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Automatic event-based activation

Automatically change the activation status of Experiences content between Draft and Active based on triggers you set, without manually switching each item in the CMS.

Publishing into CMS is separate. Create, Rules, and Clipro deliver content to CMS on publish. The activation status changes later when your trigger fires.

Only Active content can reach Viewers. Labels and the availability schedule still apply.

Examples of activation triggers:

  • A game event, for example, 30 minutes after the game ends. The system is official schedule-aware, so the trigger adjusts if the game schedule changes.
  • A fixed date and time.
  • A delay after the item is delivered to CMS.
  • A time relative to when the item was delivered to CMS.

How this differs from scheduled publish and labels

Three separate controls decide when and how content reaches Viewers. Each acts at a different stage, so it helps to keep them apart.

ControlWhat it decidesStage
Scheduled publish jobWhen the item is delivered to CMS. This is part of the content generation process in Arena.Before the item exists in CMS
Automatic event-based activationWhen the activation status changes from Draft to Active in CMS.After the item is in CMS
Labels and availability scheduleWhen an Active item is served to a ViewerAt the SDK request, after activation

An item passes through all three in sequence: a scheduled or unscheduled publish job delivers it into CMS, activation moves it from Draft to Active, and then labels and the availability schedule gate whether the SDK serves it. This article covers only the middle step, activation. Scheduled publish jobs are managed in the Arena Publish Hub. For the delivery window, see Labels and scheduling.

Where you set it

Create, Rules, and Clipro (Publish panel)

When the destination is the Experiences CMS publish point, you can set the following:

  • Activation Status: starting status when the item is delivered into CMS (Draft by default, or as configured for the publish point). You can choose Active.
  • Change Status Automatically: the trigger that changes status after the item is in CMS, for example, game end, a fixed time, or a delay. Create, Rules, and Clipro expose the full set of triggers, described in Triggers.
  • Labels and other Experiences publish-point fields: same labels and scheduling behavior as elsewhere in CMS. See Labels and scheduling.

Set these in the content generation flows (Rules, Create, Clipro) so the activation triggers apply whether content is auto-created or published to CMS manually.

Experiences CMS (Preview panel)

After the item already exists in CMS, open the asset Preview panel to:

  • Manually switch activation between Active and Draft (in either direction).
  • Set a simpler automatic trigger for activation or deactivation: typically Never or At a specific time, with a time zone.

Triggers (Create, Rules, Clipro)

TriggerWhat you setWhen status changes
NeverNothing elseOnly when someone changes status manually
At a specific timeDate, time, and time zoneAt that date and time
Relative to the gameDelay From (Game start or Game end), plus a day, hour, or minute offsetAt the resolved game time plus offset
Relative to publish timeSame day, next day, or the next weekday, plus a clock timeRelative to when the item was delivered to CMS
After a delayDays, hours, or minutesAfter that delay from delivery to CMS. Processing can add a few minutes

The same triggers apply to activation (Draft to Active) and deactivation (Active to Draft). Only the direction of the status change differs.

When you use a relative trigger, the panel shows the resolved date and time so you can confirm it. The time zone defaults to your local browser time zone, but you can override it, and the platform stores UTC plus a time zone ID.

Game event timing

  • Game start and end use the scheduled times in the database, not the live tip-off clock.
  • Official delay updates to the game schedule are reflected automatically.
  • For content tied to more than one game, with Delay From set to:
    • Game start: uses the first game start plus offset.
    • Game end: uses the last game end plus offset.
  • If a trigger is relative to game end and the game has not ended yet, the UI can show an estimated time, then replace it with the actual end time plus offset once the game ends. If that estimated time passes while the game is still in progress, the content stays Draft until the actual end plus offset.
  • If the system cannot resolve a trigger, for example, when a game time is missing, CMS shows an error on the item.

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