Sports are part of our daily lives. Our culture. Our identity. For many fans, each year can revolve around their team’s season and the major milestones that serve as a consistent backdrop to our experiences and memories.
So when sports came to a standstill, fans rightfully felt lost. The idea of no sport to fill our weekends or plan our summers around was unheard of until now. But where there’s chaos and uncertainty, there’s the potential for innovation.
Naturally, attention turned towards reliving the thrill of the game in its online format. With players initially finding themselves in the same lockdown situation, they were ready to engage in some gaming action. In April, footballers took part in the Premier League Esports Invitational , racking up 150 million views with viewership increasing 275% from the opening round to the finals. By June, the F1 Esports – Virtual Grand Prix series achieved their own record-breaking audience with 30 million views across tv and digital platforms. The series enabled fans to continue watching virtual races – but more so check out their favourite drivers as they battled it out alongside a variety of personalities. Before the live Tour de France took place in recent weeks, the first Virtual Tour de France was held via Zwift, the growing indoor cycling platform. For the first time ever, men’s and women’s teams were able to compete against each other.
What did we learn? Fans are eager to watch the stars they cheer for on the pitch or the race track translate their competitiveness to the virtual world. And the athletes maintain their desire to win at all cost, despite the less familiar environment, and entertain with their spirited banter.