Beruflich Dokumente
Kultur Dokumente
ch
September 2017
View from Sector-wide The future of the Wearables ready Virtual reality: References and
the top perceptions of the sports rights for market neither fad nor contacts
Is sport reaching its
sports industry media market Wearables: niche or
game changer Notes and sources
tipping point? Hot growth Changing habits, mainstream? How real is
rates cooling off? increased competition VR in sports? Contacts
06
Protecting athletes’
Consolidation of revenues OTT: friend or foe? privacy and Fan experience and
32
among the top tier commercial rights engagement
Tech firms purring on
Football still on top as the sidelines, but Virtual sponsorship
22
eSports poised to make ready to roar
breakthrough Training and
performance
16
Breaking new ground in
the virtual world
26
‘Live’: dying a slow death?
08
4.2% Tech companies
& investors
We are pleased to present you with the 2017 edition of our annual sports survey. This year, we
have expanded our respondent base beyond international sports federations, reaching out to
a wider variety of industry stakeholders. This has resulted in us capturing a broader and more
diverse set of viewpoints, deriving insights that we hope you will find as interesting as we do.
What are sports industry leaders telling us? The message is loud and clear: the industry
is undergoing more disruption than ever. Linear TV is experiencing decreasing ratings and
revenues. Global tech giants are slowly but surely entering the rights market. The globalisation
of media is perpetuating the dominance of a handful of elite sports. Brands now have more
channels through which to engage consumers, diminishing their dependence on sponsorship.
The increasing costs of staging major sporting events are diminishing the interest among host
cities. And these are just a few of the challenges and disruptive forces that are prevalent today.
As a result, predicting what will happen in the next few months has never been more
complicated, making it more fascinating than ever to do so.
Beyond a bird’s-eye view of the impact that these trends are having on perceived industry
growth, this report features three areas of particular focus:
Firstly, we took a close look at the future of the sports rights media market, assessing which
of the latest developments in technology, media consumption and distribution will have the
greatest impact on the way in which media rights are exploited.
With regard to wearable and sensor technology, we surveyed our respondents on the evolution
of the regulation, management and commercialisation of the athlete data that they can emit.
Lastly, we analysed virtual and augmented reality, exploring whether they will indeed develop
into the entertainment solution they have been touted to become, and if so, what impact this
will have on traditional sports broadcasting and sponsorship.
Happy reading!
David Dellea
Director, Sports Business Advisory
PwC Switzerland
8.0%
ng c
as
96% said it will
si
Lack of trust in sports governing bodies
5.9%
en
tin
2 47%
Lic
g
continue to grow 8.0%
g & hospitality
average 3
entertainment formats (other than sports)
29%
past said it has been 6.1% Speed of technological change
growth future
ketin
growing and 80%
7.1% 4 27%
said it will
Tic
growth
ip
rsh
continue to grow
6.6% Impact of match-fixing
so
5 22%
on
Pa Sp
Leagues & rtic
ipa
tion
clubs fees
68%
through mobile devices
VR is here to stay and Fan Commercial
eSports Winter sports engagement
will enhance the sports revenues
(broadcasting/ Rights holders changing distribution strategy to
viewing experience 3 establish direct relationships with fans (‘proprietary’
media) Data privacy/ TV channel, social media following, etc.)
Basketball
ownership
Hot growth rates Expected average annual growth rate across the sports
industry, by stakeholder (past vs next 3-5 years)
-11%
-16% 9.1%
8.4%
8.1%
7.0%
Consolidation of revenues among the top tier Expected average annual growth rate by segments over the next 3-5 years
(arrows indicate range of respondents’ answers within statistical confidence)
1.9% 2.3%
Leagues project
a high growth 0%
rate of
Broadcasters
9.9%
project a growth
rate of only
Football still on top Font size determined by the number of times the word was mentioned by respondents when asked
about the sports and properties they expected to grow the most over the next 3–5 years
English Premier
Bundesliga League
Football
Motor sports
Championships
Sailing Hockey
Champions
Badminton
Street sports
European
League
La Liga
World Cup
American football Archery Rugby Europa League
Baseball
Olympic Games
Triathlon
Chinese football
eSports
Volleyball
Boxing Futsal
Handball
Table tennis
Youth events Outdoor sports
Drones Snooker
Most respondents expect football to con- The Olympic Games are showing signs of
Most respondents expect tinue to dominate the global sports market losing ground in the global sports domain,
unabated. The UEFA Champions League as evidenced by declining NBC TV ratings
football to continue to is the main competition driving the sport’s among the younger population (31% drop
dominate the global sports continued growth, followed by the FIFA among viewers aged 18 to 34 from London
market unabated World Cup, the UEFA European Champi- 2012 to Rio 2016) and an ageing fan base
onships and the English Premier League. (median age of U.S. viewers at 48 for Lon-
Women’s football and Chinese football were don 2012 and 55 for Sochi 2014).
also notable mentions in the anticipated
growth areas over the next five years. Basketball will continue its strong growth,
fuelled by the continuous expansion of the
eSports, which is currently experiencing NBA and increasing popularity of the sport
a meteoric rise in worldwide popularity, in Asia. Similarly, rugby is also anticipated to
ranked second highest in forecasted growth grow further thanks to continuous efforts for
potential. In the last few years, we have expansion into new geographies and age
experienced a number of professional groups. Cycling and other mass participa-
competitive e-games entering the sports tion events have gained popularity in recent
mainstream, with Formula 1 launching its years and most survey respondents believe
first official eSports series, top tier football that trends for healthy lifestyles and regular
leagues such as Ligue 1 launching full FIFA exercise will strengthen participation and
17 league competitions, or clubs such as eventually fan engagement for endurance
FC Schalke 04 hiring eSports players to sports and events.
compete in League of Legends.
Property
Median age of TV
viewers in 2016
Change
since 2006
PGA Tour 64 +5
ATP Tour 61 +5
Major League Baseball 57 +4
Women’s Tennis Association 55 –8
It is no longer disputed that
Olympic Games 53 +3 live TV is in decline
National Football League 50 +4
National Hockey League 49 +7
This shift has resulted in an increasing
English Premier League 43 N/A
number of sports experimenting with new
NBA 42 +2 formats that are more suitable for younger
International football 39 +4 audiences. The recent launch by the Infront
Sports & Media AG/Velon partnership of
the Hammer Series is a great example of a
competition that has prioritised fan enter-
tainment and engagement appeal. Beyond
the increased use of live data through
Just how big is the eSports When asked which threat the sports wearable technologies, the Hammer
industry should be most concerned about, Series’ format results in short but frequent
segment? What is its respondents viewed the shift in consumer highlights, ideal for digital media consump-
growth potential, what behaviour of younger generations as the tion. The IOC has also been attentive to fan
can it become, and what is most menacing development. This comes needs, integrating 3x3 basketball and BMX,
as no surprise given how media is mostly for example, as Olympic sports in time for
driving its rapid growth? Which of the following being consumed nowadays, i.e. via mobile Tokyo 2020.
threats should the and on demand.
sports industry be most A close second was the lack of trust in
concerned about? It is no longer disputed that live TV is in sports governing bodies, which unsur-
decline, as evidenced by dropping viewer- prisingly remains the top concern among
ship figures among leading broadcasters international federations, as was the case in
Shift in consumer behaviour of
eSports is atypical in that it defies the com- According to leading provider of eSports In the future, we expect to see eSports younger generations such as ESPN in the US (the subscriber the 2016 edition of this survey.
monly accepted notion that sports should market intelligence Newzoo, eSports properties/rights holders and brands base has contracted from 100 million to 88
involve a combination of physical prowess revenues will grow to $700m in 2017, creating customised strategies that will help 57% million in the last six years) and Sky in the
Respondents viewed
and technical skill. However, the increasing which represents a 41.3% increase from them develop and effectively operate UK (average viewing of live Premier League
popularity among high-income younger 2016. The segment is forecasted to reach eSports programmes and communities Lack of trust in sports
matches declined by 14% over the past the shift in consumer
audiences (half of them aged between 21 $1.5 billion by 2020 (CAGR 2015–2020 of locally and regionally, particularly around governing bodies season, resulting in the launch of revamped behaviour of younger
and 35) has changed the perception of eS- 35.6%). Today, eSports revenues are mainly physical events but also through dedicated and considerably cheaper channel package
ports within the sports industry. The recent derived from sponsorship and advertising leagues and initiatives.
47% offerings). The alarm bells have also been generations as the most
inclusion of eSports in the Asian Games (38 and 22% respectively), while media ringing for the IOC since NBC reported menacing development
(as a demonstration sport in 2018 and a rights and live event ticketing is still lagging Also, we expect most eSports rights Competitive pressure from alternative a 17% decline in ratings for primetime
medal sport in 2022), as well as a number behind. holders’ efforts to focus on increasing entertainment formats (other than sports) coverage of Rio 2016 compared to London Interestingly, despite the recent scandal
of partnerships between major leagues and direct spending from fans. Today, most of 2012, with a steep decline of 25% among raging on, poor anti-doping compliance
teams with eSports franchises, indicates eSports viewership has grown drastically the content is still largely available for free.
29% the all-important segment of adults aged didn’t make it into the top five threats the
that eSports is gaining recognition and is over the years thanks to the growth of Reward mechanisms and dynamic social 18–49. industry should be concerned about, with
ready to claim a place alongside traditional online streaming and dedicated gaming and cross-platform integrations (e.g. Twitch Speed of technological change only 14% of respondents choosing it as one
sports. channels such as Twich.tv. The production Prime) are evolving with the potential to Furthermore, TV viewers are ageing across of their up to three threat options. The fight
quality has also improved to include live create stories that are more engaging for
27% the board, as highlighted by a recent study against doping is still not perceived as top
Just how big is the eSports segment? What commentary, behind the scenes extras and viewers and provide monetisation platforms. on sports TV viewership conducted by of the agenda relative to overall govern-
is its growth potential, what can it become, other forms of audience engagement. Impact of match-fixing Magna Global for SportsBusiness Journal ance and commercial considerations, and
and what is driving its rapid growth? (see table above). remains as a complex and costly operation.
22%
14 | PwC’s Sports Survey 2017 PwC’s Sports Survey 2017 | 15
The future of the sports rights media market
Changing habits,
increased competition
The rise of the smartphone as According to a Microsoft study published in
Top three sports rights media
the device through which most
of our daily activities are man-
2015, our average attention span had fallen
to eight seconds, down from 12 in the year
Sports is now competing
with various other
market disruptors
2000. To some extent, this development is
aged has resulted in us having a reflection of how an increasing number of entertainment formats far
Proliferation of new platforms (OTT, digital media, apps,
a medium through which to us live our lives today: always on the fly, al- more than it used to
consume content at all times,
ways online and always trying to do multiple
things at once. 1 etc.) to deliver content to fans
Tech firms purring on the then is, when will this tipping point be?
sidelines, but ready to roar Global forecast for internet and TV advertising revenues
According to PwC’s global entertainment
and media outlook 2017–2021, global inter- Global internet advertising
net advertising surpassed global TV adver-
Global TV advertising
tising in 2015, with mobile online advertising million USD
set to overtake wired online advertising in
late 2018. 350’000
PwC forecast
Wearables and sensor tech- devices will have a highly positive impact
Most respondents consider nologies have been around for
on professional sports, whereas one third
believes the impact will be minimal/neutral,
these types of data as an a long time and have already with a minor share (7%) seeing a potentially
‘add-on’ that will not be a penetrated a considerable share negative impact on the game.
game-changer of the consumer sports equip-
While most of the respondents acknowl-
ment market, particularly for edged the increasing usage of wearables/
endurance sports. It is only in sensor data for fan engagement, there was
the last few years, however, that a degree of reluctance in the potential for
further commercialisation of data on broad-
major professional sports have casting or other channels. Most respond-
fully embraced the power of the ents consider these types of data as an
performance metrics generated ‘add-on’ that will not be a game-changer.
Among them was Bruno Marty of Infront
by such technologies. Sports & Media AG, who believes that “[this
data] will remain a niche product that will
While different video camera technolo- be used only partially to enhance the end
gies have provided a first wave of activity consumer experience.”
data, new advanced wearable and sensor
technologies can now provide more ac-
That said, respondents from different back-
curate positioning and biomedical data
grounds highlighted that ongoing research
that facilitate critical decision-making, both
is aimed at building more intelligence
on and off the pitch (e.g. recovery, injury
around these data in order to use them for
prevention).
a variety of purposes, whether commer-
cial (e.g. statistics) or sporting (e.g. player
The majority of the respondents (60%) welfare).
believe that the introduction of these
More crucially, a third of respondents be- The IFAB is already working on regulating that could be used in commercial activities.
lieve there are significant steps to be taken the use of such devices and data in foot- Naturally, the athletes must be granted rev-
with regard to athlete data ownership and ball, with a particular focus on protecting enue sharing agreements, as a collective,
privacy before the use of such technologies players’ physiological data. IFAB Secretary such as from media rights, derived from the
can be fully regulated and commercialised. Lukas Brud explained that “the concern organisation of competitions that want to
It is clear that sports federations, athlete with such data is that it offers a new per- use this data.”
representative bodies and teams/leagues spective on players’ abilities, which makes
are already considering how to best man- them more ‘vulnerable’. It can also have an Overall, the responses from the relevant
age these data through labour contracts or impact on analytics in the betting industry, stakeholders (governing bodies, teams and
collective agreements. including the identification of anomalies that athlete unions) imply a broad readiness
can help combat match-fixing”. for the introduction of wearables into ‘live’
professional sports. The devices are now
Athletes, on the other hand, have an mature enough to be used ‘in play’ and to
inherent interest in the revenues generated adapt to sporting regulations, with most
through the use of their physiological data. stakeholders now clearly focusing on issues
FIFPro’s Communications Director Andrew related to data ownership and manage-
Orsatti was adamant that “athletes must ment, as well as potential commercial
give consent to the handling of private data applications.
How real is VR
in sports?
Virtual reality (VR) and aug- Recent developments suggest that we
should. Over the past 12 months, certain
mented reality (AR) technolo- premium sports properties have introduced
gies are frequently referred to as the technology in a variety of ways, with a
the ‘next big thing’ for the media number of players having already devel-
oped VR experiences for their customers.
and entertainment industry. While it is difficult to predict how the future
of this technology might look, we believe
Greenlight Insights has estimated that VR
there are three main areas to watch.
could become a whopping $75 billion busi-
ness by as early as 2021. Given its inherent
versatility, this technology has also been
touted to have a major impact on the sports
industry. Should we believe the hype?
Stefan Schuster,
Managing Director, mm sports
VR has the potential to revolutionise the extremely customised experience should in Perception of VR/AR prospects in sport
fan experience when it comes to sports turn lead to more engagement than ever.
events, but also the way sports content will
be broadcasted. Beyond the advantages Several trials have been already successful-
of being able to have the look and feel of a ly conducted at a variety of events. At this
front row seat from anywhere in the world, year’s French Open, for instance, Tennis 11.6%
fans will have much more flexibility and fans were offered the opportunity to watch
autonomy in their consumption of sport- live centre court matches from a virtual
ing events. And this is no longer a distant VIP box. deltatre are also pioneering the
prospect. At the Telegraph’s Business of technology and plan to go live with full-ser- 11.6%
Sport 2017 conference earlier this year, vice VR starting this year. For the Winter
Aston Villa CEO Keith Wyness asserted that Olympic Games in PyeongChang in 2018,
clubs will soon be able to sell virtual reality certain events will be broadcast live and 10.6%
season tickets in China, thereby replicating on-demand in VR via an application for the
the match day experience far and wide. first time. South Korea is said to have one
Fans will have much more of the fastest and best internet coverages,
Having a look in the catacombs of the which is crucial for the successful imple-
flexibility and autonomy in stadium or changing rooms before the mentation of this technology.
their consumption of game starts, or even experiencing the event
from athletes’ vantage points, can enhance In sum, while further technological improve-
sporting events their experience massively. According to ments will be necessary for us to see the
Positive Neutral Negative
Steve Hellmuth, the NBA’s EVP of Media full potential of VR in sports broadcasting,
Operations and Technology, we are five to the majority of respondents see it more as
six years away from a VR experience that a question of ‘when’ rather than ‘if’ VR/
makes use of enough cameras to enable AR will have an impact on traditional TV
users to ‘sit’ where they want to inside the broadcasting.
stadium. Combined with live statistics, this
There should be no
Virtual
surprises when AR/VR
becomes a ‘must have’ for
training purposes
sponsorship
Training and performance
Another area that stands to benefit greatly
from VR is the sports sponsoring segment. Technical progress and
With the shift of sports broadcasting from
linear TV to digital and social media plat-
analytical tools have
While the use of technology in broadcasting The survey results illustrate the consensus
forms, the online (read more monetisable) made it possible to reach is still a work in progress, there are some that the technology can be considered as VR and AR will certainly
sports audience is growing enormously. a mass audience with use cases in which VR is already being a promising additional tool, especially for
enrich the fan experience,
The online audience is more commercially
attractive in part due to the use of so-called individualised, targeted used to improve athlete performance. broadcasters, even though it still needs
but should not do so at
Several sports teams are trying to improve further improvement. Only 10% of the
virtual advertisement, which allows broad- and localised content the efficiency of their training sessions with respondents thought that VR/AR will just the expense of the social
casters to replace real advertising panels on
the help of VR/AR glasses. Game scenarios be a fad.
the field of play with more relevant advertis-
can be recreated, allowing teams to analyse experience that sporting
ing in the form of virtual images on screen
when showing the same event. Technical
matches or prepare for competition through In our view, VR and AR will certainly enrich events offer
visual training. For sports containing certain the fan experience, but should not to do
progress and analytical tools have made it
static game scenarios such as baseball or so at the expense of the social experience
possible to reach a mass audience with in-
American football, this technique can be es- that sporting events offer. As John Kristick,
dividualised, targeted and localised content.
pecially helpful for practising each individual Executive Director of the 2026 United Bid
Ongoing improvements also make VR’s use
movement in an environment that is close Committee for Canada, Mexico and United
by more venues and right holders simply a
to reality. The sports teams that are using it States, put it, “we need to find ways for it
matter of time.
are already sending out positive feedback.
VR and AR will bring additional There should be no surprises when AR/
to be socially attractive and not turn sports
consumption into a closed, private experi-
As a result of sports’ increasing reliance on
technology, more and more tech companies value to sponsors, broadcasters, VR becomes a ‘must have’ for training
purposes.
ence. It will certainly supplement traditional
viewing but I’m not yet convinced it will be
are entering the sports sponsoring market.
Recent examples include Alibaba becoming
fans and properties alike. If the game changing.”
the IOC’s official ‘cloud and e-commerce
platform services’ partner. Even more
open questions on monetisation are So what’s next? In the short to medium term, therefore, we
recently, the IOC brought Intel on board, resolved, this is a very interesting VR/AR solutions have become more than
just technical gadgets for a niche market.
see VR/AR as making a strong contribu-
tion to the way in which sports media is
which will focus on 5G platforms as well as
VR, 3D and 360 content development. avenue for technology and sports. Technical improvements and numerous consumed, rather than reinvent the entire
practical trials over recent years have legiti- sports media industry.
mised the enthusiasm around VR/AR within
the sports industry. While the technology’s
first use cases have been a success, prices
of the devices will still have to drop in order
Alberto Ramon, to be affordable for the mass market.
Chief Operating Officer, JS3SPORTS
Ingle, S., 2017, Sport 2.0: crumbling traditions create a whole new ballgame,
The Guardian
Lombardo, J. & Broughton, D., 2017, Going gray: Sports TV viewers skew older,
Street & Smith’s SportsBusiness Daily/Global
Soshnick, S. & Shaw, L., 2017, Facebook to Stream Live Champions League soccer in
deal with Fox, Bloomberg
Long, M., 2017, Perform’s DAZN launches in Canada with NFL Game Pass, SportsPro
Reuters, 2017, Here’s how much Amazon plans to charge for NFL Thursday night
football ad packages, Fortune
Long, M., 2017, Amazon pens US$50m deal to stream NFL games, SportsPro
Egan, T., 2016, The eight-second attention span, The New York Times
Zeqiri, D., 2017, Telegraph Business of Sport 2017: Virtual Reality season tickets are
within sight, The Telegraph
Greenberg, J., 2016, The NFL on Facebook is a glimpse at the radical future of TV,
Wired
Howe, C., 2017, Silicon Valley changed the way sports fans think, Adweek
Bond, D., Fildes, N. & Ahmed, M., 2017, Sky TV suffers fall in viewers of live Premier
League games, The Financial Times
Contacts
PwC Switzerland Sports Business Advisory team
David Dellea
Director
+41 58 792 24 06
david.dellea@ch.pwc.com
linkedin.com/in/daviddellea
Stefanie Vogel
Senior Manager
stefanie.vogel@ch.pwc.com
linkedin.com/in/stefanievogel
Ioannis Meletiadis
Manager
ioannis.meletiadis@ch.pwc.com
linkedin.com/in/ioannismeletiadis
Lefteris Coroyannakis
Senior Consultant
lefteris.coroyannakis@ch.pwc.com
linkedin.com/in/lefterry
Alexander Stolz
Consultant
alexander.stolz@ch.pwc.com
linkedin.com/in/alexander-stolz
© 2017 PwC. All rights reserved. ‘PwC’ refers to PricewaterhouseCoopers AG, which is a member firm of PricewaterhouseCoopers International Limited,
each member firm of which is a separate legal entity.