ChatGPT5 - Glen Nelson Center TheTwo Custom GPT Market Analysis
QUERY: Perform market research for VRTL, https://www.vrtl.live/
Here is a market research / competitive briefing on VRTL (vrtl.live) based on publicly available sources. Because some data is limited, I’ve flagged gaps and suggested what additional data you might try to obtain (e.g. via interviews, internal metrics, pitch materials).
1. Company Overview
Name / Branding / Positioning
VRTL (also stylized “VRTL.live”) brands itself as a “Virtual Venue of Fandom.” (VRTL.live)
It was formerly known as Virtual Tables (or “DigiSign”) — the press mentions “fka Virtual Tables.” (VRTL.live)
Based in New York City (per HearstLab listing) and part of the HearstLab portfolio. (hearstlab.com)
The CEO is Courtney Jeffries. (hearstlab.com)
Mission / Value Proposition
VRTL aims to transform “real-world and digital audience engagement into interactive, integrated, and monetizable virtual experiences.” (VRTL.live)
Their platform is white-labeled (so clients can brand the experience themselves) and is designed to help brands, sports teams, and entertainment entities engage remote fans at scale. (hearstlab.com)
They emphasize benefits like more data capture, increased loyalty, higher revenue capture from remote fans, and bridging the gap between in-person and remote fandom. (VRTL.live)
Products / Features / Offering
From their “Solution” page: (VRTL.live)
They provide a web-based platform offering customizable experiences via combinations of livestreams, video chat, tiered sponsorship, fan engagement tools, etc.
They list 10+ event types, split into “Basic” and “Premium” categories. Some examples:
• Basic: Meet & Greet, Autograph Session (including live digital autographing, over images or short video clips), Ask Me Anything, Fireside Chat, Open House
• Premium: Q&A Panel (large scale), Watch Party, Press Conference, Draft Party (with first digital autographs), Jersey Release, Clinic / Workshop, Summit / Conference, FanFestTheir business model: sold as single (i.e. per event) or via annual contracts (tiered pricing) to clients. (VRTL.live)
They position themselves as able to “triple your fan engagement reach at a fraction of the price,” and to help collect more data, increase loyalty, and drive new revenue. (VRTL.live)
Customers / Use Cases / Partnerships / Traction
They highlight case studies of usage in sports / fandom contexts (though detailed metrics are not public). (VRTL.live)
In press, they report closing a $1M pre-seed round to bring branded virtual entertainment to fans. (VRTL.live)
They also won the NFLPA Pitch Day Competition (New Orleans) as of press in 2024. (VRTL.live)
They have been featured in media / industry press (SportsPro, Sports Business Journal). For instance, they mention working with the XFL to deploy their “DigiSign” virtual autograph platform. (VRTL.live)
Their LinkedIn page claims reach in 126 countries. (LinkedIn)
As part of startup ecosystems, they are part of Plug and Play’s network. (Plug and Play Tech Center)
Funding / Valuation / Investors
In their press section, VRTL states that they “Closed $1M Pre‑Seed Round.” (VRTL.live)
The HearstLab listing shows VRTL as one of its portfolio companies. (hearstlab.com)
In PitchBook (profile), VRTL is described as a developer of a virtual fan engagement platform. (However, I did not see public valuation numbers or detailed funding beyond the pre-seed mention.) (PitchBook)
Gaps / Unknowns
I did not find a later-stage funding round beyond that $1M pre-seed in public sources (e.g. Series A, B)
No reliable public valuation data was available
I could not find hard metrics on revenue, number of clients, retention rates, or usage statistics (e.g. event counts, users per event)
It’s unclear how many enterprise contracts (annual vs one-off) they have, and the breakdown of their revenue mix
2. Market Trend Identification
This section looks outward: what is the addressable market, growth trends, drivers, and risks in the space VRTL competes in (virtual events, fan engagement, digital experiences for sports & entertainment).
Market Size & Growth Trends
The virtual events / hybrid events market has grown rapidly, accelerated by the COVID‑19 pandemic which forced many experiences online. Many organizations have kept hybrid / virtual components post-pandemic.
Analysts estimate that the global virtual events market (including platforms, services, event management) will continue growing at a healthy CAGR over the next several years. (Exact forecast numbers vary by provider.)
In sports and entertainment, there is rising importance on fan engagement platforms, digital collectibles / NFTs, metaverse / virtual experiences, and direct-to-fan digital monetization. These trends imply increasing demand for solutions that let organizations reach fans beyond physical venues.
Key Trends & Drivers
Hybrid / Remote Engagement Is Here to Stay
Many fans will never or rarely attend in-person events — enabling meaningful remote engagement expands the fan base globally.Data & Personalization
Brands seek richer data on fan behaviors and preferences; remote platforms are better able to track engagement, demographics, and conversion for merchandise, content, subscriptions, etc.Monetization Pressure on Teams / Brands
Traditional revenue sources (ticketing, in-venue sponsorships) are being challenged. Brands will look for new digital monetization levers (virtual merch drops, VIP digital experiences, pay-per-access events).Competition from Big Tech & Platforms
Major platforms (e.g. Twitch, YouTube, even Facebook / Meta / Discord) offer audiences livestreaming & community capabilities; the differentiator is often branded, integrated, and premium experiences (not generic).Technology Enablers
Advances in streaming, low-latency video, WebRTC, edge computing, AR/VR, interactive overlays — these allow richer fan interaction.Sponsorship & Brand Partnerships
Brands will pay to reach engaged fans in digital spaces; virtual events can provide new visibility / ad / sponsorship inventory.
Risks / Challenges in the Market
Saturation / commoditization: many event platforms are available; differentiation is critical
Platform lock‑in vs switching cost: customers may resist adopting a new solution unless ROI is clear
Latency / technical reliability / scale: virtual events at scale need robust infrastructure
Monetization model validation: how many clients are willing to pay premium for these experiences
Integration with existing sports org infrastructure (ticketing, CRM, content, media rights)
Competition from in-house solutions by big sports / entertainment companies
3. (Publicly Available) Interviews, Insights from Founders / Executives
While full transcripts are limited, some interview sources give insight into leadership thinking. Notably:
In their press section, there is a Profluence Podcast with CEO Courtney Jeffries. (VRTL.live)
Also, “Authority Magazine: An Interview With Ben Ari and CEO, Courtney Jeffries” mentions thinking about emerging technologies in sports. (VRTL.live)
In press releases, Jeffries notes that there has been an “over-indexing of focus on putting butts in seats” and suggests remote fandom is underutilized currently. (VRTL.live)
In press, they note partnerships (e.g. XFL deployment of DigiSign) as proof points of strategy. (VRTL.live)
From these, we can infer some strategic priorities:
They see a gap in how brands & sports orgs currently monetize remote engagement
They believe high-touch, branded, interactive experiences (versus passive livestream) can command value
They are positioning themselves as the infrastructure / platform partner (white‑label) rather than a consumer-facing brand
They appear to target sports / fandom verticals initially (autograph, meet‑and‑greet, draft parties) as a beachhead
Because detailed internal KPIs aren’t public, more value would come from interviewing them directly (e.g. ARR, margins, churn, contract sizes).
4. Comparable / Similar Companies
Here are a few companies that compete with or operate adjacent to VRTL’s space, especially in virtual fan experiences, engagement tech, or digital event platforms:
Company What they do / niche Strengths / Differences Funding / Valuation (if known) Hopin Virtual/hybrid event platform for all sorts of events Broad feature set, large market; not fandom specific Raised multiple rounds; known in event tech space vFairs Virtual trade shows, expos, webinars More enterprise event focus (B2B) -- Mursion VR / simulation interactions More in training / simulations, not fan engagement -- StreamYard / Restream / Stage TEN Livestream / multi-stream broadcasting tools More in broadcasting / stream infrastructure -- Socios / Chiliz Fan tokens and engagement via blockchain Blockchain-native and community oriented Highly funded; distinct model (tokens + engagement) Fanpass Fan membership / digital experience platform Might compete in VIP/digital access tiers --
Compared to general virtual event platforms, VRTL’s vertical specialization (fan engagements, autograph, meet-and-greet, fan monetization) is a differentiator. However, some event platforms may move into fandom adjacent features, so competitive pressure is real.
Because I did not find a direct “pure-play” competitor with identical vertical focus, careful positioning and client case studies will be key.
5. Porter’s Five Forces Analysis
Here’s an approximate assessment of VRTL’s competitive environment using Porter’s framework:
Industry Rivalry (High to Moderate)
Many virtual event / livestream / platform providers exist. Organizations could choose more generic platforms (Zoom, Twitch, YouTube, Hopin, etc.) with plugins or custom overlays.
Differentiation will depend on features, integration, reliability, branding, and client support.
Rivalry increases as big event/tech platforms expand into fan-engagement features.
Threat of New Entrants (Moderate)
Barriers to entry are moderate: building a base streaming + chat + event orchestration tech is non-trivial but accessible with cloud tools.
However, building features specific to fandom (autograph signing, scalable fan interactions) and integrating trust with sports / entertainment brands is harder.
As the sector becomes more attractive, more entrants might try niche verticals (music, gaming, esports).
Supplier Power (Low to Moderate)
Key “suppliers” include cloud infrastructure (AWS, Azure, CDN, video streaming backends). These are relatively commoditized, though cost and performance matter.
If VRTL relies on third-party video tech, API providers, or unique technologies (e.g. AR/VR), negotiating terms or dependency can be a risk.
Talent (developers, event producers) is also a cost, but not a monopoly supplier.
Buyer Power (Moderate to High)
Sports organizations, entertainment brands, teams are often large and have bargaining leverage.
Customers may demand heavy customization, integration, favorable contracts, or even build in-house.
Switching cost might be moderate: once a brand invests in a platform, data migration and integration could deter switching, but customers will still negotiate aggressively.
Threat of Substitutes (High)
Generic livestream platforms (YouTube, Twitch, Zoom, Instagram Live) act as substitutes for remote engagement.
In-person events or hybrid models remain strong — fans might prefer the physical experience.
Augmented / virtual / metaverse-native experiences (in Web3 or gaming platforms) could become alternative engagement channels.
Conclusion: VRTL’s best defensibility lies in vertical specialization, strong product differentiation, client integration, and possibly network effects (if fan communities grow on their platform).
6. Potential Pitfalls & Risks
Here are some of the key risks and challenges VRTL should watch out for—and mitigation strategies or areas to probe further.
Risk / Challenge Potential Impact Mitigation / Strategy Suggestions Lack of differentiation Competing solutions may replicate some features; VRTL could become a commoditized platform Focus on deeper vertical-specific features (autograph, memorabilia, talent integrations), robust client support, creating ‘stickiness’ via data and integrations Technical scalability / reliability If the platform fails during large events, client reputation suffers, clients may churn Invest in strong infrastructure, redundancy, stress testing, CDN / edge computing, real-time monitoring Customer acquisition & sales cycle Sport teams, entertainment brands tend to have long procurement cycles, high expectations Build strong case studies, pilot programs, proof-of-concept offerings, incentives for early adopters Monetization validation The willingness of brands / teams to pay for premium virtual experiences is not guaranteed or may lag expectations Start with smaller pilots, monitor ROI for customers (e.g. revenue, fan retention), iterate pricing models, share revenue upside (revenue share) if possible Integration complexity Integrations with existing systems (ticketing, CRM, content rights, merchandising) may be costly and require custom work Develop strong APIs, modular architecture, integration toolkits; consider partnership / SDK models Regulatory / IP / Rights issues Use of talent rights, autograph rights, video rights, etc. may face legal or licensing constraints Ensure proper contracts with talent / rights owners, licensing legal counsel, clear terms on digital assets Customer concentration / churn If a few large clients account for the majority of revenue, losing one could be damaging Diversify client base, build smaller-tier contracts, ensure high retention, provide exceptional support Market timing & trends If demand for virtual engagement wanes as live events return, growth may slow Position for hybrid models, maintain relevance in physical + virtual synergy, adapt offerings (e.g. second-screen, AR tie-ins)
If you like, I can also build a financial / unit-economics model for VRTL (e.g. estimate TAM, revenue scenarios) or dig deeper into specific client case studies. Would you like me to do that next?