the huge popularity of the program has seemingly increased every year as baseball fans continue to sign up to watch the streaming video of MLB games. Now in its 12th year the program is the top sports streaming product.

The program allows fans to watch out of market games on a growing variety of platforms ranging from televisions to on iPhone, iPod touch, iPad, supported Android smartphones and tablets, Amazon Kindle Fire and Windows Phone 8. There is a range of additional devices that are or will be supported as well such as the Xbox and Sony’s Playstation.

It should be noted that the games shown are only those that are out of market games and the map for which teams claim which territory is very convoluted. For instance I think four or five teams claim Las Vegas. There is (or was I cannot find the current status) a court case that seeks to throw out MLB’s blackout policy, but you should probably not hold your breath for any changes this season.

All subscribers to the service that sign up early i.e. prior to the start of the regular season, will have access to more than 200 live games from Spring Training in Florida and Arizona. Spring Training game broadcasts are scheduled to begin on Wednesday, February 26, 2014.

Some subscribers, depending on which version they select will also receive a free subscription to MLB.com At Bat, enabling fans to listen to any game on a huge range of supported platforms. MLB.TV comes in two flavors. For $129.99 a year you also get At Bat as well as support on mobile devices. For $109.99 you just get the standard features that do not include mobile devices and choice of feeds.

Adobe research finds mobile sports viewing driving huge growth in digital video

One namesake trend we focus on here at Mobile Sports Report — watching sports online or on mobile devices — is the primary driver of the continued worldwide growth in digital video consumption, according to the latest comprehensive study put together by software giant Adobe.

In the Adobe Digital Index Benchmark Report for Q4 2013, the survey looked at digital video, spanning 2012 and 2013 and using aggregated and anonymous data from more than 600 media and entertainment sites. According to Adobe the survey analyzed 22.5 billion online video starts, half a billion mobile video starts as well as 574 million authenticated streams from cable providers’ “TV Anywhere” implementations. The survey also asked 400 sports fans about their viewing habits. While there’s lots of chewy bits to digest, the killer line from the research says, in part: “The trends outlined in this report clearly demonstrate that sports viewing is the engine behind digital video growth.”

Well WE could have told you that. But it’s nice to see solid data backing up our directive assumptions.

Just how potentially big is online and mobile sports viewing? While the Adobe report is just one (albeit comprehensive) set of data, some points jump out, like the one that found that sports video streams increased 640 percent, year over year, compared to an overall growth of 440 percent for all types of content. On the TV Everywhere side, sports events accounted for 37 percent of all streams, compared to 32 percent for news programs and 28 percent for TV shows. Again, no surprise to us: People like the ability to watch sports live, whenever they can. And mobile devices help them do just that.

Campbell Foster, director of product marketing for Adobe Primetime, the company’s TV publishing infrastructure platform for service providers, said the data back up what many other industry observers have noted about sports: It is engagement viewing that fans don’t want to miss, so they use whatever device they can to watch.

“The nature of the content [in sports] is perishable, so sports is something people want to watch live,” said Foster, in a phone interview to discuss the report’s findings. Another nugget from the report is that one quarter of all sports digital viewing now happens on mobile devices, a 73 percent year-over-year increase. And though tablets lead all forms of non-TV devices for video viewing, streams on smartphones and gaming consoles are also growing rapidly, a finding we take as meaning that the top of mobile and online viewing is a long way away.

Some other interesting points from the report include:

— Facebook leads the way with social referred video starts
— Half of visits referred from Facebook or Tumblr to sports related sites result in a video view (vs. 39 percent for YouTube, and 25 percent for Twitter)
— Most video starts come directly from search to branded sites, with social referrals accounting for just 6 percent of all streams
— Apple iOS devices are still killing the competition, with more than a 50 percent market share

It will be interesting to see how other industry outlets react to the Adobe report, which we think has the chance to become the online video industry’s informational equivalent of the Cisco Visual Networking Index. At the very least, Adobe’s attempt to quantify the surge of online sports video use we see in our reporting and analysis every day is admirable, and it puts some stakes in the ground for further discussions about audience value, ROI of mobile, and potential new businesses that can be crafted from the idea that a new audience type is not only emerging but continuing to expand.

Adobe chart showing growth in sports streams. (click for larger view)

Adobe chart showing growth in sports streams. (click for larger view)

Breakdown of video streams for TV Everywhere (click for larger view)

Breakdown of video streams for TV Everywhere (click for larger view)

Stadium Tech Report: Verizon, AT&T DAS upgrades at MetLife Stadium await Super Bowl Sunday

Verizon branded gate at MetLife Stadium. Credit: Verizon Wireless

Verizon branded gate at MetLife Stadium. Credit: Verizon Wireless

Super Bowl foes the Seattle Seahawks and the Denver Broncos have only had two weeks to prepare for each other. But Verizon Wireless and AT&T have been preparing for the roman-numeral date at MetLife Stadium for more than a year. Will the Verizon Wi-Fi and DAS, and AT&T’s separate DAS be able to handle the wireless needs of the fans at the NFL’s biggest game? Tune in Sunday to see!

We might be one of the only news outlets who care more about the wireless networking at Super Bowls than the game itself, but for many in the stadium tech industry the biggest single game in America’s most popular sport is always somewhat of a wireless watershed. Perhaps at no other event do attendees spend so much time shooting selfies and posting them as they do from the site of Super Bowl Sunday. Even in the expected cold, it should be no different this week at Super Bowl XLVIII at MetLife Stadium in New Jersey, where game time is scheduled for around 6:30 p.m. Eastern.

But well before that, fans will be testing the Verizon-built Wi-Fi network and both of the big carriers’ DAS deployments inside MetLife. According to reps from both companies that we spoke with last week, the carriers are ready.

Verizon spokesman David Samberg told us via email last week that an upgrade of the Verizon DAS in MetLife this past season means there are now more than 500 DAS antennas inside the facility. See some of the photos provided by Verizon that show the clever hiding spots Verizon engineers have found over the last 18 months as they’ve added capacity to a network built just a few years ago.

AT&T has also put in a brand-new DAS over the past year, with another 500-plus antennas of its own. “For the last year or so we’ve been working on our pre-game and game day network playbook in an effort to provide the best possible wireless experience for our customers,” said Michael Maus, assistant vice president of network services at AT&T, via email. “In anticipation of the huge volume of data and voice usage expected [for the Super Bowl], we’ve built a new state of the art antenna system inside the stadium, we’re rolling in portable cell sites both at the stadium, and to support the tailgate areas, and we’ve augmented coverage in New York City to support the activities there.”

Rooftop DAS equipment. Credit: Verizon Wireless

Rooftop DAS equipment. Credit: Verizon Wireless

For Verizon’s own customers, 4G LTE capacity at MetLife has been quadrupled since last year, according to Samberg, who said that all stadium upgrades were completed by October, giving Verizon multiple chances to test its system against crowds at New York Giants and New York Jets home games. So far, Samberg said, so good.

More traffic than last year’s Super Bowl already

While yours truly opined earlier this year that this year’s Super Bowl might not set a wireless traffic record, we didn’t take into account some simple numbers — mainly, that MetLife Stadium’s official capacity of 82,566 is bigger than the Superdome’s 72,003. So, even if it’s cold, having 10,000 more people on hand probably means more bandwidth consumed, even if this year’s game doesn’t have a power blackout in the second half. (And even if it does, Samberg said the network shouldn’t go down since Verizon has backup power supplies on hand.)

Find the DAS antenna! Credit: Verizon Wireless

Find the DAS antenna! Credit: Verizon Wireless

Our only problem with record wireless numbers from Sunday’s game is that we probably won’t ever see an actual number, since Verizon historically shies away from providing a score. Instead it just issues press releases saying things like “way more traffic this year than last!” and then expects us all to believe that without numbers. The good news for fans at the game is that the in-stadium Wi-Fi network, also built by Verizon, is free and open to customers of all carriers, or basically anyone with a device that has a Wi-Fi chip. But Verizon, like big competitor AT&T, has been beefing up its DAS installations significantly because most people try cellular first, even at stadiums, before instructing their phones to find a Wi-Fi network. AT&T, to its credit, usually does deliver a wireless scorecard quickly after big events. So at least from AT&T’s perspective we should find out if this year’s game sets another record.

Aside from the stadium improvements, Verizon will be showing a demonstration of a technology this week that could make DAS more of a competitor to Wi-Fi on the high bandwidth side of things. Called LTE multicast, the technology basically establishes set channels for LTE devices that will “broadcast” video, like a TV channel. (This idea is similar to the StadiumVision Mobile technology Cisco uses at stadiums like Barclays Center.) Theoretically, LTE multicast could let fans use a cellular connection to view multiple video streams, something you would need to use Wi-Fi for it to have any chance of working. But the multicast demo won’t take place at MetLife, but instead at Bryant Park in Manhattan this week. If you are in the city, check out the demo and let us know what you think.

No NFL Mobile at MetLife

And here’s something else you won’t be able to use at MetLife during the Super Bowl: Verizon’s own NFL Mobile app, which outside the stadium will be the only smartphone platform you’ll be able to watch the game on. (The Fox streaming site and app will only work with tablets and desktops or laptops, per the league’s rights agreement with Verizon.) Next year, the rights for NFL Mobile will change and if the local game (like, say, the Super Bowl) is on TV, you’ll be able to use NFL Mobile to watch it even if you’re at the stadium. But not this year! (To give one answer as to why, if you are at the game, you might want to watch it on your cell phone, we say: Bathroom or beer lines!)

More stadium infrastructure photos below:

AT&T DAS antennas at MetLife. Credit: AT&T

AT&T DAS antennas at MetLife. Credit: AT&T

AT&T's new head-end building at MetLife, where its DAS gear is housed. Credit: AT&T

AT&T’s new head-end building at MetLife, where its DAS gear is housed. Credit: AT&T

Inside the AT&T head-end building at MetLife. Cables! Credit: AT&T

Inside the AT&T head-end building at MetLife. Cables! Credit: AT&T

Stadium Tech Report: Wi-Fi ‘coaches’ help fans find network in New England and Philly

Wi-Fi coach in the stands at Gillette Stadium. Credit: Extreme Networks

Wi-Fi coach in the stands at Gillette Stadium. Credit: Extreme Networks

What good is a stadium Wi-Fi network if the fans don’t use it? To help avoid the obvious answer, the providers of wireless services in the New England Patriots’ Gillette Stadium and the Philadelphia Eagles’ Lincoln Financial Field are now supplying “Wi-Fi coaches,” roaming groups of helpers who help fans get connected to the in-stadium network. With assistance from the digital sidelines, fans at those two stadiums can now conquer what may be the biggest hurdle to in-stadium connectivity: Just figuring out how to make your device work.

In a phone interview with John Brams, director of hospitality and venues with Enterasys (the stadium networking company recently acquired by Extreme Networks), we asked about what problems the providers had experienced with their new networks at Gillette and the Linc. Perhaps not surprisingly, one of the biggest concerns wasn’t technical, but simply user confusion.

“After we installed the networks, we quietly realized that the [biggest] fundamental issues weren’t with the design — it was user issues,” Brams said. When you consider that the average age of a Patriots fan at the game is 51 or 52, Brams said, it’s understandable that many of them might not know how to do things like download an app or find a Wi-Fi connection for their phone. Communicating with fans at the games is also problematic, he said.

“You can’t just pick up the phone and call people, and you can’t really have a help desk at the stadium,” Brams said. What the Enterasys/Extreme folks hit on was a plan familiar to any NFL fan, who knows all about the long list of assistants for things like offensive line play and special teams: Give the fans their own Wi-Fi coaches.

Coaches roam stands to help fans connect

Wi-Fi coach in the stands at the Linc. Credit: Extreme Networks

Wi-Fi coach in the stands at the Linc. Credit: Extreme Networks

Now at both Gillette and the Linc the Extreme folks have 16 or more Wi-Fi coaches roaming the stands and concourses during games, readily identifiable in team-color jackets that announce them as friendly types to help fans connect to Wi-Fi. According to Brams, it’s not just the fans who benefit from the outreach program — the teams and stadiums also get instant feedback from users, which can help them quickly pinpoint any network problems.

“From a team perspective, the coaches are a great way to interact with the fans,” Brams said. “You get immediate feedback and if there are any problems, you get the information from the fan and quickly close the loop.”

The personal show-me coaching works very well in a stadium situation, Brams said, because fans will quickly pass on successful tactics to those sitting nearby. “If one person learns how to do something, it spreads like a chain reaction,” Brams said. One problem the Extreme coaching team has been communicating to users was a known bug with the team app and Android platforms, which could be fixed with a simple download. The bottom line, Brams said, is to ensure a good network experience the first time out — otherwise, fans might never try to connect again.

“I ran into one fan at Gillette who said the network didn’t work — but the last time he tried it was 2 years ago,” Brams said. “You need to deliver the first time they use it.”

Steady increase in Wi-Fi usage

At both Gillette, where the network was installed last season, and at Lincoln Financial, which is in its first year of Wi-Fi, Extreme is seeing a steady increase in usage, Brams said. An interesting side note is that while numbers of users are rising steadily, the amount of data being consumed overall is growing more rapidly, suggesting that the fans who do connect are starting to do more.

On the coaching front, Extreme is looking into helping its team customers find ways to expand the program, perhaps with some device-charging stations staffed by more Wi-Fi coaches. The idea is also open to possibilities for branding and advertising on the coaches’ jackets as well as at the charging stations, Brams said, with the final options limited only by the stadium owner and operators’ imaginations.

The best part of the program is when a coach helps a fan connect to the Wi-Fi, which is often a game-changing experience in the world of stadium connectivity. “These places [stadiums] used to be such a connectivity black hole,” Brams said. “Now people are excited when they connect.”

New MLB app lets fans develop GM skills

mlbvp

Major League Baseball’s Advanced Media Group has taken the wraps off of its latest mobile game as the league is now looking to maintain fan interest and mindshare into in the off season with the release of MLB.com Franchise MVP.

Baseball fans are often known for their following of not just the major league team but all of its affiliates in the minors from short season A teams to AAA as well as Winter League and other off season contests, and this game will appeal to them.

MLB.com Franchise MVP covers not only the pro level but actually starts at the Class A level and includes 120 teams that are in both MLB and MiLB and enables the user to be both a player working his way up to the bigs but also as a manager.

Starting out the user decides on a wide variety of topics and how to apply them such as training and what type, as well as in game decisions for the mini-game simulations. As skills and ability improve the players moves up levels and helps teams win. As the player progresses he earns currency that can be used to buy addition gear, skills and training equipment

In its press release MLB’s vice president of gaming Jamie Leece said “We built this game to be a fun graft of simulation baseball and player development strategies,” Anyone who has sat around with more than two baseball fans knows that these are topics that are very popular.

The app, which is available for free for Apple iPad and iPhones joins a number of other programs that have been developed by MLBAM including MLB Ballpark Empire and MLB.com Home Run Derby. It would be fun if the league made some that included some of the historical but now gone leagues like the Arizona-Mexican League or just any of the Class B, C or D leagues.