March Madness Ended Like it Started for Mobile Users: Strongly

mardas

The mobile and online viewing market for the most recent MCAA Division 1 basketball tournament ended just like it started, setting records for viewership and total amount of live game video streamed to fans.

The tournament was a huge televised hit, with the final between Louisville and Michigan garnering a an average 23.4 million viewers, up 12% from last year and a 19 year high, the online virewership was also record setting.

The overall mobile and online viewership hit 49 million live video streams, an increase of 168% from last year with more than 14 million hours of live video consumed by the fans. Both of these numbers set new records.

Not surprisingly the mobile space, with the strong growth of tablets in the last year and the powerful presence of smartphones, saw very strong growth for the tournament. Minutes were up 309% for mobile phones and 194% for tablet users.

PC users still represent a strong viewing group with broadband users represented 5.8 million unique visitors who watched games from their systems and they averaged 105 minutes of live video watched per user while mobile users averaged 70 minutes.

Social media users were also out in force, with the National Championship game netting a total of 3.5 million comments across all social media monitored, up 144% from last year. For the tournament as a whole there were 16.3 million comments, up 112% from last year.

The top ranked games across digital platforms during the 2013 NCAA Tournament, based on live video streams. Interesting to note that the final was not the top game

Valparaiso vs. Michigan State – 1,844,000
Bucknell vs. Butler – 1,784,000
Mississippi vs. Wisconsin – 1,778,000
Michigan vs. Louisville – 1,620,000
Albany vs. Duke – 1,488,000

Major League Baseball teams with Qualcomm to Boost Ballpark Wireless Service

mlb

MLB, like all major sports, and for that matter any large venue for sports or entertainment, seems to always have a connectivity problem but unlike many others which seem to have patchwork solutions MLB is actively addressing the issue.

The league’s Advanced Media arm (MLBAM) has teamed with wireless equipment developer Qualcomm in a multiyear effort that will first seek to survey the needs of mobile fans and then look at developing a plan to implement the mobile network technology needed to meet those needs.

They are entering a very fast moving space, where it is still hard to predict what the growth and demand will look like. You need only look at some of the numbers that Baseball has provided to see this. Two years ago fans were primarily looking for downstream data flow, that is downloading e-mails checking voicemail.

That has change so that now the primary need is for upstream connectivity, so that twitter, Facebook updates, Instagram photos and a host of other social media needs can be served. Also these types of files are often much larger than the simple text messages downloaded two years earlier. However the growth has been strong for data flowing in both directions, a 50% increase in downstream and a 300% increase in upstream per year over the last two years.

MLB in fact helps create demand for wireless in its parks. It has a range of apps that allow fans to do everything from find images of themselves in the stands as well as post that type of photo to upgrading your seats while at a game.

The range of services now at ballparks range considerably, and even after this effort is over will still have a good deal of variance since it appears that not all teams will be participating.

The deal is a first for Qualcomm in that in the past it has never had a direct relationship with a sports league. Its Engineering Group will provide in-ballpark assessments of select parks and develop a comprehensive plan for wireless access that will include Wi-Fi, 3G and 4G services. The effort is expected to take two years.

It will be interesting to see if the experts can accurately foretell the future and if the installations will meet with future needs. The San Francisco Giants’ AT&T Park is continually undergoing enhancements and growing pains as fans mobile usage continues to grow. But at least during the recent World Series it held up, while Comercia Park’s network collapsed under the strain of social commenting at games.

March Madness Maintains Torrid Mobile Viewing Pace

final4

This year’s March Madness has been one of the best in over two decades in terms of television viewers but it is the best all time in terms of mobile access as increasingly fans use mobile devices to track games and video of their favorite teams or hot match ups.

The first week’s results were strong, as we recounted here, and things have not only not slowed, but as the tournament heads towards its final week viewership is increasing, even with fewer matchups to view.

The mobile and online viewership, which encompasses PCs as well as tablets and smartphones, has seen a total of 12.6 million hours of video consumed, an increase of 201% from last year with a total of 45 million live video streams for the first two weeks of the tournament, this represents a 158% increase over last year’s tournament viewership. Last year the event registered 18.3 million live video streams for the entire tournament last year.

Breaking it down to exactly what platforms are drawing the most users shows that broadband had 5 million unique visitors, up 139% while mobile apps had 3.2 million unique visitors, up 93% compared to the entire tournament last year.

If you have not viewed the games from the tournament on a mobile device but are interested there are several options. The March Madness Live app was developed in a partnership that included the NCAA, Turner Sports and CBS Sports and can be launched from CBSsports.com, NCAA.com/marchmadness or bleacherreport.com for computers and the mobile app is available from both the App Store and Google Play.

NCAA March Madness Live app has ranked No. 1 as the top sports app in the App Store and Google Play over the first two weeks of the tournament. It was also the No. 1 free app across all categories in the App Store during that same time period.

Favourit Bets App Draws Bettors to Gambling Platform

favor

Favourit, a newly launched App from a pair of brothers in Melbourne Australia is reaching out to sports gamblers with an app that both brings together gamblers and sites to take the bets and friends that want to compete together using social media.

Founded in 2012 by brothers Toby and Josh Simmons, Favourit is touting itself as the Social sports betting network it has already attracted $3.6 million in Series A venture funding, a move that alone will help give it a boost over many rivals that are bootstrapping their way to market.

The concept is simple. Fans can gamble real money, where allowed, or virtual currency. The site sets fans up with betting operators for the real thing and with friends via social media for the all important bragging rights, and real betting as well if so desired.

It is designed as a global program, and while it covers some sports that Americans might not have a sporting interest in such as Australian Football League it covers a range of ones that might have a more direct appeal such as the NBA or the NFL.

While it has been available as a Web app and in HTML form for mobile users, studies have shown that increasingly smartphone and tablet users much prefer apps designed specifically for those platforms and that s what the company has done, creating a version that is currently downloadable for free from Apple’s iTunes store and that will run on Apple iOS devices.

Favourit includes real time virtual betting, as well as real betting via regulated partners and player to player bets. It includes stats, previews and live scores of events and has a social stream so that betters can chat and receive up to date news. You can also follow all of your bets and see social trends in betting and has a board that ranks bettors in terms of complexity and allows users to earn “BetIQ” points.

There have been plenty of apps that have sought to leverage the connection between social media and betting, and plenty that have focused just on the betting aspect of the equation. Apps such as 2Bet2, SideBet and others are already participating at some level and its been pretty clear that others are dying to get involved. A hold back, at least in the US, is that it is illegal to bet online. However that may be changing and other countries have already allowed it, as is obvious from what Favourit is doing.

I wonder if the push that the state of New Jersey is having about sports gambling will help open the door to more gambling in the US, particularly online? I guess only time will tell, but in terms of a head start for actual gambling, off shore sites like Favourit have a real advantage

MLB Updates a Trio of Mobile Apps Ahead for Opening Day

product_iphone

Major League Baseball’s 2013 season has started and the league has updated a number of its successful programs from last year as it seeks to increase its appeal to fans that use mobile connected smart devices.

The heart of the effort is its MLB.com at Bat 13, which for most mobile users has been available since Spring Training started. At Bat has a host of features that we have recounted earlier so we will just list the basics here. It gives users the ability to listen to live games on a breadth of platforms including PCs and Macs, as well as most smartphones and tablets.

The platform has a wide range of features that will appeal to both serious and casual fans including individual team pages, player statistics, video highlights of current games as well as a classic games video library.

One new feature that is just ready for the regular season is support for the BlackBerry Z10, the latest platform to be supported along with Android and Apple’s iOS. If you already subscribe to MLB.TV Premium then At Bat 13 is free, otherwise it has a $19.99 one time annual fee.

A second app is At the Ballpark, which MLB is expanding to include more parks. The app is part journal, where you can record current trips as well as past ones as far back as 2005. The journal section includes the ability to share photos from the visits. It has a tickets purchase and upgrade sections for select clubs, a range of social media hooks and even allows users to hear ballpark and player entrance music.

The final app is one that can have a great payback for fans; MLB.com Beat The Streak presented by Dunkin Donuts. It is a game where fans pick players to get a hit and if they manage to beat DiMaggio’s consecutive game hitting streak of 56 games you can win a $5.6 million grand prize. No one won last year and a new rule has been added this year that if you forget to post for a day your streak will not end.

March Madness a Huge Hit with Online and Mobile Users

march2

To the surprise of probably no one the first round of the annual NCAA Division 1 Basketball tournament has see resounding television viewership numbers (best in 18 years), but what might pass unnoticed is how strong its mobile and online viewership is as well.

Strong actually may be understating it, in the first week viewership via PCs, smartphones and tablets accounted for 10 million hours of video stream consumed by fans accessing all of the different online digital properties showing the tournament.

The results coupled with the strong online viewership the recent London Summer Olympics enjoyed should put to rest the arguments that making live sports action available for mobile and online users will hurt television viewership that some sports leagues still adhere to.

There were 4.2 million unique visitors watching games, and what is telling about how fast this has become an alternative method to watch the event, that number represents a 161% increase from just a year ago.

Broadband users were the top consumers of video averaging 105 minutes of viewing time while the mobile segment, the smartphone and tablet users, consumed 61 minutes per user.

The mobile aspect of this is increasingly important. Mobile viewers represented for 43% of live video streams on Thursday, 48% on Friday, 59% on Saturday and 60% on Sunday. These numbers both show how important reaching mobile users and that by addressing them how an event can expand its viewership by reaching fans that might be at work and prohibited from using work PCs to view or people that are out and about but still want to catch a game. Hopefully others, such as the NFL, will take this to heart and make more games available online.