NCAA Football was formed as a coalition between the American Football
Coaches Association (AFCA), the Collegiate Commissioners Association
(CCA), the National Association of Collegiate Directors of Athletics
(NACDA) and the National Collegiate Athletic Association (NCAA)
to provide a collective voice to promote college football.
Created initially by the AFCA and NACDA in 1996 as College Football
USA, the leadership met with representatives of the CCA and NCAA
a year later to unify the branding and marketing efforts of the
four major stakeholders in college football.
The first formal meeting of the NCAA Football Board of directors
was held May 8,1997 at the Wyndam Anatole Hotel in Dallas. It was
determined that Host Communications, Inc. (HOST) would manage the
activities of the 501(c)3 not-for-profit corporation. HOST agreed
to absorb all costs until NCAA Football generated revenues required
to fund this new effort to brand college football.
Initial objectives adopted by NCAA Football were increasing student
interest through targeted grassroots participatory and interactive
programs; creating incremental institutional revenues by creating
a licensing program that included registered trademarks of the constituents,
and developing promotional dollars for college football by uniting
the football-playing institutions and conferences with the AFCA,
NCADA and the NCAA to develop a single marketing and public relations
entity to represent the game.
Initial revenues substantially were provided by corporations that
participated in the NCAA Corporate Partner program administered
by HOST and secondarily by an aggressive merchandise-licensing program
that included significant dollars from interactive video games.
In 2004, licensing royalties began outpacing sponsorship revenues
when the NCAA bundled its marketing, licensing and television rights
in a new agreement with CBS.
HOST
began its formal relationship with NCAA Football on August 31, 1997
with a five-year contract. Prior to expiration, NCAA Football extended
the agreement until August 31, 2013.
The Collegiate Licensing Company (CLC) subsequently was assigned
licensing rights by HOST concurrent with its' contracts with NCAA
Football. The Board and CLC collectively developed marketing strategies
that provided consistent exposure for NCAA Football's logo by integrating
the pennant with conference logos to collectively develop a mark
that has acclaimed national brand recognition.
NCAA Football has distributed over $43 million in royalties
and grants to its constituencies since 1998. Schools and conferences
have received $31 million; bowl associations have been awarded $7
million; more than $2 million has been directed to the AFCA and
NACDA, and $3 million has been distributed to the NCAA. An additional
$10.5 million has been spent to promote the game during that
time.
Significant changes have taken place over the years through the
cooperative efforts of the constituent groups that are NCAA Football.
The pennant logo, for example, has gained significant marketing
brand recognition and power in a short period. NCAA football-playing
schools, through the encouragement of the AFCA, NACDA and conference
commissioners, embrace branding strategies adopted by NCAA Football
that maximize exposure for the official mark by including it on
helmets and jerseys, and scoreboards and venues, which are prominent
in television and print photography coverage and to game environment.
Increased usage of the NCAA Football marks and programming by
national television networks, cable systems and conference syndications;
a nationally syndicated NCAA Football preseason television program;
the distribution of electronic feeds twice weekly featuring key
games throughout the season and the "good works" of student-athletes
to stations across the country; a nationally syndicated NCAA Football
Insider radio program featuring AFCA coaches; the prevalence of
stadium banners in venues throughout the country; inclusion of the
mark in printed programs and special football publications, and
a state-of-the-art Web site have provided promotional exposure opportunities
that generally are uncommon for new brands that do not receive designated
advertising support.
Here's a year-by-year review of activities of NCAA Football:
1998 Season: NCAA Football distributed over 145,000 helmet
decals, 15,000 coaches patches and 700 banners and field markings
were sent to schools in NCAA Football's initial promotional program.
The Slant, a weekly 30-minute magazine format, was aired on Fox
Television; an NCAA Football radio Game of the Week was produced,
and a Campus Tour program was scheduled with the goal to focus attention
on college football at different locales throughout the country.
Program formatting for The Slant and the creation of a college football
mascot were critiqued by the Board of directors following the season,
and it was determined that promotional and marketing materials for
NCAA Football would be directed to institutional marketing directors
rather than the director of athletics at each campus.
1999 Season: Promotional and marketing programs were enhanced
to include an Internet site; staff began developing research data
with ESPN Chilton; Take A Kid To The Game was included to take the
game to grassroots constituencies and a licensing strategy that
included both the marks of NCAA Football and manufacturers of football
jerseys was announced at the world licensing Super Show, and "NCAA
Football '98," which was developed by EA Sports, was ranked as one
of the top sports video games.
2000 Season: For the first time, NCAA Football became a
revenue generator and began reimbursing HOST for expenditures that
it had made on its behalf since inception. Football coaches, under
the direction of the AFCA, became more proactive promoting the brand
by expanding in-stadium exposure opportunities with the inclusion
of the logo on their individual television shows, and game managers
expanded the usage of stadium banners and on-field stencils that
often interchanged the NCAA mark with the conference logo. PSAs
became a focal point of the Board and significant efforts were made
to enhance the focus and the distribution of these messages to network
television and cable systems. The Board agreed to support Let It
Fly, a flag football tournament for all ages in a 15-city tour,
and www.ncaafootball.org exceeded 1,000,000 page views for the first
time.
2001 Season: Revenues were allocated for the production
of public service announcements that would feature diversity, education,
teamwork and sportsmanship. Branding efforts continued to expand
with increased participation by football-playing schools; the Let
It Fly participatory event included a Campus Tour marketing element
through a joint six-campus effort with the National Intramural,
Recreation and Sports Association (NIRSA). Net revenues continued
to grow, and the Budget and Finance Committee recommended consideration
to create a $300,000 reserve and explore investment opportunities.
The Web site exceeded 3,000,000 page views for the first time.
2002 Season: In addition to the NCAA corporate partner
program, NCAA Football secured a two-year sponsorship from Procter
and Gamble's Cheer division. The Board reviewed its PSA strategy
and elected to feature active student-athletes rather than former
great players in these announcements beginning with the 2003 season.
The Chair of the Budget and Finance Committee became a standing
member of the Executive Committee and a national summit to discuss
sportsmanship issues at football games, in response to negative
behavior by fans utilizing alcohol before games, was recommended
and later administered by the NCAA to include all sports. The official
football agreement with Wilson was extended to March 3, 2007 and
research indicated that the decline in student attendance primarily
was due to a need to study and to obtain part-time employment. The
Take A Kid To A Game program exceeded 200 participating schools
for the first time.
2003 Season: As NCAA Corporate Champion/Partner revenues
designated for NCAA Football began to decrease in 2003, NCAA Football
became increasingly dependent upon licensing revenues to finance
its promotional and branding efforts. The "benchmark" royalty allocations
in a new official football agreement with Wilson were changed to
advantage NCAA Football. The Board established a reserve fund threshold
of $1.4 million and NCAA Football's fiscal year was changed to coincide
with the respective football season. The EA Sports "NCAA Football"
video game became the second best selling sports interactive with
more than 1.5 million units sold. The Board amended the organization's
mission statement to "encourage good sportsmanship to help foster
a family-oriented atmosphere at and around games. NCAA Football
produced and syndicated the Quest For No. 1, a 30-minute preseason
special to replace The Slant, and it was televised on 88 stations.
The Web site exceeded 4,000,000 page views for the first time.
2004 Season: NCAA Football granted EA Sports exclusive
rights for six years in the video game category. Wilson official
ball royalties continue to increase annually and Nike began a licensing
program featuring the mark. The "Quest For #1" was syndicated to
more than 100 stations and the helmet decal program became conference-specific
for Division I-A schools. Olympus and Cheer each had one-year promotions.
PSAs continued with the Stay In School theme, which feature student-athletes
who reject the opportunity to enter the professional football draft
to complete their final year of collegiate eligibility. The DEF
program was increased to twice weekly distribution to television
networks, cable systems and conference syndications for 15 weeks.
Participation in the Take A Kid To The Game continued to increase
and Web site page views surpassed 8 million.
Based upon a successful IRS audit of the 2001 fiscal year that
was administered by the government in 2003, the Board was encouraged
to direct more funding to programs that supported its mission statement
and the reserve fund cap was reduced to $1 million. The Executive
Committee was empowered to act on behalf of the Board between annual
meetings.
2005 Season: A special subcommittee on promotions and brand
marketing, which included representatives from all constituent groups,
was created at the 2004 Board meeting. The group's recommendations
were approved for immediate implementation to complement the traditional
branding programs administered by the Board.
NCAA Football Insider, a weekly radio program that features the
AFCA coaches, was syndicated nationally. The DEF program was expanded
to include postseason play and include programming that featured
the "good works" of student-athletes. The Web site was redesigned
and enhanced with unique audio and video streaming with the goal
to become a viewer destination. Weekly game previews, plays of the
month, development of "magic moments" featuring former great players
and coaches, PSAs and special programs attracted more than 10 million
page views. Generic NCAA jersey patches were distributed to NCAA
Divisions I-AA, II and III; NCAA Division I-A conference-specific
sideline vests and caps were utilized by all schools, and the Take
A Kid To A Game Program continued to attract a record number of
participating schools, primarily from NCAA Division I-AA, II and
III. A desktop icon was distributed free to ncaafootball.com visitors
and the technology for a mobile telephone blast, which is subscription,
based, was completed and will be made available to the public prior
to the 2006 season. Recognizing a loss at any point in the season
can have a negative impact on a school 's selection and eligibility
for a bowl or an NCAA Championship, a new tagline--"NCAA Football:
Every Game Counts" was developed for all promotional and brand marketing
activities. The mission statement and the objectives supporting
it were revised.
Upon reviewing the original objectives outlined in the embryonic
stages of developing this organization, there is no doubt that the
unified effort of all constituent groups has provided college football
a single voice to market and promote the game and created an NCAA
Football brand that consistently increases in value.