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Virtual Fandemonium Considerations and Efficacy of Virtual Reality as a Platform for Immersive Sports Media Consumption Researchers: Matthew Price, MA Tunisha J.

Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

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Page 1: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

Virtual FandemoniumConsiderations and Efficacy of Virtual Reality as a Platform for Immersive Sports Media Consumption

Researchers: Matthew Price, MA Tunisha J. Singleton,

MA

Page 2: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

What is the fan perception of watching live sports with virtual reality?Is there a demand for a more immersive, interactive environment in sports media?

QUANTITATIVE

RESEARCH STUDY

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 3: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

3 STEP METHODOLOGY

1.ASK2.CODE

3.REPORT

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 4: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

1. ASK

• Quantitative survey under 4 categories:a) Level of Fandomb) Viewing experiencec) Tech competency with social dynamicsd) Cost-benefit analysis

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 5: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

2. CODE

• Analyze results with SPSS 22 variable coding. • Responses for each question were assigned equal

weight.• Statistical analysis was performed across N=52

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 6: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

3. REPORT

• Respondents are generalized from a population of self-identified fans.

• Results reveal preliminary opinions, value, and expectations of consumers.

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 7: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

a) AFFILIATION LEVEL

Super fan Moderate fan Casual fan Low fan0.00%

5.00%

10.00%

15.00%

20.00%

25.00%

30.00%

35.00%

40.00%

Series 1

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 8: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

a) cont’d. AFFILIATION LEVEL

48%

37%

15%

0-2x games3-4x games5+ games

(TIME SPENT; GAMES WATCHED PER WEEK)

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 9: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

KEY TRANSLATION:

• Percentage of Self-Identified Super and Moderate fans = 71%

• Percentage of 0-2 Games Watched per Week = 48%

Affiliation is NOT contingent upon games consumed.

Sport fandom = emotional connection and intrinsic commitment.

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 10: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

b) PREFERRED VIEWING EXPERIENCE

Are fans willing to use VR to watch live sports?

Avg of 6.63 shows a leaning towards VR!

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 11: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

b) cont’d. VIEWING EXPERIENCE

Avg of 3.61 shows a preference for live attendance

Do fans prefer live attendance or VR for sports consumption?

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 12: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

b) cont’d. VIEWING EXPERIENCE

Do fans prefer live attendance or watching the game on TV?

Avg of 3.81 shows preference for live attendance

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 13: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

KEY TRANSLATION:Live attendance provides the best overall sport experience.

However... A desire for deeper immersion is suggested with an interest in VR over standard TV viewing!

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 14: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

c) TECH COMPETENCY W/SOCIAL DYNAMICS

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 15: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

c) cont’d. TECH COMPETENCY

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 16: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

KEY TRANSLATIONVR must incorporate controllable

interactive and social features to be successful in live sports consumption.

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 17: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

d) COST-BENEFIT

(SPORTS SPENDING ANALYSIS)

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 18: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

d) cont’d. COST SPENDING

Avg spent on live events

Willing to spend on VR ticket

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 19: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

d) cont’d. COST BENEFIT

• Avg seating: $949• Premiere seating (courtside):

$30,000• Luxury seating (box suite):

$57,000

Ex: 2013 NBA finals San

Antonio Spurs vs. Miami Heat

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 20: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

TRANSLATION:

• The promise of VR is a comparable viewing experience to premiere, high-end seating – at a fraction of the cost.

• 98.1%, are willing to spend between $0-$100 per “seat” for a virtual version of the same experience.

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 21: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

FINAL DISCUSSION

• With the goal of integrating VR as a sustainable viewing option, it is integral for developers to consider:

• individual tickets and seasonal packages.

• “discounted ticket prices for multiple purchases” (P48)

Page 22: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

FINAL DISCUSSION

• Incorporate an option for social viewing and group interaction

• “...Ability to interact with others during it, chat maybe. (P9)

• “would also expect limited or no distractions from other viewers.” (P47)

Page 23: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

FINAL DISCUSSION

• Augment the experience with immersive-based features beyond premium seating or traditional home viewing.

• “Extra technological features you won't get in-person: ability to pause/rewind/fast-forward, zoom, change views, overlay commentary, take and upload screenshots HQ sights/sounds” (P38)

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 24: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

ONE BIG THING

VR represents a turning point in media consumption.

The sport experience is no longer storytelling; it’s STORY LIVING.

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

Page 25: Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

For further information, contact: Tunisha Singleton, MA – [email protected] Price, MA - [email protected]

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media