Verizon Used Cisco Gear for Super Bowl Wi-Fi Network

Cisco Sports and Entertainment Solutions Group SVP and GM David Holland

Nobody’s talking yet about how much traffic it carried, but from a recent Cisco blog post we learned that Verizon’s Wi-Fi network used inside Lucas Oil Stadium for Super Bowl XLVI was a Cisco Connected Stadium deployment.

David Holland, the Sports and Entertainment Solutions Group SVP and GM at Cisco, revealed the partnership Tuesday in a company blog post where he claimed that the Super Bowl was the first time fans had used an in-stadium Wi-Fi network for the big game. Cisco representatives, however, declined to say just how well that network was used during the Giants’ win over the Patriots. If Verizon ever credited Cisco for being the gear behind the Wi-Fi network at the stadium, we haven’t seen it.

Verizon has also remained mum on just how much traffic traversed its in-stadium Wi-Fi network for the big game. In its follow-on press release Verizon did note that its own customers used “2.75 times more data than last year’s Super Bowl in Dallas and 4.5 times more data than a regular-season game at the stadium,” but without hard numbers it’s hard for us to judge how big a deal that really was.

Verizon did note that other cellular customers, and not just Verizon customers, were able to use the in-stadium Wi-Fi network during the game. And neither Sprint nor T-Mobile has yet to reveal any discrete traffic numbers from the game, unlike AT&T which provided a very detailed description of the cellular traffic its customers generated.

So the question of “how much wireless data did Super Bowl fans really use” remains unanswered. But as Holland said in his blog, it’s a practice that will quickly go from being unique to mainstream:

Most importantly it shows that this is headed mainstream, and a tipping point has been reached. Just as people walk into an airport today and expect to be connected to a Wi-Fi network, so fans in stadiums around the world are beginning to look for and demand the same thing.

LTE iPads, More Mobile Data: Who’s Going to Pay for All This?

Two stories in the news today — the potential of LTE-enabled iPads and new projections for mobile data growth — seemed to me to be closely related and both lacking a final explanation: Who’s gonna pay for all the new toys and bandwidth?

As sports fans know, the Apple iPad and its imitators are great devices for watching sports on the go. The screen is big enough to approximate a TV experience, and the device is light enough to not be a bother. And the 4G LTE networks from Verizon Wireless, AT&T and soon from Sprint will make mobile video better thanks to faster download speeds and overall better behind-the-scenes technology.

But my question again — who’s going to pay for all this? At what point do we decide we’ve got enough devices, and that we’re not going to pay premiums just to get content whenever we want it? Are the devices and services so alluring that consumers will simply find a way to budget for them, or are they giving other things up from their disposable income buckets? Or will we see a backlash soon?

For all the heat the two stories have generated in the tech news world, my guess is that both are slightly overrated. Since LTE data contracts still remain fairly expensive — right now Verizon is charging $80 a month for 10 GB of data, its highest plan for tablets — I think folks might buy an LTE-enabled iPad for the convenience but will probably go for the lower-priced plans and use Wi-Fi whenever they can, especially when watching things like sports. Some smart guy already reported that Verizon’s 4G LTE phones aren’t big sellers because there isn’t anything compelling enough to make people pay a premium for the service. I think the LTE iPads will follow a similar lukewarm adoption curve.

On the mobile-data projections there are already some signs that Cisco’s predictions have shot past reality; AT&T, for example, said that its most recent figures showed data use growing more slowly than previously predicted. With cellular services prices expected to remain constant or rise even higher, my guess is that people may want to consume mobile data at the rate Cisco predicts but budgetary pressure will keep it from happening until lower-cost Wi-Fi networks reach out to more places than coffee shops and airport waiting lounges.

What will be really interesting to see is what happens if the LTE iPads fly off the shelves and crowd the networks, bringing back the original iPhone network jams. Think that won’t happen? Want to bet on it?

AT&T Brings Wi-Fi to Pebble Beach Golf Tourney

Since they are the title sponsor it’s perhaps no surprise that AT&T is making Wi-Fi available to spectators (patrons?) at this weekend’s PGA Tour stop on the Monterey Peninsula, the AT&T Pebble Beach National Pro-Am. What’s interesting is that while smartphones and tablets are becoming an integral part of what fans bring to other sporting events, for golf encouraging mobile-device use is a longtime taboo, given the possibility of a cellphone ring interrupting a player’s backswing.

According to the AT&T press release the company has a variety of mobile-device plans for tournament attendees, including free Wi-Fi in select areas around the courses for AT&T customers, as well as a text-message contest and a “digital clubhouse” on the Pebble Beach course where fans can watch the action while taking in some AT&T demos in between the action.

The press release also says there will be a policy to make folks put their devices on silent or vibrate mode, but anyone who’s been on a plane or at a conference knows how well that works. At the AT&T where alcohol will be sold and there will be “hospitality” tents you can bet that the attention span will be even lower. We won’t be able to make it down to Monterey this weekend, but would love to hear any field reports about how well the “use your cell phone for data but keep it quiet” plan works. Especially around El Tigre, who is known to take umbrage at such offenses.

AT&T: Super Bowl Crowd Breaks Wireless Data-Sending Records

It was expected to be one of the biggest wireless-data events ever, and according to AT&T the folks attending Super Bowl XLVI in Indianapolis Sunday didn’t disappoint, with AT&T’s customers breaking company records for wireless communications from the big game.

According to statistics provided by AT&T, customers using AT&T smartphones, tablets and other devices inside Lucas Oil Stadium accounted for a total of 215 GB of wireless data traffic, an increase of almost 40 GB from Super Bowl XLV, even though there were almost 35,000 fewer fans at the game this year. Customers also uploaded more data to the network than they downloaded by a wide margin Sunday, 125 GB to 90 GB, likely signifying that AT&T users were busy sending photos, videos and messages out from the stadium to Internet sites or to friends who weren’t in attendance.

The surge in data traffic doesn’t even include any data sent over the Wi-Fi or DAS networks AT&T put in place in downtown Indy outside the stadium to ensure that fans had access to a good connection no matter where they were in the vicinty of the game. According to AT&T’s math the data represent an 82 percent increase in data use per person in attendance, a staggering amount of growth for a practice that even just a couple years ago was basically unheard of.

Given the data surge it’s perhaps no surprise that voice calls, voice minutes and text message totals all dropped from the previous year’s game, perhaps also due to the fact that Cowboys Stadium had 103,219 in attendance for Super Bowl XLV while there were just 68,658 in attendance at the smaller Lucas Oil Stadium Sunday. According to AT&T there were only 722,296 text messages sent by its customers Sunday, down from 2,090,099 sent the previous year. Voice calls and voice minutes were down 59 percent and 57 percent respectively, from 183,216 calls to 75,204 calls and 181,606 minutes to 78,133 minutes. The stats here are only for AT&T’s 2G, 3G and LTE networks inside the stadium itself, over a 7-hour window around the actual game.

In addition to the wide array of technical enhancements AT&T made in and around the stadium over the past year AT&T said it also had an on-site “command center” as well as street-team employees helping customers find the best way to connect. Verizon Wireless, Sprint and T-Mobile also beefed up their cellular operations in and around the stadium, and so far no reports of bad service have surfaced so all the preparations must have been enough to handle the game-day wireless crush, which was probably at least three times AT&T’s total if not more. AT&T’s Super Bowl enhancements are just part of a wide-ranging strategy from Ma Bell to cover stadiums with additional wireless assets.

AT&T’s stats from the game, however, should give pause to stadium operators, teams, schools and other big-event area hosts, because it’s almost guaranteed that wireless tsunamis of demand are coming your way next. As AT&T senior executive vice president of technology and network operations John Donovan notes in a blog post, mobile devices have become “integral to our lives,” and even more so for special sporting activities that we will want to share with friends not present via the Internet. Provided the wireless network allows it.

While the Super Bowl is a special case where providers will send extra resources to ensure performance, not every event can expect such an influx of assets. The question for game hosts then becomes how will you ensure that your customers get the wireless coverage they expect? For the answers, keep following Mobile Sports Report as we cover the news and provide the business analysis for this interesting intersection of mobile, social and sport.

Super Bowl’s Social/Mobile Angles Don’t Move the Needle

My quick post-game take on the whole “social Super Bowl” angle is that I don’t think any of the ad campaigns really moved the social-networking needle. Though I missed part of the first quarter I didn’t see any ads that asked for an online audience interaction, which might have been fun. And the mobile game platforms, both NBC’s website broadcast and Verizon’s NFL Mobile app, were so far behind the live action they were useless as a “second screen” for viewers also watching the television.

A quick kudo to Twitter for not crashing in what was probably the most-active day ever on Twitter (which is kind of a meaningless stat since every big event for the foreseeable future will become “the biggest” as Twitter becomes more mainstream and adds more users). But I have to give a conditional “fail” to NBC’s online broadcast of the game, which was anywhere from three to four plays behind the live action, even showing commercials while the “real” game was live.

Though I understand why technically the online show might be slower, the wide gap made it impossible to keep the laptop (or tablet) open while watching the game on TV, eliminating the whole “second screen” thing that the online broadcast was supposed to enable. Plus I was underwhelmed by NBC’s multiple-choice camera views — they were uninteresting and pretty much blah compared to the rapid-fire screen switching you get from watching professional broadcasters produce a game live. So maybe that whole viewer-choosing-the-camera thing is overrated.

And Verizon’s NFL Mobile app, while glitch-free over in-house Wi-Fi and a 4G cellular signal, was still anywhere from 23 to 28 seconds behind the live action, also rendering it useless except maybe for trips to the bathroom. But with all the commercial breaks that’s hardly a concern during the Super Bowl. Maybe these alternative platforms will be more important for events with multiple things happening at once, like the Olympics or a golf tournament like the Masters. And maybe advertisers will become more bold and try more live interactive ads in the future. But for right now the “Social Super Bowl” didn’t live up to its advance billing.

UPDATE: As we thought, the Twitterers were out in force:

In the final three minutes of the Super Bowl tonight, there were an average of 10,000 Tweets per second.

@twitter

Twitter

Mobile Sports Report TechWatch: Just a Feature or is it Malware?

Symantec is reporting that a bug is starting to infect Android-powered devices that is capable of receiving and executing some commands as well as stealing information from the infected devices.

Called Android.Counterclank the company said that it is a variation of a previous bot like threat called Android.Tonclank and has been grafted onto a range of applications availaboe for Android devices in a package called “apperhand”.

Symantec said that the malicious app is the most widely downloaded infection so far this year. Among the infected apps is Counter Elite Force, Wild Man and Sexy Girls Puzzle. Go here for a complete list.

Or is the Malware threat all hype?
A counterpoint to Symantec’s warning that there is a growing threat from Android.Counterclank comes from Lookout Security, as reported by Computerworld, which takes the position that the technology is simply a version of an ad network.

The company’s researchers do admit that the apps, 13 in all, do alter a browser and enters a bookmark in a user’s device but said that the moves were not malicious and just part of an ad network’s business model.

I have to say that if something I did not know was even present on my device then started altering my settings I would call that malicious. I wonder where this will end up because if it becomes common for apps to include a feature like this I believe that it will have a very detrimental effect on their popularity.

Wi-Fi Only Xyboards ready for the market
The Unwired View had a good catch by noting that Motorola has quietly started taking orders for the Wi-Fi only version of its recently released Xyboard tablets and said that the tablets are expected to ship this week.

There will be a pair of Xyboards available, all without cellular capability and without the co-branding with Verizon that is one the initial models that featured cellular. The models are the Xyboard 10.1 that starts at $499.99 for the 16GB model, the smaller Xyboard 8.2 that starts at $399.99 for the 16GB version.

Did Apple win big in Patent ruling?
Over at the Foss Patent blog the opinion is that a ruling issued by United States Circuit Judge Richard A. Posner could have a huge impact in the ongoing Apple/Android lawsuits in the US and in Apple’s favor.

Judge Posner ruled that agreed with Apple’s interpretation of the term, “realtime API”, in its ‘263 patent and that it appears that Motorola, and by inference all-devices running the Android operating system are infringing on the patent.

However as the blog notes, the ruling on this issue has gone back and forth as it has moved up the legal chain and its next stop is the US Court of Appeals. However the ruling has to boost the confidence of the Apple legal team.

An Open Source Tablet is in the works
iTWire notes that KDE developer Aaron Seigo has announced on his blog the development of an open tablet, one that is operating on free open source code software. It will be on unlocked hardware and have open source content.

The 7-inch tablet will use the KDE developed Plasma Active interface and include a capacitive multi-touch screen and will have a basic configuration that includes a 1GHz ARM processor, a Mali-400 GPU, 512 MB RAM, 4GB internal storage plus an SD card slot. It will feature Wi-Fi connectivity.

Details as to availability and price are expected later in the week. No word if it will play Angry Birds.

ZTE 7-inch tablet details leaked
Slashgear has found that the kindly FCC has revealed details on the forthcoming 7-inch tablet from ZTE. The details on the device, which is listed as ZTE V66 include it running Android 3.0 powered by a 1.2GHz dual core processor.

It will include a 1200 x 800 pixel resolution display. It is expected to be on the Verizon network and will have full 4G LTE support. It looks now that there will be a growing competition in the 7-inch form factor in early 2012 (assuming this comes out in early 2012), and so Barnes & Noble and Google may get a run for their money in the near future.