Showing posts with label sports. Show all posts
Showing posts with label sports. Show all posts

Saturday, March 1, 2014

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Looking To Make Fantasy Sports More Accessible, IAC’s New Fantasy App Lets You Play “The Machine” In Quick, Bight-Sized Contests

Spurred on by its entry into the digital and mobile age, the fantasy sports world is booming. From the fact that a hilarious and increasingly popular show based on fantasy sports is about to enter its sixth season to Yahoo’s increasing investment in fantasy sports products as part of a new mobile strategy that comes all the way from the top, the signs are everywhere that fantasy sports is turning into big business.

Another potentially impactful development has been the recent entry of Barry Diller-led media giant, IAC, into fantasy sports. The company, which now owns sites like About.com and College Humor and has seemed increasingly focused over the last few years on acquiring or incubating its way to owning the online and mobile dating markets with Match.com, OkCupid and Tinder, decided to place a bet on a fast-growing fantasy platform built by a company called Skyllzone.

Now led by Match.com CTO and GM Mike Presz, Skyllzone was founded in 2009 by a group of friends and fantasy fans who were on a mission to remove as many of the traditional requirements (or barriers) traditionally native to the fantasy experience as possible. Like private leagues limited to competition among friends or co-workers, the potential for injuries to ruin a season, or having to collect money from the league yourself should you win, for example.

The team’s first production aimed at addressing fantasy’s UX friction was DraftStreet, a website and (later) a mobile app that allow gamers to play against a single opponent or hundreds, competing in free leagues or for money — in daily or weekly matches. Since launching in 2010, DraftStreet has become one of the most popular daily fantasy sports platforms on the Web, due in part to its being one of the first sites to offer the ability for players to earn points.



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Tuesday, January 21, 2014

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What Games Are: Sports And Video Games

Editor’s note: Tadhg Kelly is a veteran game designer and creator of leading game design blog What Games Are. He has recently moved into managing developer relations at OUYA. You can follow him on Twitter here.

Though I was never a big fan of sports as a kid I’ve often found them to be valuable as a lens to interpret video games. Sports are usually played in real time and under limited conditions, and they require both skill and smarts to succeed. Sports are usually played with abstract goals in mind, such as scoring points. Sports usually have an overriding win condition, and winning is essentially the whole point of playing. So are many video games. 

Traditionally a big difference between sports and video games is that most sports are played multiplayer, but most video games are played single player. To some it’s only a matter of time before that happens but personally I think not. There isn’t and never will be a pressing need for a game like Gone Home to go multiplayer. The world is not crying out for The Stanley Parable to become a team sport.

However another traditional difference between sports and video games is slowly disappearing, and that is whether they are watched or played. Sports have long been a spectator activity, whether in guise of physically going to see a match or watching on TV. But video games were supposed to be about the playing rather than the watching, and so were a private activity. Who would really want to watch you play through a game?

Well it turns out the answer to that question is “everybody”. Live streaming, speed runs, let’s-play, spectator matches, social video sharing and so on have all quickly become big business. According to figures recently released by Twitch.tv, 12 billion minutes of video game coverage was watched on their service in 2013, doubling 2012′s number. 45 million people tuned in to watch video gaming. 6 million videos were broadcast on their service. And, perhaps most incredibly, the average viewer spent 106 minutes per day watching.

Anecdotally I see people all across my Twitter feed talking about games they’re watching or broadcasting. Just as soccer fans often share best-goal clips on Youtube, it’s become a thing in video games to share around best-run clips from games like Spelunky or big battles from League of Legends. I know several friends who have streams open all day long, for example, almost like listening to the radio while they work, and what’s even more fascinating to me is the degree to which their conversation around the games they watch is starting to look like sports chatter.

Streaming of video games creates all sorts of legal gray areas (if I stream-play a narrative-driven game and essentially share the story with 100 other viewers, has the game maker lost 100 sales?) there’s no denying its appeal. But there’s still a distance to go before the participatory culture emerging around video games crosses over into the mainstream. Even though Twitch.tv’s numbers are very impressive, for example, they are dwarfed by real-world sports. Video games have not yet built to that level.

For example this weekend the streets of Seattle are filled with an urgent hope. Thousands of flags are flying high, everyone’s wearing indigo-and-green sports jerseys and a chant can be heard in every pub and bar. It starts with one person shouting “Seeeeaaa” and the crowd responding “Haawwwks!”, and then again and again. The big game has come against the rival 49ers (boo hiss) and the winner gets a shot at the Super Bowl.

There’s really no video game equivalent to that kind of cultural ubiquity. Not yet. One missing piece is television. Sports are so influential because they’re on TV, and TV is in homes and bars and everywhere else. TV is focused through channels and so mass attention can still be harnessed through it. Indeed sports are one of the few kinds of programming that can still do that. And while some sports (such as WWE) start to evolve from pure TV shows into more rounded services, TV is still the primary point of access.

Digital game streaming has gained a foothold on TV through devices like gaming consoles and media streamers. They also have tablet apps and so can get to TV via technologies like AirPlay or Chromecast. But as yet there’s no serious coverage on regular TV (in the West at least), no dedicated channels on cable, nothing that could conceivably be easy enough for a sports bar to show. While arguably certain parts of the TV model of doing business are going away anyway, the easy access that TV can provide is still not quite in-reach as of yet.

Another missing piece is familiarity. The NFL is so popular in the U.S. because of its deep roots in schools and communities that keep the passion of the game alive. The same is true of soccer in Europe and many other sports in different parts of the world. People grow up with these sports and so are inducted into their culture from a very early age.

Video games are very different in that respect. For one thing they’re still seen as outsider-enough by the people who don’t consider themselves “gamers” (but play Candy Crush Saga in bed every night) and still believe that games rot the brain despite all the evidence. Set against that backdrop can be hard to see how they cross the gap into acceptance, but in reality those kinds of attitudes are increasingly held by the minority. We’re all geeks about one thing or another these days and we’re slowly allowing ourselves to admit it.

Finally the third piece is the pace at which video games change. Sports are vast and relatively unchanging rule sets that transcend the generations, and their rules often become colloquial terms of reference. A home run is a home run, same as it was 100 years ago, and that has cultural value.

Few are the video games whose appeal lasts five years, never mind 100. There are always new hits, new innovations and new genre kings. This years’s big first-person-shooter becomes last year’s with great regularity. And so to really enjoy a service like Twitch you arguably need to know something about video games in general, to be a part of the constant ever-evolving culture. So there’s an accessibility gap of the kind that TV has great difficulty with. TV is generally unable to broadcast the dorky and the geeky without injecting it full of cringe, and maybe this is why eSports and Twitch and the like have not made it onto ESPN yet. 

But surely that’s only a matter of when, not if. As TV continues to be disrupted regardless and new entrants to broadcasting emerge that don’t play by its rules, it’s entirely conceivable that those blocks will just go away. Will a day come, for example, when Twitch offers a subscription service to gamer bars rather than sports bars, where the establishments themselves change to get in line with where the viewers are going?

Of course it will. One day, maybe sooner than you think, the fans in the streets will be cheering for their digital teams.



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Sunday, January 5, 2014

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Yahoo Sports for iOS adds Loops for capturing clutch catches, epic fails

Fancy making your own social media commentary during the big game? Yahoo Sports for iOS now lets you capture those monster dunks in animated GIF form. The company has officially labeled the creations Loops, and users can add their own commentary as captions on top of the moving picture. As you might expect, files can then be shared via Tumblr, Twitter, Facebook and e-mail. Not to be left out, the app was revamped for iOS 7 with speedier performance in its sneakers. For a look at some samples, click over to the source link and take a peek.

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Source: Yahoo

Tags: animatedgif, app, gif, ios, iOS7, loops, mobilepostcross, software, update, yahoo, yahoosports Next: Netflix adds director's commentary option to House of Cards season one
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Yahoo Sports Gets iOS 7 Redesign, Awesome Gif Creation Tool For Sharing ‘Big 4′ Sports Moments

Yahoo Sports gets a fantastic looking redesign today for iOS 7, and gains a slick new feature called ‘Loops’. Loops allows you to skim through a game, pick a short segment and create a gif complete with effects, captions and looping to share with friends or networks.

The Loop feature is powered by Yahoo’s IntoNow tech and has one of the best interfaces I’ve ever seen for creating a gif on mobile. Right now it supports NFL, NBA, NHL and MLB, as well as NCAA and NCAAB but may expand to more sports in the future. It’s also iPhone only right now, but other platforms are on the roadmap.

You drop into one of your favorite sports and scrub through a game or pick a play. Once you’ve picked a time, you’re dropped into a scannable timeline that lets you pick your moment. Then you can apply filters like freeze frame or slow motion, add a caption and export your gif to social networks and the Loop feed.



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Wednesday, December 18, 2013

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Now TV app brings Sky Sports to Apple TV in the UK

UK Apple TV owners can now access live sport following the launch of a Sky Sports app from Now TV. Already available on smartphones, tablets, consoles and its own set-top box, Now TV's Sky Sports Day Pass lets owners of Apple's set-top box access 24 hours of coverage from Sky's six sports channels for £9.99. Although Netflix and Apple's own iTunes Movies channels are live on Apple TV, Sky has not yet brought its own film and entertainment offerings to the platform. We've contacted Sky for comment on its future plans and will update you in due course.

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Tags: app, apple, apple tv, hdpostcross, now tv, sky sports, streaming Next: Apple includes Ridiculous Fishing and Wunderlist in its top iOS and OS X apps of 2013
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Monday, December 16, 2013

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Recon's extreme sports gear will now stream your death-defying stats straight to Facebook

Much has been written of the loneliness of the long-distance runner, but has anything been done to combat the solitude of the slopes? Recon Instruments is doing its part to bring extreme types closer to their social network by adding Facebook integration to the Snow2 heads-up display. The hardware will shortly be able to stream stats like speed, vertical descent and distance covered straight to your supportive friends back home. The feature is the primary component of the ReconOS 3.2 update, which daredevil users can download from December 18th, with the company promising that more social networks will be connected in the future. Personally, we're waiting for the moment when the Snow2 can live-tweet the profanities we utter as we hurtle to our icy doom.

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Source: Recon

Tags: facebook, Instruments, Recon, Recon Instruments, Snow2 Next: ARM buys graphics company Geomerics to improve gaming on its mobile chips .fyre .fyre-comment-divider

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