WePlayed, an intelligent, community-driven sports video platform for athletes and fans, and XOS Digital, the leading provider of sports technology for professional, college, and amateur sports organizations entered into a comprehensive intercollegiate sports video agreement. It allows WePlayed and its users to create and share their favorite moments from over 30,000 current season and historic games from SEC, ACC, Big 12, Big East, Conference USA, and Mountain West. The included sports are football, men’s and women’s soccer, women’s volleyball, men’s and women’s basketball, men’s hockey, women’s field hockey, men’s and women’s lacrosse, baseball, and softball.
“By partnering with XOS, we add to our pre-launch momentum by enhancing WePlayed’s showcase of diverse and compelling content from the conferences with the largest followings in the country,” said Paul Zukauskas, Co-Founder and President of WePlayed. “As a former college athlete and NFL player, I understood the importance of video but also knew the market needed a much more innovative approach to redefining the sports narrative. This agreement is the first step.”
Advances in connectivity, mobile applications, and data science have disrupted many industries from ridesharing to room rentals, mobile payments, and more. One sector has thus far been immune to significant technology advances: online sports video. The current market can digitize, capture, and stream video better than ever, yet it just doesn’t know how to mine, activate, and monetize the ever- growing catalog left behind. That’s unfortunate for the athletes, scores of their fans, conferences, and brands. WePlayed and XOS are working together to solve the problem.
“XOS Digital offers the most comprehensive sports footage library in the world with nearly 150 collegiate rights partnerships,” explained Matt Bairos, Catapult Sports’ CEO of Americas, the parent company of XOS Digital. “Our agreement with WePlayed allows us to further serve our conference partners by activating their content and delivering it to the athletes, fans, and communities where there is high demand for this content.”