Physical eSports at FitnessConnected 2021

Physical eSports at FitnessConnected 2021

We will be exhibiting at the FitnessConnected trade fair in Munich from 18 to 20 November 2021! 

FitnessConnected is the new international trade fair for fitness, health and sport - and we will of course be there with our "Future Area". The B2B trade fair will be explored by 5000 trade visitors from the fitness and sports, health, leisure, home fitness, public, infrastructure and young talent sectors. Over three days, new business contacts can be made, exciting lectures attended and the innovations of the 120 exhibitors be experienced live.

FitnessConnected connects international players in the fitness, health and sports market from all over Europe. 

Fitness and sports:
Studio operators, representatives from club sports etc.

Health:
Retirement homes, rehab & physio, health insurance companies etc.

Leisure:
Hotel industry etc.

Home Fitness:
Sports retail

Public:
Municipal institutions (schools, universities, etc.)

Infrastructure:
Urban developers, facilities, malls etc.

Offspring:
Recruiter

eSports and fitness - our sports concept of the future

Our everyday life will adapt more and more to the globalised and digitalised world: This also includes how we keep fit and eat. By 2024, Statista predicts that 18.3 million people in Germany will use at least one fitness app.  In our exhibition area in hall C5, we will present some promising fitness concepts of the future.  The gamification approach is decisive for us. People learn better and are more motivated when they have fun. Managing Director Marcus Meyer also knows how this affects the fitness industry on the opening day. On 18 November at 11:30 a.m., he will give a lecture on "Physical eSports" as part of the "Roadmap to Future"congress event.  https://www.fitness-connected.com/messe/daten-fakten/ 

Our partners

All our partners use gamification in their fitness innovations: playful elements such as progress bars, competitive opportunities and rewards. For example, by giving users the feeling that they are playing, they don't notice how strenuous their workout is and therefore have more stamina and a greater sense of achievement.     

HADO - AR Gaming

How well this works is demonstrated, for example, by HADO. In the virtual version of good old dodgeball, you throw the opponents with electronic light balls that you can see via IPod on your wrist and headset. We will not only introduce the concept in the Future Area, you can also try it out directly on our large HADO field!

BEAT SABER

For music fans we have another exciting fitness innovation. Beat Saber is a virtual reality game in which playersinside have to cut small blocks with light sabres in time to the music. with lightsabers to the beat of the music. Even though it quickly becomes exhausting - with such good music and so much fun, you just don't want to stop. 

SENSE DOJO

Traditional fitness workouts will also be revolutionised in the Future Area. SENSE DOJO is the new fitness and lifestyle ecosystemwhere a virtual coach works with the user_inside ommunicates with the user, creates a unique, individual training and nutrition plan for them created for them and supports them supports and advises them on fitness gear purchasing decisions. 

VELIO Plus

Visitorswho would like to know exactly how their personal fitness is doing, can take a test with one of our VELIO-devices. Using a 3D camera, it scans the device and then gives them a few sporting tasks. When they have completed them, VELIO tells them, how strong, fast and agile they are, how pronounced their concentration and coordination are and how much stamina they have. This data is then fed into the artificial intelligence of the VELIO Plus app. Here, users get an overview of all relevant body data. The collected data is used to create an individual training plan, which the users gamified to help users overcome their inner obstacles and achieve their individual goals. 

The Future Area will take place from 18 to 20 November at FitnessConnected in Hall C5 at Stand 505 at Messe München.

Click here for tickets

As a little surprise, there will also be a delicious nut snack in the Future Area from our nutrition partner supernutural.

How can gamers make the world a better place?

How can gamers make the world a better place?

by Fabian Delago 

Countless problems - countless opportunities

We live in a world where we have to deal with problems like global warming, poverty, overpopulation or natural disasters. Measures such as shutting down nuclear power reactors exist to do less damage to the environment; electric cars are made to counteract exhaust emissions; product packaging is made from sustainable materials. Gamers can support this development.

What can be done to make cities more liveable?

Cities are often centres for such problems, because many people live there and are often themselves the cause of them. In order to improve the quality of life in cities and generally protect the environment, the development of bicycle lanes, for example, is necessary. The inhabitants of the cities are thus motivated to travel more often by bicycle than by car, in order to reduce exhaust emissions.

The Digital Twin

One answer to our problems is "digital twins". This is a true-to-scale, virtual representation of a city with its own ecosystem. It simulates buildings, living creatures, weather and other necessary aspects. In this way, possible measures can be simulated in a true-to-life environment in a resource-saving way without having to test them in the real world. This saves time, money and also protects against negative effects if a measure should not work. Furthermore, forecasts and analyses can be made, for example to predict and prevent a disaster.

Helsinki, for example, has already reached the point where the city has been almost completely digitised. This is more than just a faithful reproduction of the original: The aim is to simulate a dynamic and living environment in which the behaviour of air, water, light, pollution and living creatures is mapped. The digital twin is able to simulate wind and its effects, for example.

Ingolstadt is also already busy creating a digital image of the city with the "SAVeNoW" project. This project focuses on autonomous driving and has simulated traffic situations, traffic lights and the like in order to be able to analyse the behaviour of autonomous vehicles. In addition, the digital twin is also intended to improve general traffic safety and efficiency.

Where do the gamers come into play?

The value proposition and the dangers of virtual worlds 

Video games are often viewed with mixed feelings: for some, they are an escape into an alternative world to escape real-life problems or simply to relax after a day at work. Others see the danger of losing themselves in these virtual worlds and thus losing touch with the real world and social environment. 

In Japan, there is even a term for such socially distanced people: Hikikomori. These people do not necessarily live only in video game worlds, but they have withdrawn almost completely into their homes and limit contact with society to a minimum.

Learning in virtual worlds 

Nevertheless, gaming has many positive aspects to offer in a social and economic context. It has been scientifically proven that playing games improves reaction times, coordination skills, coupling abilities, creativity and other characteristics. 

Cognitive learning, for example, has made the sim racer Enzo Bonito to beat racing driver Lucas Di Grassi in a timed race on a real race track.

Minecraft as a teaching tool

 

In the meantime, schools are also increasingly using the game "Minecraft" as a teaching tool. An organisation called "MinecraftEdu"(https://education.minecraft.net/) was even founded to support teachers. The game can be used, for example, to build up maths understanding in a playful way. The tutor Oliver Planner, for example, uses Minecraft to teach area calculation.

Can gaming make the world a better place?

From the gaming industry's point of view, the commercial environmental idea is in any case advantageous. By acting in an environmentally conscious way, the industry's reputation among parents, for example, increases - and so do sales. When children and young people consume environmentally friendly gaming products, this leads to increased environmental awareness among them. The new XBox Series S gaming console from Microsoft, for example, no longer has a CD drive, which leads to fewer CDs sold - which in turn protects the environment from even more plastic waste. Interfaces between the gaming industry and other industries, such as the automotive industry, can also be beneficial for both parties. Racing game developers can benefit from the experience of the car industry and vice versa. This may result in ideas and approaches that can be integrated into the real world.

But not only the gaming industry can contribute to a better world, gamers themselves can also make a difference. 

Knowledge learned in video games can be transferred to the real world.

Knowledge is the only real superpower!

In games like Roblox, SIMS, Animal Crossing, Age of Empires or Minecraft, millions of people deal with the construction and management of virtual worlds under clear conditions every day. In the process, they succeed or fail in their simulation games and simulations - but all players learn one skill: Resilience. They all learn that it is better to do something and experience it than to leave it as it is.

What ideas do gamers develop through the experience of such games and how can these be transferred to the digital twins of real cities? 

With the Force of Disruption, we try to strengthen the dialogue between government agencies, the business community and the games industry in real campaigns and events.  

Experienced gamers, such as eSports players, are familiar with the environment of virtual worlds and often have a high demand for realism in games. Together with their experience from virtual worlds and the motivation to achieve perfection, they form a solid basis to bring about real change. The younger generation can also open up new perspectives with their unbiased creativity. A car, for example, is not as significant for one's own locomotion from a child's point of view as it is for a working adult. Often a completely new perspective on things helps to develop new ideas or solutions to problems.

PWC and Force of Disruption want to launch the project "Future of Mobility" in cooperation with the IAA using Roblox . Pupils, students and companies can participate.

The aim of the project: to implement ideas for the future of mobility in the digital twin and thus make them tangible.

Each participating team can create its own world in Roblox and make the ideas a gamified experience. The best ideas will then be presented at the IAA 2021 and possibly even realized in the real world.

Who wouldn't want to see a new mobility concept in 5 years and say, "Hey, that was my idea!"

Conclusion:

The gaming world is a source of great potential that has hardly been tapped yet. If society realises what opportunities there are and what benefits can be derived from gaming, we could soon be living in a completely different world.

eFootball on the rise - Great potential for marketing

eFootball on the rise - Great potential for marketing

First study on FIFA and PES players in Germany

 

eFootball, i.e. sports simulations such as FIFA or Pro Evolution Soccer (PES), have been popular with a young target group with an affinity for sports for years. 

The research and consulting agency Nielsen Sports and the sports marketing agency B2Sports, which emerged from the Bavarian Football Association, are using large-scale market research to provide information about the marketing potential of e-football players.

 

800 people surveyed about eFootball - majority with great interest in the sport

For this purpose, a representative sample of 800 people between the ages of 14 and 55 who play one of the two football simulations FIFA or PES at least once a week was surveyed. The demographic and socio-economic characteristics of the target group should come as little surprise: eFootball players are predominantly male (82%) and have a high net household income.

The findings on the affinity to classic football are exciting. For 95% of respondents, the Bundesliga is the most popular competition, followed by the UEFA Champions League (91%) and the DFB Cup (89%). This is reinforced by the fact that 49% of respondents play football themselves once a week and almost as many (42%) are members of a football club themselves.

eFootball and its potential for clubs and advertising companies

Over 50% of gamers state that they can imagine attending an e-football event. Among club members, this willingness is even significantly higher at 62%. But there is not only potential offline. 73% of gamers watch tutorials, live streams and e-football events online.

The target group surveyed is also exciting for advertising companies: over two-thirds rate it positively when brands get involved as sponsors in traditional sports and sports. 64 percent of the e-football gamers surveyed said that brands that sponsor traditional sports or e-sports gain sympathy. Similarly, these sponsors tend to be perceived as more modern and innovative by 64 percent of respondents.

The study clearly shows the potential for brands in this area and the conclusion seems clear: "Regardless of whether it's a club, association or brand - you shouldn't be shy and get to grips with the target group of e-football gamers. Building on the knowledge gained, possible points of contact can be identified and a strategy can be set up if you want to reach FIFA and PES players via the various, partly new, digital platforms".

"Our aim is to help associations, clubs and companies to better understand these gamers".

Dennis von Malottke, Head of B2Sports, says in the press release: "With this study, we have investigated for the first time what the target group of eFootball players in Germany looks like in detail and where they can be reached. Our aim is to help associations, clubs and companies to better understand these gamers and to design a more targeted approach and communication - be it for the development and implementation of attractive formats or to win potential members and customers."

A special form of eFootball is the game mode "Pro Clubs", in which two teams with eleven players each compete against each other. So you can't get any closer to real football. Anticipation, playing skills, communication and teamwork skills are necessary to achieve joint success on the virtual pitch. The company esport-manager.com has this mode together with Force of Disruption and GAMERS ACADEMY at ISPO and organised the "FIFA Pro Clubs EU Masters 2021" tournament. A fascinating football experience.

Football. Real. Digital.

The most important study results are summarised in the white paper "E-Football Players in Germany", which can now be downloaded free of charge from the B2Sports and Nielsen Sports website.

 

The eSports Events @ ISPO Munich Digitize

The eSports Events @ ISPO Munich Digitize

ISPO Munich Digitize 2021 Conference Programme

In 2021, we will unfortunately only be able to implement a digital experience for the visitors of the largest international sports industry trade fair "ISPO". But we are really proud to have won such great and relevant speakers for the eSports Conference Track on 02 February 2021. 

Stefan Ponikva, Vice President Brand Experience BMW/BMW AG, will talk about the topic #UnitedInRivalry: BMW gets into eSports; Axel Täubert, Head of Top Creators & Gaming EMEA Google Germany GmbH, talks about Gaming and the "New Normal. In a special eFootball slot, we are very pleased to have Jannis Jersch, Manager Digital Borussia Dortmund GmbH & Co. KGaA, will talk about BVB's eFootball Strategy and Outlook; Philipp Walter will talk about . GAMERS ACADEMY - a training platform for gamers and Patrick Baur talks about the platform esport-manager.com - how fan engagement becomes a business model.

 

ISPO Munich Digitize eSports Track - Public Stream

After the B2B conference programme at ISPO Munich Digitize, there will be a digital experience in the topic of sports simulations in eSports for the B2B and B2C audience.

We have showmatches in the basketball simulation NBA2K with the Bayern Ballers, the FIFA Pro Clubs EU Masters 2021, an international eSailing Tournament and Rocket League Showmatches in the programme. Marcus Meyer (Force of Disruption GmbH) and moderator Dan Ram will present the eSports conference.

The team of presenters will introduce you to virtual sports and take you and the many guests on the show on a journey into the world of eSports.

The public streaming show will run from 7:20 p.m. to 8:30 p.m. on the following channels:

https://www.youtube.com/user/TheSportsCommunity

https://www.twitch.tv/ispodigitize

There are 4 official tournament channels for the respective showmatches and tournaments:

NBA2K Showmatch

 

In the NBA 2K21 ISPO showmatches, the Bayern Ballers gaming team will face the eSports team from EWE Baskets Oldenburg.

The basketball simulation NBA 2K21 is played in Pro-AM mode, which has become firmly established in the eSports scene. Game characters and the appearance of jerseys and arenas can be fully customised here. 

The teams each consist of five players who act on the pitch with their self-created character. A commentary team from the studio will complete the TV-ready production. We were able to win Markus Krawinkel and Robin Rottmann as commentators/casters.

Livestream NBA2K Showmatch:

https://www.twitch.tv/ewe_ebaskets

 

eFootball ProClubs 

Football. Real. Digital - Experience live how digital football teams compete against each other in 11 vs. 11 mode on the Playstation. The digital transformation of football at ISPO Munich 2021. Almost 60 teams will compete in the preliminary rounds on Saturday, 30 January 2021 from 18:00. Teams from the Czech Republic, Austria, Portugal and Spain have registered to win in this unique eSports tournament. The grand final will then start on Tuesday, 2 February at 7:00 pm.

FIFA Pro Clubs EU Masters 2021 

https://www.twitch.tv/esportmanagerdoppelpass

 

eSailing Regatta 

ISPO invites the best international eSailing teams to compete in the Virtual Regatta Inshore game. A battle in which sailors compete against each other on virtual waters.

Meet 2019 eSailing World Champion Filippo Lanfranchi (ITA), Olympic 49er sailor Bart Lambriex (NED), four eSailing Nations Cup winners led by Mike O'Donnovan (GBR) and 2020 eSailing Vice World Champion Ramón Parejo Palop (ESP). 4 teams begin the battle for glory. Club Nautico Sevilla (ESP) against Team Scotland (GBR) and Team VIT (INT) against MCES Italia (ITA). 

ISPO Team Race Invitational - eSailing

https://www.twitch.tv/esailingtv

Rocket League - Clash of Teams 

Rocket League squad Team Singularity has been competing among the best European teams since the end of 2019. Players Leon "Godsmilla" Mares and Kyle "Scrub Killa" Robertson have built a fierce rivalry between the teams, starting with the squad spots.

In the 'Smilla vs. Killa' show, both rivals compete in various challenges before meeting in the ultimate show match. See how the original and current team line-ups determine which dynasty comes out on top.

Clash of Rocket League teams with SNG eSports 

https://www.twitch.tv/firewallrl

The role of the Force of Disruption GmbH 

We have been supporting the world's largest sports trade fair ISPO in the topics of eSports and Future of Sports since 2018. Brands and companies in the sports business receive from us the ability to convey knowledge about eSports, gaming, exergaming and other relevant sports. "eSports is sport and belongs to the sports ecosystem," said Tobias Gröber, Executive Director Business Unit Consumer Goods Messe München GmbH, in 2019. This statement inspired us to build three strategic pillars for the development of knowledge/understanding about eSports in the B2B and B2C environment. We have aired the World Championship in Rocket League with RLCS8 and RLCS9 with ISPO Digitize and had the privilege to implement the first eSports and gaming festival in Bavaria with ES_COM (Electronic Sports Competition) in 2019. The journey continues and we are looking forward to lots of positive feedback, new ideas and topics that we can implement with ISPO, Messe München and our other partners.