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ESPN Secures Rights to 2016 World Cup of Hockey

Exclusive video broadcasting rights for the World Cup of Hockey 2016 has officially been awarded to ESPN. The Cup is to be held at the Air Canada Centre in Toronto from September 17 through October 1st, 2016 and will pit eight countries against each other in a round-robin format, followed by a semi-final bracket. The finals will be decided by a best-of-three series for the title of best hockey country in the world, at least until the 2018 Winter Olympics.

The press release specifically cites games will be shown on TV via ESPN and ESPN2. It also mentions live access available via the WatchESPN app, though of course that requires a cable subscription. ESPN nailing down major international sporting events is nothing new — see the 2014 World Cup and 2015 Women’s World Cup — but it is curious to them take hockey. The NHL Network and NBC own the US hockey rights as ESPN bowed out of bidding in 2004.

Last month word broke that unofficially ESPN beat out Fox and NBC for the World Cup, though it is doubtful NBC feels threatened. They probably feel secure in their 10-year broadcast deal running through the 2020-21 season. The Worldwide Leader has come under criticism for trending away from hockey, though President of ESPN, John Skipper disagreed:

Look, I don’t think it’s [the criticism] fair,” Skipper said. “I see SportsCenter every day and we cover hockey every day. We do not have a significant differential between highlights of hockey now and when we had it. The only difference is we are not there [as a rights holder]. If we were there for the playoffs, we’d be throwing to the guys calling the game. We can’t do that, but we are at hockey games. We are doing hockey highlights.

Apparently hockey highlights weren’t enough anymore.

(Header image via NHL)

Competitive Minecraft Has a New Option

Minecraft, the open sandbox style game Microsoft purchased — along with the entire Mojang company —  for a staggering $2.5 billion could be entering a new competitive phase. Given the recent attention towards esports from ESPN, theScore et al, it should be no surprise that Minecraft, the best selling PC game of all time, is getting some love. Over at Kickback.gg (though the site is still just an open Beta) Minecraft players have an option of going against each other either for free or with money on the line.

Between the 34 million player base on computers and consoles plus an additional 30 million mobile users, Minecraft could be on the eve of new multiplayer day. The registration at Kickback is free, though in order to win money you’ll have to deposit some cash in order to wager it. If you’re not quite ready to put your money where your mouth is, there are free games as well. For just $1 per game, any confident player will probably take a crack at it.

The player vs player matches (PvP) will take place on pre-made servers in order to prevent cheating or any suspected tampering. In a world where bets at CSGO Lounge reach millions of dollars per day on Counter-Strike matches, it was only a matter of time before competitive Minecraft cashed in. Unlike other games like ESEA, CEVO and FACEIT, there is no league entry fee  — the the latter two companies do offer free competitive ladders and leagues. It seems as though Kickback is looking to fill the cravings of a competitor on the short-term. Rather than be obligated to compete in official matches, it is a simple as joining the site and jumping in-game.

Think of it in terms of fantasy sports — rather than signing up for six months of a fantasy baseball league, Kickback is a daily sort of thing with minimal commitment. If the success of DraftKings and FanDuel is any indicator in terms of short-term entertainment, Kickback could be something big.

(Image via postapocalyptic)

YouTube Announces NCAA March Madness Channel

The network powers that be — CBS, TNT, truTV and TBS — have created an official YouTube channel in preparation for March Madness. By subscribing to the channel you can receive email updates on new content ranging from highlights, best moments and more.

Right now the channel has videos from last year, though according to the press release it will feature highlights and clips from all 67 games this year. Specifically it says real-time highlights and video recaps, though unfortunately the games themselves will not be streamed. The live coverage will only consist of analysis and post-game press conferences and is not related to CBS’ current All Access subscription service.

Vice president of business operations for Turner Sports, Mark Johnson is encouraged by this new foray into the YouTube realm.

“Our new partnership with YouTube gives college basketball fans more ways to discover and watch the plays and storylines that everyone will be talking about during March Madness. Tapping into the power and reach of YouTube’s video platform opens up new opportunities for us to grow interest and consumption of March Madness.”

Given the lucrative TV ad revenue, it is no surprise the governing powers would want to rock the cash boat. Via Statista, in both 2013 and 2014 the revenue surpassed the $1 billion mark.

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No surprise the NCAA and the broadcast partners wouldn’t be eager to ditch that sort of money and go to streaming option where things like Ad Block Plus can remove advertisements. This channel may be a step in the right direction with limited live coverage, but cord cutters will still be forced to look elsewhere for the games.

(Header image via truTV)

ESPN’s Online Market Share

ESPN’s dominance of the digital market may not be up for debate anymore. Earlier today the company released numbers from their digital media division and ESPN boasted record highs in unique viewers, hours viewed and mobile viewers.

The press release credits the new NCAA football playoff system, NFL playoffs and the NBA specifically for the rise in traffic. ESPN claims their daily numbers beat out number two Yahoo! Sports (owned by NBC) and number three Bleacher Report even when combining the two companies’ viewership.

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ESPN cites Adobe Analytics, Nielsen SocialGuide, Twitter and Instagram for their numbers, and notes 61% of their total pageviews were done via mobile. It marked the tenth consecutive month where ESPN visitors preferred to check the site via mobile.  A different web page analytic company, Quantcast shows different numbers for views on ESPN’s competition — Quantcast does not claim quantified numbers for ESPN — but the number still corroborate the preferred mobile method.

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quantcastnbcFor both Bleacher Report and NBC, mobile users accounted for more traffic than those on computers. Only in the esport area did PC users outpace the mobile traffic, but given the nature of the exclusive streaming done on Twitch —no article to read, etc. —  and the ensuing mobile data prices, there’s no surprise there.

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ESPN’s grasp on digital media consumption is decisive at the moment. One in three sports fans default to ESPN with not even one in seven going to second place NBC Sports. For now their title of “worldwide leader” remains accurate.

(Header image via Wikipedia)

The Two-Operating-System Market

Most choices in the world aren’t clearly defined in yes or no terms — option A or option B — but if you’re in the market for a new mobile device, it virtually is. Thanks to the latest graphic by Statista — based on data collected via the International Data Corporation — the decision faced by the vast majority of users is clear: Android and iOS far outpace their competition.

According to IDC, 1.3 billion mobile devices were sold in 2014, with Android accounting for more than one billion on its own. The Google operating system sold to 81.5% of the market with Apple’s iOS placing second with 14.8%. Still on the podium but trailing far behind was Windows Phone at 2.7% and Blackberry held 0.4%. The remaining 0.6% of the market purchased other OS devices such as Sailfish, Tizen and Ubuntu.

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With the two major players dominating the market to the tune of 96.3% last year, up from 93.8% in 2013, the app market and thus app developers have followed the customers. Via AppAnnie, the number of Android apps overtook iOS last year, with Amazon Fire coming in third. Windows Phone, BB and others were not listed.

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The four major sports — plus the MLS — all have official mobile apps for Android and iOS, though after the top two the app market diverges.

iOS Android BB Fire OS
MLB X X X
NBA X X X
NFL X X X X
NHL X X
MLS X X

The situation seems to be a Catch-22 of sorts. Fewer app developers want to go to the non-iOS/Android markets due to the lack of consumer base and the consumer base can’t grow without apps. Amazon Fire OS is a heavily modded version of Android and is cross compatible with some but not all Android apps. Despite getting some support recently in the form of WatchESPN arriving on Windows Phones, sports fans and the public in general are in a two horse race.

(Header image via Kārlis Dambrāns)

Gaming Communities Are The New Sports Fans

Earlier today Venture Beat posted an article with polling data on esports fans who have attended live events — not only attended, but as spectators and specifically not as participants. Much like professional sports, the pro scene in esports has a strong following, arguably a stronger (though not necessarily better) social media presence due to the more unfiltered and less politically correct realm of the internet community.

VB (in conjunction with Evenbrite) see over 80% of fans attending live events to be a part of the community and to watch their favorite players and teams live. Many fans, 61%, also go to connect with friends they play with online.

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As a former player — not at the highest level, but relatively close — in both first-person shooters (specifically Counter-Strike 1.5 and 1.6) and real-time strategy games such as StarCraft II, the connecting with friends part is huge. From old LAN centers such as Warfactory in St. Louis, Missouri to CygamZ in Ypsilanti, Michigan, my team(s) and I enjoyed the travel and the live events in a way online couldn’t match.

Back in the day my teams used voice programs such as Ventrilo mostly, though originally we used the even older Roger Wilco to communicate in-game. When we weren’t scrimmaging (aka scrimming) or working on timing strategies, we would often hang out in our mIRC channels and just shoot the breeze. Similar to coaches going over post-game film, our team would often watch demos of ourselves together, take notes, make recommendations and adjustments. We would even scout opposing teams in upcoming matches or swap tactics with other teams in our divisions, and basically have a scouting report. For example, if we knew one particularly member on the opposing team was hyper-aggressive or overly passive, we would adjust our strategies to exploit that.

Living or rooming together to develop strategies and bonds between teammates even has a specific term in the gaming industry: bootcamping. North American CS:GO team Cloud9 often does bootcamps and recorded two last year prior to a major LANs. Other teams live together in literal team houses, mostly in South Korea and throughout Europe.

While my experiences are of course subjective and anecdotal, seeing the vast majority of fellow gamers agree doesn’t surprise. From literally playing games in my parent’s basement to traveling to compete with the best North America had to offer, I wouldn’t change a thing about my gaming career. To see esports take off to such a level that ESPN shows games, media outlets conducting interviews with pro players and the sheer size of prize pools, I may have to get the band back together.

(Header image via ESL)

By The Numbers: Sports and Online Viewing

It should be no surprise to hear online viewing is on the rise, but just how dramatically it has risen is another matter. According to the latest Global Web Index poll — where it sampled 16-64 year-olds in 32 different countries — 55% of sports fans watched a sporting event online (a clarification email went unanswered when the question regarding Roku boxes and like counting for broadcast, online or both).

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The ESPN network and self-proclaimed “World-Wide Leader in Sports” did just that, with 30% of the polled users saying they watched a sport on ESPN3/WatchESPN. The second place Eurosport grabbed 18% of the online market. Of the previously mentioned 55% of online watchers, half of them tuned in using a laptop or computer. One in three used a mobile phone and one in five caught sports action on their tablets. In addition to ESPN’s stream viewing, their website also led the way with 20% of sports traffic heading their way on computers, 13% via mobile phone and was tied with Eurosport at 10% on tablets.

Despite the growth, standard television broadcasts still dominate the viewing market. The polled field averaged almost an hour per day of streamed content — not just sports — whereas they stated watching 2.78 hours of TV broadcasts. Perhaps the most interesting thing is that 18% of sports fans are now paying for online streams. The popularity of streaming platforms such as MLB.TV and Fox Soccer 2Go et al has certainly played a significant role in the rise of paid subscriptions and keep in mind this chart does not display some of the incredible viewing numbers esports attracts.

(Source and graphic via GWI)
(Header image via Twitter)

Southampton FC Announces New Partnership with Healthspan Elite

The Southampton Football Club — which sits a surprising fourth in the Barclay’s Premier League — has just announced a new partnership with Healthspan Elite. Already partnered with the club for vitamins, probiotics and fish oils, the vitamin and supplement supplier will now become the official nutrition partner in the first deal of its kind in the premiership. Healthspan Elite is already official partners with the British Sailing Team, Glasgow Warriors, Edinburgh Rugby, the Scottish Rugby Union and three associations.

Through 25 games Southampton trails only perennial powerhouses Chelsea, Manchester City and Manchester United in the BPL. The Saints’ +21 goal differential is the third best as their defense and goalkeeping has combined to allow a league leading 17 goals surrendered. Since conditioning and health is essential, Southampton has relied on Healthspan Elite to keep their players fit. On the new deal, the Saints’ Head of Sports Science, Alek Gross was quoted:

“We’ve been using Healthspan Elite’s products for some time now and each of our players has a daily intake of vitamins to support the health and wellbeing plans we have in place. This partnership, however, will allow us to explore our strategy even further. By maximising the knowledge and expertise from both parties, we’re aiming to develop supplements that will aid the performance and recovery of our players.”

The deal will allow Healthspan Elite access to make use of the clubs internal player tracking, recovery timetables and the like, with both sides hoping to see gains in the player bounce-back performances. While Southampton plays their league games in the BPL for a total of 38 games, the Saints also participates in the Capital One Cup and Football Association Cup. As the matches and minutes pile up, players inevitably get sore, strained and the like. Any edge that can be had for top tier clubs will be taken advantage of, and Southampton is looking to do just that.

(Header image via Wikipedia)

YouTube To Launch Subscription-Based Service

According to CNBC, YouTube could be on the brink of a major makeover for companies and content creators. The service would offer a subscription price to eliminate advertisements in videos. Google — which bought out YouTube for $1.65 billion in 2006 — has been experimenting with a subscription based revenue model since 2013, though now it seems the service will launch full-scale in a matter of months.

The ad-free experimental model, starting as low as $0.99 per month, currently features partnerships with National Geographic, PGA, UFC and 26 other channels. After two months the service wasn’t quite what some hoped, at least according to National Geographic’s senior vice president of global strategy. On top of the channels and content, YouTube is also launching their Music Key service in order to bring ad-free content specifically to music videos.

As more and more people are finding ways around the pre-roll and in-video ads — the Ad Block Plus Chrome extension claims over 50 million users — it will be curious to see what demographic this new YouTube service is aimed at. As someone who has cut the cord, I rely on streaming services for information, entertainment and the like. While I turn off ABP for certain websites and for Twitch.TV, for the vast majority of my computer based browsing, I leave it on.

The sheer volume of content on YouTube is staggering: over one billion active users upload 300 hours of content is uploaded every minute. Despite sporting an impressive 50% advert revenue going back to the partners on YouTube, this new subscription-based model for generating revenue could be the cure for people like myself who use third-party options to avoid ads. I certainly can’t speak for everyone using ABP or a similar service, but advertisements are a matter of being an inconvenience and for me, just being impatient.

I for one, welcome our new subscription based YouTube overlords.

(Header image via YouTube)

New Esports Program Debuts in Norway

Norway’s largest commercial television network, TV2, announced a trio of esports leagues to be aired on their programming. The three leagues will consist of League of Legends, StarCraft II and Counter-Strike: Global Offensive. TV2 is partnering with House of Nerds, a large Local Area Network (LAN) center with over 100 computer stations, in order to accommodate the new leagues. The House of Nerds arena is over 1,000 square meters and while the infrastructure is there, no announcements of prize pools, distribution or commentators have yet been made.

Norway isn’t a stranger to the esports scene, particularly with the success of Jens “Snute” Aasgaard, currently ties for #21 in the world according to World Championship Series points. Aasgaard finished 2014 as the #17 ranked player and the highest non-South Korean player in StarCraft II. He just qualified for round of 16, sweeping his group without losing a map and winning 4-0.

The country also owns a solid history of competitive Counter-Strike, going back to the days before CS:GO. In Counter-Strike 1.4/1.5/1.6, Norway boasted a strong collection of talent with multiple world champions in players such as Jørgen ‘XeqtR’ Johannessen and Ola ‘elemeNt’ Moum.

The competitions are set to play a 10 week season, though whether the leagues will be decided by an open qualifier, invites or a mix hasn’t been released yet. Matches will be aired on TV2 Sumo, the entertainment network, though TV2 Sport will also feature the games. Corporate sponsorships are nothing new, but a full partnership to broadcast esports matches — similar to the X Games and Major League Gaming agreement in Aspen — to an entire nation grows the popularity and acceptance of esports.

(Header image via eSports Norway’s Facebook Page)