New Repucom report looks at eSports, Broadcast & Social Media

The internet has changed the world and it has had a profound impact on all aspects of sport, presenting new challenges and opening up previously unimaginable opportunities. Its role in how sport is packaged, sold, distributed and consumed can scarcely be underestimated.

Repucom’s Sport Online report has been designed to take stock of how sport, as a premium live product, is thriving in this online age. Through a combination of Repucom insights and perspectives from across the industry, the report paints a picture of how rights holders, brands, athletes and sports broadcasters can make the most of the wealth of new opportunities available to them.

Repucom – Sport Online

The report includes sections dedicated to:

eSports: Charting the rise of professional gaming competitions, as it transitions into a mainstream activity, including in-depth case studies focusing on a major eSports brand Fnatic, a leading game publisher Electronic Arts and the largest eSports broadcast platform Twitch.

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Broadcast: As technology advances and consumer media habits change, how traditional broadcasters are facing new challenges and adapting to the complex new media landscape and how new players like Major League Baseball Advanced Media are pioneering new ways of producing and distributing content.

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Social: Examining how high-quality content, matched with a consistent, data-led, platform-by-platform positing strategy and brand integration is proving the most effective way for sports teams and rights-holders to monetise social media.

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About author

Daniel McLaren
Daniel McLaren 820 posts

Dan is the Founder & CEO of Digital Sport. Can be found at sports industry events and heard every week on the Digital Sport Insider podcast. @DanielMcLaren

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