Virtual Fandemonium: Considerations for Virtual Reality In Sports Media Consumption

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

Researchers: Matthew Price, MA Tunisha J. Singleton,

MA

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

3 STEP METHODOLOGY

1.ASK2.CODE

3.REPORT

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

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

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

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

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

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

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

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

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

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

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

c) TECH COMPETENCY W/SOCIAL DYNAMICS

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

c) cont’d. TECH COMPETENCY

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

KEY TRANSLATIONVR must incorporate controllable

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

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

d) COST-BENEFIT

(SPORTS SPENDING ANALYSIS)

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

d) cont’d. COST SPENDING

Avg spent on live events

Willing to spend on VR ticket

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media

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

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

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)

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)

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

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

For further information, contact: Tunisha Singleton, MA – Tsingleton@fielding.eduMatthew Price, MA - mprice@email.fielding.edu

Copyright Tunisha J. Singleton | @TSingletonSays | JabCross Media