Evolution of Sports Technology
This past week I was asked to moderate a sports technology panel at CES 2017, the 50th Anniversary of the preeminent Consumer Electronics Show. My associates and I discussed how big data influences sports as well as elaborated on trends for the future. I was joined on stage by my esteemed business partner, Warren Moon; Microsoft CVP and Chief Evangelist, Steve Guggenheimer; the founder of Sports ID and ex-NFL superstar, Ryan McNeil; and of course, my favorite former NBA big man, 18-year veteran Danny Schayes. What I learned from our panel and the rest of the show reaffirmed how important technology is in mastering sports content, accessing the enjoyable passion of sports, as well as utilizing the different mediums we can enjoy sports through.
Content is the “what” we experience and this pillar of technology does not evolve as rapidly as the other two. Regardless, content is being disseminated constantly by a variety of different outlets in a variety of different ways. Content is consumed by the masses just as fast as we put it out. At CES, we saw companies trying new ways to capture content in everyday life, as well as using technology to incorporate traditional content in unconventional ways. Virtual reality, 3D, and augmented reality technologies are trying to replicate and enhance the way we experience content in our daily lives.
In order to make this content effective, people need the ability to access it easily. Access is the second pillar of sports technology, and it’s “how” we experience the content that is created. Access is becoming increasingly important in sports technology as the ways people access sports are starting to shift. We try to visually access sports at home the same way we access them in stadiums and despite these multi-billion dollar arenas, fans in attendance want to access engaging sports content the same way they do in their living room.
Mediums are Big
Finally, choosing the appropriate medium of “where” we experience content is essential as well. Having great sports content is useless without enough people to consume it. The streaming trend in sports is a great example of the importance of mediums. More and more people prefer watching sports at home or in the palm of their hand, and fans crave access to similar viewing experiences at the stadium. The paradigm has shifted and stadiums want attendees to access content as if they were at home. Those fans watching at home want to access content as if they were experiencing the game at the stadium.
When it comes to using technology, we must pay attention to each of the three pillars, – content, access, and medium – in order to achieve success. We must make sure we’ve aligned our content to the wants and the needs of the consumer. Ensure appropriate access to the given content and understand there are multiple mediums that can make accessing the content more efficient, effective, and enjoyable. These three pillars are the guides of sports technology and will help you head towards technological success.
By: David Meltzer