Fan gamification
- Inside The Double T
- 17 Replies
I love our fanbase, plain and simple. When we have the right product to root for, our environment is amazing and I firmly believe it gives us an advantage - that’s not a stretch as clearly playing at home is better.
So I was thinking about how our team preaches the “Take 3” philosophy of getting 3 turnovers and was wondering how we could gamify the fan experience with something of our own.
False starts seemed like the thing to hone in on. Home fan bases get rowdy and celebrate when we cause a false start on the visiting team already - why not lean into that? CJM up on the big screen telling our fanbase that our job is to “Take 15” every game (pre-recorded obviously)…as in get the visiting team to false start 3 times a game and take 15 yards from them. It gives our fans something to achieve that affects the game and I can’t help but think when the visitor has 2 false starts already that this doesn’t help ratchet up the noise. As a fanbase, we feel like we impacted the game and the defense gets in a little bit better situation for the next down.
Anyone ever heard of something like this? This feels like low hanging fruit for an engaged fanbase and contributes to a better game day environment. Heck, maybe team up with some local establishments to offer discounted food or something on the weeks where the crowd gets their Take 15.
I couldn’t find (didn’t look long) stats on average number of false starts by visiting college teams but did find some stuff on NFL where some people used avg false starts to highlight tough places to play and it was like 2.4 false starts per game by the visitor. Maybe it needs to be “Take 10”….whatever the stats say to make it a bit of a stretch but achievable.
Hell…keep track of it and tell the crowd when they’re nearing the record for crowd induced false starts for Jones AT&T.
CJM talks about how important the fans are to help the team. If Twitter has taught me anything about us…it’s that we are a competitive fanbase. Give us a target to hit during the game and let the competitive juices of our crowd make it hell on the opposition.
So I was thinking about how our team preaches the “Take 3” philosophy of getting 3 turnovers and was wondering how we could gamify the fan experience with something of our own.
False starts seemed like the thing to hone in on. Home fan bases get rowdy and celebrate when we cause a false start on the visiting team already - why not lean into that? CJM up on the big screen telling our fanbase that our job is to “Take 15” every game (pre-recorded obviously)…as in get the visiting team to false start 3 times a game and take 15 yards from them. It gives our fans something to achieve that affects the game and I can’t help but think when the visitor has 2 false starts already that this doesn’t help ratchet up the noise. As a fanbase, we feel like we impacted the game and the defense gets in a little bit better situation for the next down.
Anyone ever heard of something like this? This feels like low hanging fruit for an engaged fanbase and contributes to a better game day environment. Heck, maybe team up with some local establishments to offer discounted food or something on the weeks where the crowd gets their Take 15.
I couldn’t find (didn’t look long) stats on average number of false starts by visiting college teams but did find some stuff on NFL where some people used avg false starts to highlight tough places to play and it was like 2.4 false starts per game by the visitor. Maybe it needs to be “Take 10”….whatever the stats say to make it a bit of a stretch but achievable.
Hell…keep track of it and tell the crowd when they’re nearing the record for crowd induced false starts for Jones AT&T.
CJM talks about how important the fans are to help the team. If Twitter has taught me anything about us…it’s that we are a competitive fanbase. Give us a target to hit during the game and let the competitive juices of our crowd make it hell on the opposition.