Category Archives: Platforms

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Villanova, MLB Team Eye Virtual Reality Training for Batters and Catchers

Imagine you’re at home plate, your bat lifted behind your shoulder. You eye the pitcher as he sets up, carefully paying attention to not just the sights that play into the timing of your swing, but the sounds, too.
Researchers at Villanova believe those audiovisual cues will set apart the next generation of players. And this spring, the Villanova Wildcat baseball team will begin using a new virtual reality training system designed by Dr. Mark Jupina, an assistant professor of electrical and computer engineering at the university. The VR system matches batters and catchers against some of the best pitchers in Major League Baseball, but it’s intended use stretches far beyond just a virtual batting machine.
The system, dubbed PITCHvr, can pull in data from the MLB pitch database. (Its name was inspired by the PITCHf/x system that was used through 2016, and has since been replaced by TrackMan.) Jupina has used this data to recreate the motions of a pitched ball, such as its path, velocity, orientation, and spin. From this perspective, PITCHvr is not unlike other VR pitching platforms that have come in the past, such as Diamond FX, a virtual reality player performance and scouting tool that uses recreated pitches and sports vision to give baseball players extra reps.
What sets PITCHvr apart, however, is the addition of audio tags that help to not only train eyes but also ears as batters, catchers, and umpires prepare for pitches in the real world. Jupina’s algorithm generates a unique audio signature for each virtual pitch. When this audio is played alongside the pitch, the sound can assist users’ eyes in tracking the motion of the baseball.

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As the Wildcats are preparing to use this system during their upcoming season, MLB teams are also becoming interested in the technology. At least one team so far has expressed a desire to use it for 2019 spring training, although Villanova declined to provide the name of the team since negotiations are ongoing.
Jupina, who played baseball through high school and coached for 11 years, leaned heavily for PITCHvr’s development on Wildcats head baseball coach Kevin Mulvey, a former standout pitcher for Villanova who reached the major leagues with the New York Mets, Minnesota Twins, and Arizona Diamondbacks.
While Jupina had the science and engineering background to build the complex algorithms that power PITCHvr, Mulvey offered the real-world experience of professional baseball and insight into how the system would best benefit his players.
To date the system has been primarily tested in Villanova’s room-sized virtual reality CAVE space, an 18-foot-wide, 10-foot-deep, and 7.5-foot high enclosure that provides immersive 3D experiences. But the system has also been adapted for the HTC Vive headset (the same headset that launched DiamondFX), which is the version that’ll be used in-season by the Wildcats and possibly by professional teams.
Whether stepping into the CAVE or donning a Vive headset, users are met with some of MLB’s top pitchers, including the Astros’ Justin Verlander, Red Sox closer Craig Kimbrel, the Yankees’ Aroldis Chapman, and the Indians’ Corey Kluber. Jupina even recreated Astros’ Lance McCullers’s nasty knuckle-curveball, which helped to deliver Houston an American League championship and World Series win in 2017.
(Courtesy of Villanova)
“I recreated the same exact pitch in this virtual enforcement and they matched up well,” said Jupina. “That gave me the confidence that this looked accurate and realistic and began working with [Villanova head coach] Kevin to verify things.”
With the infrastructure now in place, Jupina is eyeing a range of other use cases for his system. In the future, pitches generated by PITCHvr could be made even faster and nastier than pitches thrown to date, which would help to further hone users’ audio and visual tracking instincts and possibly translate to more hits from the plate.
Jupina also is planning PITCHvr adaptations for specific positions, such as for catchers, umpires, and batters. He projects these updates will be ready for use over the next half-year. From there, the school could be able to explore potential licensing opportunities as well.
“I can see applications of a catcher or an umpire and have talked to the MLB office in charge of umpire development,” he said. “We could come up with an app where a person would try to catch the ball and the system would detect when their hands closed on the ball.”
The next step (and something Villanova researchers and students are already working on) is to use additional sensors and imaging technology to provide analytics on the bat’s motion and swing, enabling players to obtain metrics such as launch angle, velocity of the batted ball and distance traveled.
“Current trackers aren’t really sufficient … you need to use other types of sensors,” said Jupina.
Future iterations of the technology might integrate neurofeedback to read a users’ focus and stress levels. Jupina has held discussions with Narbis, a company that uses EEG sensors to measure brain waves, and has worked with the Villanova psychology department to use measurements of muscle tension to get an idea of someone’s focus or concentration level.
A tightened jaw or wrinkled forehead might indicate a batter on edge, for example. Perhaps one day, that feedback might pause the system, forcing users to relax before continuing, and conditioning them over time to step up to the plate with a clearer, more-focused mind. A similar neurotechnology has been used by the NBA’s Portland Trail Blazers.
According to Jupina, one MLB team has expressed interest in using that part of the technology along with inputted crowd noise and eye-tracking technology in its scouting process. While most professional-grade players might perform well at the plate or in batting cages during practice, their abilities might change when they’re in a high-pressure gameday situation.
“You throw them some practice pitching they’re going to crush that ball, so they’d rather see how they handle actual pitches and how well they’re tracking that ball with their eyes and what their state of mind is,” he said.
Further into the future, Jupina believes the technology could also be adapted into other sports that have fast-moving objects that have to be caught or hit, including tennis, hockey, and lacrosse.


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Deltatre Acquires UX Streaming Specialist Massive Interactive for $127 Million

Sports media technology company Deltatre has acquired London-based firm Massive Interactive, which sells software tools to develop and manage over-the-top streaming user interfaces. The purpose of the deal is to expand Deltatre’s sports and entertainment streaming presence on a global scale, specifically within the Asia-Pacific region.  
The deal is worth up to $127 million and the two sides have targeted a closing date of Nov. 20, according to Variety. The companies reportedly see this deal as an opportunity to combine Deltatre’s existing back-end streaming video capabilities with Massive’s expertise in providing front-end user experiences. Massive will operate as a division of Deltatre, which will have 18 offices worldwide and nearly 1,000 full-time staff after the deal is finalized.

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“This shift to OTT is accelerating throughout the world, and the ability to customize individual viewing experiences and create genuine consumer engagement is vital to the movement,” said Giampiero Rinaudo, Deltatre’s co-founder and CEO, in a press release. “Massive’s next-generation user interface and audience engagement software are proven to drive [average revenue per user].”
Massive’s UX management console, AXIS, already supports streaming service interfaces for the BBC Worldwide, Bell Media, and Sony Pictures Television. Deltatre’s OTT platform called Amplify is currently used by the ATP’s Tennis TV, NFL Game Pass Europe, Juventus Pass, and several other services. In addition to OTT streaming infrastructure, Deltatre provides clients with a content management system, virtual broadcast studios, graphics, and real-time data distribution.
“The integration of our targeted UX platform, Massive AXIS, with Deltatre’s robust product portfolio will combine to offer our customers a highly scalable, quick-to-market solution that drives engagement and increase the profitability of over-the-top video services,” said Massive CEO Ron Downey in the press release. “By coming together, we are creating a business that will undoubtedly be the leading B2B vendor for live and OTT video platforms globally.”
SportTechie Takeaway
Bruin Sports Capital purchased majority ownership of Deltatre in 2016. Bruin was founded by George Pyne, who formerly held positions as the COO of NASCAR and president of IMG Sports & Entertainment. “[This deal] is transformative for us,” Pyne said according to Variety. “The future, to me, is the customization of content and the consumer experience.”


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Steelers Digitally Augment Terrible Towel Through Mobile App

The Terrible Towel, a longtime symbol of Pittsburgh Steelers fandom that dates back to the 1970s, is being digitally augmented through a new AR feature being added to the Steelers official mobile app.
The rally towels originally date back to the Steelers run to victory in Super Bowl X. The “Terrible Towel Wall” is a display area located inside Heinz Field was added in 2012 and showcases the most memorable Terrible Towels from Steelers’ history. Using the new app, fans attending homes games or stadium tours can now point their smartphones towards the Terrible Towel Wall to view augmented reality-enabled videos and info galleries about the history of the iconic giveaway.

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“If you come to Heinz Field you are going to see something you can’t experience from your couch watching on TV,” said Nick Sero, corporate communications manager for Heinz Field, according to The Pittsburgh Business Times.

The app was developed by YinzCam, a mobile app and analytics developer based in Pittsburgh. Additional AR features in the app that can be activated at Heinz Field include selfie filters for special events like a fan’s birthday, anniversary, or first game. “The Steelers plan to continue developing their mobile app and its in-stadium uses, likely featuring additional AR technology in the near future,” a HeinzField.com press release stated.
“More and more teams are exploring the possibilities of augmented reality through their apps, whether to entertain and engage fans, or to provide them with unique utilities to enhance the game-day experience,” added Priya Narasimhan, CEO and founder of YinzCam, per The Pittsburgh Business Times.
SportTechie Takeaway
YinzCam has built augmented reality-backed mobile apps for other professional sports teams such as the Cleveland Cavaliers and Kansas City Chiefs. The NBA bought equity in YinzCam back in 2015. While the Steelers are requiring fans to go to their home stadium to activate AR features, the Dallas Mavericks have taken a different approach by creating a mural of point guard Dennis Smith Jr. that comes to life for a virtual slam dunk behind a YMCA in downtown Dallas (developed by a collaboration with GrooveTech AR and the Spark AR Facebook platform).


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English Premier League Launches Mobile App for Chinese Fans

Category : China , EPL , Media , Mobile , Platforms , Soccer

In an effort to increase global digital fan engagement, the English Premier League has launched an official mobile app exclusively in Mandarin. The app will host a Mandarin-language data hub that shows statistics from both individual players and clubs.
A press release from the EPL claims that it is the first European soccer league to create an app specifically designed for fans in China. Currently, the Premier League connects with its Chinese fans via popular China-based social media apps such as Weibo, WeChat, and Toutiao. The EPL has a combined following of nearly four million across those social media accounts.

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“We work closely with our broadcast partners and, together with our clubs, have regularly hosted events in China to bring live experiences to supporters,” said EPL managing director Richard Masters, in the press release. “This app provides another way to engage with the Premier League digitally and recognises the commitment of our fans with more and better localised content in Mandarin.”
Through the Premier League official Chinese app, fans can view the latest news and receive links to local media outlets broadcasting EPL matches. Users will also receive notifications regarding a club’s starting lineups and scoring updates.  
Digital media agency Red Lantern, which maintains offices in both London and Beijing, was responsible for managing the app’s content development. The app itself was built by Kingworld and is available for both iOS and Android devices.
“China is a mobile marketplace and this investment by the Premier League is another way to help drive value back to clubs and Chinese broadcasters,” said Red Lantern founder Lewis Hannam. “Rights-holders need to have a bespoke digital strategy for China and the Premier League is at the forefront of that.”
SportTechie Takeaway
By building an app specifically for China, the EPL is hoping to more effectively engage with soccer fans in the most populous country in the world. Taking a different approach, fellow European soccer organization Bayern Munich recently launched a website for users with poor internet connections. While the EPL’s app seeks to engage with a single, but large country, Bayern’s initiative could engage with a bigger audience across a greater area.


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When Regular People Inherit Famous Sports Phone Numbers

One morning two weeks ago, Giana Manzi woke up to a flurry of text messages buzzing her bedside. When she reached for her phone, she understood the commotion.
“Well, Rocco got a new job,” she thought.
Manzi and new Twins manager Rocco Baldelli have never met, so the barrage of alerts might seem odd. They are both Rhode Island natives, however, and Manzi inherited the former ballplayer’s old 401 area code phone number. (It’s a small state.) A diehard baseball fan, she had tracked Baldelli’s career—mostly with the Rays with a brief stint on her beloved Red Sox—as any Ocean State resident might, so she knew why this was big news.
Manzi had recently discovered her phone number’s provenance when someone wrote to her a few weeks ago. “Yo yo yo! what up snoop? How’s the offseason been going? I just read that you interviewed with the Rangers. That’s awesome!!!” Manzi initially replied in character, something to the effect of “Yeah man, pretty sweet. Cross your fingers for me.”

Rhode Island is a small state. But so small that I get @roccodbaldelli’s wrong number texts?
PS Rocco, a friend of yours is trying to get in touch… pic.twitter.com/UkW1g5h3wZ
— Giana Manzi (@gmanziii) October 16, 2018

Asked why she played along, Manzi said, “Sometimes you see on Buzzfeed these really funny [wrong number] exchanges. Let’s just see if something funny comes out of it.”
Her pen pal jokingly replied, “If you need managerial tips, I coach my son’s baseball team.” The name of the sport suddenly triggered a connection. Manzi googled “baseball manager Rangers” and, lo and behold, there were reports of Baldelli’s managerial interview with the Texas Rangers.
“I was like, ‘Oh my God, he definitely means Rocco,’” Manzi said. “I texted him back, cleared the air. He thought it was hysterical. I thought that was the end of it.”
It was—until Baldelli got the Twins job. Manzi has had this phone number since 2009, but this managerial milestone prompted many old pals to reach out for the first time in a long while. One of the wrong numbers was former Rays teammate Matt Diaz, now an MLB Network Radio host on SiriusXM, who last played with Baldelli in 2004. Diaz and cohost Mike Ferrin even invited her on the program, after which Manzi tweeted at Baldelli, “We are the internet’s favorite story right now.”
New Twins manager Rocco Baldelli (left) and GM Thad Levine (Photo by Hannah Foslien/Getty Images)
People change phone numbers all the time, of course, although less so since the FCC began mandating that wireless companies accommodate number portability in November 2003. Almost everyone has received a wrong-number call or text, but the misdirected interactions are more loaded and more amusing when they include someone in the public sphere.
While working a different job in 2016, I texted the number I had for Jerry Dipoto, whom the Mariners had hired as their general manager the previous fall. I soon received this reply: “Happy to give you an interview but this is not Jerry and this is no longer Jerry’s phone Let me know if you still want that interview.”
I initially redirected my efforts to tracking down Dipoto’s new contact information but eventually responded to the wrong number with a friendly joke about the request. This time, the mysterious phone owner wrote: 
“You redeemed yourself – I thought you were void of humor. You can’t imagine the hundreds of messages I’ve received and the all the intimate details of insider trading My lips are sealed. Advice to other famous people who want/need to change phone numbers: Pay to keep your old number and hide the phone in a drawer. Too much information in the wrong hands could be catastrophic.”
In fact, this person—who stopped replying before I could find out any personal information—said an Associated Press reporter reached out when Seattle first hired Dipoto, and the person’s son initially offered a made-up statement. At that point, the parent who had been bequeathed this 480 area code number intervened: “I just couldn’t let the reporter ruin his career, so I contacted him before it went to print. Due diligence my friend – due diligence. Lol.”

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Sometimes an outsider can bring some fresh perspective on another industry. Fort Worth resident Camille Camp received a company phone for her job as a sales rep at United Rentals, and the new 817 number used to belong to Texas Rangers assistant GM Thad Levine, who is now the GM of the Twins (and, coincidentally, the man who hired Baldelli). Camp had a similar experience as Manzi with some two-dozen text messages in the first nine months with the phone number.
“No one ever calls,” Camp said. “They always text. It’s kind of crazy.”
That observation certainly rings true among ballwriters. Los Angeles Times national baseball writer Andy McCullough coined the hashtag #TextExecs as the reportorial ethos of the offseason generally and the winter meetings specifically. In fact, I once wrote a story about how technology—and text messaging, in particular—had killed the modus operandi of the winter meetings.
Amusingly, Levine contributed a quote to that story—by text, and in response to my text. (It was meta.) He admitted that some in-person conversations at the winter meetings were scheduled purely as an excuse to attendees to get up and stretch their legs. But the (literal) inside baseball dynamic of communications can certainly seem foreign to someone working in sales.
“It’s just funny because it’s a completely different industry and completely different type of person who has this number now than when he did,” Camp said. “I’m 24, and obviously I’m not the GM of a professional baseball team. I’m a sales rep for a construction equipment company so it’s not so glamorous as his life.”
Another difference between ballplayers and most mainstream professions is the way colleagues address each other. Baseball is, after all, the sport that made stars out of men called Yogi, Papi, Goose, Ducky, Cool Papa, and the Babe. And the tradition continues.
“There were some nicknames that were really funny that I have no idea what they mean,” Manzi said with a laugh.
Manzi works in marketing at LogMeIn, a software company headquartered in Boston. Her dream is to be a sports reporter, but for now, she said, “My side job is his assistant and trying to relay the messages, but he hasn’t gotten back to me. So I’m just holding onto these for when he wants to know who reached out.”


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ESPN+ Expands NBA G League Coverage With New Multi-Year Deal

More than 200 NBA G League games each season will be coming to the ESPN+ streaming platform as part of a multi-year deal announced on Nov. 5. The deal started Tuesday when the Westchester Knicks defeated the Delaware Blue Coats in the G League season opener.
ESPN+ will broadcast multiple G League games per day every Tuesday, Wednesday, and Thursday of the 2019 season. The agreement will also expand G league coverage across ESPN’s linear television networks, with scheduling details expected to be announced in the coming weeks according to an ESPN press release.

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“From Greensboro to Stockton, Erie to Austin, there are basketball fans all over the country. This agreement illustrates the promise and capability of ESPN+ to super serve fans,” said Russell Wolff, Executive VP and GM of ESPN+, in the press release. “We’re excited to showcase some of the developing NBA talent and bring more great basketball events to ESPN+ subscribers.”
A subscription to ESPN+ costs $4.99 per month. Additional basketball coverage already offered by ESPN+ includes the live streaming of thousands of college basketball games and hundreds of games from FIBA competitions. In September, ESPN+ also announced the addition of a sports business show featuring NBA All-Star Kevin Durant.
SportTechie Takeaway
ESPN+ surpassed one million paid subscribers just five months after the direct-to-consumer media app was released in April. The platform offers a diverse range of original programming and has secured broadcast rights to mostly niche sports leagues. While the average sports fan may not watch games from the developmental league, diehard followers of basketball will see value in this added coverage.


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PlaySight Enters Into Official Partnership With Belgian Pro Basketball League

PlaySight Interactive, a cloud-based video and analytics platform used by professional teams for training, will bring video assistant referees and broadcast services to Europe in a new multi-year deal with the Belgian Pro Basketball League. 
The deal will make PlaySight the official broadcast, live streaming, and performance technology partner of Brussels-based EuroMillions Basketball League, operated by the BPL.
PlaySight will install its SmartCourt technology in each team’s arena to bring HD live streaming and automated video highlights to fans, something that PBL General Manager Wim Van de Keere said he hopes will increase visibility and elevate interest in the league.

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“There is an insatiable hunger for sports content right now, and that is no different in Belgium where basketball is one of the most popular sports,” said PlaySight CEO Chen Shachar.
Interestingly, the PBL deal will include VAR replays, using a similar technology to the one that debuted at the FIFA World Cup this year.
The same tech will also be used to power athletic performance analysis tools for coaches and athletes via PlaySight SmartCourt, which leverages multi-angle video and proprietary analytics to help athletes improve their on-court performance.
PlaySight’s SmartCourt technology is currently used by a number of professional sports teams, including NBA teams such as the Golden State Warriors and the Toronto Raptors. The company’s video technology is utilized in more than 25 sports across 20 countries, including tennis, golf, soccer, and football.
SportTechie Takeaway
PlaySight earlier this year raised $21 million in a Series C funding round that included investment from SoftBank, the Japanese tech conglomerate. At the time, Jay Choi, a senior associate of SoftBank Ventures Korea, predicted that PlaySight would become “the technology platform of choice” across youth, amateur and professional sports. The company had said it planned to use the late-stage funding round to expand into new verticals, such as using its data-infused video streams to enhance fan engagement and broadcast. Its deal with the PBL shows an effort to provide an all-in-one package for leagues, from analytics to broadcast and even replay technology to assist referees.


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G2 Esports’ Reality Show Will Give Fortnite Gamers a Chance to Go Pro

G2 Esports has partnered with prepaid payment company paysafecard to launch a new interactive Fortnite talent show called Making The Squad. The show will document 20 amateur Fortnite players who will compete for a full-time contract from the G2 Esports organization.
Fortnite content creators who are at least 16 years of age have until Nov. 15 to apply to be one of those selected to participate in Making The Squad’s initial qualifying round. Entrants must apply through G2’s website by submitting a highlight video of their Fortnite skills as well as a self-recorded video explaining why they want to join G2 Esports. 
“Supporting one of the world’s first international, interactive talent shows to find the next big influencer in Fortnite, is a fantastic way for us to connect the paysafecard brand with the esports community in an authentic, meaningful way,” said Oliver Wolf, VP of Marketing at paysafecard, in a press release on the G2 website.

The contest will span eight weeks and the top eight gamers will be invited to Berlin to compete in the finals. During the final competition, four of the most talented players will be awarded full-time streaming contracts to join G2’s new Fortnite content team. Making The Squad has also received backing from sponsors Logitech G and Esport Management.
Making The Squad contenders will partake in interactive online challenges as well as real-life tasks, according to the press release. Fans can watch the reality series through video content uploaded to G2’s YouTube and Twitch channels. The show’s judging panel will include Carlos ‘ocelote’ Rodríguez, the CEO of G2 Esports. G2 currently employs 58 players across 12 professional esports teams according to the organization’s website.

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“At G2, we’ve always been focused on providing top quality entertainment to fans old and new,” said Rodriguez in the press release. “We are constantly dreaming up new ways to interact with the industry and provide pathways for talented pros dreaming of going big. This will be our first original content production, but we believe that the G2ARMY will really enjoy tuning in. We can’t wait to meet the newest entertainers for G2 Esports.”
SportTechie Takeaway
Fortnite, the most popular video game in the world, keeps getting bigger. Earlier this week, the NFL announced a deal with Epic Games to integrate NFL uniforms and other football-themed features into Fortnite gameplay. While Making The Squad’s arrival makes G2 the first esports organization to produce its own reality-based show, sports media company Overtime was first to launch a digital reality series that follows professional Fortnite gamers.


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VenueNext, SeatGeek Partner on Mobile Ticketing App for Minnesota United FC

Stadium integration platform VenueNext has partnered with Minnesota United FC to build a mobile ticketing app for the 2019 MLS season. The app will use SeatGeek’s ticketing technology, making the company the official ticket provider for Minnesota United.
The app will be part of MNUFC’s plans to shift to a 100 percent digital ticketing system for all events at the club’s new home, Allianz Field. The new stadium is expected to open in March. VenueNext has previously built apps for the Minnesota Vikings and Minnesota Timberwolves, providing fans with game-day services such as mobile ticketing, mobile concessions and merchandise, and team news.

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“Our goal with this app is to provide a door-to-door experience for fans that supplements and enhances what we know is going to be a one-of-kind game day atmosphere at Allianz Field,” said MNUFC CEO Chris Wright in a team press release. “Allianz Field will have so much to offer fans and this app is going to be the best way for fans to get easy access to all that it has to offer.”
Minnesota United’s new app will represent the first time that a VenueNext-built platform is fully integrated with the SeatGeek ticketing marketplace. Outside of buying and selling tickets, the new app will offer fans access to exclusive team video and news content, as well as an integrated maps system to help navigate the new stadium. The app is scheduled to launch in early 2019 according to MNUFC’s official press release.
“Our partnership with MNUFC expands our footprint in Major League Soccer and marks our first integration of SeatGeek’s ticketing technology into our platform,” said Anthony Perez, chief executive officer at VenueNext, in the press release. “VenueNext’s platform allows teams to build stronger connections with fans by providing a seamless and dynamic experience, using our rich data and powerful marketing tools. We look forward to the grand opening of Allianz Field and helping MNUFC to deliver a truly mobile-first experience.”
SportTechie Takeaway
VenueNext has also built mobile apps for the Charlotte Hornets, Orlando Magic, and San Francisco 49ers. The Silicon Valley company was founded in 2013 and recently announced plans to expand its mobile technology platform into European stadiums. This partnership with Minnesota United is another step forwards for SeatGeek within an extremely competitive mobile ticketing industry. The company has previously integrated its mobile ticketing marketplace into popular apps such as Snapchat and ride-sharing company Lyft. 


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GameOn Launches Sports Betting Alternative for Casual Fans

Free sports gaming app GameOn recently launched in the U.S. to target casual fans by offering free-to-play games that are legal in all 50 states, but which still offer cash prizes. GameOn functions like a betting platform, only without a monetary stake from the user. Players are prompted to answer a few questions to predict the action and accumulate points, which can lead to prizes from $100 up to $100,000.
GameOn has support from Sportradar, investment from soon-to-launch Pacific Atlantic Ventures, and national campaigns with Burger King and Motorola. It also participated in last spring’s Next Gen Arena, a sports tech showcase hosted by TPG Sports Group. Sportradar has selected GameOn for its Acceleradar program and will allow the start-up to use its stats and score data.
GameOn app interface examples. (Courtesy of GameOn)
Matt Bailey, the founder and CEO of GameOn, reported that the beta version included more than 600 entries and 4,000 picks with one-third of the user base using the app to make picks daily. The company is emphasizing social play with built-in chat features.
“There’s a significant opportunity in the way GameOn enables brands to reach a massive unserved audience in sports and entertainment,” Pacific Atlantic Ventures’ Jock Percy said in a statement. “The app’s clean and intuitive interface makes it fun and simple for anyone to sign on, start playing, and bet on sports for free. It’s a compelling socially acceptable platform and perfectly coincides with Americans’ fast growing appetite for sports betting.”
SportTechie Takeaway
For as much hullabaloo as sports betting has generated in the U.S., wagering is still only legal in a few states and, in many cases, only in a few physical locations within those states. A casual gaming app with no financial risk could piggyback on the excitement of betting, but with wider appeal. GameOn’s early studies found that only nine percent of beta users reported that their favorite team was a factor in using the app, a fact that speaks well of its potential success.


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