KU-Duke draws ESPN’s largest ever college basketball streaming audience

By Matt Tait     Nov 17, 2016

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Kansas head coach Bill Self directs his players during the second half of the Champions Classic on Tuesday, Nov. 15, 2016 at Madison Square Garden in New York.

While many local Kansas basketball fans were rejoicing over the Champions Classic being televised on ESPN and not one of the handful of early-season games that KU fans have a difficult time getting through their cable systems, a good chunk of the rest of the world was watching the game online.

I’m sure several KU fans went this route, too, but regardless of the demographic make-up, KU’s 77-75 victory over No. 1 Duke on Tuesday night set a record for ESPN’s online streaming services.

The streaming audience of 83,000 average viewers per minute made KU-Duke ESPN’s most streamed men’s college basketball game of all-time, topping last year’s Kentucky-Duke Champions Classic game, which drew 78,000 steaming viewers per minute.

According to ESPN, the total live audience for the game, which includes television viewers and the streaming audience, topped 2.4 million, up 28 percent from last year’s KU-Michigan State game, which drew a combined audience of 1.9 million.

For comparison, the first game of Tuesday’s Champions Classic doubleheader, No. 2 Kentucky’s 68-49 win over No. 13 Michigan State, picked up a total live audience of 2.15 million viewers, including a streaming audience of 67,000 average viewers, making that game one of the top five largest men’s college basketball regular season streaming games on ESPN.

The two Champions Classic games combined had a streaming average minute audience of 76,000 viewers, up 21 percent from the 2015 event.

The Champions Classic is owned and operated by ESPN Events, a division of ESPN, and recently signed a three-year extension to play the event through 2019.

With the way people are watching their sporting events changing by the day, with more people abandoning cable and going with online streaming services, the numbers figure to continue to rise into the future, as consuming games in this manner, be it at home on the couch or on the go on a tablet or cell phone, certainly seems to be a sign of the times and a legitimate part of the college sports experience.

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Written By Matt Tait

A native of Colorado, Matt moved to Lawrence in 1988 and has been in town ever since. He graduated from Lawrence High in 1996 and the University of Kansas in 2000 with a degree in Journalism. After covering KU sports for the University Daily Kansan and Rivals.com, Matt joined the World Company (and later Ogden Publications) in 2001 and has held several positions with the paper and KUsports.com in the past 20+ years. He became the Journal-World Sports Editor in 2018. Throughout his career, Matt has won several local and national awards from both the Associated Press Sports Editors and the Kansas Press Association. In 2021, he was named the Kansas Sportswriter of the Year by the National Sports Media Association. Matt lives in Lawrence with his wife, Allison, and two daughters, Kate and Molly. When he's not covering KU sports, he likes to spend his time playing basketball and golf, listening to and writing music and traveling the world with friends and family.