4 - FIFA/CIES International University Network
4 - FIFA/CIES International University Network
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