Driving Tech Forward
At NASCAR, technology is in everything we do. We’re not afraid to take risks and we understand how technology drives fan engagement. We have a massive and passionate fan base and are constantly looking to technology to make the race experience better for our fans. We are always on the hunt for new ideas and have the infrastructure to fast-track those new ideas into the field and scale across all of our racetracks and events. Based in Daytona Beach, Florida, with offices in eight cities across North America, NASCAR sanctions more than 1,200 races in more than 30 U.S. states, Canada, Mexico, and Europe.
SVP & Chief Digital Officer, NASCAR
Tim leads the operation of NASCAR’s digital platform including NASCAR.com, the NASCAR Mobile app, fantasy games, subscription products, UX and fan engagement. Tim is also responsible for managing the NASCAR eSports business and creating opportunities for fan engagement and driver development via partnerships with 704 Games, iRacing and others. Additionally, Clark leads the organization’s direct marketing efforts, NASCAR Fan Database and digital and social analytics.
Chief Information Officer, NASCAR
Tina oversees information technology and is responsible for all technology services provided across the NASCAR facilities, including the Information Security and IT procurement teams. Tina served as the Chief Information Officer of International Speedway Corporation (ISC), a motorsports entertainment company acquired by NASCAR in October 2019. During this time, she led large technology projects such as the core ticketing system through which all event tickets were sold generating billions in revenue for ISC in addition to spearheading the ongoing transformation of all other consumer innovation projects such as CRM, digital, and mobile applications
Executive Vice President and Chief Innovation Officer, NASCAR
Craig oversees the company’s information technology, corporate development, NASCAR Productions, Racing Electronics and strategic growth initiatives including eSports, OTT and sports betting. Previously, Craig served as Executive Vice President and Chief Innovation and Development Officer of NASCAR and International Speedway Corporation (ISC), a motorsports entertainment company acquired by NASCAR in October 2019. At ISC,Craig helped spearhead NASCAR’s youth Esports series on iRacing and directed other strategic opportunities with key media partners. Neeb also oversaw MRN, the nation’s largest independent sports radio network
The way fans consume sports is changing. With increasing demand for multichannel entertainment and more personalized interactions with both teams and players, fans are getting closer to the action and real-time engagement before and after sporting events. Younger, mobile generations are consuming more and more content on smartphones. Every technology innovation has the opportunity to change and influence the way we experience sports.
Venue & Event Innovation
Because fans can watch sports virtually anywhere, stadiums are being built with the latest technology enhancements that can create an unparalleled gameday experience. Smart stadiums are thinking about scheduling, ticketing and merchandising in new, innovative ways. Increasingly, consumers are also seeing teams doing more with cybersecurity to protect consumers from ticketing to in-game purchases.
Fantasy Sports & Betting
Today, 13 American states have some form of legalized sports betting at the moment. Seven are on-deck, and 25 await passage of legislation. Research projects media and entertainment companies could generate $9 billion of gambling revenue over the next few years in gambling revenue. The opportunities for to arise from fantasy sports, and game wagering will need a robust technological backbone to support it. And, plenty of opportunities to create new products.
Media & Entertainment
Sports media is becoming a participatory event that extends far beyond the televised slots of scheduled games. Immersive and interactive media is fueling video production and democratization of both production and sports video content is creating entirely new distribution models for new companies that had never even been considered part of the sports media ecosystem.
This year, the rise of esports is expected to bring in more than $1 billion in global revenue. North America is the biggest esports market with revenues of $409.1 million. Together, 23.9 million esports fans there will generate $17.13 per fan this year. We believe how Americans watch and play esports will greatly define the sports landscape for decades to come.
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