The Viva! Vision: Former NFL Players Create ‘App Enablement’ Firm for Athletes, Celebs

Joe Tafoya (left) and Kerry Carter of Viva! Vision, at the AT&T Developer Summit. (Screen shot courtesy AT&T)

Anytime you go to a “developer’s conference” hosted by some large firm, you can pretty much count on at least several instances where groups of geeks are shepherded to the stage for their 15 seconds of fame. Look! The big-company execs will say. Developers who believe in us!

At the recent AT&T Developers Summit ahead of CES, however, there was a twist: During the meet-the-developers segment the audience saw 6-foot-4 Joe Tafoya take the stage and tell a quick tale about how he and some other ex-NFL players were getting into the development game, previewing a cool forthcoming “locker room” app featuring their friend, NBA star Jason Terry.

After shaking hands with some AT&T execs and Microsoft CEO Steve Ballmer, Tafoya was gone, but not after causing no small amount of buzz among the thousands in the audience. Ex-NFL guys? Doing sports apps? Cool! And then everyone went back to checking their email.

Tafoya, however, stuck around the summit, wandering the exhibit-hall booths with one of his partners, Kerry Carter, an ex-NFL running back who is still playing in Canada. Towering over most of the real geeks present, Tafoya and Carter were happy to stop and talk about Viva! Vision, a company formed in a unique manner and with a unique purpose. Over several phone and email interviews and some research we have a fuller picture of Viva! and what we think its purpose is: Though Tafoya and co. may not exactly agree with this definition, we see Viva! Vision as not a true app development company but instead an “app enabler.”

What do we mean by that? In Viva! Vision’s case it means that Tafoya and his partners aren’t doing any of the actual coding of apps but instead are bringing to the table their ability to bring people to the table — on one hand, corralling talented technology outsourcing firms to help develop cool, custom apps, and on the other hand bringing in athletes, entertainers and other celebrities who want to maximize their personal brand via online channels. How did this all get started and where might it end up? We’ll need more than a short blog post to tell you.

Next: From the NFL cut line to the command line

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CrowdOptic Gets Super Bowl Beta for Focus-Based Fan App

The folks at CrowdOptic are reporting a successful Super Bowl beta test of a prototype point-and-join social media sports application, based on the company’s unique ability to “triangulate” the most important things people may be pointing their phones at during an event.

As we’ve reported before, the San Francisco-based CrowdOptic is developing technologies to provide analytics and real-time results from social, mobile audiences. With a small app installed on a phone, CrowdOptic takes info from the phone’s GPS service and its camera, and feeds it into a system that can then provide “Google style analytics” to show what the fans are pointing their phones at.

According to CrowdOptic, at the Super Bowl the company staged an invitation-only beta test of focus-based discussion pages at the Super Bowl Village festival in Indianapolis during Super Bowl XLIV. The triangulation technology used by CrowdOptic allowed people in the beta test to be instantly joined in a live social network with people who were pointing their phones at the same thing.

Here’s the company’s official statement on how the test went:

During the soft launch of the application at the Super Bowl Village, participants in the beta trial said the simple act of pointing a phone was a far more appealing way to join an online following than searching for indexed tags. Users also praised the ability to microblog live with other spectators who share a specific common interest and to move effortlessly in and out of mobile discussion groups simply by holding up their phone or taking photos, as they normally would. CrowdOptic’s core capability is detecting significant clusters of mobile phone users who share a common focus in real time, instantly joining them together online, and creating a common call to action among them, such as an invitation to comment.

Though CrowdOptic has had several other beta-type demonstrations of its technology, using its triangulation features to empower fan-focused discussions appears to be a winning step forward, since the company said it will now make the technology available to its media partners. A screen shot of the beta test technology is below.

Verizon Used Cisco Gear for Super Bowl Wi-Fi Network

Cisco Sports and Entertainment Solutions Group SVP and GM David Holland

Nobody’s talking yet about how much traffic it carried, but from a recent Cisco blog post we learned that Verizon’s Wi-Fi network used inside Lucas Oil Stadium for Super Bowl XLVI was a Cisco Connected Stadium deployment.

David Holland, the Sports and Entertainment Solutions Group SVP and GM at Cisco, revealed the partnership Tuesday in a company blog post where he claimed that the Super Bowl was the first time fans had used an in-stadium Wi-Fi network for the big game. Cisco representatives, however, declined to say just how well that network was used during the Giants’ win over the Patriots. If Verizon ever credited Cisco for being the gear behind the Wi-Fi network at the stadium, we haven’t seen it.

Verizon has also remained mum on just how much traffic traversed its in-stadium Wi-Fi network for the big game. In its follow-on press release Verizon did note that its own customers used “2.75 times more data than last year’s Super Bowl in Dallas and 4.5 times more data than a regular-season game at the stadium,” but without hard numbers it’s hard for us to judge how big a deal that really was.

Verizon did note that other cellular customers, and not just Verizon customers, were able to use the in-stadium Wi-Fi network during the game. And neither Sprint nor T-Mobile has yet to reveal any discrete traffic numbers from the game, unlike AT&T which provided a very detailed description of the cellular traffic its customers generated.

So the question of “how much wireless data did Super Bowl fans really use” remains unanswered. But as Holland said in his blog, it’s a practice that will quickly go from being unique to mainstream:

Most importantly it shows that this is headed mainstream, and a tipping point has been reached. Just as people walk into an airport today and expect to be connected to a Wi-Fi network, so fans in stadiums around the world are beginning to look for and demand the same thing.

Super Bowl Online: 2.1 Million Uniques, Lots of Room for Improvement

The stats are in and as expected, the live Internet streaming of Sunday’s Super Bowl game was by far the biggest online audience ever for a sporting event with 2.1 million unique viewers, according to a press release from the NFL.

Broadcast both on the NBC Sports website as well as to smartphones via Verizon Wireless’s NFL Mobile app, the online showing of Super Bowl XLVI racked up some impressive numbers, according to the NFL:

Online Traffic Data
Unique Users – 2,105,441 (live stream online)
Live Video Streams – 4,589,593 (live stream online)
Total Minutes Streamed – 78,624,422
On-Demand Clips – 1,838,812 VOD clips viewed
User-Generated Camera Switches – 1,835,676
Engagement – More than 39 minutes per visit.

Verizon Wireless also confirmed that the Super Bowl was the “most viewed” game on the NFL Mobile platform all season (what a surprise!) but the company’s weak press release didn’t reveal any actual numbers. We’ve asked Verizon PR for more info but have not gotten a reply as of yet.

We also find it hard to agree with the canned quotes in the NFL’s release from Kevin Monaghan, senior vice president, business development & managing director digital media, NBC Sports Group, who claimed the online show lived up to fans’ expectations. This fan for one didn’t like the fact that the online show was 3 to 4 plays behind the TV show, making it nearly impossible to use as a “second screen” device since it was so far behind what was happening in front of you. Monaghan had a different view, according to his quotes in the press release:

“Increasingly, sports fans are looking to digital coverage as a complementary ‘second screen’ experience, and we delivered on that promise with unprecedented robust coverage. The record traffic that grew throughout the event, as well as the record high engagement numbers, underscores the complementary aspect of digital as an enhancement to our exceptional television coverage.”

With no way to question Monaghan (we tried tweeting @NBCSportsPR asking why the broadcasts were so far apart but got no reply) we’ll just have to stomp our digital feet a little bit louder to hope for a closer sync in the future. And others around the web didn’t think too much of the limited screen choices and sometimes skippy transition process — and the fact that getting Silverlight installed on a Chrome browser for a Mac was a chore (we got it done on the laptop Sunday but it took two tries because the download screen hung the first time).

But all in all those are some small problems to what will likely be viewed as a watershed moment in sports broadcast history, when we all switched from thinking, “Wow, cool, it’s online — I never expected that!” to something more like “how many different online options to watch do I have?” Especially since Sunday’s TV broadcast was the latest Super Bowl to win the “most watched program ever” award with 111.3 million viewers, it’s obvious that having an online choice — even one that attracts 2.1 million viewers — doesn’t detract from the live TV audience.

For all other promoters the question now becomes: What are you going to do to get your event online, and to make it more competent than the Super Bowl? Getting the broadcast at least close to the same time as live TV would be a start.

AT&T: Super Bowl Crowd Breaks Wireless Data-Sending Records

It was expected to be one of the biggest wireless-data events ever, and according to AT&T the folks attending Super Bowl XLVI in Indianapolis Sunday didn’t disappoint, with AT&T’s customers breaking company records for wireless communications from the big game.

According to statistics provided by AT&T, customers using AT&T smartphones, tablets and other devices inside Lucas Oil Stadium accounted for a total of 215 GB of wireless data traffic, an increase of almost 40 GB from Super Bowl XLV, even though there were almost 35,000 fewer fans at the game this year. Customers also uploaded more data to the network than they downloaded by a wide margin Sunday, 125 GB to 90 GB, likely signifying that AT&T users were busy sending photos, videos and messages out from the stadium to Internet sites or to friends who weren’t in attendance.

The surge in data traffic doesn’t even include any data sent over the Wi-Fi or DAS networks AT&T put in place in downtown Indy outside the stadium to ensure that fans had access to a good connection no matter where they were in the vicinty of the game. According to AT&T’s math the data represent an 82 percent increase in data use per person in attendance, a staggering amount of growth for a practice that even just a couple years ago was basically unheard of.

Given the data surge it’s perhaps no surprise that voice calls, voice minutes and text message totals all dropped from the previous year’s game, perhaps also due to the fact that Cowboys Stadium had 103,219 in attendance for Super Bowl XLV while there were just 68,658 in attendance at the smaller Lucas Oil Stadium Sunday. According to AT&T there were only 722,296 text messages sent by its customers Sunday, down from 2,090,099 sent the previous year. Voice calls and voice minutes were down 59 percent and 57 percent respectively, from 183,216 calls to 75,204 calls and 181,606 minutes to 78,133 minutes. The stats here are only for AT&T’s 2G, 3G and LTE networks inside the stadium itself, over a 7-hour window around the actual game.

In addition to the wide array of technical enhancements AT&T made in and around the stadium over the past year AT&T said it also had an on-site “command center” as well as street-team employees helping customers find the best way to connect. Verizon Wireless, Sprint and T-Mobile also beefed up their cellular operations in and around the stadium, and so far no reports of bad service have surfaced so all the preparations must have been enough to handle the game-day wireless crush, which was probably at least three times AT&T’s total if not more. AT&T’s Super Bowl enhancements are just part of a wide-ranging strategy from Ma Bell to cover stadiums with additional wireless assets.

AT&T’s stats from the game, however, should give pause to stadium operators, teams, schools and other big-event area hosts, because it’s almost guaranteed that wireless tsunamis of demand are coming your way next. As AT&T senior executive vice president of technology and network operations John Donovan notes in a blog post, mobile devices have become “integral to our lives,” and even more so for special sporting activities that we will want to share with friends not present via the Internet. Provided the wireless network allows it.

While the Super Bowl is a special case where providers will send extra resources to ensure performance, not every event can expect such an influx of assets. The question for game hosts then becomes how will you ensure that your customers get the wireless coverage they expect? For the answers, keep following Mobile Sports Report as we cover the news and provide the business analysis for this interesting intersection of mobile, social and sport.

Super Bowl’s Social/Mobile Angles Don’t Move the Needle

My quick post-game take on the whole “social Super Bowl” angle is that I don’t think any of the ad campaigns really moved the social-networking needle. Though I missed part of the first quarter I didn’t see any ads that asked for an online audience interaction, which might have been fun. And the mobile game platforms, both NBC’s website broadcast and Verizon’s NFL Mobile app, were so far behind the live action they were useless as a “second screen” for viewers also watching the television.

A quick kudo to Twitter for not crashing in what was probably the most-active day ever on Twitter (which is kind of a meaningless stat since every big event for the foreseeable future will become “the biggest” as Twitter becomes more mainstream and adds more users). But I have to give a conditional “fail” to NBC’s online broadcast of the game, which was anywhere from three to four plays behind the live action, even showing commercials while the “real” game was live.

Though I understand why technically the online show might be slower, the wide gap made it impossible to keep the laptop (or tablet) open while watching the game on TV, eliminating the whole “second screen” thing that the online broadcast was supposed to enable. Plus I was underwhelmed by NBC’s multiple-choice camera views — they were uninteresting and pretty much blah compared to the rapid-fire screen switching you get from watching professional broadcasters produce a game live. So maybe that whole viewer-choosing-the-camera thing is overrated.

And Verizon’s NFL Mobile app, while glitch-free over in-house Wi-Fi and a 4G cellular signal, was still anywhere from 23 to 28 seconds behind the live action, also rendering it useless except maybe for trips to the bathroom. But with all the commercial breaks that’s hardly a concern during the Super Bowl. Maybe these alternative platforms will be more important for events with multiple things happening at once, like the Olympics or a golf tournament like the Masters. And maybe advertisers will become more bold and try more live interactive ads in the future. But for right now the “Social Super Bowl” didn’t live up to its advance billing.

UPDATE: As we thought, the Twitterers were out in force:

In the final three minutes of the Super Bowl tonight, there were an average of 10,000 Tweets per second.

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