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The purpose of this study was to examine the relationship between general market demands and consumption levels of professional sport consumers. This study was accomplished through: (a) validating the theoretical constructs of general market demand variables by conducting a confirmatory factor analysis, (b) examining the predictability of general m...
Contexts in source publication
Context 1
... the market demand variables were subject to a CFA, detailed descriptive statistics were calculated ( Table 2). Out of the 12 variables, 10 were significantly (p < .05) ...
Context 2
... Consideration is composed of three items (ticket price, choice of substitution entertainment forms, entire cost of event for the individual or a group/family), and was predictive of two of the four game consumption factors (Traditional Sports and TV Hockey Events). Yet, the mean scores of the Economic Consideration items were the lowest among all items (see Table 2), which were inconsistent with previous research findings that ticket price, substitute forms of entertainment, and competition from other sport events were negatively related to game consumption (e.g., Baade & Tiehen, 1990;Hansen & Gauthier, 1989;Siegfried & Eisenberg, 1980;). The findings may have been influenced by the following reasons: (a) Game Attractiveness was found to be the strongest predictive factor of game consumption and thus it is the primary product element. ...
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Citations
... Accordingly, 104 by understanding how consumers evaluate the adequacy and importance of an event's 105 attributes, sport organizations can align their offerings to meet consumer expectations 106 and drive behavioral intentions (Luo et al., 2021;Qian et al., 2023). Scholars have 107 extensively studied market demand in various contexts and consistently identified 108 influential attributes (i.e., market demand factors), including game attractiveness, 109 schedule convenience, and venue quality (Byon et al., 2010;Zhang et al., 2003). 110 ...
The burgeoning reach of the metaverse has introduced new opportunities for the sport industry. As live sporting events are increasingly being streamed in the metaverse, both industry practitioners and academics face a pivotal question: Which attributes of these digitally mediated events appeal to consumers? We address this question in two phases, from a market demand perspective. In the initial qualitative phase, we conducted an extensive literature review, semi-structured interviews, and netnographic analysis to propose a hierarchical conceptualization of market demand for metaverse-based live sporting events. The conceptualization comprises three higher-order market demand dimensions: traditional core sport demand, VR engagement demand, and metaverse experience demand—each of which comprises four lower-order, more concrete market demand factors. In the subsequent quantitative phase, we analyzed 616 questionnaire responses from metaverse spectators using partial least squares structural equation modeling (PLS-SEM). The structural model results indicated that all three higher-order market demand dimensions significantly influenced metaverse spectators’ future attendance intentions, with consumer satisfaction as a partial mediator. An Importance-Performance Map Analysis (IPMA) revealed that virtual interactions were the most important market demand factor in affecting attendance intentions. Our results augment the theoretical understanding of the market demand concept and its functional mechanism in an emerging metaverse context.
... We incorporate age, gender, and addictive media variables in our analysis because previous research has demonstrated their association with changes in individual behavior. For instance, these variables have been found to influence choices of transportation mode (Bernetti et al., 2008), disease prevention strategies (Mavi et al., 2021), responses to Covid-19 (Mondal et al., 2021), environmental attitudes (Sargisson et al., 2020), physical fitness levels (Anderson et al., 2016), lifestyle patterns (Páscoa et al., 2021), and preferences for specific types of exercise (Zhang et al., 2003). ...
This study explores the complex relationship between brand popularity, media exposure, curiosity, fear of missing out, and consumers’ information-seeking behaviour on digital platforms. Negative and controversial news sometimes actually makes a brand increase in popularity. This phenomenon is known as the Streisand Effect. With a sample of 358 smartphone users in Indonesia, and utilizing a theory of planned behaviour (TPB) approach, we analyze how digital news content influences consumers’ perceptions and behaviour towards brands, primarily through increased information-seeking behaviour. Partial-Least-Squares Structural Equation Modelling and Importance-Performance Analysis (IMPA) were used to analyze the data. Our findings show a significant correlation between information-seeking behaviour and brand popularity, underscoring the impact of digital news content in shaping individual preferences and behaviours. Positive news, negative news, and controversial news, respectively, have different influences on each relationship. This research contributes to a deeper understanding of the role of media in brand management and offers insights for marketers looking to utilize digital platforms for brand enhancement. Future research could expand our study with additional variables.
... Blockchain technology and evolving fintech culture have the disruptive potential for many areas of life, including professional sports (Naraine, 2019;Carlsson-Wall & Newland, 2020;Yu, 2021;Zhang et al., 2003). Cryptocurrencies, NFTs, and smart contracts are beginning to find numerous applications in the sports industry and have the potential to drastically impact the entire sports ecosystem (Lv et al., 2022). ...
... Fans can benefit from the blockchain with new ways to experience and engage with the sport, which goes beyond professional sport consumption (Zhang et al., 2003). For example, blockchain technology can be used to create fan tokens that give fans voting rights on certain club decisions, such as player transfers and sponsorship deals. ...
Problem Statement: Blockchain technology and the emerging fintech culture have disruptive potential in many aspects of life, including professional sports. Cryptocurrencies, NFTs, and smart contracts begin to find multiple applications in the sports industry and have the potential to drastically impact the entire sports ecosystem. Approach: First, we define and describe important related constructs and explain the connections and relationships between them as part of the overall professional sports ecosystem. Second, we identify, describe, and classify the impact of emerging fintech and blockchain technologies on the sports ecosystem. Third, we discuss possible research directions and empirical, theoretical, and analytical perspectives for future Blockchain developments and applications in sports. Purpose: In this paper, we seek to identify and classify the impact of blockchain and fintech applications on the sports industry. In doing so, we refer to the stakeholder approach and the theory of technological determinism from a holistic perspective, trying to capture the whole picture. The paper also includes definitions and explanations of the main related concepts and their connections within the professional sports ecosystem. Results: To this end, this paper extends the literature on blockchain applications in professional sports on a global scale, by unpacking the full range of related constructs and insights in the form of a theoretical synthesis and describing the connections and interrelationships between them. It may be useful to a wide range of readers: sports managers, marketers, postgraduate students, and researchers. Conclusions: In summary, the use of blockchain, fintech, and NFTs has the potential to significantly impact the sports industry, and change the way stakeholders interact and do business within the sports ecosystem. These technologies have the potential to reshape values and change philosophies in the industry by opening new avenues for monetization and empowering athlete's rights and fan engagement.
... The push factor is the driving force that comes from the desire to satisfy personal needs and wishes. Pull factors, on the other hand, tend to represent attributes of products or services offered to consumers by the external environment (Braunstein et al., 2005;Zhang et al., 2003). Qian et al. (2020) explicitly categorized thirteen factors into push and pull in a study related to online eSports viewing. ...
As an emerging competition, eSports is currently receiving a growing amount of attention, but relatively little research has been conducted on the likelihood of offline watching. Using the push-pull theory, we propose and test a research model of fans’ perception-centered offline game-watching of eSports matches. Half of the
399 eSports fans we surveyed were from Korea (n = 200) and the other half were from China (n = 199).The results indicate that the entertainment atmosphere has the greatest impact on the intention to watch a match offline, followed by the intention to consume beforehand. There is no direct relationship between offline escapism and offline match-watching. In addition, the diverse personalities of fans affected the entertainment atmosphere and the intention to consume beforehand. This research has theoretical and practical implications for the growth of the eSports offline viewing and eSports tourism industries.
... Sports-and event-related products, which refer to forms of competition (10,13,37,38), club management (39), and attractiveness of event management (40), also impact the decision to participate in sports events. This is because sports-and event-related products play a part in enhancing participants' experiences, thereby facilitating their willingness to pay (13) and increasing the financial resources of sports events. ...
... One method to facilitate these efforts is to develop a systematic understanding of market demand for spectator sports (Byon et al., 2013;Zhang, 2015;Zhang et al., 2003). Researchers have defined market demand as consumers' assessment of the attributes of the core and peripheral services of a sporting event (Braunstein et al., 2005;M. ...
Although the concept of market demand has been extensively examined in the literature, most scholarly efforts have been devoted to understanding men's spectator sports. There is scant research that investigates market demand for women's spectator sports with a focus on gender dynamics. This study sought to fill that gap through developing a formative-formative hierarchical component model of core and peripheral market demand for a women's professional tennis event (the Wuhan Open) and examining their differing impacts on future attendance intentions based on gender. Results derived from the importance-performance map analysis (IPMA) indicated that the most important core market demand components were player quality and economic consideration. However, only women considered game schedule important, while only men deemed venue characteristics and peripheral services important. Our study highlights the necessity and merits of deciphering market demand for women's spectator sports in a more nuanced manner and contributes to the growing marketing literature on women's sports fandom. Managerially, we offer practical implications per the IPMA for more effective and efficient integration of marketing initiatives.
... The core product may also include other product extensions, including pregame or half-time shows. Market demand can also be explained as a cluster of pull factors that sport organizations can provide to new and returning customers (Zhang et al., 2003;Byon et al., 2010Byon et al., , 2013Cianfrone et al., 2015). Thus, market demand variables consist of core service quality factors. ...
... A positive relationship has been found between game promotion variables and game consumption (Baade and Tiehen, 1990;Zhang et al., 1995). Previous studies (Zhang et al., 1995(Zhang et al., , 2003 have reported that attendance at professional sports events is related positively to such promotion activities as advertising and direct mail/notification. A number of studies have also provided evidence of the relationship between various economic variables and game consumption (Bird, 1982;Baade and Tiehen, 1990;Zhang et al., 1997). ...
The purpose of this study was to empirically investigate the interrelationships between push and pull factors associated with the consumption of women’s professional basketball games. Multiple factors pertaining to sport consumers’ internal needs, identified as “push” factors, contain various intangible socio-psychological motivations representing an individual’s intrinsic desires that drive consumers toward certain goal-driven behaviors. On the other hand, “pull” factors, related to the supply side, refer to the different aspects of sport products the management of sport teams provides. It is imperative to obtain a better understanding of the push–pull interaction so that sport marketers can design their products to satisfy spectators’ expectations with different needs. Spectators (N = 628) attending WNBA games responded to an on-site survey. CFA was conducted to ensure the psychometric properties of the scales, which showed that the overall model fit the data well. A canonical correlation analysis was performed, and two significant functions were revealed by the dimension reduction analysis. The first function [F(40,2,683) = 4.49, p < 0.001]: I-Want-Everything-Consumer suggests that the market segment comprises individuals with multiple needs (ranged from 0.55 to 0.85) and expectations (ranged from 0.55 to 0.89), both of which need to be met simultaneously. Thus, sports marketers can satisfy WNBA consumers’ needs by enhancing the quality of tangible pull factors. The second function [F(28,2,222) = 2.38, p < 0.001]: Achievement-Seekers revealed that the consumers motivated by vicarious achievement (–0.59) expect game promotion (–0.55) rather than the quality of the opposing team (0.42), indicating that sport marketers should provide tailored promotional strategies to satisfy this segment of consumers. Specifically, the findings of this study can be used to segment consumers based upon fan motives (i.e., push factors) and position products accordingly by managing the controllable aspects of sport products (i.e., pull factors). This study provides empirical evidence of the relationship between WNBA consumers’ multiple needs and attributes associated with the WNBA core product.
... Sports-and event-related products, which refer to forms of competition (10,13,37,38), club management (39), and attractiveness of event management (40), also impact the decision to participate in sports events. This is because sports-and event-related products play a part in enhancing participants' experiences, thereby facilitating their willingness to pay (13) and increasing the financial resources of sports events. ...
Background. Many countries worldwide use sports events as a tool to stimulate both their national and local economies. To gain a competitive advantage, knowledge of sports event success is important not only for stakeholders but also for hosting countries. However, due to the diverse conceptualizations of event success, the knowledge of the issue is fragmented and there is a lack of comprehensive studies for scholars and event practitioners. Objectives. To fill this knowledge gap, this article aims to review the key success factors (KSFs) of sports events based on the resource-based view (RBV) theory. Methods. A systematic review is used to analyze the KSFs of sports event management. Results. Our findings from 42 peer-reviewed papers indicate that organizational and reputational resources seem to play the most critical roles in sports event management success. Conclusion. The conceptual framework representing the KSFs of sports event management based on the RBV theory is presented. Moreover, several themes for future research on this issue are also suggested.
... A breadth of research in sport management has focused on antecedents to market demand. This empirical work, occurring in professional, collegiate and participative sport has undoubtedly served as a useful guide for practitioners by elucidating how consumer-perceived influences and/or expectations toward service products are formed (Zhang, Lam, & Connaughton, 2003). Moreover, this line of work emphasized experiential elements both directly and indirectly associated with the core sport products that affect attendees' conative loyalty. ...
The newly coined ‘sport-cation' nature of youth sport is multifaceted, complex and under-researched. Given the scholars’ desire to provide actionable implications to sport practitioners, it was necessary to examine the complementary roles that the tourism attractions, sport event elements and customer service encounters play in achieving memorable experiences for youth sport consumers. To ensure the generalizability of the study’s findings, 7399 responses were captured from coaches and parents attending travel events representing volleyball, softball, baseball and lacrosse. Results from structural equation modeling reveal key touchpoints and organizational tactics that directly and indirectly influence goals spectators’, event practitioners’ and destination marketers’ hope to realize through youth sport (i.e. event satisfaction, word-of-mouth and repeat visit). For instance, attendees identified lodging experience, tournament format and destination amenities as experiential elements most germane to the service marketing mix. For sport organizations, findings underscore the importance of cocreation, relying upon community support and recommendation when designing and executing a youth sport travel event.
... For instance, ever-increasing alternative entertainment options in a crowded marketplace are threatening its profitability and sustainability (Gong et al., 2015;Qian et al., 2017;Zhang et al., 2018). The imperative exists for event managers and researchers to understand the market demand for hallmark sporting events to improve marketing communication, enhance the event experience, and identify key elements of spectators' decision-making processes (Braunstein et al., 2005;Byon et al., 2013;Watanabe et al., 2020;Zhang et al., 2003). For spectator sports, market demand pertains to consumers' evaluations of the features and attributes of a sport game, event or tournament (Byon et al., 2010(Byon et al., , 2013Qian et al., 2020a). ...
... Review of the literature Core and peripheral market demand In the sport marketing literature, market demand is defined as consumers' perceptions of sport products or service performances and subsequent willingness to purchase based on their expectations of how those sport products or services can satisfy their needs (Byon et al., 2010(Byon et al., , 2013Zhang et al., 2003). It is formulated by a multitude of attitudinal constructs that represent multilayered, quality-related judgments of a sport product or service. ...
... It is formulated by a multitude of attitudinal constructs that represent multilayered, quality-related judgments of a sport product or service. (Byon et al., 2013;Zhang et al., 1995Zhang et al., , 2003Zhang et al., , 2006. Over the past three decades, researchers have made significant strides in identifying dimensions of market demand associated with sporting events. ...
Purpose
The current study was designed to (1) identify core and peripheral market demand for a recurring hallmark sporting event, testing their impact on event identification and behavioral intentions; and to (2) explore the effect of core and peripheral market demand on event identification between first-time and repeat spectators.
Design/methodology/approach
Research participants ( N = 540) were spectators at the Shanghai Masters over a span of seven days. Data were analyzed using partial least squares structural equation modeling (PLS-SEM) and partial least squares multi-group analysis (PLS-MGA).
Findings
Significant, positive relationships were found between core market demand and event identification, and between core market demand and behavioral intentions. In contrast, peripheral market demand only had significant, positive effect on event identification; however, findings revealed that event identification fully mediated the relationships between peripheral market demand and behavioral intentions. Additionally, the effect of peripheral market demand on event identification was greater among first-time spectators than repeat spectators.
Originality/value
This study contributed to the application of PLS-SEM in sport management research by adopting a formative-formative hierarchical component model (HCM) to address the prevailing measurement model misspecification of market demand constructs. The findings highlighted the merits of promoting market demand associated with recurring hallmark sporting events and the importance of enhancing event identification through differential market penetration schemes across different spectator groups.