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Sony's plan to transform sports for younger fans
The Street
Follow
3/6/2025
Sony Sports is leveraging new technologies to make the fan experience even more interactive.
Category
🥇
Sports
Transcript
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00:00
One of the key focuses for Sony at the moment is how it can drive the synergistic and symbiotic
00:06
relationship between different entertainment genres. And Sony is obviously in an incredibly
00:10
differentiated position, having a significant business within music, within pictures,
00:15
within gaming, with PlayStation. And sports is the area we're really looking to build up
00:20
to leverage some of those capabilities. Because in many ways, sport is sort of playing catch up,
00:26
particularly to the music industry in terms of some of the digital innovations and how fans are
00:30
consuming sports content. There's obvious learnings in terms of how we can potentially
00:35
gamify sports to try and make it more interactive and immersive for younger fans.
00:42
And so leveraging some of those PlayStation capabilities is really exciting. And it's
00:47
something we're speaking with many of the leagues about. Because whenever I speak to any of the
00:53
commissioners or the CEOs of the world's top sports leagues, the number one issue that they're
00:59
focused on is how do I engage younger fans? And I think sport recognizes that if you look at
01:06
any empirical data, there is probably less participation and there is less consumption
01:11
of sport amongst younger demos than perhaps our generation. And we fundamentally don't believe
01:17
that there is anything structural around that. We think that is a cyclical thing because we
01:21
as a sports industry haven't done a particularly good job of engaging younger fans with these more
01:27
immersive and participative experiences. So if we can unlock some of those learnings from
01:32
the other Sony businesses, whether it's music, pictures or PlayStation, to really help to
01:37
redefine how younger sports fans are engaging with content, we think that that represents
01:43
a tremendous opportunity. These leagues are really struggling with moving forward. How do we engage
01:50
fans in new ways? And then secondly, how do we start to diversify our revenue profile so we're
01:56
not hugely reliant on the big B2B media rights deals next cycle? And obviously, particularly the
02:02
big US leagues have some fantastic runway of six, eight, ten year deals. But during that period, what
02:08
they're really focused on is how do you create revenue diversification and how do you start to
02:14
engage with fans in new ways that potentially provides the opportunity for these businesses,
02:20
these leagues, to transition from just being B2B businesses, which sell media partnerships and they
02:25
sell sponsorships, to actually almost acting more like FMCG companies where they build a direct
02:31
relationship with the fan and they could start to almost commercialise the fan and drive ARPU through
02:37
lots of different digital products and services. And one of the roles that we're trying to play
02:42
through collecting world-class low latency data is we can create lots of different, we can create
02:49
from that lots of different entertainment experiences for fans. So just to give an example,
02:55
we've obviously through our Beyond Sports business have provided new ways of fans engaging with sports
03:01
content through having it through Toy Story IP or Simpsons IP. We're also developing a new product
03:07
which we're incredibly excited about which is called Hawk AI, which effectively means that you
03:13
can simulate the game in real time and make tactical substitutions yourself side by side with
03:20
the real life game going on. So to use a soccer analogy you can take off Trent Alexander-Arnold
03:26
from left back and put on Robertson and play the game side by side with the real life game to see
03:31
whether you know better than the coach in terms of making some tactical decisions. So for us it's all
03:37
about this thing of trying to make the sports experience more immersive, more participative,
03:42
and more gamified for sports fans in order to try and address this issue of engaging fans in
03:49
the way they want to engage with and consume sports content. And I saw something the other
03:56
day that said 65% of Gen Zers view themselves as content creators and I think it's up to us
04:02
now to use data to potentially unlock some of these new experiences on behalf of sports leagues.
04:12
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