Table of Contents
A
Activation
The execution of marketing activities that bring a sponsorship to life, often through events, social media campaigns, and other fan engagement efforts.
Affiliate Marketing
Performance-based marketing where partners earn a commission by promoting or driving sales through their efforts.
Amazon Web Services (AWS)
A cloud computing platform that provides on-demand services like storage, databases, and analytics to help businesses scale and manage their IT infrastructure.
Analytics
The study of data to track performance, engagement, and audience behavior, crucial for decision-making in sports.
Around The Game (ATG)
WSC Sports’ technology that automatically clips videos from ‘around a sports game’, such as player entrances, warmups, and post-game interviews.
➡️ Around the Game: A Smarter, Faster Way to Manage your Content with AI
Athlete Development
Training and support programs to enhance athletes’ skills.
Athlete Endorsement
When an athlete promotes a product or service, typically as part of a brand sponsorship or partnership.
Athlete Representation
Agents managing athletes’ contracts, endorsements, and brand partnerships.
Athletic Trainer
Health professionals who focus on injury prevention and treatment in sports.
Audience Fragmentation
Division of audiences across various platforms, challenging traditional media.
Augmented Reality (AR)
An interactive experience layering digital information on the real world, often enhancing fan engagement in sports.
B
Back Office
The administrative team responsible for supporting a sports organization behind the scenes.
Benchmark Report
Analysis comparing a team’s performance to industry standards.
Brand Activation
The process of bringing a brand to life through interactive experiences, usually associated with sponsorships.
Brand Equity
The value of a brand based on consumer perception and recognition.
Brand Loyalty
Consumer preference for a brand, often cultivated through consistent engagement.
Broadcast Delay
Time-lag in broadcasting to censor or prepare live sports footage.
Broadcast Rights
The rights purchased by networks to show sports events, often one of the most significant revenue streams for sports leagues.
➡️ 7 Ways Sports Broadcasters Can Make the Most of Their Media Rights
C
Cartel Agreement
A legal or informal agreement between teams or leagues to control competition in specific markets.
Churn Rate
The rate at which fans or subscribers stop engaging with a service or content.
Client Activation
Engaging a brand’s customers through experiential marketing at events.
Collective Bargaining Agreement (CBA)
A contract between athletes and owners or leagues covering terms like salaries, benefits, and work conditions.
Content Curation
Organizing and selecting relevant content to meet the interests of a specific audience.
Content Marketing
Using valuable content to attract and retain a target audience, strengthening brand loyalty.
Contract Buyout
A clause allowing teams or players to terminate a contract, often with a financial settlement.
Cord-Cutting
The practice of canceling traditional cable or satellite television subscriptions in favor of alternative internet-based or wireless services.
Corporate Sponsorship
Financial support given to sports entities by companies in exchange for promotional benefits.
Crowdfunding
Raising funds for a project through small contributions from a large number of people, often fans.
Crowdsourcing
Gathering input, feedback, or ideas from the public, usually fans, to increase engagement.
D
Data Monetization
Turning fan data into revenue by selling it to sponsors or advertisers.
Deferred Compensation
Payment to athletes delayed to a future date for tax or strategic reasons.
Demographics
Data describing an audience, such as age, gender, and location, used for targeted marketing.
Demographic Targeting
Tailoring marketing strategies based on audience demographics.
Direct-to-Consumer (DTC)
A business model where companies sell products or services directly to consumers without intermediaries.
Digital Asset
Online content like videos, graphics, or social media posts used to promote events or brands.
Digital Rights Management (DRM)
Technology protecting digital content from unauthorized access or sharing.
Dynamic Pricing
A strategy that adjusts ticket prices based on factors like demand, opponent, or time.
E
E-Sports
Competitive video gaming with professional players, tournaments, and sponsorships.
Endemic Sponsor
A sponsor directly related to the industry, such as sports apparel brands in a sports event.
Engagement Rate
A measure of how much the audience interacts with content (e.g., likes, comments, shares).
Event Branding
Customizing event visuals with brand logos and messaging.
Exclusivity Agreement
Deals restricting certain sponsors to one brand per category.
Exit Strategy
A team or investor’s plan to withdraw from an investment or agreement.
Experiential Marketing
Creating interactive experiences that allow fans to engage with a brand on a personal level.
F
Fan Acquisition
Strategies to attract new fans to a team or sport.
Fan Data
Information about fan behavior, demographics, and preferences.
Fan Engagement
Strategies used to increase fan interaction, loyalty, and satisfaction.
Fan Experience
Enhancing fans’ overall satisfaction with the event or content, from stadium experiences to social media.
Fan Loyalty Program
Rewards programs designed to retain fans and encourage continued engagement.
Fan Zone
A designated area at sports events where fans can engage with team-related activities or promotions.
Fan Tokens
Digital assets that fans purchase to get closer to teams, often via blockchain.
Fandom
A community of passionate fans who actively engage with and support a particular interest, such as a sports team, celebrity, or fictional universe.
Fantasy Sports
Games where fans create virtual teams from real players and compete.
Franchise Tag
A designation that allows a team to keep a player under contract for an additional season, typically at a higher salary.
Fuel the Fandom
WSC Sports’ tagline.
G
Gate Revenue
Income generated from ticket sales at live sports events.
Game Script
The structure of a game’s flow, used in broadcast and coaching analysis.
Gamification
The application of game-design elements and game principles in non-game contexts, often used to increase fan engagement in sports apps.
General Admission
Non-reserved ticketing for entry to events or venues.
Gen-Alpha
The generation born from around 2013 onward, characterized by their early exposure to technology and digital media, often growing up with AI and smart devices.
Gen-Z
The generation born roughly between 1997 and 2012, known for being tech-savvy, socially conscious, and highly engaged with digital and social media platforms.
Grassroots Marketing
Promoting sports at a community level to build local fan bases and foster long-term loyalty.
Grassroots Sports
Local sports activities encouraging community engagement and participation.
Guaranty
A guaranteed payment to teams or players, regardless of performance or attendance.
H
Highlight Reel
Compilations of the most exciting moments from a game or season.
Hospitality Packages
Premium offerings that include VIP seating, catering, and other exclusive amenities.
Household Impressions
The estimated number of households exposed to a sports broadcast.
Hyperlocal Marketing
Targeting marketing efforts within a specific geographic area to engage local fans.
Hyper-Personalization
Creating unique experiences tailored to individual fans.
I
In-App
Referring to actions or content that occur within a mobile application, such as in-app purchases or in-app advertising.
In-App Advertising
Ads within sports apps that engage fans during games or events.
In-App Stories (IAS)
Short, time-sensitive content displays within mobile apps used to engage users with quick, interactive updates.
➡️ In-App Stories: The Vertical Video Experience Driving Fan Engagement
In-Kind Sponsorship
When a sponsor provides goods or services rather than cash to a sports organization.
Influencer Marketing
Partnering with popular social media figures to reach a broader audience.
Integrated Sponsorship
Sponsorships woven into various touchpoints within an event.
Intellectual Property (IP)
Legal ownership of logos, images, or other identifiers that can be licensed for merchandising.
Interactive Advertising
Ads that allow fans to interact or engage with the brand in some way, such as polls or quizzes.
J
Joint Marketing Agreement
Collaborations between two entities to promote shared objectives.
K
Key Performance Indicator (KPI)
A metric used to measure the success of a campaign or business activity.
Kit
The official uniform worn by athletes, often a source of revenue from sponsorships and merchandise sales.
L
Large Language Model
Machine learning models that can comprehend and generate human language text.
Large Sports Model (LSM)
The world’s first sports-dedicated multimodal large language model, created by WSC Sports.
Licensed Merchandise
Products branded with team logos or images, typically sold with a licensing agreement.
Live Streaming
Broadcasting events in real-time on digital platforms.
➡️ London Huddle: What’s Next in Sports Broadcasting and Streaming?
Luxury Box
A premium seating option in sports venues, usually with exclusive amenities.
M
Market Share
The portion of an industry’s total sales controlled by a particular team or league.
Market Penetration
Increasing brand presence within a particular market segment.
Media Rights
Legal agreements for networks to broadcast or stream sports events.
Merchandising
Selling team-branded products, often a significant revenue source for sports teams.
Microtransactions
Small financial transactions conducted within apps or games, common in fantasy sports and sports betting applications.
Milestone Marketing
Celebrating significant achievements or anniversaries as a marketing tactic.
Mobile Advertising
Digital ads targeted at mobile devices, including in-app and location-based ads.
N
Naming Rights
Sponsorship agreements where a brand pays to have a venue or event named after them.
NIL (Name, Image, Likeness)
The rights of athletes to profit from their personal brand, including endorsements.
https://wsc-sports.com/blog/customer-spotlight/how-virginia-tech-utilizes-ai-in-its-athletics-department-content-strategy/
Non-Endemic Sponsor
A sponsor not directly related to the sports industry but seeking exposure through it.
O
On-Field Promotion
Promotional activities taking place on the field, such as fan games or sponsor displays.
OTT (Over-the-Top)
Streaming content directly to consumers over the internet without a cable provider.
➡️ WSC Sports Wins ‘Best User Experience’ Award at 2023 SportsPro OTT Awards
Overhead Costs
Ongoing business expenses like rent, utilities, and admin in sports organizations.
Owned and Operated (O&O)
Media properties, typically television or radio stations, that are owned by the parent network rather than an affiliate.
P
Pay-Per-View (PPV)
A model where fans pay to watch a specific event, commonly used for boxing and MMA.
Personal Seat License (PSL)
A fee giving fans the right to purchase season tickets for a specific seat.
Pitchside Advertising
Ads placed along the field or court perimeter, highly visible to fans.
Player Association
Unions representing athletes’ interests in negotiations.
Player Development
Programs aimed at improving athletes’ skills and ensuring long-term performance.
Post-Game Analysis
Detailed review of a game, typically for coaching or broadcast insights.
Premium Content
Exclusive or high-value content for subscribers or paying fans.
Primary Market
Initial sale of tickets from the team or organization.
Product Placement
Including a brand’s product within the broadcast, often a form of subtle advertising.
Promotional Campaign
Coordinated marketing effort to drive event awareness or ticket sales.
Q
Qualifying Round
Pre-tournament games determining participants in the main event.
Quick-Serve Content
Short, fast-paced video or social media content aimed at mobile users and younger audiences.
R
Reach
The total number of people exposed to content, used as a metric in advertising.
Regional Sports Network (RSN)
A cable television channel that presents sports programming to a local market or geographical region.
Revenue Sharing
The distribution of a league’s revenue among teams, ensuring competitive balance.
Revenue Streams
Various ways a sports entity generates income, from tickets to media rights.
Right of First Refusal
Right to match any offer made to a competing team or brand.
ROI (Return on Investment)
Measuring the profitability or success of an investment, such as a sponsorship.
S
Seat Mapping
Visualization of seating arrangements to optimize ticket sales.
Second Screen
The use of an additional device (e.g., smartphone or tablet) to access supplementary content related to the primary screen (typically a television).
Secondary Market
Resale of tickets, typically at a premium price.
Share of Voice (SOV)
A brand’s share of visibility relative to competitors in a space.
Social Listening
Monitoring online conversations to understand fan sentiment.
Sponsorship
A brand’s financial or in-kind support for a sports entity, in return for promotional benefits.
Sponsorship Package
Bundled sponsorship elements sold to a brand partner.
Sports Analytics
The use of data and statistical analysis to inform decision-making in sports, both for performance and business aspects.
Sports Betting
Wagering on the outcome of games, increasingly popular with digital platforms.
Sports Marketing
Promoting sports events, teams, and leagues to increase fan engagement.
Stakeholders
Individuals or organizations with a vested interest in the sports entity, including fans, sponsors, and owners.
Streaming Platform
Digital services that broadcast live or on-demand sports con
Streaming Rights
The right to stream sports events online, often sold separately from broadcast rights.
Suite Level
Premium seating areas in stadiums, often including private suites with additional amenities.
T
Team Performance Metrics
Data tracking a team’s efficiency and achievements.
Ticket Bundling
Selling multiple event tickets as a package deal.
Title Sponsorship
Lead sponsor with prominent exposure, often named in the event title
Ticket Scalping
The resale of tickets, often at higher prices, sometimes regulated by event organizers.
Touchpoint
Any interaction a fan has with a team or brand, from social media to in-game.
Turnover Ratio
Financial ratio indicating a team’s or league’s revenue efficiency.
Title Sponsor
The primary sponsor whose name is associated with the event or team.
Turnstile Count
The actual number of fans attending an event, as measured by entry turnstiles.
U
Uniform Branding
The branding of athletes’ uniforms, often sold to sponsors for added visibility.
Upselling
Offering fans additional products or services, such as VIP experiences.
User-Generated Content (UGC)
Content created by fans, like photos or reviews.
Utilization Rate
Measure of how often venues, seats, or resources are used.
V
Value in Kind (VIK)
A sponsorship model where brands offer goods or services rather than money.
Venue Management
Overseeing operations and events at a sports stadium or facility.
Virtual Reality (VR)
Simulated experiences used to immerse fans in events, often in training and fan experiences.
Virtual Seat Upgrade
Technology allowing fans to change seat perspectives digitally.
Visitor Analytics
Data on fan attendance, behaviors, and engagement at venues.
Video on Demand (VOD)
A system allowing users to select and watch video content when they choose to, rather than at a scheduled broadcast time.
Vertical Video
Vertical video is a video format that is taller than it is wide, typically filmed in portrait orientation for mobile devices and popular on platforms like Instagram, TikTok, and Snapchat.
W
Wearable Technology
Devices like fitness trackers used to monitor athletes’ performance metrics.
Web Stories
Short, visually engaging, tappable content formats on the web, similar to social media stories, designed for quick consumption with images, videos, and animations.
White Label
Customizable software used by multiple teams but branded uniquely.
Win Probability
The calculated likelihood of a team winning a game at any point during a match.
Wi-Fi Sponsorship
Brand-backed internet access in sports venues.
Workflow Automation
Streamlining tasks like content creation or fan engagement.
Y
Youth Development Program
Initiatives to nurture young talent in sports.
Z
Zero-Based Budgeting
Budgeting each period from scratch, requiring justification for each expense.
Zero-Emissions Initiative
Efforts by teams or venues to reduce carbon footprint.
Zone Defense
A defensive strategy in sports where players guard specific areas rather than opponents.