Glossary Page

January 27, 2019

Glossary

  • WSC Sports

Welcome to the WSC Sports Glossary. Here you’ll find explanations of all the major sports media industry terms and links to learn more.

Glossary

January 27, 2019

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  • WSC Sports

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)

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)

Glossary

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

Glossary Page

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.

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