Google, Twitter, ICC, McLaren & EA Sports To Share Strategies at ‘Immersive Technology In Sports & Entertainment Summit’ – Early Bird Ends Friday

With leaders from across the technology, broadcast, sports and entertainment space we are delighted to bring the Immersive Technology In Sports & Entertainment Summit to London on April 18-19 2018.

Operating under the Chatham House Rule and with an audience capped at 150 delegates the Summit is specifically designed for senior executives and leaders within the sports, entertainment, broadcast, consumer facing brands and technologists to understand, share and learn the most effective commercial models and execution strategies for Immersive Technologies.

Speaking Faculty & Board Include

Ben Payne, Director of Esports, McLaren
Greg Ivanov, Business Development Android & Daydream, Google
Dhimiter Bozo, SVP Engineering Native Apps Games & Web Technologies, Viacom
Charlie Neiman, Global Sports Partnerships, Amazon Video
Jason Cohen, Vice President Video Production, HBO
Tom Graham, Head of Commercial Sport & Drama, ITV
Jaap Kalma, Former Chief Commercial Officer, AC Milan
Christian Sponziello, Director International Brand Partnerships, Electronic Arts
Gordon Kaye, Head of Business Development, Celtic FC
Bruna Zanin, Partner Manager Sports, Twitter
Unmish Parthasarathi, Global Head of Digital Sales, International Cricket Council (ICC)
Jon Ford, Head of Digital Content, Tottenham Hotspur
Chris Lencheski, Global Partnerships Director, MP & Silva


DOWNLOAD AGENDA @ http://www.virtual-reality-sports-innovation.co.uk/agenda/


Session Focus - OTT
We are witnessing a transition in how audiences consume content, from traditional broadcast to live content streamed over the web, and increasing numbers of OTT-related services bidding for sports and entertainment rights. The role of immersive technologies will have a huge influence over consumer choice and the evolution and commercialisation of OTT services.
Analyzing The Different Live 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

Stephen Wharton, Chief Technology Officer, SkyCam Division – Kroenke Sports & Entertainment
Dhimiter Bozo, SVP Engineering Native Apps, Games & Web Technologies, Viacom
Bruna Zanin, Partner Manager Sports, Twitter
Unmish Parthasarathi, Global Head of Digital Sales, International Cricket Council

Session Focus – eSports

The greatest issue for marketers, brand strategists and business development teams is the ability to consistently engage, and maintain engagement with key demographics, notably the 16-25 age group. As we accept 'second screening' and multi-platform content consumption are the norm, the ability to engage fans across all devices, in real time and in both the physical and digital space is absolutely key – Gamification, betting and eSports present very real opportunities

15.15 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
15.45 Question & Answer Session
Ben Payne, Director of Esports, McLaren
Christian Sponziello, Director International Brand Partnerships, Electronic Arts
Will Ponissi, Communications, Sahara Force India
James Dean, Managing Director, ESL Gaming

Register at - http://www.virtual-reality-sports-innovation.co.uk/booking/

The Immersive Technology In Sports & Entertainment Summit is about how we realise and define the future and business cases for broadcast, brand marketing strategy and ROI across the sports and entertainment industries.

Register before Feb 28th to save £100. Group booking discounts apply, please email info@sports-innnovation-network.com for more information

For more information to book and register visit: http://www.virtual-reality-sports-innovation.co.uk/booking/