Real World and Game World Converge in Sports
See more videos like this on StreamingMedia.com.
Learn more about sports streaming at Streaming Media East Connect 2021.
Read the complete transcript of this clip:
Darcy Lorincz: Last year took probably five years of our future into six months. And we've been really playing on that blurred line and we have a crossover of gaming and sports. And of course we lean in heavily into sports-oriented games. We support Fortnite and Call of Duty and many of those other things, but what are the innovations going on? Well, first of all, you've got this crossover of different audience in different places, old people watching lean-back experiences in sports and, 18 to 35-year-olds playing interactive experiences and leaning forward heavily, and playing six different things at the same time. So all these gamified experiences now are kind of converging in this mushed up world between sports and esports.
Data visualization is big for us, automation of production workflows, making machines, do "people work." It's not new to us. I did that 20 years ago with broadcast automation, but now it's real. AI and machines are doing the work there and they understand what the numbers on a jersey are. They understand what a car looks like in a race. They understand what a goal is. These machines can render these experiences, and the data about those experiences in very interesting ways like they are in games. And so I think just the pure convergence of data and the visualization of data and the video, whether it's a game or whether it's a real sport, is very interesting. You saw lots of these examples during last year, and they've started to ramp up very heavily.
The Super Bowl was very heavily oriented towards those kinds of experiences. You can watch NFL games on Nickelodeon, which don't even look like a game in some cases. So I think that this convergence of game experiences and real experiences in sports is really where the interesting blurred lines are. And that's where we play heavily, where we're trying to figure out everything that machines could do that humans used to do, because the scale is huge. In the company I'm in now, we did 19 million events in five years. Imagine doing that many live sports events. In the sports days, the best year was 28,000 events. That was a lot, and it took a lot of people. We did 19 million with a little under a hundred people. I think the innovations in gaming and sports facilitating that convergence make it a really interesting place to be.
Related Articles
Andy Beach, Microsoft CTO, Media & Entertainment, discusses how streaming in virtual and immersive environments drives storytelling in new and experimental ways in this interview with Streaming Media's Tim Siglin at Streaming Media West 2022.
12 Dec 2022
As audiences continue to increase their streaming consumption, sports are ready to join the ranks of hit programs like Stranger Things, Only Murders in the Building, and Obi-Wan Kenobi. And with new streaming-exclusive deals involving the NFL and MLS in play, fans are ready, as more than one-third of U.S. homes now access TV programming strictly through an internet connection.
07 Oct 2022
How do "lifestyle bundle" companies such as Amazon and Apple have distinct advantages over established platforms like Netflix, and what does this mean for the future of OTT? Chris Pfaff of Chris Pfaff Tech Media and Evan Shapiro of ESHAP talk about how Amazon and Apple are changing the streaming industry in massive ways
09 Sep 2022
LiveSports LLC describes the impact of gambling and large-purse gaming in the big-league sports/esports scene on streaming workflows and secure delivery in this clip from the sports panel at Streaming Media Connect 2021.
28 Apr 2021
Sports OTT services look to enhanced user experiences, more customization, and streamlined workflows to stand out from the competition
28 Apr 2021
The current spike in organized, competitive online gaming--driven in part by social changes brought on by COVID-19--lands on top of a widely reported 2019 esports boom, and already-high expectations for 2020 growth.
05 May 2020