The Content Flywheel: How Strategic Social-First Storytelling Creates Premium Value in Sports

We’re in a golden age of content in the sports world.

Think about all the new categories of content that have sprung up in and around sports in the last decade. It feels normal today, but fans didn’t always get to consume content about athletes’ fashion choices. They didn’t get to learn about what went into landscaping the field’s grass or get an inside look at the planes and hotels that are part of the athlete experience. It’s hard to remember a time before fans knew about players’ tastes in music, food, and pop culture, let alone their takes on the controversies of the day, like whether the dress is blue or a hot dog is a sandwich.

It’s still sports content. But it’s so much more.

The evolution is not limited to subject matter outside of gameplay. Incredible plays and magic moments still generate massive engagement and exposure, but they’re often just the starting point to richer storytelling. Today, moments get magnified. The live broadcast remains paramount (for now), but as sports fans increasingly consume clips and feeds more than live broadcasts, the opportunities that this new golden era of content presents feel limitless.

Russell Simon saw it happen in real-time. He and his colleagues at the National Football League (NFL) realized that fans couldn’t get enough content. The infinite scroll of the social feeds meant the engagement to earn from fans’ insatiable appetittes was limited only by the volume of quality content the leagues and teams could produce from their weekly live events (aka games). Thus was born the live content correspondent program (LCC), which today is a staple of major leagues around the world.

“We had creators in every market shooting mainly video content on a mix of DSLR and phone, primarily in the beginning, and we realized pretty early on that we had accidentally created a new rights category of real-time, social-first content from every game,” said Simon, who today is a partner at Zero Blitz Media, which works with brands, athletes, and creators to produce premium social-first content. “We had the best moments from the minute the first player walks in the door for arrivals until the game ends, and you get a player signing off, speaking directly to the fans 20 seconds after the game ends. It started to very quickly open up a world of possibilities just on game day.”

It wasn’t that the LCC program was capturing solely never-before-seen content. Game broadcasts had evolved across sports, driven by innovations in the 1990s and the influence of NFL Films, to show the players walking in the arena before games (so-called ‘arrivals’), amplifying increasingly ostentatious celebrations, and showcasing unique pregame player routines, among other elements. But where broadcast directors saw quick shots to intersperse or bumpers heading into breaks, Simon and the producers and leaders behind the LCC program saw the potential for something more. The otherwise afterthought shots and sights and sounds could be elevated and, in many of the social feeds today, are the main event, garnering more engagement and reaching more diverse audiences than even the most incredible catches, dunks, or hits ever could.

“I would say it was really about presenting [the content] in more of a social first native experience was really what the LCC program did,” said Simon. “We were able to take a shot, a really cool entrance shot of Patrick Mahomes or a really well-dressed player, and we were able to take that literally seven second moment from just something that flashes across the pregame show to a really elevated moment that can live across social, across the player channels, across this whole distribution network.”

The program continued to get even better because the LCCs (live content correspondents) stationed at each game brought their own ideas and vision to the content. (One of those talented LCCs, David Kushner, is Simon’s partner at Zero Blitz Media today.) They got the basics down pretty quickly, ensuring they were in place to capture all the big plays. But give creatives time and agency, and let them also bring their own flair to the production process. Simon and his team saw these LCCs evolve the content over time. And, before long, the program had not just the trust of the league and its teams, but also the interest in this unique cache of content.

“You can teach people how to shoot a football game, you know, where to stand, the best spots to be to maximize your chances of getting the best moments,” Simon explained. “I would say that the LCC program became a place where your skills and experience and the work that you had put in to get to that point put you in a place to shine and grow in terms of being able to capture the best moments as they happen very quickly became just table stakes where everyone is going to be very solid and have sort of this the level that we would expect. And then it was how you go beyond that and that, you know, all of our creators were able to sort of make their own in a different way…”

Simon continued: “On Sunday, we were there with them for 15 hours managing all of our creators, making sure that we captured everything we needed to capture, beyond just the moments, if there were special sponsor asks, special player asks, you know, really being cognizant of how we could be helpful to this ecosystem that we built out. And that’s really what made it effective. People trusted us…”

The value produced from the LCC program was magnified exponentially when that NFL ecosystem was activated. When one thinks of ‘social-first’ content, it conjures ideas of content in the social feeds, naturally. But this content isn’t just for followers of the team and league accounts. It’s not even just for the social networks. That’s just the start. When you take that content and throw gas in the distribution engine, the ceiling for reach, engagement, and value grows higher. When you take that content and utilize it as ingredients for more substantial stories, the radius of the content’s effects spreads wider and deeper.

“So Justin Jefferson scores a touchdown and does The Griddy [to celebrate a score], and then he’s got that video from an LCC ready to post right when he gets to the locker room,” said Simon about the dance that the Minnesota Vikings wide receiver made popular among NFL players. “It was Hey NFL fantasy, when people draft Patrick Mahomes, can they see all of the content that we’ve captured from him during a game and get that alert to be like, Oh wow, he just did something cool, let’s put it on fantasy. It was, Hey, [to] our college partners, Justin Jefferson’s got a big following at LSU, LSU, Here you go. Take this footage and make it something that will reach your audience. People are creating GIFs and sending GIFs in their text chat with their friends. Let’s take this Griddy dance that Justin Jefferson just did that we just shot and put it on Giphy. Hey, let’s tell a story about the dance on the NFL’s TikTok channel. Let’s bring in an influencer to do the Griddy with Justin Jefferson and make a viral moment out of that. Let’s, of course, give that footage to ESPN, NBC.

“The program worked because we were able to take one moment or something that happened in a game and make it so much more by building out our, I’ll call it the creator ecosystem.”

Stick some compelling, social-first content into the flywheel and that’s how you develop new fans while also giving existing fans more avenues to engage and content. That insight drove Simon and his NFL colleagues to dive in deeper (and guides him at Zero Blitz Media today). And the upside of producing content in AND around the fringes of sport, combined with the interest-driven algorithms of social and creator distribution engines, and you have the recipe to reach more messaes than ever.

Simon elaborated: “There’s definitely an element of any good strategy right now in terms of how you reach and grow beyond your core fans,” he said. “I think a lot of that, frankly, is stuff that is not just the highlight, but talking to the doctor, talking to the equipment manager. We worked on a show when I was at the league on the [business development] side, ‘Most Interesting Jobs’. That’s a show that my fiancé will sit down and watch, and think is really interesting, and they’re barely showing a highlight at all. Like, the stories around the game, there’s only going to be more opportunity in there.”

Early in Simon’s career, he worked on Snapchat’s live stories. Fans on the ground at live events (Simons focused on sports) submitted content to Snapchat and Simon and his colleagues took those submissions (sometimes supplemented by Snapchat producers onsite at events) and curated them, sometimes adding in graphical and post-production elements, for users to enjoy on the Snapchat app. These were decidedly social-first and mobile-first videos, clearly captured by fans using their phones, giving the content a cinéma vérité feel. Users tapping through live stories felt like they were there. It was cool.

It didn’t take long for ‘Stories’ (even if not ‘live’) to become a new content format across platforms. (Snapchat’s CEO Evan Spiegel jokingly calls himself ‘Meta’s VP of Product for a reason.) But there’s a next level to social-first content now, to not rest on the engagement it captures in real-time, but to build on it. Content is currency as much as it ever was, and in this golden era of content, organizations — and potential sponsors — appreciate the value of quality content. The ROI picture is developed, we’ve arrived. As Simon and his partner build Zero Blitz Media, they know that when good content is the north star, everything else follows from there.

“If you make really engaging content, good things will happen; if you make good stuff, good things will happen,” he said. “It may take some time, but even when there’s a brand integration in it, we’re focusing on making quality work, and the monetization is going to follow. Obviously it’s a balance, but we see brand dollars and ad dollars flowing towards our world for a reason, and it’s because people are spending their time there, and good things are going to stand out.”


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What You Need to Know about Esports and Fan Development: The Challenges, the Opportunities, and the Promising Paths Forward

There aren’t many casual esports fans. There are loads of casual video game fans, but esports fans are avid, fanatical, and extremely engaged.

That oversimplified reality is both a challenge and an opportunity for the present and future of esports.

Esports haven’t had time yet to build generational fandom (even though fandom spans age ranges). It’s not as easy to attract find ‘casual’ fans who may flip through a broadcast network on a weekend, get exposed at a sports bar, or see some incredible highlights on ESPN or other sports media. And esports isn’t like other ‘sports’ — that’s obvious, but not in the way you think; it’s like trying to bucket all stick-and-ball sports into a single catch-all category. ‘Esports’ spans tons of ‘titles.’ The collection of popular esports titles like League of Legends, CS:GO, Valorant, Fortnite might as well be basketball, football, baseball, soccer, etc. And yet far more people have played a video game than have played in a football game. Some of the most popular global individual figures are gamers. Some of the biggest live events in the world are esports events.

So what’s stopping esports from emerging from the burst bubble of esports in recent years and what caused the so-called ‘esports winter’ in the first place?

Brendan Hall has a unique lens into esports. Prior to trading in grass fields for massive monitors, Hall covered ‘traditional’ sports for years, covering Super Bowls and Stanley Cups before making his way into esports. He witnessed the rise — as investment money poured in and teams were being sold for millions — and the subsequent regression. He watched as leaders trie to copy and paste the prevailing paradigms from stick-and-ball sports into the esports world. And it didn’t work. But every esports event he attends is a reminder to Hall of the high ceiling for esports, if they can nail the right business models.

“Live events are freaking special. It’s where the casual fan becomes the loyalist,” said Hall, who worked Oxygen Esports, part of the Kraft Entertainment Group, parent owner of the New England Patriots, among other entities, before he became Esports Coordinator at Endicott College. “But [live events] are also expensive to put on. And I don’t think the model should be totally predicated on selling a bunch of sponsorships either. So I think it’s hard to make money.

“I think, for whatever reason, you sometimes see, orgs leaning too early into the merch thing, like, Oh, let’s be 100 Thieves and we’ll do random drops around Southern California. We’ll do these FOMO events, when you show up and when they’re gone, they’re gone. [100 Thieves] has been working two decades on building that…It takes a long time to build that kind of community. The one thing that this industry could use more of probably is patience with seeing things out.”

Hall noted the discord between investors anticipating massive returns and the need for esports organizations and teams to build up community over time. As he made his way into esports, he took the community-building to heart, understanding that loyal fans can’t be taken for granted. Esports fandom IS still developing and IS a relatively new part of culture, so creating that sense of community and belonging and feeling part of something bigger is paramount, Hall explained.

“Every month or so, we’d have watch parties, free to attend, just show up,” said Hall, recalling his days with teams like the Boston Breach, “and any fan that showed up, I would just give him my cell phone number and say, ‘Hey, text me anytime.’ And sometimes they’d text me at 1:00 in the morning [about] roster movement. ‘Why did you drop this guy? What’d you think?’ ‘Oh, I’ll ask Murph when I get in in the morning, but I don’t know.’ I think they thought it was so cool that a director-level guy was willing to open the book for them and be transparent with them, and let them feel like they have a seat at the table, let them feel like this was their home.

“I think the reality is you have to be willing to meet your community where they are, and for me that includes face to face, text me anytime, you might piss off my wife, but so be it. Because it makes them feel like they have a place where they can be themselves and they have a place where they really actually have an outcome in a thing.”

The star player nature of sports has been part of esports virtually since the start. While more stable rosters and hereditary, geography-based fandom has led many traditional sports fans to ‘root for laundry,’ as comedian Jerry Seinfeld famously put it, esports fandom has always been player-centered. Such fandom can be iether a feature or a bug, depending on perspective. It means fans from all over the world will watch and attend events to catch a glimpse of their favorite players in action, regardless of which team they’re on. But it also means trying to recreate the franchise models in other sports is a bit more challenging.

But Hall sees such fandom and sees opportunity. Traditional sports see player-driven fandom more than ever now, whether it’s Messi bringing millions of fans to Inter Miami CF or LeBron taking his legion of fans from Cleveland to Miami to LA. The vital next step is to capitalize on the influx of fans, capturing them with content and storytelling that enhance affinity and avidity at all levels.

“At Boston Breach, like the amount of fans we had from all over the country, not just Boston, so to say we’re Boston’s team, well, this guy’s a fan of the Breach because they signed a certain player,” said Hall. “With the Uprising, we had fans in Omaha, Nebraska, because of players that we signed that they had followed when they played Overwatch. That’s also difficult to understand. That’s why I’m not so bullish on the franchise scene.”

He continued: “When I would ask people at our watch parties like, ‘Dude, you could watch this from your home on Twitch, why’d you drive three hours from Maine to come to Foxborough?’ And [they’d] say, ‘Well, yeah, but you guys have Methodz (Anthony Zinni) here and I like watching him play Call of Duty on Twitch.’ That’s a real thing. So the more you can establish relationships with those fans who might not meet you in person, through content, through the storytelling, that’s going to go a long ways.”

It’s those relationships and that community of esports fans that can transform the millions of video game-playing individuals into esports enthusiasts and fans. That’s part of the calculus at play, and the opportunity Hall sees for esports to reach the heights once envisioned. Playing video games is such a universal pasttime and the esports community is so welcoming and open, so it doesn’t require squinting to see the possibilities on the horizon.

“I’ve worked in the NFL. I’ve worked in sports media. I’ve worked in tech. I’ve never met a community like esports that’s been as inclusive and open-sourced. It’s incredible”, said Hall, who in addition to running Endicott’s esports programs also teaches courses in marketing and esports. “So I just think if you believe in that community, you’re going to thrive in the long term because the numbers are pointing away. My friend Chris Postell, esports founder, does a lot of really good research on the college scene. 90%, or close to it, of students entering college are gamers, whether they want to admit it out loud or not. 77% of of millennial parents play with their kids at least once a week. I play Super Smash Bros with my daughters every night, and it’s it’s awesome. This stuff is not going away.

“But one of the other problems I see, go back to the basketball logic. No one owns basketball, right? Somebody owns Fortnite, and they can change the rules, pull the plug, whatever, whenever they want, and that’s terrifying for a lot of third parties trying to work within the esports ecosystem.”

Several different ‘sports,’ or gaming titles, came up throughout the conversation with Hall, so the latter point about who owns and runs these games, is a particularly salient part of the picture. Esports organizations often compete in several titles, but that’s not exactly how fandom works. A diehard Rocket League fan may not care to watch Call of Duty, a CS:GO fan may not give two rips about League of Legends.

Hall faces this conundrum head-on in building the esports program at Endicott. The biggest esports organizations face such choices, too. The way Hall sees it for the esports world at-large, they’re best off cultivating superfans around a title or two than trying to reach and claw for the attention of casual fans in hopes they’ll convert. The desire to grow the overall number, even at the expense of avidity, is admirable, sure, but it’s not the path to sustainability for the industry.

“I love this concept that Kevin Kelly, the great entrepreneur, wrote years ago about 1000 true fans,” explained Hall. “One of his all-time most read blog posts is about this idea that if you have 1000 fans that spend $100 a year on your work, that’s six figures in your pocket. So it’s more worth it to focus in on those loyalists because they’re going to end up spending more money with you over the long run.

“So, similar concept, right? Again, you talk about micro communities. I think you’re better off really focusing on a couple titles, and that’s where they have a lot of success.”

The avid players, the loyalists — that’s the goal. But you do have to start somewhere, of course. The underlying opportunity for esports is that casual fans already exist in spades. The path from casual gamer to esports fan isn’t linear, but the participation and organic exposure to the titles within esports cultivate a natural potential interest. If part of the magic of traditional sports is that any kid can grow up envisioning themselves hitting the game-winning home run or knocking down the buzzer-beater shot, that same sense of accessibility can last well past grade school for esports.

Hall reflected on those natural pathways, offering his real-life experience building up Endicott’s program — through coffee shop encounters.

“Where the Overwatch Championship Series, I think, has a chance, it feels more holistic, like it’s going to feel like almost a Premier League relegation-promotion kind of system, like, anybody can kind of come from the top,” said Hall, alluding to the meritocratic nature of pure esports. “That’s a system that feels like you can get behind, it comes from a place of more common sense, more aligned with how esports fans behave.”

Hall went on, describing the organic but opportunistic growth of his teams at Endicott: “All the Starbucks kids are on our Fortnite team now, because they were working at the Starbucks [near Endicott’s esports lab]. I’d come by every day, get a coffee, they’d come down here to their lunch break and they’re playing on the PCs between classes, and one of them, Sam, just got a Victory Royale last night for the first time all season. Six months ago, I was just bumping into him every day, buying a coffee from him at Starbucks.

“So the casuals, as they enjoy this place more, they’re going to want to learn how they can take the next step.”

Esports doesn’t need to mimic traditional sports to succeed, it needs to embrace what makes it different. The passion is already there. The player-first fandom, the global accessibility, the embedded community culture — all of it is fertile ground for something lasting.

It won’t happen overnight. Esports isn’t built to amass a cadre of casuals. The future of esports won’t be decided by flashy moments or headline deals, it’ll be built fan by fan, event by event, and through rich storytelling and deep connections. Video gaming isn’t going anywhere, so the potential for esports remains as bright as ever.

Student-Athletes as Influencers: A View from Learfield on How NIL Is Reshaping College Sports Marketing

The onset of NIL has already upended the college athletics world and it’s about to do so again.

With the anticipated official approval of the House Settlement on April 7, the ability for schools, the student-athletes, and corporate sponsors to comingle will expand even further, presenting unprecedented opportunity for a new, more rewarding (in more ways than one) student-athlete experience.

For college sports marketing powerhouse Learfield, their conversations with partners are evolving with the onset of ‘student-athlete influencer marketing,’ creating even better activations and enriching the experience for student-athletes. The interest in creators and influencers continues to grow in and out of sports, marked by the universal truth that people connect with people more than brands (or mascots).

“NIL, in a good way, has really opened things up for the storytelling and created an opportunity for my team to think about when we go into a pitch with a brand or another platform or even an athletic director — putting athletes at the center of that storytelling,” said Grant Jones, Senior Vice President and Head of Content for Learfield. “Which in the content world is way more interesting than us pitching a bunch of concepts around — I mean, I love mascots — [concepts] around a bunch of mascots or, you know, a facilities tour. We’ve done a lot of facilities tours. We had to do a bunch of content that really a lot of times didn’t feature or didn’t focus on student-athletes.

“Now that we can pay the athletes to be in this content when the brands are involved in a big way, it opens up storytelling in a big way. So in the last year, even more so, our content is now storytelling with athletes at the center of it.”

As Learfield has kept up with the opportunities that the changing regulations present, schools have been busy finding ways to funnel more money to student-athletes in various ways leading up to the commencement of revenue sharing expected to start with the House Settlement approval. NIL Collectives sprung up around the country along with dubious dealmaking — but in the new world, there will be more ‘true’ NIL, where companies like Learfield, as Jones noted above, can work with sponsors and schools to include student-athletes in sponsor deals.

Every decade or so of college athletics seems to usher in a new sort of ‘arms race,’ marked in recent years by ballooning staffs and increasingly flashy facilities. The next, as Learfield sees it playing out, will be legit NIL opportunities, that allow student-athletes to earn more money on top of the House Settlement revenue sharing (capped at $20.5 million overall).

“It’ll be on top of the student-athlete compensation revenue share piece. So I do think you’re going to see an arms race develop, a new arms race, developing, which was traditionally in coaches salaries and facilities, transition into authentic NIL dealmaking for student-athletes at the universities prioritized. And they’re going to be leaning on us to be a solution for that,” said Solly Fulp, Executive Director for NIL Growth and Development at Learfield, who noted the unique role Learfield can play with their scale of brand and university partners.

“If you think about it, we have the intellectual property rights, so we’re the ones that can connect brand partners with school IP in these campaigns. We’re the only ones that can do that if we’re representing the university. We have over 12,000 brand partners that we’re contracted with both locally and nationally. We have the people power on the ground to activate these campaigns, which is critical when you’re dealing with 18-to-24-year-olds and making sure that this goes well for the brand partner and the student-athlete and it’s good for their experience.”

Arms races in college athletics ultimately come down to fielding the best teams that can attract fans and media and engagement, win championships and drive all the accompanying revenue streams. Jones, who leads Learfield’s content division, noted that while having sponsored content in their social feeds was once met with mild resistance from college athletics staff, brand presence in the feeds is a welcomed addition.

“[It’s pivoted now where a lot of schools want more brands with athletes on their content because it’s great for recruiting,” said Jones. “That is a huge [change]. It’s just funny how much things have changed just in that simple part of the business because of NIL, not only what it means to revenue generation, but to recruiting.

“If you can prove as a school that you’re bringing in, even if it’s a local content deal, that is a positive thing as recruits are scrolling on Instagram.”

Student-athletes will no doubt be enticed by the opportunities to engage in real NIL while they compete in their sport and work toward a degree (in theory at least). There’s a quiet part some are saying out loud, though, because NIL — real NIL (i.e. not paper bags full of cash) takes time. And that’s on top of a demanding schedule of classes and classwork — education is still an essential part of the student-athlete experience for 99% of the — along with practices, travel, and games. So while it’s exciting to envision endless deals and content, Learfield recognizes the best outcomes will try to balance time demands and to lean more in to deals that make sense organically for the student-athletes.

“They have 168 hours in a week,” said Fulp, a former college athlete himself before getting into the business of college sports. “They already don’t have enough time for commercial dealmaking with their athletic and their academic endeavors, so I think we’re getting really strategic on when we engage the student-athletes, when we capture content, when we bring opportunities to the table to make sure that they can be student-athletes, and working with the schools on that.

Fulp continued: “I think we’re getting much better at that, and what campaigns work, and the storytelling behind it, that is really resonating with the corporate partners, and I think as we get to know our student-athletes outside their sport and major — what their likes and interests are and what they represent in values when they take their jersey off…Once we discover [that] and we’re getting better at discovering their likes and interests, we can pair them up with the right brands. And when you do that, it’s like next-level engagement. You can see it in the campaigns and the storytelling content that Grant and his team bring to the table.”

Even the most thoughtful, spot-on partnerships and deals still have to be activated, and these days that often means content — videos or photos or both, often meant for social and digital media. Content is the name of the game for the creator economy, but student-athletes aren’t professional creators. The value of the name, image, and likeness for the vast majority of student-athletes isn’t from the content they produce, but their influence.

While it’s easy to assume that all of Gen Z are native creators, having grown up in a rich content ecosystem with all the hardware and software in their pocket, Jones and the Learfield team appreciate that it’s not that easy. It can be intimidating to produce content for which a brand is paying, so Learfield is there to ensure everything goes smoothly and to put both sides at ease.

“There are not too many athletes that are fully comfortable, and this is professional [athletes] too, that are fully comfortable taking brand dollars, taking a brand brief, creating something on their own with their cell phone and putting it back to a brand, especially if it’s a national brand, and thinking that they’re good to go,” said Learfield’s content lead Jones. “The idea of creating something on their own is, I think, difficult…

Jones continued: “That might mean they’re setting up an entire production and there’s a couple of cameras and the athlete comes in and does something. It might mean they go over to the practice facility with a cell phone and just shoot something with the athlete real quick and they’re not even taking the footage into a post-production software.

“We are really making sure that the athletes are in a position to succeed, the brand is happy with what they get back and that there’s, obviously, the recognizable intellectual property of the school involved…”

While Learfield is there to lend a helping hand, the sheer volume of deals and number of student-athlete influencers means the organization has to be smart about where they allocate resources. It also means they have massive potential to put together far-reaching, national deals that are lucrative for schools and student-athletes, and effective for brand partners.

“When NIL was first starting…[and] there’s a local pizza shop that wants to give five athletes $1,000 each to create some content, does Learfield get involved in that? Is that a thing that we want to play with?” Jones posed rhetorically. “We quickly learned that the work it takes to do that $5,000 deal on the content and student-athlete and influencer side might not be that much less work than the $500,000 deal from the hospital down the street from the pizza shop.

“So our business is about creating the most value for our brand partners, combining those three things — media assets, IP from the school marks and logos and the student athletes’ NIL. Then how that manifests to bigger deals, like the national deals that I mentioned is, that’s where content is a huge driver of that.”

The ‘content’ portion of the revenue pie for Learfield and its partners continues to grow — while making the overall pie even bigger. Driven by the ever-insatiable appetite from fans for content featuring their favorite teams and student-athletes, Learfield recognizes the underlying paradigm of their business is evolving — and that it presents a heck of an opportunity. Fulp spoke enthusiastically about the increase in content demand, flanked by the opportunity to tell richer student-athletes’ stories with their involvement, and what it means for the present and future of the business.

“We’ve been an event-driven business. We’ve been selling football packages and basketball packages, and it’s been really wrapped around the actual athletic event,” explained Fulp. “This opens up the year-round engagement with the student athletes that these university communities want, so the storytelling and the connections can happen in the off-season.

“And what we’re realizing and appreciating is that these university communities can’t get enough of the content with the student athletes associated with it. They want to consume it, and they’re consuming it. So when you connect it with the right brand partners, it is magic. It’s exciting.”

It all IS exciting. For years, many descried the state of the industry, with student-athletes getting remuneration for all their efforts in the form of scholarships only, while millions of dollars flowed from their labor and NIL. The new era is exciting, but it’s about more than just money exchanging hands. The best outcomes for, again, ‘real’ NIL transcends a paycheck; student-athletes are getting valuable experience that’ll serve them well beyond their athletic careers. They’ll make money, but also learn about business, form invaluable relationships, and get more out of their time in collegiate athletics than ever before. Fulp reflected on the dynamic landscape, speaking forcefully about the need to keep the student-athlete at the center of the conversation going forward. Amidst all the change, the money, and the opportunities, it all goes back to what’s best for the student-athlete.

“The challenge now is we’ve got to reconstruct some of the stuff, incorporate NIL the right way, and prepare these young adults to go out and do really awesome things outside their sport,” said Fulp. “And I think we have the opportunity to do that. I think it’s going to be really additive to the university and align with the university’s mission, values, and purpose.

“But university leaders, when they’re thinking about conference realignment and they’re thinking about the $20.5 million distribution to these student athletes and some really big things, making sure that at the end of the day, when these kids leave these universities, they feel like they’ve gotten just as much or more from the university that they gave.”


WATCH OR LISTEN TO THE FULL INTERVIEW WITH LEARFIELD’S SOLLY FULP AND GRANT JONES

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