The Long Game is an Aotearoa New Zealand athlete transition and performance platform designed to support high-performance athletes before, during and after their competitive careers.

TSE is an independent sports and entertainment agency shaping how brands and fans connect through sport. Since 1994, they’ve helped brands, organisations and rights holders grow their audiences, their businesses and their impact.

Strategic Collaboration

A new elite domestic competition is a rare opportunity to design the fan and commercial experience alongside the sporting product itself.

Rather than inherit fragmented digital systems and traditional matchday engagement models, the competition can establish a connected approach from inception.

The proposed collaboration brings together The Long Game, TSE, SHAPE and iSPARX™ to support this opportunity.

The Long Game leads the programme and wider stakeholder relationship.

TSE leads agency, brand, commercial and activation strategy.

SHAPE leads fan experience and technology strategy.

SHAPE powered by AR+IQ provides the white-label fan engagement layer, supported by the underlying AR+IQ technology and implementation capability of iSPARX™.

The objective is not simply to introduce another sports app.

It is to help establish the fan engagement and commercial infrastructure around the new competition.


Opportunity

The development of a new elite domestic netball competition creates an opportunity to build a modern fan relationship from the beginning.

Netball already has deep connections across athletes, schools, clubs, families and communities throughout Aotearoa.

The opportunity is to connect this existing participation and community foundation more directly with the elite competition.

This means designing for more than spectatorship.

Fans can participate before, during and after matches. Athletes can build stronger connections with supporters where permissions allow. Commercial partners can become active contributors to the experience. Venues can become interactive environments. The competition can progressively develop a direct, consent-led understanding of its audience.

The result is a stronger relationship between the elite game and the wider netball community.

The opportunity is therefore not another destination for watching sport.

It is a connected fan engagement layer around the competition.

Disclaimer

This webpage and its contents are provided for design, demonstration, and concept purposes only. All information, visuals, and interactive elements are illustrative and may not represent final products, services, or experiences. iSPARX™, SHAPE, and associated companies make no warranties, express or implied, regarding the accuracy, completeness, or suitability of any content for commercial use. Nothing on this page constitutes a binding offer or agreement. All intellectual property remains the property of its respective owners. Any reproduction, redistribution, or commercial use without prior written consent is prohibited.

The Problem – Gaps in Live Sports and Entertainment Engagement

Sports and live entertainment remain powerful cultural forces, but current engagement models face persistent challenges:

  • Fragmented Fan Journeys - Audiences navigate disconnected platforms for tickets, schedules, content, and merchandise, leading to frustration and reduced loyalty.

  • Passive Experiences - Fans remain observers rather than participants, with limited opportunities for interaction, immersion, or personalisation during events.

  • Operational Inefficiencies - Teams, promoters, and venues rely on outdated systems for managing data, scheduling, and communications, creating unnecessary complexity and costs.

  • Revenue Leakage - Traditional ticketing and merchandising channels impose high fees and restrict direct-to-fan opportunities, limiting reinvestment in players, teams, and communities.

  • Lack of Spatial Integration - Venues and live events underuse spatial computing and real-time engagement tools, missing opportunities to connect physical and digital fan experiences.

These gaps weaken fan loyalty, reduce financial sustainability, and prevent sports and entertainment organisations from meeting the expectations of a new, tech savvy audience.

Our Solution - The Fan Experience Platform: Technology, Spatial & Engagement

The Fan Experience Platform

SHAPE powered by AR+IQ is a white-label sport fan app and matchday engagement layer.

For the new competition, it can connect four elements of the fan relationship:

GAME

Teams, athletes, fixtures, competition stories, polls, predictions, challenges and participation.

VENUE

Maps, arrival information, location-aware check-ins, missions, rewards, wayfinding and sponsor activations.

PERSONA

Supporter identity, preferences, behaviour and consent-led personalisation.

COMMUNITY

Clubs, schools, families, supporter groups, shared challenges, leaderboards and recognition.

The platform complements the competition’s existing ticketing, media, broadcast and commercial relationships rather than seeking to replace them.

Its role is to connect the fan journey around live netball.

How the Experience Works - Technology, Spatial & Engagement for Sport and Entertainment

The experience follows the fan through the complete matchday journey.

Before the Game

Fans enter through a competition or team-branded experience.

They can:

  • select their team

  • create a digital supporter pass

  • set preferences and consent

  • discover fixtures and athletes

  • plan their visit

  • receive their first mission

  • invite friends or family

During the Game

The venue becomes a live game board.

Fans can:

  • check in at locations

  • complete team and sponsor missions

  • collect player cards

  • participate in trivia and predictions

  • vote in live fan polls

  • earn points and badges

  • join team or supporter leaderboards

  • complete interval challenges

  • unlock sponsor rewards

After the Game

The relationship continues beyond the final whistle.

Fans can:

  • view achievements

  • see voting results

  • redeem rewards

  • maintain supporter streaks

  • receive relevant partner offers

  • discover the next fixture

  • continue community challenges

Each interaction can contribute, subject to consent, to a progressively richer understanding of the supporter relationship.

Designed for the Netball Ecosystem

The platform should recognise that New Zealand netball is an ecosystem rather than a single professional audience.

The experience can progressively serve:

  • competition supporters

  • individual team supporters

  • families

  • junior players

  • school communities

  • clubs

  • coaches and volunteers

  • athlete followers

  • commercial partners

  • venues

  • event organisers

This creates opportunities for the elite competition to connect matchday engagement with participation, community and supporter identity.

The same foundation can support competition-wide experiences while allowing teams and venues to maintain their own identity.

The Venue Becomes a Live Game Board

The physical venue is one of the competition’s strongest engagement assets.

SHAPE can add a digital participation layer around the live match without interfering with the sporting contest or broadcast product.

Fans can discover locations, check in, collect digital assets, complete challenges and unlock rewards as they move through the venue.

Examples include:

  • Team Quest

  • Player Card Collection

  • Venue Trail

  • Fan Pulse

  • Match Prediction

  • Supporter Streak

  • Sponsor Challenge

  • Quarter-Time Challenge

  • Half-Time Rush

  • Crowd Unlock

Mission design should remain simple.

The objective is to add participation and utility without distracting from the game itself.

The “stadium as game board” approach is already central to the SHAPE sport concept. 


Competitive Advantage

The competitive advantage does not come from individual app features.

Features can be replicated.

The longer-term value comes from connecting supporter identity, behaviour, venues, teams and commercial partners through a common engagement infrastructure.

Competition-wide, locally branded

Team and event experiences can maintain their own identity while sharing a common service and supporter foundation.

Event-first

The platform earns adoption by providing useful and enjoyable experiences around real matches.

Rights-light

SHAPE complements broadcast and media partners rather than competing with them.

Modular

Capabilities can be introduced progressively as the competition develops.

Consent-led

Supporter identity and analytics are governed by explicit consent, preference controls and privacy-by-design principles.

Commercially measurable

Partner activity can be evaluated through participation, visitation, mission completion, redemption and conversion pathways.

Over time, the durable asset is not simply the application.

It is the trusted supporter relationship, consent-governed fan identity, behavioural insight, partner integrations and repeatable activation model.


Commercial Platform

Fan engagement can create additional commercial inventory around the live competition.

Sponsor Missions

Partners become part of matchday participation through challenges, venue trails, collectibles and team-based missions.

Rewards and Redemption

Participation can unlock relevant benefits, moving partner activation from passive exposure towards measurable action.

Venue Activation

Location-aware experiences can encourage discovery of partner zones, merchandise, food and beverage and community areas.

Digital Collectibles

Approved athlete and team assets can support collection mechanics, challenges and partner-linked rewards.

Commerce Pathways

Missions can connect with merchandise, ticketing, hospitality, food and beverage or partner offers where appropriate.

Partner Measurement

Competition organisers and partners can measure activation volumes, participation, zone visitation, reward redemption and repeat engagement.

The objective is not to increase advertising volume.

It is to make commercial partners useful participants in the fan experience.

Development Roadmap

Stage 1 | Competition Definition

  • The Long Game leads programme definition with competition stakeholders.

  • TSE develops brand, audience, commercial and activation strategy.

  • SHAPE defines the fan experience architecture, supporter journeys, matchday model and measurement framework.

  • iSPARX™ maps the required AR+IQ modules, integrations and implementation requirements.

Key outputs:

  • competition fan proposition

  • priority supporter journeys

  • competition and team digital architecture

  • sponsor activation framework

  • technology requirements

  • consent and data framework

  • launch minimum viable experience

  • measurement framework

Stage 2 | Initial Competition Experience

Deploy a focused first version around the competition launch.

Priority capabilities:

  • competition and team identity

  • digital supporter pass

  • fixtures and event information

  • athlete profiles

  • venue maps

  • matchday missions

  • player collectibles

  • fan polls

  • points and badges

  • leaderboards

  • sponsor activation

  • rewards

  • consent-led analytics

The objective is to establish adoption, understand supporter behaviour and generate evidence for future development.

Stage 3 | Learn and Expand

Use the first competition period as a live learning environment.

Measure:

  • supporter activation

  • onboarding completion

  • missions completed

  • repeat sessions

  • venue movement

  • sponsor-zone engagement

  • reward redemption

  • supporter satisfaction

  • willingness to return

  • consent opt-in

  • partner value

Stage 4 | Competition Platform

Expand proven capabilities into a deeper league-wide platform.

Potential additions include:

  • richer team experiences

  • advanced fan personalisation

  • club and school connections

  • season-long supporter journeys

  • community competitions

  • enhanced commerce

  • partner integrations

  • AI-assisted fan journeys

  • cross-venue supporter identity

  • advanced competition and sponsor analytics

The platform grows with the competition rather than requiring the competition to adopt a fixed technology model.

Conclusion

The creation of a new elite domestic netball competition presents an opportunity to build more than a new sporting format.

It creates the opportunity to establish a stronger relationship between elite athletes, supporters, communities, venues and commercial partners from the beginning.

  • The Long Game proposes to lead that programme.

  • TSE brings the agency, brand and commercial capability required to build the competition’s market-facing proposition.

  • SHAPE brings fan experience strategy and the SHAPE powered by AR+IQ engagement layer.

  • iSPARX™ provides the underlying technology platform and implementation capability.

Together, the partnership can help establish a fan model that is event-first, commercially measurable, rights-light and consent-led.

The technology is an enabler.

The objective is a competition people feel part of.