Comcast Center Comcast Center is the arena for the University of Maryland Terrapins men’s and women's basketball teams. The Comcast Center was ranked the 7th toughest venue to play in by EA Sports. The on-campus facility is named for the Comcast Corporation, which purchased a 20-year, $25 million corporate naming agreement. Comcast Center replaced Cole Field House, which had served as the home of Maryland basketball since 1955. Ground was broken in May 2000 and construction was completed in October 2002 at a cost of $125 million. Comcast Center, which has a capacity of 17,950, opened for Midnight Madness on October 11, 2002 and the first official men’s game was a 64-49 victory over Miami University (Ohio) on November 24, 2002 Maryland students are primarily positioned along courtside and "The Wall," which top to bottom are filled with student seating behind the opponent's 2nd half basket. Normally there are 4,000 students in attendance, so Maryland is considered one of the most intimidating student sections in the ACC alongside North Carolina and Duke. Because of the athletic department's online lottery system which distributes tickets to students, most games are student sell-outs. Student attendance is typically highest for conference games (especially Duke, for which the demand for tickets is exceedingly high), non-conference games against top teams (such as the annual ACC–Big Ten Challenge) and the annual "Maryland Madness" event (formerly, though still colloquially, known as "Midnight Madness") held in October to signify the team's ability to begin practicing. Attendance by students is generally lowest for early season exhibition and non-conference games, as well as games played while the students are on Thanksgiving and winter break. The online ticket system was implemented for both football and men's basketball beginning with the 2002–2003 season, as an alternative to the traditional method which required students to camp out for tickets to big games. Though it is somewhat more fair in that it gives all students an opportunity to attend games without forcing them to give up time waiting in lines, it has come under fire by students for several reasons. Because there are more than twice as many tickets available for football games, these problems are generally not significantly associated with football. Loyalty Points Tickets are given via a weighted lottery; students accumulate loyalty points for claiming and attending games and Maryland Madness. Each point gives the student one more entry in the lottery for subsequent games. For example, a student with 10 loyalty points will have his or her name entered 11 times for the game he or she wishes to attend (once by default, and once more for each point); by contrast, a student with zero loyalty points will have his or her name entered only once. Though the system does give a decided advantage to students with more points, as it was designed to do, it is still possible (and somewhat common) for students with no or few points to receive tickets to late season games. This aspect is most commonly debated leading up to the yearly home game against Duke, when an abnormally high amount of students request tickets, and it is not uncommon for students who have attended every home game to lose the lottery while students who have attended no games win a ticket. "Scan and Leave" As a result of the advantages students gain by attending games early in the season against typically underwhelming non-conference opponents, a phenomenon developed known among students as "scanning and leaving." In order to receive a loyalty point, a student must do three things: request a ticket online, claim it (if selected in the lottery) and, finally, present their ticket and student ID at the entrance to Comcast Center to be scanned and authenticated. Once the student's ticket is scanned and he or she is allowed into the game, the ticketing system awards the student a loyalty point. The student is then free to leave the game whenever he or she pleases. As a result, many "diehard" fans complain that a significant number of students "scan and leave" games, even well-attended conference games, as a means of building up loyalty points for games later in the season with a greater degree of perceived significance and/or a higher chance of demand exceeding supply.