
President of GameChanger, SVP at Dick's Sporting Goods
Sameer Ahuja is President of GameChanger and an SVP at Dick's Sporting Goods, and he led the youth sports app from a scorekeeping tool to nearly 10 million active users and over $100 million in annual revenue. The thing most worth learning from him is how he made a fast, high-conviction bet on live video when COVID stopped play, and paired it with a coach-led network that keeps growing.
We made a decision almost overnight to make a bet on video streaming. And like within a single business day, we made that decision.
How GameChanger Became the World’s #1 Youth Sports App
Ahuja ran startups in four industries before GameChanger. He began in management consulting and investment banking. He then served as founder, CEO or COO at two fintechs and a sports and entertainment company before GameChanger.
He would not recommend four startups in four industries to anyone, but he loves learning and building new things. GameChanger is his longest run, at over eight years.
He joined for the product and took the top job within weeks. Dick's Sporting Goods bought the company in 2016, and he met the founders two months later. The founders moved on, and Dick's asked him to lead in 2019, within three weeks of meeting the founders.
He says the role mattered less than the product. He had coached his own daughters, and his lesson from that was to jump into the unknown.
He studied the company's history before making decisions. On taking over from the founders, he talked at length with early teammates who had left, the founders and the investors. That grounded later choices in the original premise of digitizing scorekeeping.
His advice to anyone taking over from founders: "you should be a student of history."
GameChanger started with a narrow tool that solved a coach's pain. It digitized scorekeeping for baseball and softball, which removed hand-calculated stats and erasing in a book. When Ahuja joined in 2017 there were about 40 people and about a million users, with clear product/market fit.
The coach adopts it for utility, and that creates a data stream of youth games that did not exist before. That stream later became the fan experience.
The coach's roster brings in parents and fans at no extra cost. The coach enters the roster, and parents or guardians get an invite to download the app and claim their athlete. The average user stays six or seven years.
The user is the adult, so the team added a web link that lets coaches type in 20 guardian emails on a computer instead of a phone. It sounds unglamorous, but it makes a huge difference.
Scorekeeping is the base that locks teams in and gives video context. Scorekeeping, advanced stats and streaming each add a reason to stay, and coaches, parents, athletes and fans all connect to one team. Viewers expect the score box in the bottom right, as on pro broadcasts.
Real-time numbers take hard engineering, and the engineering team has worked on speed and reliability for 15 years.
Teams that create content for four or five games tend to stay all season. A rec season runs about 12 games, and a higher-end team may play 20 to 30. Alerts before games, on game events and after games bring parents back.
Ahuja compares it to a Netflix show you want to see through. Parents who took a certain number of actions stayed for the whole season.
Ahuja treats the coach as a utility and the family as content. Coaches want less friction in logistics, while parents open the app for video. The team still debates whether a new user first sees videos or team setup.
At one point there were separate product teams for coach and fan. Larger organizations now decide some things at the league level, which adds complexity.
He read the shift to video from the world, not from users. Game activity fell 99.9% in spring 2020, yet subscriptions stayed flat, which the team reads as loyalty. Users sent kind notes but no product requests.
The team of about 50 was living the same shift on Zoom. Ahuja's mother, in her late 70s, ran her temple's services on Zoom, which showed that video had reached grandparents.
He made a bet-the-company call within a single business day. Around March 26 he felt the same instinct he had when he shut the office around March 5 or 6. He called Lee, his Dick's contact, who came back with a September deadline and support.
Product and engineering heads asked for two hours, then said yes to a Labor Day launch, on the condition that something else stopped. Ahuja's line: "if the world is zigging, you have to zag."
He paused basketball scorekeeping to free the team. Building streaming in months meant stopping work on basketball scorekeeping. It was a tough call, but the company stayed multisport and has since scaled basketball.
Aman Lumba, now SVP of product management and design, led the product side. He is credited with making hard tradeoffs and pushing back on Ahuja.
The first stream shipped rough and tied to the live score. The first release skipped video quality and camera angles, so a child at second base looked tiny. It had a small scoreboard at the bottom of the video so video and stats felt like one product.
Pandemic viewers were used to odd video, and families had seen nothing like it. Ahuja's instruction was "just give them something."
An 18-year-old intern spotted the highlight clip feature. A marketing intern named Sam, watching the livestream build, asked for highlight clips. They shipped in 2021, and 150 to 200 million are now created each year.
The core team had been heads-down and missed it. Highlights are now part of the premium tier, and Ahuja calls sharing the main ingredient of the rocket fuel video has been.
Shareable clips turned each team into a recruiter for fans. Before video, sharing meant downloading a PDF of stats. A shared clip gave parents who never opened the app a reason to return, and the growth in adult fans was a big jump rather than steady.
Parents and grandparents began asking coaches to stream, and opposing teams saw the stream too. Caveat: Ahuja says the team "thinks" sharing drove this, and gives no measurement.
He gated heavy video use behind a paid tier and kept a free tier. Live streaming moved into a new Plus tier, and the free tier gained game alerts. The first five live games per calendar year stay free, and postgame video has been in the top Premium tier since 2020.
Many users watch 15, 20 or 25 games a year, and kids on two teams can reach 30. Ahuja says user conversations showed people understood the logic of the charge.
He tied the price change to the biggest upgrade in 15 years. Video moved to 1080 HD with automatic highlight reels. Coaches got lineup recommendations, game insights and spray charts, plus 15 other features, with dozens more due later in the year.
The coach remains the gateway to families, so the coach tools matter for growth. His framing: "we like to align value with what we're asking our users to do."
He wants an authentic product for each sport, starting with basketball. Scorekeeping, video, pace of play and court size all differ by sport. Basketball is the largest US participation sport, just ahead of diamond sports.
Ahuja has spent months at basketball tournaments absorbing the culture. A transformed basketball product is promised for the winter season.
He wants AI to remove the work of capturing games. The goal is to point a camera at a field, press a button and walk away, with computer vision capturing stats and video. Basketball goes first because it is newer and faster.
Youth sports is fragmented, so capture has to run on phones or streaming cameras. GameChanger will build on platforms from companies like Apple and may partner with startups.
He aims to cover the whole youth sports journey, not just game day. The journey runs Monday to Sunday and January to December, and GameChanger covers only game day today. One parent said they have 11 apps on their phone.
The digital and content market is about $7 to 8 billion, against $40 to 50 billion for all of youth sports. Game content is the center because it holds the family's memories.
He backs bets by checking the conviction of the person behind them. He asks teams whether they would put their own money into an initiative. He reads the deck, but needs to see belief when the person looks him in the eye.
He takes an initiative to Dick's Sporting Goods only with absolute conviction, which builds trust. He bets on people, and they need not be repeat founders.
He says startups reward the people who can stay in the game longest. He describes a startup as a group of people working on a hard problem for a very long period of time. Founders need money, energy and a life that can last through an unknown timeline.
He puts one-year successes at about 0.00001% of startups. The one thing an operator controls is effort: "We will never ever ever ever be outworked."
He treats a wholesome product as an unspoken promise to families. The promise covers quality, privacy, data security and a good experience, and it is rarely stated to users. He sees it as a challenge only if it is not built in from the start.
He says this is a deep element of GameChanger's culture.
He plans for the long run as kids age through the app. Each year a cohort of kids graduates to college age and another joins at elementary age. He says Dick's Sporting Goods shares that long-term mindset.
He promises continued investment in diamond sports, basketball and other sports in 2026. High school athletes are a new group he wants to build for directly.
GameChanger grew from a scorekeeping tool for baseball and softball coaches into the leading youth sports app by layering live video and highlights on top of a coach-and-family network. A one-day bet on livestreaming during COVID became the growth engine behind nearly 10 million active users and over $100 million in annual revenue.
Ahuja ran startups in four industries before GameChanger. He began in management consulting and investment banking. He then served as founder, CEO or COO at two fintechs and a sports and entertainment company before GameChanger.
He would not recommend four startups in four industries to anyone, but he loves learning and building new things. GameChanger is his longest run, at over eight years.
He joined for the product and took the top job within weeks. Dick's Sporting Goods bought the company in 2016, and he met the founders two months later. The founders moved on, and Dick's asked him to lead in 2019, within three weeks of meeting the founders.
He says the role mattered less than the product. He had coached his own daughters, and his lesson from that was to jump into the unknown.
He studied the company's history before making decisions. On taking over from the founders, he talked at length with early teammates who had left, the founders and the investors. That grounded later choices in the original premise of digitizing scorekeeping.
His advice to anyone taking over from founders: "you should be a student of history."
GameChanger started with a narrow tool that solved a coach's pain. It digitized scorekeeping for baseball and softball, which removed hand-calculated stats and erasing in a book. When Ahuja joined in 2017 there were about 40 people and about a million users, with clear product/market fit.
The coach adopts it for utility, and that creates a data stream of youth games that did not exist before. That stream later became the fan experience.
The coach's roster brings in parents and fans at no extra cost. The coach enters the roster, and parents or guardians get an invite to download the app and claim their athlete. The average user stays six or seven years.
The user is the adult, so the team added a web link that lets coaches type in 20 guardian emails on a computer instead of a phone. It sounds unglamorous, but it makes a huge difference.
Scorekeeping is the base that locks teams in and gives video context. Scorekeeping, advanced stats and streaming each add a reason to stay, and coaches, parents, athletes and fans all connect to one team. Viewers expect the score box in the bottom right, as on pro broadcasts.
Real-time numbers take hard engineering, and the engineering team has worked on speed and reliability for 15 years.
Teams that create content for four or five games tend to stay all season. A rec season runs about 12 games, and a higher-end team may play 20 to 30. Alerts before games, on game events and after games bring parents back.
Ahuja compares it to a Netflix show you want to see through. Parents who took a certain number of actions stayed for the whole season.
Ahuja treats the coach as a utility and the family as content. Coaches want less friction in logistics, while parents open the app for video. The team still debates whether a new user first sees videos or team setup.
At one point there were separate product teams for coach and fan. Larger organizations now decide some things at the league level, which adds complexity.
He read the shift to video from the world, not from users. Game activity fell 99.9% in spring 2020, yet subscriptions stayed flat, which the team reads as loyalty. Users sent kind notes but no product requests.
The team of about 50 was living the same shift on Zoom. Ahuja's mother, in her late 70s, ran her temple's services on Zoom, which showed that video had reached grandparents.
He made a bet-the-company call within a single business day. Around March 26 he felt the same instinct he had when he shut the office around March 5 or 6. He called Lee, his Dick's contact, who came back with a September deadline and support.
Product and engineering heads asked for two hours, then said yes to a Labor Day launch, on the condition that something else stopped. Ahuja's line: "if the world is zigging, you have to zag."
He paused basketball scorekeeping to free the team. Building streaming in months meant stopping work on basketball scorekeeping. It was a tough call, but the company stayed multisport and has since scaled basketball.
Aman Lumba, now SVP of product management and design, led the product side. He is credited with making hard tradeoffs and pushing back on Ahuja.
The first stream shipped rough and tied to the live score. The first release skipped video quality and camera angles, so a child at second base looked tiny. It had a small scoreboard at the bottom of the video so video and stats felt like one product.
Pandemic viewers were used to odd video, and families had seen nothing like it. Ahuja's instruction was "just give them something."
An 18-year-old intern spotted the highlight clip feature. A marketing intern named Sam, watching the livestream build, asked for highlight clips. They shipped in 2021, and 150 to 200 million are now created each year.
The core team had been heads-down and missed it. Highlights are now part of the premium tier, and Ahuja calls sharing the main ingredient of the rocket fuel video has been.
Shareable clips turned each team into a recruiter for fans. Before video, sharing meant downloading a PDF of stats. A shared clip gave parents who never opened the app a reason to return, and the growth in adult fans was a big jump rather than steady.
Parents and grandparents began asking coaches to stream, and opposing teams saw the stream too. Caveat: Ahuja says the team "thinks" sharing drove this, and gives no measurement.
He gated heavy video use behind a paid tier and kept a free tier. Live streaming moved into a new Plus tier, and the free tier gained game alerts. The first five live games per calendar year stay free, and postgame video has been in the top Premium tier since 2020.
Many users watch 15, 20 or 25 games a year, and kids on two teams can reach 30. Ahuja says user conversations showed people understood the logic of the charge.
He tied the price change to the biggest upgrade in 15 years. Video moved to 1080 HD with automatic highlight reels. Coaches got lineup recommendations, game insights and spray charts, plus 15 other features, with dozens more due later in the year.
The coach remains the gateway to families, so the coach tools matter for growth. His framing: "we like to align value with what we're asking our users to do."
He wants an authentic product for each sport, starting with basketball. Scorekeeping, video, pace of play and court size all differ by sport. Basketball is the largest US participation sport, just ahead of diamond sports.
Ahuja has spent months at basketball tournaments absorbing the culture. A transformed basketball product is promised for the winter season.
He wants AI to remove the work of capturing games. The goal is to point a camera at a field, press a button and walk away, with computer vision capturing stats and video. Basketball goes first because it is newer and faster.
Youth sports is fragmented, so capture has to run on phones or streaming cameras. GameChanger will build on platforms from companies like Apple and may partner with startups.
He aims to cover the whole youth sports journey, not just game day. The journey runs Monday to Sunday and January to December, and GameChanger covers only game day today. One parent said they have 11 apps on their phone.
The digital and content market is about $7 to 8 billion, against $40 to 50 billion for all of youth sports. Game content is the center because it holds the family's memories.
He backs bets by checking the conviction of the person behind them. He asks teams whether they would put their own money into an initiative. He reads the deck, but needs to see belief when the person looks him in the eye.
He takes an initiative to Dick's Sporting Goods only with absolute conviction, which builds trust. He bets on people, and they need not be repeat founders.
He says startups reward the people who can stay in the game longest. He describes a startup as a group of people working on a hard problem for a very long period of time. Founders need money, energy and a life that can last through an unknown timeline.
He puts one-year successes at about 0.00001% of startups. The one thing an operator controls is effort: "We will never ever ever ever be outworked."
He treats a wholesome product as an unspoken promise to families. The promise covers quality, privacy, data security and a good experience, and it is rarely stated to users. He sees it as a challenge only if it is not built in from the start.
He says this is a deep element of GameChanger's culture.
He plans for the long run as kids age through the app. Each year a cohort of kids graduates to college age and another joins at elementary age. He says Dick's Sporting Goods shares that long-term mindset.
He promises continued investment in diamond sports, basketball and other sports in 2026. High school athletes are a new group he wants to build for directly.