The Summit Agenda is designed to enable Content Owners, Broadcasters & Brands to come together and share the best collective strategies and insights to capitalize on the commercial potential and execution strategies for The Immersive Technology in Sports & Entertainment Innovation Summit 2018.

The content is broken down between each group but with natural overlaps.

Day 1 - 18th April 2018

08.00 Registration, Tea & Coffee

09.00 Chair's Opening Remarks

KEYNOTE PRESENTATION: A VIRTUAL FUTURE?

09.10 How Virtual & Augmented Reality Is Redesigning How We Produce & Create Experiences And How This Is Changing How We Consume Sports & Entertainment Content

· Explaining the technology, the innovations taking place and how these will challenge the status quo

· What is happening right now (Joshua v Parker fight), how it looks and what the future

· What new paradigms will emerge and how we should plan to lead the change

09.40 Question & Answer Session

Richard Nockles, Head of Sky VR / CEO Surround Vision

MONETIZATION STRATEGY
HOW TO SET UP EFFECTIVE COMMERCIAL MODELS TO REALIZE AND OPTIMIZE IMMERSIVE TECH POTENTIAL


PANEL DISCUSSION:
09.50 Monetization Strategies: How Immersive Technology Can Diversify Income Streams And Develop New Ways To Work With Sponsors And Merchandisers

· What monetization models are content owners testing today? (Live Streaming / Subscription / Partnership...)

· Why we should think of Virtual Reality assets in the same way we would a website or social media channel

· Are Live Events the focal point of monetization strategy? What innovations are taking place?

10.20 Question & Answer Session

Chris Lencheski, Global Commercial Partnerships Director, MP & Silva
Samuel Westberg, VP of Sales, Livelike
Jaap Kalma, Former Chief Commercial Officer, AC Milan
Christina Bechhold Russ, Principal, Samsung NEXT Ventures

(Moderator) Unmish Parthasarathi, Global Head of Digital Sales, International Cricket Council

10.30 Morning Refreshments

11.00 SKYrace – Introducing The First Premier Hybrid Sport That Combines Virtual/Augmented Reality & AI Technology

SKYrace is a new World Cup sport being launched to market which is the first premier hybrid sport, where gamers compete against real pilots reach time. With exclusive aerial use license on a new AI technology and incorporating VR and AR technologies pilots and gamers compete at over 400km / hr amongst spectacular back drops such as the Andes or the Rocky's. Powered by only sun, wind and gravity, these zero emission gliders bring a genuine sustainability message to potential corporate sponsors.

Incorporating a range of media assets including TV shows and film, SKYrace is set to engage audiences in live streaming and gaming competitions early, before the launch of the first World Cup event as it seeks to transcend boundaries in immersive technology and audience engagement.

11.30 Question & Answer Session

Peta Milan , CEO, Transcendent Media Capital

BROADCASTERS
HOW IMMERSIVE TECHNOLOGY & LIVE STREAMING ENABLES TRADITIONAL BROADCASTERS & DIGITAL PLATFORMS TO MAXIMISE AUDIENCE REACH, RETENTION & ENGAGEMENT IN THE CURRENT DIGITAL LANDSCAPE

After the fallout from 3D TV, many broadcasters remain sceptical about introducing new technology such as VR, particularly whilst the user headsets remain more bulky. Moreover, primary investment has been focused on introducing 4K and UHD with VR being approached through strategic investments or experimental projects. Now, as linear and OTT broadcasters compete for audience attention, immersive technology presents a means of increasing engagement but with its own strategic complications.


PANEL DISCUSSION
11.40 Can Immersive Technology Enhance The Live Event Experience?

· Is it possible to replicate the social component of watching live sport when you’re in a VR headset?

· How will this programming sit alongside existing TV and digital content?

· How can we implement Immersive Technologies to create the best on site experience possible?

· How will it integrate and add to the other ancillary content around the live event (e.g. second screening, commentary, stats, highlights etc.)

Greg Ivanov, BD Android & Mobile , Google
Matt Stagg,
Head of Media & Entertainment , EE
Solomon Rogers
, CEO, Rewind / Chairman BAFTA Immersive Entertainment Group
Samuel Westberg , VP of Sales, Livelike

(Moderator) Luke James, Director & Co-Founder , Sports Innovation Network

12.20 Lunch

LIVE STREAMING & OTT
IDENTIFYING THE OPTIMAL LIVE STREAM OPTIONS AND HOW IMMERSIVE TECHNOLOGY CAN ENHANCE THE LIVE VIEWING EXPERIENCE

13.20 The Live Immersive Experience How Virtual, Mixed & Augmented Reality Can Produce An Interactive, 360-Degree “Virtual Suite” That Connects Fans In A Social Immersive Environment

13.40 Question & Answer Session

Samuel Westberg , VP of Sales, Livelike

13.50 How Immersive Technology Plus OTT Is Able To Reach & Connect With Younger Audiences To Create Commercial Opportunities And Increase Value For Content Owners

· Why consumer choice is increasingly important and younger audiences are increasingly gravitating towards OTT

· How Immersive Technologies present favourably to new content (or emerging sports) as an inherent technological attraction

· Understanding how an immersive 1-1 OTT personalisation disrupts the advertising landscape

14.10 Question & Answer Session


Kevin Cochrane, Managing Director, OTT Content Consulting

14.20 How Skycam Technology is Changing How We Broadcast & Consume Content

· What is Skycam and how is it changing how we consume sport

· How audience viewing styles are evolving and the importance of Immersive Technologies in created better engagement

· The importance of data driven feedback in redesigning the viewing experience

· How new technologies will impact OTT and digital content strategies

Stephen Wharton, Chief Technology Officer , SkyCam Division – Kroenke Sports & Entertainment

14.40 Question & Answer Session

PANEL DISCUSSION
14.50 Analyzing The Different Streaming Options To Determine The Scope For a Multiple-Use Approach Or If One Will Become Dominant And Win Out

· Analyzing the Live Stream options (Pure VR Video, Hybrid Video and Virtual Environment, Full Virtual Environment)

· Understanding how to match VR streaming option with sports where the technology can handle the action

  • What is the commercial potential for live stream?

· Outlining the risks of turning consumers off with sub-optimal experiences and how this could prevent full potential from ever being realised

  • How do we deliver content digitally in a more enhanced way?

15.20 Question & Answer Session

Stephen Wharton, Chief Technology Officer , SkyCam Division – Kroenke Sports & Entertainment
Bruna Zanin,
Partner Manager Sports , Twitter
Kevin Cochrane,
Managing Director , OTT Content Consulting

(Moderator) Unmish Parthasarathi, Global Head of Digital Sales, International Cricket Council

15.30 Afternoon Refreshments


ESPORTS
HOW CONSUMER VIEWING HABITS ARE CHANGING AND HOW IMMERSIVE TECHNOLOGIES & GAMIFICATION INCREASE ENGAGEMENT

CASE STUDY
16.00 “The Worlds Fastest Gamer” – How eSports Created an Opportunity For Mass Engagement & Increased Car Performance

Ben Payne, Director of Esports, McLaren

PANEL DISCUSSION
16.30 How The Rise In ESports Will Change Consumer Viewing Habits, Fast-Track Technology Adoption, Increase Advertising Spend And Influence Future Broadcast Strategy

· How the gaming industry will lead advancement in immersive technology through continual demand for high quality graphics, 360 experiences and viewing

· Understanding how immersed content and Gamification amplifies engagement and creates a new platform for advertising spend

· Why major sports teams, leagues and brands are launching and testing new products through ESports

17.00 Question & Answer Session

Ben Payne, Director of Esports , McLaren Technology
Tom Bowers
, Co-Founder, Observatory
Tanya Laird
, Founder & CEO, Digital Jam & Co-Chair, Immerse UK

(Moderator) Luke James, Director & Co-Founder , Sports Innovation Network

17.10 Chair’s Closing Remarks



17.20 End of Day 1

Day 2 - 19th April 2018

08.30 Registration, Tea & Coffee

09.00 Chair's Opening Remarks


KEYNOTE PRESENTATION
09.10 How 5G Enables Immersive Technologies Implementation & How This Will Impact The Sports & Entertainment Commercial Landscape

· What does ‘Immersive’ mean in 2018 and how is it creating a new platform for reach, engagement and commercial strategy? – How 5G technology will help enable this

· How 5G can reduce cost and creates an end-to-end platform that serves both the consumer and production companies

· How do we can create a platform that enables new and immersive technology that brings quality content closer to fan

· Creating a structure that provides return on investment and allows future tech innovation

09.40 Question & Answer Session

Matt Stagg, Head of Media & Entertainment, EE

FIRESIDE CHAT:
09.50 " A Sports Broadcast Evolution" - With ITV & Nielsen Sports.

How is audience measurement changing and what advantage does this allow digital competitors? – What considerations should be given to data collection given the current negative press?

· Do certain sports lend themselves to a more personalised viewing experience and what are the nuances to consider?

· How far can personalised viewing going and what is the role of ‘traditional’ broadcasters in adjusting to this?

· Could a better quality viewing experience such as 4K be made available to registered users in the future?

Tom Graham, Controller of Legal and Business Affairs, Sport & Drama, ITV

(Moderator) Mike Wragg, EVP Global head of Market Research , Nielsen Sports


10.10 Morning Refreshments

FAN ENGAGEMENT & SPORT PERFORMANCE
UNDERSTANDING HOW TO ATTAIN AND LEVERAGE DATA TO OPTIMIZE IMMERSIVE EXPERIENCES TO IMPROVE ENGAGEMENT AND REACH

CASE STUDY:
10.40 How Tottenham Hotspur Used Immersive Technology To Capture The History of ‘White Hart Lane’ To Engage Existing And New Fans And Appeal To Sponsors

11.10 Question & Answer Session

Jon Ford, Head of Digital Content, Tottenham Hotspur

CASE STUDY: VR AS A DISRUPTIVE PERFORMANCE & ENGAGEMENT TOOL

11.20 "The Psychology of Performance" - How Virtual Training Environments Can Enable Elite Level Performance and Talent Identification in a Sporting & Work Environment

11.50 Question & Answer Session

Dr Elias Mouchlianitis, Institute of Psychiatry Psychology & Neuroscience , King’s College London

12.00 Lunch

BRANDS & AGENCIES
HOW DATA & ANALYTICS, NATIVE BRANDED EXPERIENCES AND INTERACTIVE ENGAGEMENT ARE INSTRUMENTAL IN DEMONSTRATING THE LONG TERM VALUE OF VR IN SPORTS

Brands and the agencies supporting them are continually exploring new ways to drive greater engagement with their customers. Capturing and maintaining the user’s attention in the multi-platform digital world is increasingly challenging. Ultimately brands have a product or service that they are looking to sell to consumers and engage in marketing activities to drive sales. Identifying proven mechanisms and tools to translate digital ad spend into sales or other core ROI metrics is critical.

EXPERIENTIAL MARKETING & INTERACTIVE ENGAGEMENT
HOW VIRTUAL REALITY CREATES UNIQUE, INTERACTIVE AND LONG-TERM USER ENGAGEMENT OPPORTUNIES

13.00 How Immersive Technologies Can Enable Innovative Approaches To Brand Engagement & Experiential Marketing Campaigns That Increase Interaction & Demonstrate ROI

· How to put the consumer first and create proactive experiential campaigns using direct interactivity through virtual reality

· Using virtual reality to capture and maintain user attention in an authentic, organic and lasting way

· Identifying proven mechanisms and metrics to translate digital and VR advertising spend into or sales or other core ROI

13.30 Question & Answer Session

John Parker, Board Director & Head of Sport , MC Saatchi Sports & Entertainment



13.40 "The Future of Mixed Reality Motorsports" - How Sports Can Embrace Immersive Technologies To Engage The Audience of The Future & Drive Engagements Within A Virtual Space

14.10 Question & Answer Session

Solomon Rogers , CEO, Rewind / Chairman BAFTA Immersive Entertainment Group


14.20 Afternoon Refreshments

14.40 “How to win in the Age of Experience Applying Immersive Technology to create deeper engagement and influence

· How Immersive Technology can create a “Return on Experience”

  • What are the optimum advertising and engagement opportunities in this new digital landscape

· How to take 360 content and create a deeper and authentic impression

15.00 Question & Answer Session

Christophe Mallet , Co-Founder, Somewhere Else


15.10 “An Immersive Future?” - New Solutions for Publishing and Consuming VR & Non-VR Content

How we will create platforms for content creators to connect with audiences and brands to develop new ways to reach consumers as technology continues to develop and consumer engagement habits evolve

15.25 Question & Answer Session

Thomas Bogner , Managing Director, Rocketbike ARVR

15.30 Chair’s Closing Remarks




15.40 End of Conference



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