CricHQ, the global cricket technology company, has been selected by Sri Lanka Cricket (SLC) to provide a central database of cricket players, provide on-line scoring of cricket matches utilizing iPads, tablets and mobile phones, and manage cricket competitions at club and domestic level across the country.
With cricket now being live scored on CricHQ, Sri Lankan fans around the world will enjoy the ability to follow international, domestic, age grade and club cricket across the country with live ball-by-ball scoring on the SLC website, CricHQ.com and the CricHQ app.
Partnership benefits for SLC also include:
• Administrators can create, edit and publish competitions, draws and results.
• Administrators can gain accurate information about participants at all levels of the game.
• SLC can analyze player information for retention, growth, talent identification and commercial opportunities
• Coaches can do high performance analysis based on reports the system will provide
• Enable monitoring of player performance and development as they transition through various development programs.
In addition to this, players in Sri Lanka can now start building a career’s worth of statistics on CricHQ, giving them an online home for their cricketing life. These profiles, complete with career statistics and performance analysis, can be easily shared with family and friends. This will be especially exciting for players new to the game who will start building their lifetime cricket CV from the very first ball.
Commenting on this partnership, CricHQ’s General Manager in Asia said:
“Our successes have been driven largely by partnerships. Sri Lanka being an esteemed governing body, in a country of cricket lovers, makes this our most exciting partnership to-date.
The passion for cricket in Sri Lanka is evident and we at CricHQ are driven by that very same passion. Our integrated competition management and live scoring system will ensure that cricket at all levels will be accessible to all. SLC will now be able to minimize the complexities, time and money required to manage the game while creating cricketing content that can be shared and consumed by players and fans.”