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1 2019 Research Papers Competition Presented by: The Horizon of Sports is Digital: Using Fantasy Sports, e- Sports and Electronic Gambling to Find Next Generation of Ticket Buyers Business of Sports Paper ID - 13378 Authors: Peter Lenz, Matthew Sabban and Peter Ibarra 1. Introduction Sports teams and leagues are constantly looking for their next-generation of ticket buyers. As we progress further into the digital age, the existing methods of converting fringe followers into ticket purchasers are losing their effectiveness. Over the last couple decades, large TV contracts and increased availability for media consumption have made up for this potential loss in in-stadium revenue. [10] However, as linear TV is increasingly threatened by streaming and over-the-top (OTT) service providers [13], sports properties have begun investing large amount of resources into finding new audiences based in the digital environment; namely Fantasy Sports, e-Sports, and e-Gambling. [7][8] This research analyzes the effectiveness of this outreach and tests the hypothesis that these three emerging fields are good investments for sports teams seeking to expand their current pool of in-stadium ticket buyers. We test this by overlapping samples of digital behaviors between NFL and MLB attendees with behavioral models of e-Sports enthusiasts, e-gamblers and fantasy sports players to find which are most likely to convert into purchasers of in-stadium experiences. 2. Methodology As part of it’s day-to-day business, Dstillery maintains a catalog of hundreds of behavioral audience segments [3]. Since sport fandom is a detectable digital signal [5] we selected a set of audiences from Dstillery’s catalogue comprising of three behavioral segments (Fantasy Sports, e-Sports, and e-Gambling) and two location-based segments (MLB & NFL Attendees) to represent sports fans and the behaviors we were interested in testing for physical conversion at stadiums. We utilized a random sampling process to down sample our 350 million-device universe into a test audience. We then performed an agglomerative clustering to identify mutually exclusive subpopulations based on similar behaviors. We then calculated behavioral index profiles for each subpopulation against national and seed population baselines. These profiles served as the basis for our analysis and conclusions. Each step of the methodology is described in detail below. In order to promote reproducibility we selected our analysis methodology prior to collecting any data.

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Page 1: The Horizon of Sports is Digital - Dstillery · fantasy sports players to find which are most likely to convert into purchasers of in-stadium experiences. 2. ... then performed an

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2019ResearchPapersCompetitionPresentedby:

TheHorizonofSportsisDigital:UsingFantasySports,e-SportsandElectronicGamblingtoFindNextGeneration

ofTicketBuyers

BusinessofSports PaperID-13378

Authors:PeterLenz,MatthewSabbanandPeterIbarra

1. Introduction Sportsteamsandleaguesareconstantlylookingfortheirnext-generationofticketbuyers.Asweprogressfurtherintothedigitalage,theexistingmethodsofconvertingfringefollowersintoticketpurchasersarelosingtheireffectiveness.Overthelastcoupledecades,largeTVcontractsandincreasedavailabilityformediaconsumptionhavemadeupforthispotentiallossinin-stadiumrevenue.[10]However,aslinearTVisincreasinglythreatenedbystreamingandover-the-top(OTT)serviceproviders[13],sportspropertieshavebeguninvestinglargeamountofresourcesintofindingnewaudiencesbasedinthedigitalenvironment;namelyFantasySports,e-Sports,ande-Gambling.[7][8]Thisresearchanalyzestheeffectivenessofthisoutreachandteststhehypothesisthatthesethreeemergingfieldsaregoodinvestmentsforsportsteamsseekingtoexpandtheircurrentpoolofin-stadiumticketbuyers.WetestthisbyoverlappingsamplesofdigitalbehaviorsbetweenNFLandMLBattendeeswithbehavioralmodelsofe-Sportsenthusiasts,e-gamblersandfantasysportsplayerstofindwhicharemostlikelytoconvertintopurchasersofin-stadiumexperiences.

2. Methodology Aspartofit’sday-to-daybusiness,Dstillerymaintainsacatalogofhundredsofbehavioralaudiencesegments[3].Sincesportfandomisadetectabledigitalsignal[5]weselectedasetofaudiencesfromDstillery’scataloguecomprisingofthreebehavioralsegments(FantasySports,e-Sports,ande-Gambling)andtwolocation-basedsegments(MLB&NFLAttendees)torepresentsportsfansandthebehaviorswewereinterestedintestingforphysicalconversionatstadiums.Weutilizedarandomsamplingprocesstodownsampleour350million-deviceuniverseintoatestaudience.Wethenperformedanagglomerativeclusteringtoidentifymutuallyexclusivesubpopulationsbasedonsimilarbehaviors.Wethencalculatedbehavioralindexprofilesforeachsubpopulationagainstnationalandseedpopulationbaselines.Theseprofilesservedasthebasisforouranalysisandconclusions.Eachstepofthemethodologyisdescribedindetailbelow. Inordertopromotereproducibilityweselectedouranalysismethodologypriortocollectinganydata.

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2.1.DataSources Dataforourexperimentoriginatedfromthreeprimarysources:real-timebidrequestsfromad-monetizedsites,non-monetizedwebtrafficfromthirdpartydataprovidersandappusagedatafromsoftwaredevelopmentkit(SDK)integrations.Thisuniquecombinationofdataiscrucialtoourbeingabletoaccuratelysampleonlineandmobilelocationbehaviors[2].Realtimebidrequests(BRQs)occurwhenadeviceappearsonanad-monetizedwebsiteoranapp.Whenthateventoccurs,acallissentfromthesite/apppublisherasanopportunitytofulfillanadvertisementslot.Thecallcontainsinformationsuchasanadvertisingdeviceidentifier(cookie,IDFA,AAID),atimestamp,anIPaddress,thepublisher’sname,theadcategoryandlocationdata.NotallfieldsareavailableinallinstancesofaBRQ.Thirdpartydesktopandmobileappdatastreamsareacquiredvialicensingagreementsfromapplicationswhereusershaveopted-intoprovidevisitationdatainreturnforthefunctionalityoftheapplication.Thesedatasetsallowustohaveabroaderunderstandingofonlinebehaviorbeyondad-monetizedsitesandapps.Forconvenience,weusetheterm“BRQ”torefertorecordscollectedboththroughtheRTBbidstreamandthroughSDKintegrations,asthetypeofinformationcollectedineachissimilar. Inordertomaintainacoherentviewofauseracrossmultiplescreens,wemaintainaprobabilisticnetworkofconnectionsbetweendigitallyconnecteddevices,alsoknownasadevicegraph.[2]Withthisgraph,wecandeterminewhichmobiledevicesareconnectedtowhichdesktopdevices.Thisprovidesamorerobustviewofauser’sonlinebehaviorastheyswitchdevicesandlocationsthroughouttheday. Dstilleryappliesasuiteofdataquality[4]andanti-fraud[6]filteringduringthedatacollectionprocess.Thesehavebeendescribedinasetofpublications[1][2][15]andU.S.Patents. 2.2.BehavioralModelBasedDeviceSelection Togeneratebehavioralmodels,asusedinourseedpopulation,weselectasetofwebsites(the‘seedset’)thatarehighlyindicativeofadistinctbehavior.Forexample,www.mlb.com,www.baseball-reference.com,andwww.fangraphs.comareURLswhosecontentfocusesonthecollectionandsharingofplayerstatisticsforMajorLeagueBaseball.Inbuildingabehavioralmodelonthishypothetical“Sabermetricians”seedset,oursystemcalculatespredictiveindicesforeachURLobservedintheprofilesofdevicesthatvisittheseedsetwebsites.Thetophalf-millionofthesepredictiveindicesformsthefeaturesofourbehavioralmodel.[1] Forthisexperiment,weselected10000devicesfromeachoftheFantasySports,e-Sports,ande-Gamblingbehavioralmodels. 2.3.LocationBasedDeviceSelection Location,sharedasalatitude/longitude,isoneofthekeysignalscollectedfrommobileappsthroughBRQsorourthirdpartylicensingagreements.Foreachstadiuminthisstudy,weidentifiedthecenterofthestadiumtorepresentthecentroidandcreatedageofencearoundit;translatingasinglepointintoaspecificallycraftedpolygon[15].Thegeofenceispurposefullydesignedtocontaintheentiretyofthestadiumgrounds.

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Figure2.1

ForeverymobileBRQandthirdpartydatapointcontaininggeospatialdata,wematchedthesharedlocationdatatoourstadiumgeofence.Ifthelocationdatafellintothepolygondimensions,wequalifiedthatdataforinclusioninourexperiment.Intheinterestofprivacyandfollowingtheautomatedlocationqualityandcontextualizationstep,therawlocationdatawasdeleted,leavingonlythepointofinterestdata,inthiscase“MLBStadium”or“NFLStadium”.[4] Werandomlyselected5000devicesobservedatNFLandMLBstadiums,duringgametimes,foracombined10000devicegroupofgameattendees.Selectingfrommultiplesportswasimportanttopreventthebehaviorsrelatedfromonesportfromdominatingtheresults.

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2.4.StochasticIndependentDeviceSamplingProcess Dstillery’ssystemisprogrammedtoevaluatewhichdevicescanbeusedinmodeling.OurobservationalperiodranfromAugust30,2018toSeptember15,2018thatresultedin40,070,299uniquedeviceIDswithqualifyingcharacteristics.Duetohardwareconstraints,theclusteringtechniqueoutlinedinsection2.5,canonlyconsider40000devicesandrequiresadownsampleofourtotalpopulation.Thenumberofdevicesweselectedperaudienceisoutlinedinfigure2.2.Wethenappliedapseudo-randomnumbergeneratortoeachdevicetogenerateanorderedlistofdevicesagainstthepseudo-randomnumberandselectedthefirstNdevicesforeachcharacteristic. Weusedthissametechniquetorandomlyselectanadditional40000devicesobservedduringtheobservationperiodtoserveasabaselineforcomparison.Werefertothissampleasthenationalbaseline.

Audience Type DeviceCount Comment

e-SportsFans ProbabilisticBehavioral 10000

e-GamblingFans ProbabilisticBehavioral 10000

FantasySports ProbabilisticBehavioral 10000

MLBStadiums Location-based 5000 Onlycollectedduringgametime

NFLStadiums Location-based 5000 Onlycollectedduringgametime Figure2.2

2.5.AgglomerativeClusteringinURLSpace Priortoourexperimentwecreateda128-dimensionalURLspace,structuredsuchthatdistancewithinthisspacewasrepresentativeofhowrelatedtwoURLsareintermsofsequenceofdevicevisitation.ThecloserURLSareintheembeddingspace,themoresimilartheURL’sareintheircontent.Conversely,thefartheraparttwoURLsare,thelessrelatedthetopics.[14]Tocreatethis,wetookthetimestamped,orderedhistoriesof430648822devicesandranthemthroughaConvolutedNeuralNetworkusingtheSkipgramtrainingalgorithm.ThisresultedinadatasetwhereeachinputURLhasa128-dimensionvectorthatrepresentsthatURLslocationwithintheembeddedspace. Toreallocateourseedpopulationintosubpopulationgroups,weusedeachdevice’sfullvisitationhistorytocalculatethedevice’slocationintheembeddedURLspacedescribedabove.WedidthisbyaveragingthevectorsofthevisitedURLswithinthe128-dimensionalspacetogeneralizethecontentthedeviceisinterestedin.OnceplacedintothesameembeddedURLspace,wecanusethesamedistancepropertiestounderstandthesimilarityofdevice’sbehaviors.[9] Fromthat,wecalculatedadistancematrixofeachdevicetoeveryotherdeviceintheURLspaceusingcosinesimilarity.WethenperformedanagglomerativeclusteringonthedistancematrixusingWard’smethodwithtenrandomlyselecteddevicesasclusterseeds.Thisresultedintenmutuallyexclusiveclustersofsimilarlybehavingdevices.

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Themethodologyofthisstepispatentpendingandaseparatemanuscriptexploringthistechniqueinfullerdepthisbeingpreparedforpublication. 2.6.Behavioralindexprofiles Weusethebehavioralaudiencesdescribedinsection2.2asasetofdescriptorsinordertounderstandanddescribeeachsubpopulation.Foragivensubpopulation,wecreateabehavioralindexprofilebycalculatingtheindexofthatsubpopulationagainstasetofbehavioralaudiencesegments,relativetoabaselinepopulation.Webuildtheseprofilesusingtwodifferentbaselinepopulations:1)theseedpopulationitselfand2)thenationalbaselinedescribedinsection2.4.InEnglish,thebehavioralindexofagivensubpopulationforabehavioralaudiencefillsintheblankinthissentence:“AdeviceinthissubpopulationisXtimesmorelikelytobeamemberofthisbehavioralaudience,comparedtoabaselinepopulation.”Thecalculationoftheindexisdescribedbelow. Webeginbyassigningthebehavioralaudiencemembershipsofeachdevicethroughthemodelingprocessdescribedinsection2.2.Theempiricalprobabilityofbehavioralaudiencemembershipisdeterminedbyexaminingsegmentmembershipsforeachuniqueuserseenwithinourseedpopulation.[2]Wethencalculatethepercentageofdevicesfromasubpopulationthataremembersofeachbehavioralsegment.Thatis,theprobabilityPofinclusioninabehavioralsegmentjforasubpopulationiisgivenby:

whereZj,iisthenumberofdevicesfoundinbothbehavioralsegmentjandsubpopulationi,andNiisthetotalnumberofusersinsubpopulationi.Thisprobabilitycanbeinterpretedasthepropensityofbehavioralaffinityjforusersinsubpopulationi. Similarly,wecalculateP(j),thebaselineprobabilityofinclusioninbehavioralsegmentj,fortherelevantbaseline.Wecanthencalculateanbehavioralindexforthisbehaviorandsubpopulationrelativetothebaseline:

Thisprocessisdonetwiceforeachsubpopulationandbehavior,onceforeachbaseline(nationalandseedpopulation).Inthisway,wecreatetwoobservationprofiles,referredtoasNationalandPopulationobservations,respectively.Byindexingagainsttheindependent,40000devicerandomsampledescribedinsection2.4,wediscoverdifferencesbetweenoursubpopulationandthenationalaudience.Byindexingsubpopulationsagainsttheseedpopulation,weareabletodiscovernuancesbetweenthesubpopulations.

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3. Results Theagglomerativeclusteringanalysisonthefortythousanddevicesproducedtenmutuallyexclusivesubpopulations.Thepercentbreakoutforeachsubpopulationisdisplayedinfigure3.1.The‘label’columnindicatesthesubpopulationnumber.The‘#ofDevices’columndisplaysthesumofdeviceswithinthesubpopulation.The‘PercentSize’columncalculatesthepercentofdevicesforthesubpopulation

SubpopulationLabel #ofDevices PercentSize

1 132 0.33%

2 8044 20.1%

3 524 1.3%

4 631 1.6%

5 8406 21.0%

6 4288 10.7%

7 1222 3.1%

8 1359 3.4%

9 8549 21.4%

10 6842 17.1%

Figure3.1

Visualizingtheclusteringbetweenthesubpopulationsisshowninfigure3.2.Thex-axisrepresentsthedevicesrelationshiptooneanotherasdeterminedbythemeasureddistancealongthey-axisasdescribedinsection2.5.At0.0,eachdeviceresidesinitsownspace.Theagglomerativeclusteringalgorithmcalculatesthespatialrelationshipbetweenthedevices/subpopulationsandgroupssimilarsetstogether. Inthefirstpartofouranalysis,wecalculatethesize,ofeachsubpopulationtoensureminimumthresholdsaremettoprovidestatisticallysignificantresultsinsubsequentanalysis.Subpopulations1,3and4donotmeetour1000devicethresholdrequiredforproducingsignificantresultsandaredisregardedforthepurposesofthisstudy.

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Figure3.2

Subpopulationswerefurtherbrokendowntounderstandthepercentofdevicesthatderivedfromeachofthefiveseed-setaudiences.Asfigure3.3shows,thepercentbyaudiencebreakoutvariedsignificantlyacrossthesubpopulations.Broadly,subpopulation2hadthemostdistinctbehavioralprofile,asitisthesubpopulationwiththehighestpercentofdevicesfromasingleseedseetaudience(e-Sports).Thissuggeststhebehavioralcompositionofthee-Sportsseed-setisdistinctfromtheotherfourseed-setaudiences(SportsGambling,DailyFantasySports,MLB&NFLAttendees).Therestofthesubpopulationsshowedamorediverseaudiencecomposition.

Subpop# NFLAttendees MLBAttendees DailyFantasySports SportsGambling e-Sports

2 1.4% 1.7% 3.6% 13.5% 79.8%

5 16.3% 16.1% 20.4% 42.6% 4.6%

6 5.2% 16.8% 33.2% 37.5% 7.3%

7 11.0% 8.3% 30.0% 46.9% 3.8%

8 33.9% 7.6% 14.4% 27.2% 16.9%

9 16.7% 17.6% 40.5% 24.1% 1.1%

10 15.2% 14.8% 24.3% 14.7% 31.0%

Figure3.3

Ourlastgoalistomeasurebehavioralsegmentparticipationratesforeachofthesubpopulationstomeasurethepotentialeffectivenessofdrivingnewticketpurchasers.

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4. Discussion Ineachofthebelowfigures,thenationalobservationswerederivedfromindicesrelativetothenationalaverage.Theindicesagainsttheseed-setpopulationareshownasPopulationObservations.Bothsetsofindicesareneededtoprovideinsightonthepropensitiesofasubpopulationandtounderstandthenichedifferencesbetweenthesubpopulations.ThebehaviorlabelswithintheobservationsarederivedfromDstillery’slistofpubliclyavailableaudiences.[3]

Subpopulation#

NationalObservation PopulationObservation

Subpopulation2 • VideoGames(9.91x),RolePlayingGames(9.58x)

• CollegeSports(1.01x)• FantasySports(1.0x)• ProfessionalSports(0.64x)

• JapaneseAnimeandManga(4.65x)

• CollegeSports(0.85x)• ProfessionalSports

(0.48x)

Figure4.1 Subpopulation2consistsofe-Sportsenthusiasts,gamers,andfollowersof"GeekCulture”.Theyactivelyfollowandplaycompetitivevideogamesfrommajorpublishers(AAAtitles),tabletopcardgames,andMassiveMultiplayerOnlinegames(MMOs).Thispopulationisdiverseintheirvideogaminginterests,notskewingtowardsanyparticulargenre.Inaddition,Subpopulation2isanavidenthusiastofScienceFiction/Fantasybooks,movies,andcomics.Lastly,Subpopulation2isinterestedin“Otaku”content,beingfansofJapaneseComicsandAnimation(Manga/Anime).[11] Subpopulation2Conclusion AsSubpopulation2under-indexesacrossmultiplesportsproperties,itisnotafitfordrivingnewticketpurchasers.

Subpopulation#

NationalObservation PopulationObservation

Subpopulation5 • Horseracing(5.23x)• FantasySports(2.45x)• CollegiateSports(3.33x)• Golf(3.2x),Bowling(2.14x)• Finance(1.5x),LuxuryTravel(1.2x),

CigarAficionado(1.94x)• VideoGames(0.80x)

• ConservativePolitics(1.49x)

• CollegiateSports(1.56x)

• Videogames(0.38x)

Figure4.2 Subpopulation5consistsofhardcoregamblerswhosehighestindexingactivityisHorseRacingandHorseBetting.Subpopulation5engageswithcollegiateandprofessionalsportscontentasalikelymeanstoresearchtheirgamblinginterests.Theyareinterestedineasygoingrecreationalactivitiessuchasgolfandbowling,implyinganolderdemographic.OtherinterestsofSubpopulation5includeinvestmentandfinancialnews,luxurytravel,andcigaraficionado.

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Subpopulation5alsoindexeshighlyagainstFantasySports,possiblyasanothermeanstogamble.Videogamesandgenerale-Sportscultureseverelyunder-indexesagainstthisgroup. Subpopulation5Conclusion Subpopulation5exhibitstraitsthatmakethemgoodcandidatesforfutureticketpurchasers.

Subpopulation# NationalObservation PopulationObservation

Subpopulation6 • Horseracing(4.86x),Gambling(1.5x)• BBQ(2.88x),CountryMusic(2.1x)• Sports(2.44x),SportsApparel(2.13x)• FantasySports(1.75x)• VacationandTravel(2.31x)• VideoGames(0.5x)

• VideoGames(0.40x)• e-Sports(0.32x)

Figure4.3 Subpopulation6consistsofgamblingenthusiaststhatdemonstratehighaffinitytowardsactivitiessuchasHorseRacing,HorseBettingandGambling.Subpopulation6followsportsatboththecollegiateandprofessionallevelandareFantasySportsenthusiasts,perhapsasmeanstofurthertheirgamblinginterests.Overall,subpopulation6exhibitsverysimilartraitstosubpopulation5however;thereislowerengagementwithinvestmentandfinanceactivities.Subpopulation6maintainsahighaffinitytowardsVacationandTravelbutunder-indexforvideogamesande-Sports. Subpopulation6Conclusion Subpopulation6isagoodcandidateforin-stadiumticketpurchasers.

Subpopulation# NationalObservation PopulationObservation

Subpopulation7 • Hunting/Trapping(10.0x)• Trucking(9.26x)• Guns(9.2x)• Fishing(8.67x)• CountryLife(8.33x)• Sports(2.33x)• FantasySports(0.74x)• VideoGames(0.63x)

• Trucking(7.39x)• Hunting/Trapping(7.0x)• PowerTools(6.45x)

Figure4.4 Subpopulation7isinterestedinSportsandoutdoors,over-indexingoncontentrelatedtohunting,off-roadtruckingandfishing.Theyarefansofvarioussportspropertiesatboththecollegiateandprofessionallevelbutunder-indexforFantasySports,videogamesande-Sports.Similartosubpopulations5and6,gamblingindexeshighlyforthisaudience.

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Subpopulation7Conclusion Asshowninfigure3.3,subpopulation7doesnotconsistofmanyMLB/NFLattendeesdespitetheinterestandfandomofsportentities.Duetothesubpopulation’ssmallsize,itisinconclusivewhethertheyareprimecandidatesforticketbuying.

Subpopulation#

NationalObservation PopulationObservation

Subpopulation8 • Sneakers(8.98x),CelebrityNews(6.12x),Boxing(5.78x)

• Sports(5.53x)• FantasySports(3.34x)• VideoGames(1.25x)• E-Sports(0.99x)

• Sports(7.95x)• Sneakers(6.85x)• CelebrityNews

(6.3x)

Figure4.5 Subpopulation8showsinterestinSportsandFantasySportsmorethantheaverageconsumer.TheyareinterestedinVideoGamesbutnotthetypesofgamesthatareprevalentamonge-Sports,asseeninsubpopulation2.Thedistinguishingfeatureofthisgroupistheover-indexingforsneakerandcelebritynews,suggestingmoremainstreamconsumertendencies. Subpopulation8Conclusion Whilesubpopulation8consistsofattendeestoNFLeventsandisfansoflocalsportsteam,itisinconclusiveonwhetherornotthispopulationisidealforbecomingticketpurchasersduetoitssize.

Subpopulation# NationalObservation PopulationObservation

Subpopulation9 • FantasySports(5.96x)• ProfessionalSports(3.71)• CollegiateSports(4.33x)• Finance(2.53x),Investment(2.32x)• LuxuryTravel(1.43x)• VideoGames(1.0x)

• Finance(3.11x)• Sports(2.32x)

Figure4.6 Subpopulation9consistsofdiehardFantasySportsfansindexingatthehighestamongallthesubpopulations.Thisgroupfollowssports,fromthelocaltonationallevel,atthehighestpropensity.Similartosubpopulation5,thisgroupshowsahighaffinitytowardsfinanceandinvestment,indicatingdisposableincomeforvariousactivities.Uniquetothissubpopulation,thereisoverlappingpropensityforbothsportsandcasualvideogamebehaviors. Subpopulation9ConclusionThehigh-indexinginterestinsportspropertiesandfantasysportsmakethissubpopulationaprimecandidateforinvestment.

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Subpopulation#

NationalObservation PopulationObservation

Subpopulation10

• VideoGames(2.24x)• Libertarian(3.22x),

Conservative(2.99x)• FantasySports(2.18x)• Sports(2.08x)• MMOs(1.79x)

• Computers,DIY/ComputerParts(1.5x)

• Sports(1.08x),Fantasysports(0.85x)

Figure4.7 Subpopulation10playsvideogamesmorethantheaverageuser.TheysticktoMassivelyMultiplayerOnlinegames(MMOs)orotherbigtitlevideogamesfrommajorpublishersbutarenotnecessarilythehardcorecompetitivegamersobservedinsubpopulation2.ThisaudienceisfullofenthusiastsintheInformationTechnologysector,researchingthelatesthardwarefortheirgamingsystems.Affinitiesindicatethatsubpopulation10’sprefersPCgamingbutisalsoconsumersofhomevideogameconsoles.Comparedtothenationalaverage,subpopulation10istechnicallysavvyandavidfollowersofpolitics. Subpopulation10Conclusion Inrelationtosportsproperties,theseusershaveinterestinFantasySportsandgeneralSportsnews,at1.5xthenationalindex.Resultsshowsubpopulation10indexeshighlyfortheirlocalsportsteamsandisanidealaudienceforbecomingticketpurchasers.

5. Conclusion Insummary,thee-Sportscentricsubpopulation2showedthelowestbehavioraloverlapwithin-stadiumattendees.Basedonthisresearch,wedonotbelievee-Sportsisanidealchannelforfindingfutureticketpurchasers.Incontrast,subpopulations5-10resultedinadiversebehavioralcompositionoffantasysports,e-gamblers,andin-stadiumattendees.Weconcludethate-gambling,asdemonstratedinsubpopulations5and6,isthebestaudienceforinvestmentinfindingfuturein-stadiumticketpurchaserswithFantasySportsbeingaviablealternative. Wepresentaforward-lookingmethodologyintohowteamsshouldspendtheirinvestmentresourcesandexpandtheunderstandingofhowanewmarketcanbetargetedwithpreciseandeffectivemessaging.Anin-depthunderstandingofapotentialacquisitionaudience,beforetheallocationofmoneyandresources,willonlyincreasethelikelihoodofsuccess.Webelieveourexperimentisafirststepinsheddinglightontoanareaofinvestmentthatisdifficulttoquantify.Finally,weenvisionapplicationsbeyondthestudyofaudiences.We’vedemonstratedthemodel’sabilitytomeasuretheinterestsofasubpopulationwithouttheneedforfirstpartydatasources.Addingadditionaldatasources,suchaspurchasedata,wouldonlyincreasetheeffectivenessofthismethodologyandallowustoprovideincreasedspecificityintheanalysisofresults.

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6. Acknowledgement WewouldliketothankDstilleryand,mostespecially,theentireDstilleryDataScienceteam,includingourChiefDataScientist,Dr.MelindaHanWilliams,fortheirinvaluablefeedbackandinsight.Theirwillingnesstoassistandansweranyquestionswehadinthisprojectensuredourresultswereofthehighestquality.WealsothankAbbyBeltraniforherinsightintothebusinessofsportsmarketingindustry.Lastly,wethankourfamiliesfortheirconstantandunwaveringsupport.

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12. Dalessandro,Brian,etal."Scalablehands-freetransferlearningforonlineadvertising."Proceedingsofthe20thACMSIGKDDinternationalconferenceonKnowledgediscoveryanddatamining.ACM,2014.

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2019ResearchPapersCompetitionPresentedby:

14. Abadi,Martín,etal."Tensorflow:asystemforlarge-scalemachinelearning."Proceedingsofthe12thUSENIXSymposiumonOperatingSystemsDesignandImplementation(OSDI).Vol.16.2016.

15. Lenz,Peter,Ibarra,Peter."UsingDigitalSignalsToMeasureAudienceBrandEngagementAtMajorSportsEvents:The2015MLBSeason."10thMIT-SloanSportsAnalyticsConference.MIT,2016.