Buffalo on top of NFL… in AT&T DAS usage, anyway

Ralph Wilson Stadium

Ralph Wilson Stadium

These numbers are over a week old but it’s still interesting to peruse the DAS data sent our way by the folks at AT&T, who found that Buffalo Bills fans (or at least the people at the Buffalo Bills game at Ralph Wilson Stadium on Sept. 20) used 1.226 terabytes of wireless data on the AT&T network at the stadium.

Granted, the Bills fans in the audience may not have been thrilled at the 40-32 victory for the visiting Patriots, but having the defending Super Bowl champs in town is probably a very likely reason there was more device use there than at any other stadium with an AT&T DAS that weekend. According to the AT&T totals, Kansas City was second in DAS use for the NFL games weekend of Sept. 17-21 with 876 GB used, followed by New Orleans (852 GB), Chicago (645 GB) and Washington, D.C. (627 GB). Remember, these totals reflect ONLY the AT&T customer use on the AT&T networks at the stadiums in the cities mentioned.

Any other large wireless carriers out there who would like to send us their stats, we will print them. Just sayin’.

On the collegiate side of things that weekend we have an old favorite and a new rising star at the top of the AT&T DAS list, with the University of Miami’s OT thriller 36-33 win over Nebraska at Sun Life Stadium racking up 1.228 TB of data.

Scoreboard, Kyle Field

Scoreboard, Kyle Field

With its new seats, Sun Life seems to have kept its old great network, which last year recorded some of the highest data totals anywhere, for both college and pro games.

In second place was Texas A&M’s Kyle Field, where (as far as we can tell) the new fiber-based DAS and Wi-Fi network isn’t even fully functional yet, but it still recorded a healthy 1.030 TB on the AT&T DAS network during a 44-27 Aggies win over Nevada. We are looking forward to seeing stats from Oct. 17, when Alabama comes to town (and all network systems should be fully functional).

Rounding out the top-five list for college stadiums on the AT&T network that weekend was Alabama with 993 GB used; LSU (927 GB) and Oklahoma (902 GB) were next in line.

Husker Wi-Fi: Nebraska fans use 4.2 TB of Wi-Fi data during Sept. 12 home game

It looks like we have an early leader in the (unofficial) college football Wi-Fi usage race, as the University of Nebraska folks are claiming that fans at Memorial Stadium in Lincoln, Neb., used 4.2 terabytes of Wi-Fi data during the Huskers’ Sept. 12 victory over South Alabama.

Thanks to Chad Chisea, IT operations manager for the Huskers and Dan Floyd, Nebraska’s director of IT for athletics, we’ve got some stats and tweets to share — of the 4.2 TB, approximately 3.0 TB was downloaded data and 1.2 was uploaded, according to network stats sent to us via email. But if you look at the embedded tweet below, the numbers that really jump out at us are the 34,439 unique connected devices and the 28,290 peak connections at a single time — those are numbers that rival anything we’ve seen in NFL stadiums, and are dwarfed only by Super Bowl or college playoff championship game numbers.

With 89,822 in attendance to watch Nebraska whup up on South Alabama 48-9, it’s perhaps no surprise that there are pro-type numbers being put up on the Wi-Fi scoreboard. With a top deployment from Cisco and CDW put in last year, the Memorial Stadium Wi-Fi should be on par with any other large football stadium, and so far the numbers from Nebraska look to be proof of that idea. The Huskers also seem to have a good handle on promoting the Wi-Fi network, as witnessed by the two tweets below that direct fans to the network and let them know they also have game-day help available.

We’re looking forward to getting some hard stats from other top college venues — so far we’ve heard anecdotal evidence that the fiber-based network at Texas A&M’s Kyle Field is rocking, but no numbers yet — so send them our way, and let’s see how the stadium networks stack up. Right now it’s Big Red in the lead, but if DAS numbers from AT&T are any indication, there is lots more data being used this year in stadiums so let’s start adding up the scores.

Boingo, Aruba behind new Wi-Fi deployment at Kansas State’s football stadium

The WIldcats take the field at Bill Snyder Family Stadium. All photos: Kansas State website. (click on any photo for a larger image)

The WIldcats take the field at Bill Snyder Family Stadium. All photos: Kansas State website. (click on any photo for a larger image)

So far we haven’t seen any press releases but a web-posted letter to Kansas State supporters from Athletic Director John Currie confirms that Boingo Wireless and Aruba Networks are part of a new Wi-Fi and DAS deployment at the Bill Snyder Family Stadium that will have at least 300 antennas of some kind bringing service to the 50,000-seat venue.

Bill Snyder, still the head coach at the stadium that bears his name, will lead the Wildcats into the 2015 football season knowing that fans in Manhattan — Manhattan, Kansas — will now have sufficient bandwidth to stay connected while they cheer on the team. While the letter from AD Currie wasn’t clear on details and specifics — at least not to the MSR level of clarity — it did say that “When you arrive for Fan Appreciation Day this weekend [last weekend] you’ll likely notice a few of the 300-plus new Wi-Fi and Distributed Antenna System (DAS) fixtures being installed around Bill Snyder Family Stadium as we work to address connectivity for cell phones and other personal electronic devices throughout the stadium.” So we’re not sure if that means 300 APs for Wi-Fi and then a DAS, or if that means 300 antenna systems for both. We’ve got messages out to everyone involved, so watch for a follow-up with some more details as they are available.

Screenshot of map on new K-State app.

Screenshot of map on new K-State app.

The letter from Currie went on to say that the network will be in a testing mode the first couple games, and then the school and its new communication partners will move on to bring similar connectivity to Bramlage Coliseum, the K-State hoops arena, before the basketball season starts.

New app as well

K-State also has a new gameday football app, built by the Boulder, Colo.-based Sportslabs, the first big program we’ve heard of that is using Sportslabs. We haven’t yet seen the app in action but according to the K-State website plug it seems like it will have most of the usual bells and whistles, but not anything fancier like instant replays or food ordering. Stay tuned as we get more info.

The K-State deal is a return to the public eye for Boingo, which had a spate of venue announcements a year or so ago and then pulled back out of the spotlight until coming back a bit recently with an NBA announcement. Boingo using Aruba gear is also a new twist for us, but not surprising as HP’s recent acquistion Aruba has been steadily winning new stadium deals and continues to innovate at already-deployed venues (watch for an upcoming report about the temporary on-field Wi-Fi network that Aruba and the San Francisco 49ers deploy for concerts and other events at Levi’s Stadium).

Are you ready for some football?

Are you ready for some football?

Final Four final score: 11 Terabytes of total wireless traffic

Screen Shot 2015-03-10 at 6.37.28 PMWe finally have some final wireless results in from the Final Four, and the total wireless-traffic number of 11 terabytes used over the weekend is just another sign that mobile device use at “big” sporting events is still increasing, with no top in sight.

According to figures sent to us by Ryan Marketing Group Technologies — an official outlet for the NCAA’s men’s basketball tournament tech operations — there was 9.47 terabytes of wireless data used over the Final Four weekend in and around Lucas Oil Stadium in Indianapolis, with 5.3 TB of that running over the stadium’s Wi-Fi network and the balance running on the building’s DAS. According to Ryan Marketing Group they believe the DAS numbers only reflect Verizon Wireless customer traffic (we have asked Verizon to confirm the numbers, but have not yet received a response from Verizon). The NCAA numbers also include usage for attendees at the accompanying Fan Fest events, in addition to the Saturday and Monday night games.

Separately, AT&T had said that it saw 1.52 TB of cellular traffic on its own DAS for the Final Four games, so adding the figures together we get 10.99 TB of total data, a number that should give pause to stadiums or arenas with “big events” on the horizon. Following huge wireless traffic numbers from recent big events like the Super Bowl and the College Football Playoff championships, it’s clear that there is still no plateau in sight for mobile-device wireless usage at big events. And just when you thought networks might be able to keep pace with users, devices and apps, you have the recent emergence of livestreaming apps like Meerkat and Periscope to potentially swamp arena networks with even more data demands. So, big event holders… what’s in your network? Is it ready for the terabyte age?

AT&T: Final Four sees 1.52 terabytes of DAS traffic, almost double last year’s total

Lucas Oil StadiumSometimes we feel like a broken record when talking about data usage at big events — is the total ever going to stop growing? Not at the Final Four, apparently, where this year AT&T saw almost double the traffic on its in-stadium DAS, even at a smaller venue, the Lucas Oil Stadium in Indianapolis.

According to AT&T, its customers used a total of 1.52 terabytes of data on the in-stadium DAS at Lucas Oil Stadium during the three Final Four weekend games, a huge jump from the 885 GB of DAS traffic AT&T saw on its network at the last Final Four, held in AT&T Stadium. Remember, these numbers are for AT&T cellular customers only, and does not include traffic for any other wireless carriers or for the Lucas Oil Stadium Wi-Fi network. We have calls and emails in to the various players to see if we can get more numbers, but for now AT&T’s almost-double growth is pretty interesting.

Normally we’re not big fans of infographics but the one accompanying the AT&T press release about Final Four traffic is pretty interesting, since it simply shows just how much data use at big events keeps growing. AT&T’s DAS traffic numbers for the last four Final Fours (New Orleans, Atlanta, Texas and Indy) start respectively at 376 GB for 2012, then jump to 667 GB for 2013, then to 885 GB last year and the 1.52 TB mark this year. Maybe the release of the new iPhones this past fall helped with the ever-increasing totals, or the fact that new rich media applications like Vine and Instagram are gaining in use? And with new livestreaming video apps like Meerkat and Periscope joining the fray, how will wireless networks at large venues hold up?

For AT&T, big events now mean lots of resources not just inside the building, but in the surrounding public areas as well, to better handle the big crowds as they move about the event locale. Like it did for the recent South by Southwest festival in Austin, AT&T brought its big-ball antenna to Indy for the weekend, and supplemented downtown coverage with outdoor DAS deployments and improvements to the outdoor Wi-Fi hotspots it built for Super Bowl XLVI held at Lucas Oil in 2012.

AT&T Infographic about Final Four DAS data use

AT&T Infographic about Final Four DAS data use

March Madness online resets the record books with 17.8 million hours of live viewing

Screen Shot 2015-03-10 at 6.37.28 PMTurner Sports and the NCAA said that online viewing of the 2015 men’s NCAA basketball tournament once again set new records, showing (again) that the demand for live sports online is still growing steadily with no top in sight.

From the round of 64 to One Shining Moment this year’s March Madness Live audience racked up 17.8 million hours of online viewing, according to figures released by Turner Sports and the NCAA Tuesday. The 80.7 million individual live streams were an increase of 17 percent over the 2014 tournament coverage, and the total hours watched was up 19 percent from last year.

Things really ramped up online for this past weekend’s Final Four games, with the Saturday semifinal doubleheader recording 6 million live video streams (an increase of 59 percent over 2014) and 1.5 million hours (an increase of 53 percent) of online watching, according to Turner and the NCAA. Monday’s championship game saw 3.4 million video streams started, with 1 million hours of live video consumed — totals that increased 66 percent and 69 percent, respectively, from 2014 figures. Overall, the NCAA and Turner Sports also said that mobile-only viewing also surged, increasing 20 percent in both views and hours from last year, though they did not provide a breakout figure for mobile-only viewing.

What is helping the increase in online watching? For one the ease in which March Madness could be consumed — watching this year on various platforms I noticed that the sign-in procedure with my cable contract info didn’t need to be repeated — ever — on my desktop or on my mobile device; in previous years the sign-in technology had been somewhat of a gating factor, and in the earliest years the extra-charge fee for watching games online almost certainly kept the audience much lower than it could be.

And now that fans know the games will be available online in an easy to find place — MarchMadness.com — they seem to know to go there for the early games that take place during work hours. In fact, the most-watched game online after the Final Four was a Round of 64 game between Notre Dame and Northeastern, which took place in the morning of March 19 — with 3.9 million video streams, it was clear that people at work got wind of the potential upset in the making and tuned in.

For once I have no complaints about the technical parts of the online March Madness offering — I watched the entire second half of the gripping Notre Dame-Kentucky regional game on my phone over Wi-Fi, and had no glitches, buffering or any other transmission problems. The only nit I would pick is why broadcasters like Turner feel it’s OK to impose technical control over online viewers, like blocking the mute button on the video screen during commercials, or by floating the little “Pizza Hut” icon on the left of the screen during game play, a small annoyance but noticeable. You’d be crucified for trying stunts like that on broadcast TV, so why insult viewers online just because you can?