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4 - FIFA/CIES International University Network

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SPORTS APPS<br />

THE ULTIMATE SPORTS<br />

APPS AWARDS 2010<br />

The explosion of apps - small pieces of software optimised for mobile devices<br />

- has continued across all content types in 2010. Downloads reached the three<br />

billion mark at the turn of the year while the launch of the iPad tablet computer<br />

instantly set pulses racing. Phil Savage, author of the SportBusiness 2009 Mobile<br />

Apps for Sport report, analyses 2010’s best sports apps and delivers his final<br />

verdict with the first edition of the SportBusiness Ultimate Sports Apps Awards.<br />

WHEN COMMENTING on such a fast-moving<br />

area as mobile technology, stopping to draw a<br />

line in the sand can be a hazardous business.<br />

When the 2009 Mobile Apps for Sport<br />

report went to press in September last year,<br />

consumer electronics manufacturer Apple was<br />

on track to hit one billion downloads, tennis<br />

was leading the field in event applications and<br />

Arsenal had just released the first Premier<br />

League club app.<br />

Barely nine months later and the landscape,<br />

although not unrecognisable, is quite markedly<br />

different. In many cases the first movers of<br />

2009 are still leading the pack but what has kept<br />

them ahead is continued innovation.<br />

A great deal more events and sports<br />

properties have managed to clamber aboard this<br />

speeding wagon, but in too many cases they<br />

have simply presented something reminiscent<br />

of those trailblazers.<br />

They have often been saved, however,<br />

by being able to provide genuinely new and<br />

compelling content and today no self-respecting<br />

event is complete without an app. As predicted<br />

in last year’s report, audiences in both the<br />

stadium or on the move now have a rich menu<br />

of ways to interact via this mobile technology.<br />

Our 2009 review highlighted business<br />

models from other sectors which have yet<br />

to be explored in sport, suggesting there are<br />

commercial possibilities still to be exploited even<br />

for the most advanced of sports apps.<br />

Final Judging<br />

In determining the SportBusiness Ultimate<br />

Sports Apps Awards 2010 many hundreds<br />

of downloads were reviewed in four major<br />

categories: sport/league/tour; event; club/team/<br />

athlete; and multi-sports portal.<br />

The categories were chosen to cover the<br />

different types of application whilst allowing for<br />

sensible comparison between them. Points were<br />

awarded up to a maximum of five according to<br />

the following eight criteria:<br />

(1) Content: SportBusiness’ ranking of the<br />

quality and comprehensive nature of the<br />

editorial, photo, data and other content.<br />

(2) Video: Points awarded for value, immediacy<br />

and uniqueness as well as simply providing video.<br />

(3) Design: A recognition of attractive, clear<br />

and functional design as well as innovative<br />

navigation or layout of features.<br />

(4) Audio: Many apps have recognised the<br />

weaknesses of video at the present stage of<br />

technological and infrastructure development.<br />

Radio or other audio can be a useful and<br />

attractive add-on feature.<br />

(5) Extras: Many apps demonstrate remarkable<br />

creativity and provide unique value-added<br />

services which are recognised separately from<br />

other features.<br />

(6) Download: Corresponding to the actual<br />

cost users pay to download the app which<br />

is typically up to £5 or equivalent in local<br />

currency. The one exception to this is in<br />

the sport/league/tour category where some<br />

products command a premium price of up to<br />

£20. Here points have been awarded on a scale<br />

where £20 would score a maximum 5 and a<br />

£9 app would score 2.25.<br />

(7) Sponsors: Business models often involve<br />

exposure for sponsors who may be the technical<br />

or financial supporters of the product.<br />

(8) Monetisation: Where a product is not<br />

supported by a sponsor or provided for a<br />

download fee, there should be some other<br />

commercial rationale underpinning the<br />

provision of information. For some apps this is a<br />

subscription model, some accept advertising and<br />

others cross promote other products.<br />

SportBusiness <strong>International</strong> • No.160 • 09.10 57

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