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G OCTOBER 2006 G VOLUME EIGHT NUMBER ONE Inter national Jour nal of Spor

ts & Sponsorship International Journal of Marketing & Sponsorship

Broadcasting, technology and the media

Interview Research Papers with Bjørn Taalesen Willingness to pay for soccer reports on Sports Editor TV 2, Norway 11 the internet 16 An exploration of motives in G GGGGG video gaming 34 Case Studies Forecasting the importance of media Moneyball as a supervening necessity for the adoption of player tracking technology in sport: the case of the technology in professional hockey 47 televised product in 82 G

OCTOBER 2006 Analysing the effects of Considering entertainment-games websites in type and antecedents on attitude sports marketing: the case of Stick 98 towards advertising in sport 62

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International Journal of Sports Marketing & Sponsorship

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G OCTOBER 2006 G International Journal of Sports Marketing & Sponsorship

Contents

Editorial board 4 Interview

GGGGGG Introduction 5 Bjørn Taalesen, Sports Editor TV 2, Norway

GGGGGG Knut Helland Editorial 6

GGGGGG On football rights and striking a balance in CONTENTS broadcasting between journalism and marketing Abstracts 7 G GGGGG 11 Editorial policy 9 GGGGGG

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“If predicting the nature of Research paper technological change is the Willingness to pay for soccer reports on the internet most important challenge Sven Theysohn we face, then identifying The potential for developing club revenue using how we can engage with match streaming services and video highlight reports technology for the benefit to market games worldwide of sport has to be next 16

up on the list” GGGGGG Simon Chadwick, Editor 6 G G G G G G Research paper

An exploration of motives in sport video gaming Yongjae Kim Stephen D. Ross Players in the virtual environment – motivation of fans, gender differences, marketing potential and future research opportunities

34

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International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G

Research paper Case study

Moneyball as a supervening necessity for the Forecasting the importance of media technology in CONTENTS adoption of player tracking technology in sport: the case of the televised ice hockey product professional hockey in Canada Daniel S. Mason Norm O’Reilly Ryan Rahinel The viability of tracking technology for statistical Which of five key technologies will have the greatest analyses for use in media content development, impact upon the televised ice hockey product? coaching enhancement and Moneyball management 82 47 GGGGGG

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Case study

Research paper Considering entertainment-games websites in sports marketing: the case of Stick Cricket Analysing the effects of advertising type and antecedents on attitude towards advertising in sport Paul Kitchin Gregg Bennett Mauricio Ferreira Should games sites be viewed as sporting properties? Yosuke Tsuji Ron Siders Beth Cianfrone What the sports marketing industry can learn from a portal that has 2 million unique visitors per month Comparison of television commercials and virtual advertising in a sports broadcast setting 98 62 G GGGGG

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Back issues

A limited stock of printed back issues is available from the publisher. Back issues in electronic format are also available from the Journal archive at www.imrpublications.com

G OCTOBER 2006 G International Journal of Sports Marketing & Sponsorship 3

Editorial board

Editor

Dr Simon Chadwick Clore Management Centre, Birkbeck College, University of London, Malet Street, London WC1E 7HX, UK Tel: +44 (0) 20 7079 0802 Fax: +44 (0) 20 7631 6769 Email: [email protected]

Editorial board Dr Paolo Guenzi Mike Reynolds Bocconi University, Sportsmatch, UK EDITORIAL BOARD [email protected] [email protected] Dr John Amis Memphis University, US Adrian Hitchin Dr André Richelieu [email protected] SponsorMetrix Ltd, UK Laval University, Canada [email protected] [email protected] Dr Cheri Bradish Brock University, Canada Martin Horn Dr Dennis Sandler [email protected] DDB Needham, US Pace University, US [email protected] [email protected] Dr Sue Bridgewater Warwick Business School, UK Professor Hooi Den Huan Dr Nicola Sauer [email protected] Nanyang Technological University, University of Mannheim, Germany Singapore [email protected] Dr Laurence Chalip [email protected] University of Texas, US Professor Trevor Slack [email protected] Dr David Hudson University of Alberta, Canada De Montfort University, UK [email protected] Professor Dae Ryun Chang [email protected] Yonsei University, South Korea Professor David Snyder Dr Kimio Kase [email protected] State University of New York, US IESE Business School, Spain [email protected] Professor Bettina Cornwell [email protected] Dr Robert Sparks University of Queensland, Australia Professor Thierry Lardinoit University of British Columbia, Canada [email protected] ESSEC, France [email protected] Nigel Currie [email protected] Joint Chairman, The European Jamie Magraw Dr David Stotlar Sponsorship Association, UK Sweat the Assets, UK University of Northern Colorado, US [email protected] [email protected] [email protected] Professor Michel Desbordes Dr Heath McDonald Dr Linda Trenberth University Marc Bloch Deakin University, Australia Birkbeck College, University of London, UK Strasbourg, France [email protected] [email protected] [email protected] Professor Tony Meenaghan Dr Des Thwaites Svend Elkjaer University College Dublin, Ireland University of , UK Sport Marketing Network, UK [email protected] [email protected] [email protected] Charles Nixon Professor Herbert Woratschek Dr Francis Farrelly Cambridge Marketing Colleges/ University of Bayreuth, Germany Monash University, Australia Chartered Institute of Marketing, UK [email protected] [email protected] [email protected] Nigel Geach Dr Frank Pons Sports Marketing Surveys, UK University of San Diego, US Books editor [email protected] [email protected] Professor Stephen Greyser Dr Pascale Quester Dr John Beech Harvard Business School, US University of Adelaide, Australia Coventry University, UK [email protected] [email protected] [email protected]

4 International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G

Introduction

Broadcasting, technology and the media

By Guest Editor Associate Professor Harry Arne Solberg Trondheim Business School,

Sør-Trøndelag University College, Norway INTRODUCTION Email: [email protected]

It has been a pleasure to edit this issue of the Journal more traditional uses of the media. Research on broadcasting, technology and the media, and I opportunities and managerial implications for using would like to thank Paul Turner and the 27 reviewers video games in developing a more creative and who helped me in bringing this special edition to interactive communication tool are discussed. publication. The third paper explores the development of tracking Many papers were submitted – and several technology in ice hockey, and considers the social resubmitted – and we have increased the number of pressures affecting the successful adoption and use of papers published to six to reflect the quality of the this technology. Mason argues that the emergence of work we received. Moneyball management, where statistical analyses of The edition starts with an interview with data are used to evaluate team and player Bjørn Taalesen, Sports Editor of TV 2, a Norwegian performance, has created a new opportunity for the commercial public service broadcaster. The discussion use of tracking technology in the sport. focuses on the relations between attractive sports The effects of advertising type and antecedents of rights, marketing and journalism, and examines how attitude towards advertising in general are investigated football rights are challenging economic interests on by Bennett, Ferreira, Tsuji, Siders and Cianfrone. the one hand and public service ideals on the other. Results indicate that individual responses to The first paper, by Theysohn, provides insight into advertising vary according to whether an ad appears the willingness to pay for soccer reports on the on television or is virtual, and that response is internet as well as segment-specific product design dependent on location. preferences of fans from several soccer clubs in O’Reilly & Rahinel’s paper is a case study of Germany. The study concludes that the as-yet Canadian ice hockey, examining which of five key undeveloped market of soccer action reports via the media technologies will have the greatest impact on internet can be viewed as a promising instrument for the televised hockey product. The study reveals that professional soccer clubs to reach potential and High Definition television has the potential to affect ice existing consumers worldwide, to enhance their hockey strongly, in terms of both production and marketing strategies and generate new income. consumption. The paper by Kim and Ross assesses the The final paper is a case study related to cricket. It motivational dimensions underlying sport video explores the ability of entertainment-games websites to gaming. Motivations identified include knowledge attract and retain potentially valuable segments of application, identification with the sport, fantasy, consumers. Kitchin highlights key issues for sports competition, entertainment, social interaction and organisations seeking to promote online products and diversion. Results suggest that the pattern of video provides recommendations on website management game use for sport is more purposeful and active than for organisations involved in sport.

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Editorial

Technology and the future of sport

In a recent survey of sports marketing trends, thinkers in the field are already beginning to address respondents were asked: “What do you think will be how new technology will impact on various sports. the biggest challenge facing sport marketers in five What is equally impressive about this work is that they years’ time?”1 Whether they were managers, rights are clearly trying to conceive of how change will be holders, property owners or academics, their answer beneficial to sport and add value to the consumer was, without exception, changes in technology. experience. If predicting the nature of technological In some ways this is not so surprising: the pace of change is the most important challenge we face, then technological change is arguably more rapid than ever identifying how we can engage with technology for the before and its impact and spread is generally and benefit of sport has to be next up on the list. globally pervasive. But think again. Sports marketing The debate about the proliferation of and EDITORIAL is a relatively new discipline and many organisations the convergence of technology has become are still getting to grips with what it means for them. increasingly relevant over the last few years. To an No doubt some will still be grappling with the extent the papers appearing in this edition emphasise intricacies of segmentation and positioning in five the technical aspects of change. But let’s not forget years’ time. So the preoccupation with changing that for every technologically generated space, there technology is not so obvious or inevitable, my point will inevitably be a need for content. Quite whether in being that no matter where we are in our 2011 we will all still be watching motor understanding of sports marketing, we recognise that racing on television at home on a Sunday afternoon in we will not be able to resist what is coming our way. June is an interesting point. Similarly, will our dash to Nevertheless, just as many of us would have the newspaper kiosk every morning for our daily dose struggled five years ago to predict the iPod revolution of the latest sports news be consigned to the past? (or, for that matter, the Walkman revolution back in the Technological change throughout the ages has been late ), knowing just what is going to be accompanied by grand claims, myths and whimsy. happening in 2011 in sports marketing is a challenge Whatever the outcomes, I hope this special edition of for us all. There will be some enlightened individuals the Journal prompts a debate about when, where and among us who will foresee developments, and how new technology will impact on sport. Of course it marketing is replete with prophecies of individuals is also to be hoped that it will help sport to improve using integrated handsets to access what we currently and that sports marketers view impending (parochially?) call ‘the internet’, ‘mobile phone services’ developments as opportunities rather than as change and ‘podcasts’. Who knows if these will be right? But for change’s sake. Most important of all, I hope we are for most of us, reading market signals, observing all still around in 2011 to appreciate how resonant changes in technology and devising creative ways of the research appearing here has become. using the technology will be our main challenges. It is pleasing to see that authors who submitted papers to this special edition of the Journal are already preparing for the future. It would probably have been easier for many of them to ‘take stock’ of what is currently happening or what has gone before. Yet such is the dynamism of sports marketing that leading Simon Chadwick

1 ‘Current Issues and Future Challenges in Sport Marketing’, Birkbeck Sport Business Centre.

6 International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G

Abstracts

Interview with Bjørn Taalesen, Sports Editor TV 2 entertainment, social interaction and diversion. The results also suggest that the pattern of sport video Bjørn Taalesen is responsible for TV 2 sports media game use is more purposeful and active than uses of rights and is the Editor of TV 2 sports news formats, more traditional media. Future research opportunities including TV 2 Sporten. His double role means that and managerial implications for using video games in opportunities knock. Taalesen is in a position to developing a more creative and interactive promote his own media sports rights in journalistic communication tool are also discussed. formats and thereby make a strong promotional instrument out of journalism. How does TV 2 promote its own sports rights? And how does it deal with Moneyball as a supervening necessity for the promotional interests on the one hand, and publicist adoption of player tracking technology in ideals on the other? professional hockey ABSTRACTS

Daniel S. Mason Willingness to pay for soccer reports on Sports leagues and media providers are constantly the internet seeking new ways of improving the consumption experience of viewers. Several new technologies have Sven Theysohn arrived in the industry, but many have not proved Global reach, together with rapidly increasing financially viable. Among these new technologies is broadband coverage, makes the internet a potentially tracking technology, used to augment television interesting channel for video highlights and coverage and for coaching enhancement. This has had full-match viewings. This study investigates the mixed results. In this paper I argue that the emergence willingness to pay as well as consumer preferences for of Moneyball management practices in sport have report designs to derive marketing implications for created the supervening necessity (Winston, 1998) soccer clubs. Survey results from more than 12,000 required to drive demand for player tracking respondents supporting seven soccer clubs in the technology in ice hockey. This technology is able to German first and second divisions underline the collect the data necessary to implement statistical potential of this new distribution channel in finding a analyses comparable to those used in professional high average willingness to pay. to cover media enhancement, coaching enhancement and Moneyball management.

An exploration of motives in sport video gaming Analysing the effects of advertising type and Yongjae Kim antecedents on attitude towards advertising in sport Stephen D. Ross This study examined motivational dimensions Gregg Bennett Mauricio Ferreira Yosuke Tsuji Ron Siders Beth Cianfrone underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups This paper examines the effects of advertising type and confirmatory factor analysis. Through a rigorous and antecedents of attitude towards advertising in scale development procedure, seven motivation general (AG) on individuals’ responses to advertising dimensions were identified – knowledge application, in a sports broadcast setting. Both AG antecedents identification with sport, fantasy, competition, and advertising type were assessed using

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Abstracts

Brackett & Carr’s (2001) model. Our results indicate Considering entertainment-games websites in that individual responses to advertising vary according sports marketing: the case of Stick Cricket to the type of advertising (television commercials, virtual ads by location). Paul Kitchin Stick Cricket is a website visited by more than 2 million unique users every month, with each user averaging more than 20 minutes per visit. The website Forecasting the importance of media technology in is positioned outside the sporting website category by sport: the case of the televised ice hockey product internet research firms, and this oversight does not in Canada consider the valuable consumer segments that these Norm O’Reilly types of websites may hold. This case study describes Ryan Rahinel the business decisions of the Stick Cricket developers in taking a flash-based computer game and creating a Although literature exists that profiles the effects of website that has been transformed into a sporting technology on sport, there has been little exploration portal. The factors that contribute to this success are ABSTRACTS into the specific effects of media technologies. This discussed and provide useful tips for website case study contributes to the existing literature on the developers and sports marketers. convergence of technology and sport by examining which of five key media technologies will have the greatest impact upon the televised ice hockey product. The results demonstrate the importance of forecasting media technology in sport.

8 International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G

Editorial policy

The Journal welcomes the submission of academic involved in the sports marketing and/or sponsorship and practitioner research papers, articles, case industries. Articles that detail results of original work are studies, interviews and book reviews. Submissions accorded high priority. The Journal also invites reports should aim to educate and inform and should ideally on new or revised business techniques, perspectives on focus on a specific area that is pertinent to the contemporary issues and results of surveys. subject matter of the Journal, as detailed below. Case studies and reviews of books and/or reports In all instances, the editorial team seeks to publish are welcomed. For these, we request that copies of the submissions that clearly add value to theory and/or book/report be sent to the Editor and to the Publisher. practice in sports marketing and sponsorship. Research articles should be well grounded conceptually and theoretically, and methodologically sound. Qualitative and quantitative pieces of research Aims and scope are equally appropriate. The Editor is willing to discuss and advise on The mission of the Journal is to bring together proposed projects. This is no guarantee of publication. EDITORIAL POLICY academics and practitioners in one forum, with the intent of furthering knowledge and understanding of Submissions are double-blind peer reviewed according sports marketing and sponsorship. The Journal to the following general criteria: interprets sports marketing and sponsorship broadly, to include: G clarity and content of the abstract G problem or issue definition and justification G fans and customers G relevance and rigour of literature review G individual performers and endorsers G credibility, appropriateness and relevance of research G teams and clubs methodology and in the reporting of results G leagues and competitions G quality and relevance of conclusions and G events and stadia recommendations G sponsors and properties G value added by the submission to academic and G retailers and merchandisers practitioner understanding of sports marketing. G suppliers and intermediaries G broadcasters and the media G governing bodies and representative associations Format and style G places, spaces and cities G economic and social development initiatives Research articles should normally be no less than G magazines, newspapers and websites 4,000 and no more than 8,000 words. G betting and gambling services Case studies of no less than 2,500 and no more than G sportswear manufacturers 5,000 words should be objective rather than G gaming and collecting. promotional and should follow the following format: Background/ Objectives/ Implementation/ Results/ We encourage submissions from a wide variety of Conclusion. Interviews are welcomed, but should be perspectives, including marketing, all areas of discussed with the Editor. Book reviews should management, economics, politics, history, sociology, normally be less than 1,500 words. psychology, cultural studies and anthropology. Each article submitted for consideration should All articles should be written primarily to inform include an executive summary of up to 300 words, academics and practitioners directly or indirectly which gives a flavour of the article and includes the

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Editorial policy

Submissions format rationale for the study, methods used, key findings, conclusions and value added. A shorter abstract, of no Page 1 G Title of the submission more than 100 words, must also be included. G Author(s) name(s), affiliation, postal Footnotes and endnotes may be used but only address, email, telephone and fax where appropriate and as sparingly as possible. G Up to six keywords Tables, charts, diagrams and figures should be in G Specify: academic/practitioner paper black and white and placed on separate pages at the G Biography of author(s) (50 words) end of the manuscript. Authors must indicate in the main body of the text approximately where each table, Page 2 G Title of the submission chart, diagram or figure should appear. G Executive summary (300 words) Jargon should be kept to a minimum, with technical G Abstract (100 words) language and acronyms always clearly defined. G Author details MUST NOT appear The accuracy of references is the responsibility of Page 3 G Title of submission; begin main text. the author(s). Authors should refer to the Journal for style or use the Harvard system of referencing found For more specific style questions, please consult at: http://library.curtin.edu.au/referencing/harvard.pdf either a recent edition of the Journal or the Editor. EDITORIAL POLICY

Submissions protocol Based upon reviewer comments, the Editor will make one of four decisions: Submissions should be sent as Word documents by email directly to the Editor. If this is not possible, three G that the submission should be accepted for copies of the manuscript should be sent by regular publication without amendments mail with a copy on CD (preferably) or computer disc. G that the submission should be accepted for Authors should submit their manuscripts with publication subject to minor amendments a covering letter. Receipt of submissions is no G that the submission should be returned to the guarantee of publication. Submission of a paper to author(s) with recommendations for major changes the Journal implies agreement of the author(s) that before publication is considered again copyright rests with International Marketing Reports G that the submission should be rejected. Ltd if and when a paper is published. The copyright covers exclusive rights to reproduce and distribute Submissions accepted for publication will normally be the paper. scheduled to appear within 12 months of the author The Journal will not accept submissions under receiving written confirmation of acceptance from the review with other publications. If the manuscript is Editor. Rejected manuscripts will not be returned. previously published or copyrighted elsewhere, specific permission must be obtained from the Dr Simon Chadwick, Editor Publisher before submission and the Editor of the International Journal of Sports Marketing & Sponsorship Journal must be informed. Clore Management Centre All research papers submitted will be double-blind Birkbeck College, University of London peer reviewed. Authors will normally receive an Malet Street, London WC1E 7HX, UK assessment from the reviewers within six to 12 weeks. Tel: +44 (0) 20 7079 0802 The Publisher reserves the right to sub edit Fax: +44 (0) 20 7631 6769 submissions for accuracy and consistency of style. Email: [email protected]

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Football, sports rights, marketing and journalism Interview with Bjørn Taalesen, Sports Editor TV 2, Norway

Knut Helland Professor of Media Studies, Department of Information Science and Media Studies, University of Bergen, Norway INTER VIEW In 2005 the Norwegian Football Association (NFF) sold its media rights for domestic football to TV 2 and the Norwegian Canal Digital for 1 billion NOK (€127 million) for the period 2006-09. The annual value of this deal was increased by 300-400% over previous agreements, and in a country of 4.4 million inhabitants, the cost of these media rights is therefore breathtaking. This acquisition of football rights is part of a media battle for future within the TV and internet markets; in particular within the new digital terrestrial broadcasting net (from 2009) and for digital satellite platforms. Sports Editor Bjørn Taalesen is responsible for TV 2 KH: It has been claimed by TV 2, the NFF and the sports media rights and is the Editor of TV 2 sports football clubs themselves that TV 2 is “the best news formats, including TV 2 Sporten [TV 2 Sport]. sponsor of football”. What does this mean from a This double role means that opportunities knock. marketing perspective? Taalesen is in a position to promote his own media sports rights in journalistic formats and thereby make BT: We are the largest sponsor of Norwegian football a strong promotional instrument out of journalism. in terms of revenue for the Norwegian Football How does TV 2 promote its sports rights? And how Association. This means that we are in a position to does it deal with promotional interests on the one determine the degree to which general sponsors hand and publicist ideals on the other? These are receive on-air . Commercial sports sponsors core issues in the relationship between marketing will often measure their contract according to on-air and journalism. exposure, and thereby are able to document the value

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Interview with Bjørn Taalesen

of their sponsorship. It goes without saying that a TV BT: Building profiles is an important feature, as it is in company that occupies the position of largest sponsor all aspects of the TV sports business. We advise clubs, retains a rather unique opportunity to substantiate the club administrators and players and try to make them value of its contract. The more Norwegian football understand our needs – and consequently how our there is on TV, the bigger the commercial value. That’s needs also help serve their interests. It seems now not bad from a marketing perspective! that more and more clubs understand that a television I believe the effect of such an extensive television contract is only valuable if both the TV channel and deal requires a professionalisation of the clubs. TV 2 the clubs themselves feel it’s beneficial to them. has made specific demands of the clubs and their Everyone knows that this is a consequential aspect, players with regard to what we expect in terms of not least when the contract is to be renegotiated in involvement and appearance. An inherent supposition three to four years. TV 2 has held many seminars and is that football makes itself available – in other words meetings with the clubs; it collaborates extensively that it makes itself available for TV 2. This entails, for with Norwegian Top Football (NTF) – both prior to and instance, that we demand that they are available for during the season – and also performs regular interviews in connection with televised games. evaluations with the organisation. A mutually beneficial television deal increases the chances of KH: How is the football deal working out? closing an equally beneficial deal in the future. VIEW BT: Even though we are still in the early stages, I can KH: How important is journalism as a promotional

INTER honestly say that our experience so far has been tool? To what extent is your sports journalism exciting and very positive. This entire contract has ‘formatted’ as , for example to promote elevated TV 2 as an organisation and has accelerated future matches? a great deal of internal developments. The way in which we have taken on the challenges of web-TV, BT: There is a connection between television rights mobile phone technology and the integration of and the editorial agenda – just as there is a different platforms, and made all these features connection between the television agenda and the function together as a whole, has been surprising. newspaper agenda. When you own rights you also Without this football contract it would have taken TV 2 have access – this is something that influences your a lot longer to get to where we are today. On top of journalistic choices. You’ll find the best commercial this we have established a new [sports and entertain- results for pay-TV channels where these are linked to ment] TV channel – TV 2 Zebra – in the market at mother-stations that can add promotional value. This record . Thanks to football, our developments is the case in Norway as it is everywhere else. have been sensational to a degree that is really The question is how to present your material. You unheard of in the television world. On many of these may go by traditional news values, which I think is a platforms – not least TV 2 Zebra – football and the set of criteria everyone can understand. However, it contract itself have become the primary selling point. shouldn’t be difficult to understand why we choose to Without it, TV 2 would not have had the necessary devote more time and attention to coverage where we marketing tools for carrying out these developments. own the broadcasting rights. When we had the rights to broadcast the English Premier League, we spent a KH: How important are ‘football profiles’ for the lot of time in England. A Norwegian footballer couldn’t coverage, and how are these promoted? Has TV 2 so much as sneeze without us doing a story. That advised players and managers on how to deal with threshold is different now. It changes constantly. In my the TV medium? opinion this is something that applies not just to us,

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Interview with Bjørn Taalesen

sports journalism. Today, serious newspapers The everyday job is to serve the news administer dieting clubs via the internet – with readers agenda. The news agenda is not as members – occasionally presenting this as always unambiguous, but rather important journalistic issues in the print version. Could it be that marketing interests also have some influence created by the media itself. This does in other areas besides sport? not only apply to sports journalism For my own part, I feel OK about not being part of the daily news wheel – the sports wheel is driven by its own journalistic hub. Yet owning sports rights means you automatically raise considerable attention for topics relevant to these rights. You become so commercial in your thinking that you inevitably create most of your contacts within this environment; you spend most of your time there and you devote most of because I see the same elsewhere. However, I’m not your energy in that direction. Journalism will always sure to what extent others are willing to admit to this. be affected by who you are and where you are.

In my opinion we might as well admit it. As a result, INTER the football agreement entails a further shift in focus. KH: From this perspective, what is the importance of VIEW Some may ask if this is even possible: “More convergence between different technological football?!” The news value bar is probably lower than platforms? ever when it comes to football. But we have invested in turning ourselves into the football channel – so BT: Many of the different platforms that surround us that’s what we’ll be. today are interconnected. Users don’t differentiate between them, and because of the new immediacy KH: How do you combine media rights with this environment offers, the media can only try to journalism in creating a strong commercial football deliver accordingly. Convergence has become a product? What are the consequences of this for your standard phrase, but it is now more valid than ever. sports news values? For many media houses, this phrase is the key to survival in tomorrow’s media world. BT: It would be commercial suicide not to use your own TV channel to promote your own sports rights. In KH: What challenges does self-promotion raise in the end it all boils down to your own credibility as a public relations terms? reporter and editor – as it does in all journalism. If you mess this up you have lost anyway. There are many BT: We can easily be accused of having experimented traps to fall into here but at the end of the day you are in different directions when it comes to managing measured on credibility. Journalism will always be these rights. It is easy to see some of the more tabloid about priorities – choosing between the many different angles we have used in this respect. What really events you are presented with every day. Therefore, matters is that our customers feel we are serving their yes, conflicts might arise between journalistic ideals needs rather than exactly how we are presenting the and commercial interests. But what are these ideals? material. The tender document for the Norwegian The everyday job is to serve the news agenda. The football transaction contained a number of demands news agenda is not always unambiguous, but rather that clearly touched on the editorial aspects of the created by the media itself. This does not only apply to football coverage. We could see that football agent

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Interview with Bjørn Taalesen

Rune Hauge1 not only had ambitions for making a large profit for himself, but also for acting as editor. UEFA, FIFA and the IOC have tried to Many of these demands were dispersed during add promotional material to TV rights negotiations and ended up having no practical and present it as editorial choice. In implications. But perhaps it should be questioned why these demands were even made in the first place. my opinion, this is a way of thinking Most of the discussion had to do with the extent of that will soon be history the television productions themselves. This was new to many in Norway, but wasn’t really as exceptional as was argued by Norwegian newspapers. Demands regarding the number of cameras used in a TV broadcast have just as much to do with the value of the product itself. The higher the production value, the better the product. Therefore, negotiations regarding KH: To what extent – and how – do the more such demands are also discussions on what kind of powerful actors try to influence TV 2 transmissions value you place on a product. and journalistic coverage of sport?

VIEW KH: Will we see closer co-operation between TV 2 BT: There have been examples of this. For instance, and the individual clubs to develop ‘club TV we’ve seen it happen in a sport where we no longer

INTER channels’? own the rights. Formula One is a classic example. ` We haven’t been much engaged in this field ` BT: We have seen examples of this emerging. This journalistically, but what little we have done has to a could be the result of further advancing our common large extent been limited by control exerted by the interests, and could benefit us both. sport itself. For instance, we were not allowed to shoot our own pictures even though we owned the rights. KH: There are several examples of ‘less attractive’ Furthermore, UEFA, FIFA and the IOC have tried to sports that might enhance coverage by generating a add promotional material to TV rights and present it as sponsored media product and thereby attracting editorial choice. In my opinion, this is a way of more media exposure. How does this work? thinking that will soon be history. Now we see the modern sports administrators focusing rather on the BT: I like to call it the wheel of commercialism, where more professional aspects of sports coverage. many parties come together in making it turn. Without Moreover, they have realised that adding knowledge of TV there would be less interest from sponsors – the media to their own organisations will render more without sponsor money there would be little progress – and better results. and without progress, less general interest. We must Today there is a clear tendency within Norwegian all adjust to this new reality and the same applies to football to invest in media knowledge. Just in the sport, even if that means some of the old traditions short period since signing the football contract the that are so cherished by many are discarded. clubs’ own organisation has expanded from one to six

1 Rune Hauge has been hired twice by the Norwegian Football Association to conduct the negotiations related to the Norwegian football deal. He has also had the role in twice. It was thanks to his skills that the Norwegian Football Association got the breathtaking sum of 1 billion NOK (€127 million) for the rights. Rune Hauge’s commission of this deal was 10%.

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Interview with Bjørn Taalesen

permanent employees – and they will be adding even Knut Helland is a Professor in the Department of more manpower to this area. All for the purpose of Information Science and Media Studies at the reinforcing the clubs’ professionalism, not least in University of Bergen. His two main areas of research regards to the media. Three of these staff members are relations between sport and the media, and news have extensive experience from working in the production and journalism. During the 2000 European Norwegian press. Championship for men (Euro 2000) he followed the Norwegian national team, studying source relations © 2006 International Marketing Reports between the media and the national team during the event. The study was published in the book Sport, medier og journalistikk [Sport, media and journalism]. Bibliographies TV 2 owns nearly all the rights to Norwegian football – Bjørn Taalesen has been the TV 2 Sports Editor since all league and cup football for men and women as 1995. His background is in sports reporting, and he well as international games played in Norway. TV 2 has worked for several Norwegian newspapers, also owns the rights to the FIFA World Cup in 2010 including the national number two tabloid, Dagbladet. and 2014. Additionally, TV 2 has acquired the rights

This year he published a ‘behind-the-scenes’ book to Norwegian and all international handball INTER about the process behind the 2005 Norwegian football championships up to and including 2010. Through VIEW contract: Milliardspillet [The Billion-Kroner Game]. the European Broadcasting Union, TV 2 also owns the rights to the Tour de France until 2008. TV 2 Sporten has an annual budget of close to 500 million NOK (€40 million).

G OCTOBER 2006 G International Journal of Sports Marketing & Sponsorship 15

Willingness to pay for soccer reports on the internet

Keywords willingness to pay soccer reports internet Choice-Based Conjoint Analysis broadcasting rights

Abstract

Global reach, together with rapidly increasing broadband coverage, makes the internet a potentially interesting distribution channel for video highlights and full-match viewings. This study investigates APER P Sven Theysohn willingness to pay as well as consumer preferences for Department of Electronic Commerce, Johann Wolfgang Goethe-University, type of report to derive marketing implications for Mertonstrasse 17, 60054 Frankfurt, Germany soccer clubs. Survey results from more than 12,000 Tel: +49 69 798 28862

RESEARCH respondents supporting seven soccer clubs in the Fax: +49 69 798 28973 Email: [email protected] German first and second divisions underline the potential of this new distribution channel in finding a Peer reviewed high average willingness to pay.

Executive summary

Professional soccer is truly an international sport. players, fans are becoming increasingly global in their Estimates suggest that there are more than support (Sportfive, 2004). Professional soccer clubs 240 million registered players worldwide, with fan are exploring more and more options to maximise their participation in the billions (Terrel et al, 2005). In income as they attempt to recruit and retain top turn, soccer is growing into a large business, with an players and succeed in this global industry. The largest estimated market size of €12 billion (Freedman, sources of income for clubs remain the sales of TV 2004). Fan support is focused primarily on the local rights, , advertisement and ticket sales ; however, through the success of (Deloitte, 2005). tournaments such as the Champions League and the The emergence of broadband access has made the UEFA Cup, as well as cross-border transfers of top internet a viable media channel for the distribution of

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WTP for soccer reports on the internet

video highlight reports. Improved technology combined Introduction with the increasing popularity of downloads and streaming services, as well as market acceptance of With more than 240 million registered players, paid-for content, could provide soccer clubs with a 300,000 registered clubs, and an estimated fan new instrument to market their games worldwide and participation in the billions, soccer is undeniably a open up a lucrative source of income (Frey, 2005). global sport. Under the governing Federation Yet while the technical and legal prerequisites for a Internationale de Football Association (FIFA), there are successful launch of video highlights and full-match 207 member associations, demonstrating the sport’s viewings on the internet already exist, it is not clear if global reach (Terrel et al, 2005). Although amateur consumers are willing to pay for such new products or players comprise the majority of soccer participants, if they would rather stay with long-established professional soccer is a big business with an annual alternatives in traditional media. turnover of approximately €12 billion (Freedman, To launch video reports on the internet successfully, 2004). soccer clubs need a clear understanding of consumer Europe remains the nucleus of the soccer industry, preferences for product design and acceptable generating nearly 80% of global soccer revenue levels. This study provides insight into the willingness (Freedman, 2004). Revenue from the top five to pay (WTP) for soccer reports on the internet and on European Leagues (England, France, Germany, Italy segment-specific product design preferences of fans and Spain) alone totalled 5.8 billion for the 2003-04 € RESEARCH from several soccer clubs in Germany. The analysis season. Yet experts agree that revenue growth over the comprises 12,619 web respondents for five first- short term for European soccer is shrinking. The league and two second-league clubs. Two methods, 2003-04 season exhibited the lowest growth figures P the Contingent Valuation approach and Choice-Based for all five leagues during the past decade. The APER Conjoint Analysis, were applied. German Bundesliga and French Ligue 1 saw a The results show a considerably high average WTP decrease in revenue to €1.058 billion and of €3.73 that is comparable to prices for similar €655 million respectively, a 5% drop for each over the streaming or download services on the internet as well previous season (Deloitte, 2005). Considering the as Pay TV sports report offerings and underline a enormous expenses associated with players’ wages general acceptance of the internet as a commercial and transfers, club owners and managers have a distribution channel for soccer reports. Interestingly, compelling reason to seek and maximise additional there is no significant difference between the WTP of sources of revenue for their clubs if they wish to consumers from first- and second-league teams. remain competitive. However, taking international fans into consideration, Advances in information technology have now the average WTP of international consumers is reached a level where the internet, with almost one substantially higher (€6.51). In a choice simulation billion users (Miniwatts International, 2005), is a with a full-game and a highlight report, 24% of feasible platform to offer access to full-game or respondents would purchase either one of the reports highlight reports to a broad audience. Moreover, the at a comparable price to potential substitutes. quick distribution of broadband as well as the growing Thus the yet undeveloped market of soccer reports popularity of paid content and particularly video via the internet can be viewed as a promising streaming services could turn soccer reports on the instrument for professional soccer clubs to reach both internet into a viable alternative to traditional media potential and existing consumers worldwide, to channels (Boumans, 2004; Point Topic, 2005). enhance their marketing strategies and to generate Consumers of internet soccer reports would benefit new income sources. from the ability to select preferred games independent

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WTP for soccer reports on the internet

of coverage and TV stations’ programming. Soccer could widen the financial gap between clubs at the clubs would benefit from being able to market their top and bottom of the table, which could in turn lead games not just domestically, but also towards to increasingly unbalanced competition (Haan et al, nationals abroad (work, study, holiday) and 2002). Furthermore, ongoing unexpected failure in the internationals who sympathise with a club through league and a resulting relegation could complicate the prominent players or other points of contact. For recovery of sunk costs. Therefore, the WTP among generating revenue outside direct payments from fans from first- and second-league teams is assessed. consumers, the internet offers soccer clubs the Second, potential product and pricing strategies for opportunity to augment existing sponsorships and the provision of soccer reports on the internet are partnerships or include commercials, product analysed. Since consumers are heterogeneous in their placements, advertising and other market placements. preferences, the identification of market segments It is now commonplace for professional soccer clubs could allow the application of product differentiation to to run a fan website with information about the team, serve consumer preferences better and skim additional players and matches as well as purchasing and consumer revenue. Additionally, differences in WTP merchandising options. The generally high traffic between national and international consumers are measured on these websites proves a broad investigated with regard to the adequacy of different acceptance of the internet as a marketing and sales product and pricing strategies. interface to the soccer fan (Sportfive, 2004). Despite many successful website launches, few APER

P clubs have started to sell video reports of their games Background on the internet (Kollmann & Häsel, 2006). The major reason to treat the provision of those reports with Soccer clubs can grant access to their games directly,

RESEARCH reserve can be seen in the unknown WTP of potential through admittance to the venue of the game, or consumers and the resulting uncertainty about indirectly, by broadcasting the game through various recovering costs (e.g. IT infrastructure, bandwidth, types of media. Granting access to a game constitutes report compilation) and generating revenue. Moreover, a major source of income, particularly for professional product questions arise since the new media channel soccer clubs. Other major sources of income such as differs in terms of both functionality and reach from advertising and merchandising are based on the existing TV soccer reports. concept of promoting, generating and satisfying fans’ The purpose of this paper is two-fold. First, the interest in a team, its players and its performance. The average WTP for soccer reports on the internet among ability of clubs to leverage such revenue streams potential consumers is investigated. Typically, digital therefore also depends on the visibility of games. products such as soccer reports on the internet are Thus, to maximise revenues from all major sources of characterised by high fixed and low variable costs, income, soccer clubs must adequately satisfy the making it difficult to apply traditional cost-based demand of fans to access games. pricing strategies. Thus, pricing strategies based on Existing literature has analysed extensively the consumers’ WTP are becoming more and more demand for live attendance at sporting events, with important and the knowledge of WTP is crucial for most studies investigating the impact on demand of each club to evaluate the profitability of such a the general social framework – socio-demographic and product. Additionally, the effect of league performance geographic conditions, the consumer’s interest in on consumers’ WTP is analysed. If WTP decreases consumption and economic aspects. Research on the with poor team performances in the league, the general social framework includes the analysis of the decentralised sales of game reports on the internet influence of historic, cultural and socio-psychological

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WTP for soccer reports on the internet

factors (Parlasca, 1993), as well as the success of prevented general acceptance of this hypothesis national teams, on the demand for games of the (Dawson & Downward, 2005). Moreover, recent domestic league (Bird, 1982; Simmons, 1996). studies consistently report that the outcome The relevance of socio-demographic and geographic uncertainty is overemphasised and overrated as a conditions to demand is examined comprehensively, determinant for demand (e.g. Szymanski, 2001; particularly in Anglo-American studies (Cairns et al, Forrest & Simmons, 2002). 1986). Major constructs analysed are market The focus of studies examining the influence of potential, age and gender (Hart et al, 1975; Cairns, economic aspects on demand has predominantly been 1987), as well as distance between home and away on price to access the stadium. Most studies find an team and travelling costs (Czarnitzki & Stadtmann, expected significant negative correlation between price 1999; Wilson & Sim, 1995). Most of the studies find and demand, but surprisingly the price elasticity is a positive correlation between market potential and often rather small (Bird, 1982; Borland, 1987; live attendance and a negative correlation between Szymanski & Smith, 1997). Analysing the impact of distance and live attendance. the individual income of sports fans, researchers find In the first major paper on consumers’ interest in a negative correlation between the level of income and consumption, Rottenberg makes the case that the demand for most sports events (Borland & Lye, 1992, attractiveness of a competition is based on outcome Welki & Zlatoper, 1994). Conversely, in respect of uncertainty, and hypothesises that competing teams soccer, there seems to be a positive correlation RESEARCH should be of approximately equal size (Rottenberg, (Baimbridge et al, 1996; Dobson & Goddard, 1996). 1956). Later authors have broken down the term As live attendance has capacity restrictions, while the uncertainty into three different parts: short-, medium- fan potential of professional soccer clubs is not limited P and long-term uncertainty of the outcome (Cairns et to numbers or regional boundaries, media channels APER al, 1986). Even though several researchers have provide a way to market soccer games to a broader further investigated the outcome uncertainty as a audience. Since the growth of private TV stations and determining factor for the demand, different the introduction of Pay TV, television broadcasts have measurement approaches and varying results have gained particular importance for fans seeking to access

TABLE 1 Interest and revenue for the top five leagues in Europe

LEAGUE

ENGLAND FRANCE GERMANY ITALY SPAIN POPULATION (MILLIONS)1 60.44 60.87 82.42 58.13 40.34 PEOPLE INTERESTED IN SOCCER (MILLIONS)2 28.40 33.03 50.11 40.88 26.50 TOTAL SEASON ATTENDANCE AT THE TOP SOCCER LEAGUE 03-04 12.87 8.12 11.55 9.80 10.79 (MILLIONS)3 TV HOUSEHOLDS 2004 (MILLIONS)4 24.59 21.98 36.35 21.25 n.a. TOTAL NUMBER OF PAY TV SUBSCRIPTIONS IN 2004 (MILLIONS)4 12.50 9.30 3.25 3.50 n.a. TOTAL REVENUE FOR CLUB SOCCER TV RIGHTS 03-04 (MILLIONS)4 710.00 393.00 295.00 482.00 n.a. TOTAL REVENUE OF THE TOP SOCCER LEAGUE 03-04 (MILLIONS)5 1970.00 650.00 1050.00 1150.00 953.00 n.a.= not available Sources: 1 Infoplease, 2006 2 Sportfive, 2004 3 European Football Statistics, 2006 4 Englisch et al, 2005 5 Deloitte, 2005

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WTP for soccer reports on the internet

soccer games and for clubs seeking to increase revenue Drever & McDonald (1981) obtain a negative (Hübl & Swieter, 2002). Consideration of the top five correlation for live TV broadcasts on live attendance, soccer leagues in Europe indicates that the main Kaempfer & Pacey (1986), Borland (1987) and others existing direct and indirect points of access, venue and obtain positive correlations. One of the first studies TV broadcasting, are well established and widely used. investigating the uncertainty of outcome hypothesis for An average of more than 10 million people per season consumers in relation to television broadcasts of per league attend games, while several millions have soccer games was carried out by Forrest, Simmons the chance to follow a game live or recorded on free and Buraimo for the English Premier League (Forrest TV or Pay TV (Table 1). et al, 2005). Based on recorded audience data from The importance of TV as a medium is demonstrated Sky Television for the period 1993-94 to 2001-02, by the fact that current sales of TV broadcasting rights the authors were able to show that match significance for soccer games constitute the most significant source and uncertainty of outcome have an influence on of income for soccer clubs, accounting on average for audience size. Furthermore, Roy (2004) points out approximately 45% of club revenue (Deloitte, 2005). that the duration of the product offering and the time Thus recent research has increasingly analysed the between the event and the broadcast has an influence demand for sports events on TV and inter- on the size of the TV audience. dependencies between live attendance and TV Through the advances in information technology broadcasting, with a focus on economic aspects described, the internet, with its independence of (Solberg, 2002; Gaustad, 2000; Boardman & coverage timing and programming as well as its APER

P Hargreaves-Heap, 1999), revenue models for greater reach, could soon function as an alternative to broadcasting (Amit & Zott, 2001) as well as soccer reports on TV. In addition, as a result of determinants of demand and broadcasting fees changes in the centralised distribution practices of

RESEARCH (Woratschek & Schafmeister, 2004; 2005). Moreover, media rights, the ability to provide soccer reports on empirical studies examine the influence of exogenous the internet offers new marketing opportunities for factors such as weekdays, public holidays, weather, each soccer club individually. special events (e.g. elections) and the consumer’s At the end of the , the European Commission ability to access TV throughout the day, on the found that the centralised distribution practices of demand for TV broadcasts (Woratschek & media rights for soccer games limited competition Schafmeister, 2004). horizontally and vertically and demanded the Research on the still-increasing competition among deregulation of European soccer broadcasting in the TV companies has found that the larger the number of near future (Günther-Eickstädt, 2005). Moreover, the Pay TV stations on the market, the greater the increase Commission is motivated to increase accessibility to in broadcasting fees (Solberg, 2002). In Europe, important sports events by making them available via particularly, soccer has been identified as the most new media (Frey, 2005). These EU goals and actions attractive sport on TV; it generates by far the highest have led to several packaged solutions in the national earnings through the distribution of TV rights. In a leagues, with major parts of the media rights still sold survey in Norway, Hammervold & Solberg (2006) centrally by the national soccer federation and other show that among all major sports, soccer has the parts sold directly through the clubs. For example, in a largest number of people willing to pay for a TV recent agreement between the European Commission broadcast. Results from studies exploring the influence and the German soccer league, the distribution of of TV broadcasts on live attendance produce some new media rights, including the marketing rights inconsistent results (Downward & Dawson, 2000). for full-match screenings via the internet, are owned Whereas, for example, Baimbridge et al (1995) and by the clubs from the 2006-07 season.

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WTP for soccer reports on the internet

Currently, Bundesliga clubs can offer highlights of Choice–Based Conjoint approach is then taken to home and away games on the internet 1.5 hours after examine consumer preferences for the report design the end of the game and a full-match report after 24 and segments in the market. The combination of the hours. Since July 2006, reports can be offered at any output from both approaches then allows the length on a non-exclusive basis immediately after the derivation of marketing implications regarding product end of a game (EU Commission, 2004). Three and pricing strategies. German first-league clubs (Bayern München, Borussia Dortmund and Bayer Leverkusen) already offer Contingent Valuation highlights of their games with additional content such The first published reference employing the Contingent as press conferences, interviews and information in Valuation approach is a paper by Ciriacy-Wantrup in paid content areas of their websites. They charge flat 1947 (Portney, 1994). In Contingent Valuation rates for monthly or yearly access to this content. approaches, consumers are asked directly to make a Additionally, a large German internet service provider buying decision for a product at a certain price purchased the rights for video soccer reports on the (Wertenbroch & Skiera, 2002) or, as applied in this internet for all first- and second-league games in the study, to state their WTP (Kalish & Nelson, 1991: 2004-05 and 2005-06 seasons. The product “Please indicate the maximum price you are willing to offerings included access to all highlight reports one pay for each offer”). The popularity of the Contingent hour after the game for 3.95 per month or highlights Valuation approach increased rapidly in the 1980s € RESEARCH of the top game 45 minutes after its conclusion for 99 and it is now considered a common tool in marketing cents (T-Online, 2005). research to derive pricing strategies across multiple While some internet offerings do already exist, most product spectrums (Hanemann, 1994). P soccer clubs in the German Bundesliga are yet to APER utilise the internet as an access point for their Choice-Based Conjoint Analysis matches. Thus this study for the first time analyses the Choice-Based Conjoint Analysis (CBC) was introduced demand for video soccer reports on the internet. in 1983 and is now one of the most popular market Consumers’ WTP and product preferences for such research procedures among practitioners as well as highlights and video replays of matches via the researchers to develop product strategies based on internet are estimated based on a survey among consumer preferences (Louviere & Woodworth, 1983; website users of seven clubs of the German Green et al, 2001). In CBC, as in real purchase Bundesliga. Additionally, segments in the market are situations, consumers can choose the preferred product identified to account for heterogeneity in consumer from a set of alternatives (choice set). The inclusion of preferences in the new global market and to derive a ‘no-purchase’ option in the choice set allows for the product differentiation strategies. consideration of a potential no-purchase decision of the consumer. The preference for one of the products or the no-purchase option results from a utility Methodology comparison among all alternatives in a choice set. CBC builds on the random utility theory (McFadden, The Contingent Valuation approach (Mitchell & 1974), which assumes that product utilities consist of Carson, 1989), as one of the most popular methods a deterministic and a random component, and to measure WTP (Voelckner, 2006), is employed to consumer choices can only be predicted with a certain investigate the amount of money consumers are probability. The deterministic component of the willing to pay for a soccer report. A Latent Class product utility can be derived as the sum of part-worth

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WTP for soccer reports on the internet

utilities from product-specific attributes and attribute xNP,i: dummy variable for the no-purchase option levels. Assuming a vector model for consumer in connection with product i, preferences for price levels and a part-worth model for Ca: index set of products in choice set a. attribute levels within all other attributes, it can be described as follows: Latent Class Choice-Based Conjoint Analysis The parameter estimation is conducted using a Latent (1) Class Choice-Based Conjoint Analysis to identify opportunities for product differentiation by accounting for heterogeneity in consumer preferences. Latent Class models assume a finite number of homogeneous where segments for consumers (Green et al, 1976). The uh,i: utility of product i for consumer h, allocation of consumers to segments is in contrast to h,j,m: parameter for the mth level of the jth Cluster Analysis probabilistic. Thus Latent Class attribute for consumer h, models simultaneously estimate utility parameters, h,Price: parameter for the attribute price for segment memberships for consumers and the relative consumer h ( h,Price< 0), size of the segments. xi,j,m: value of the mth level of the jth attribute of product i, (3) xi,Price: value of the attribute price at product i, APER

P H: index set of consumers, I: index set of products, J: index set of attributes without price,

RESEARCH Mj: index set of levels for the jth attribute. where L: likelihood function, Part-worth utilities for product attributes and attribute : relative size of segment s, levels can then be estimated, so that a predicted choice NP,h,s: parameter of the no-purchase option for – based on utilities for the products and the no-purchase consumer h if consumer h belongs to option in the choice set – best reflects a consumer’s segment s, actual choice. Assuming a Gumbel-distribution for the uh,s,i: utility of product i for consumer h if random utility component, the choice probability can be consumer h belongs to segment s, depicted as a multinomial Logit model. dh,i,a: binary variable for the choice of the ith product from the ath choice set of (2) consumer h, A: index set of choice sets, S: index set of segments.

The resulting segments in this study will be investigated using potentially influential factors such as where internet usage, interest in soccer and demographics as Ph,i: choice probability of product i for well as by the relative importance of individual product consumer h, attributes for each segment. The analysis of influencing NP,h: parameter for the no-purchase option for factors is conducted using a Concomitant Variable consumer h, Latent Class CBC approach (Kamakura et al, 1994).

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WTP for soccer reports on the internet

Survey Through consumer capacity constraints it was necessary for the survey to limit the number of Between December 2004 and February 2005 a link analysed product attributes and attribute levels in to an online survey was placed on the home page of CBC. However, for the derivation of product and five first-league and two second-league soccer clubs in pricing strategies it is essential to include the most Germany. Participation was voluntary (required that relevant attributes for the choice. As soccer reports on the consumer seek out the survey) and all respondents the internet had only recently been introduced by three from one home page participated in a draw for three clubs of the German Bundesliga, potential consumers club-specific merchandising products or game tickets. had hardly any usage experience and limited The online questionnaire began with general questions knowledge about technical restrictions and regarding internet usage and general interest in soccer. opportunities. Thus the selection of the attributes and This was followed by purchase decisions for soccer levels in Table 2 was based upon an analysis of reports offered in CBC choice-sets. After becoming existing soccer reports on the internet, as well as familiar with potential features for soccer reports by several interviews with experts – managers of soccer evaluating different reports in the CBC part of the clubs in the first and second league. The experts each questionnaire, consumers were asked to state their had at least three years’ work experience in their club WTP for a replay report containing the optimal levels in the field of media and marketing. All were involved for each attribute followed by questions relating to in the website presence of the club and developed RESEARCH consumer demographics. concepts for potential paid content offerings. One of P APER TABLE 2 Key attributes and attribute levels for soccer reports on the internet

ATTRIBUTE ATTRIBUTE LEVEL DESCRIPTION

LENGTH OF THE REPORT 2 MINUTES LENGTH OF THE MOTION SOCCER REPORT ON THE INTERNET 5 MINUTES 10 MINUTES 90 MINUTES TRANSFER FORMAT DSL TRANSFER FORMAT OF THE MOTION SOCCER REPORT AND THE ISDN CORRESPONDING REPORT QUALITY: ISDN: UP TO 64 KBIT/S DSL: UP TO 768 KBIT/S AVAILABILITY AFTER THE GAME 15 MINUTES TIME SPAN UNTIL THE REPORT IS AVAILABLE ON THE INTERNET 1 HOUR AFTER THE GAME 3 HOURS PRE- AND POST-GAME REPORTS INCLUDED EXCLUSIVE PRE- AND POST-GAME REPORTS, E.G. INTERVIEWS, CLUB WITHOUT NEWS, PRESS CONFERENCE PRICE 0.49 PRICE FOR THE PARTICULAR MOTION SOCCER REPORT ON THE 1.29 INTERNET 1.99

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WTP for soccer reports on the internet

the experts was also a member of an expert group the report and the corresponding increase in costs. consulting the EU Commission on the decentralisation Pre- and post-match reports are included as product of broadcasting rights for soccer games. The study add-ons that could supplement a club’s video design was finally tested in a pre-study with 30 highlights and distinguish it from competing offers on potential consumers. TV or the internet. The price levels were chosen in Apart from price, nearly all the experts rated the agreement with most of the experts and based upon length of the report as the most important attribute. the existing pay-per-view cost for soccer reports of a Furthermore, Roy (2004) showed that the length of a large internet service provider in the German market. sports format influences the number of consumers. A The CBC section of the questionnaire includes 12 full 90-minute replay of the game was expected to be choice-sets. Each has three report alternatives as well of interest to fans who had missed the match live on as a no-purchase option. The first 10 choice-sets enter TV, attended the game in the stadium or wanted to the estimation procedure; choice-set number 11 is a archive the game and watch it many times. Three holdout set to evaluate the predictive validity; choice- highlight reports of different lengths were added to the set number 12 is identical with choice-set number 1 design to suit the tastes of other potential consumers. and serves as a test for reliability. By offering different transfer formats, soccer clubs can The sample is a convenience sample taken from take account of consumer preferences for the quality visitors to soccer club home pages, since this should of the video picture and access speeds. So despite the be the future and all the experts agreed potentially lengthy download times for large data that current home page visitors would be likely to be APER

P packages for non-broadband users, the attribute first movers and early adopters in purchasing video transfer format with its DSL and ISDN rates was highlights via the internet. Thus the sample included in the study. Again, Roy (2004) points out composition is not representative of the total

RESEARCH that the time taken for the report to become available population of Germany, but should represent the target after the game is a compelling product attribute for market. To evaluate the influence of the team’s fans who are interested in viewing highlights as soon success in the league on WTP, the study included first- as possible and for whom a delay may result in a no- league soccer clubs from the top and bottom of the choice. It also allows an assessment of the trade-off table mid-season (labelled A1-E1 in Tables 3 and 4 between monetary benefits from a fast turnaround of according to their actual ranking and league) as well

FIGURE 1 Choice set example soccer reports on the internet

REPORT 1 REPORT 2 REPORT 3 NO-PURCHASE LENGTH OF THE REPORT 2 MINUTES 90 MINUTES 10 MINUTES I WOULD TRANSFER FORMAT DSL ISDN DSL NOT CHOOSE AVAILABILITY AFTER THE GAME 15 MINUTES 3 HOURS 1 HOUR ANY OF THESE REPORTS PRE- AND POST GAME REPORTS INCLUDED WITHOUT INCLUDED PRICE 0.49 1.29 1.99 CHOICE (TICK PREFERENCE)

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WTP for soccer reports on the internet

as two second-league clubs (A2-B2). Additionally, one Domestic respondents from each club show similar survey linked from the home page of a first-league patterns regarding the distribution of age, gender, club was conducted in English (F1) to investigate household size and net income. Approximately 90% differences in WTP for international consumers. A of participants were male, 93% were younger than 49 detailed description of the sample is given in Table 3. years of age and the majority came from a three- to The sample size can be regarded as very large: four- person household; 35% had a net income ` 12,619 participants spread across the participating above €2,000 per month. The international sample Bundesliga clubs completed the CBC and the was slightly younger on average, with a lower Contingent Valuation sections of the questionnaire. average income.

TABLE 3 Demographic data on survey participants from Bundesliga clubs RESEARCH BUNDESLIGA 1 1 1 11122 RANKING** 1-3 4-6 7-9 10-12 13-15 1-3 1-5 6-10 TOTAL CLUB ID A 1 B 1 C 1 D 1 E 1 F 1 A 2 B 2 P APER N 2451 515 904 1890 4961 362 956 580 12,619 LANGUAGE G G G G G EGG GENDER %* FEMALE 12.3 10.7 13.6 7.5 7.2 8.3 12.4 10.2 9.4 MALE 87.3 88.5 85.8 92.0 92.2 91.7 87.2 89.1 90.1 AGE %* UNDER 18 18.6 12.6 20.6 10.3 9.4 15.7 15.0 24.8 13.6 18 – 25 23.5 19.8 24.1 19.5 16.6 46.1 33.5 23.8 21.5 26 – 34 24.6 30.3 21.0 36.2 26.1 19.1 24.6 16.4 26.4 35 – 49 26.7 30.5 27.7 26.9 42.7 17.4 22.4 25.3 32.6 50 – 64 5.9 5.6 5.6 6.2 4.7 1.4 4.4 9.5 5.3 65 AND OLDERS 0.5 0.8 0.3 0.6 0.3 0.3 0.2 0.2 0.4 HOUSEHOLD SIZE 1 13.6 21.4 15.6 17.0 15.6 9.4 14.7 11.4 15.2 IN NUMBER 2 22.0 25.4 22.2 28.7 26.2 15.5 22.4 18.3 24.5 OF PEOPLE %* 3 – 4 49.4 42.5 51.2 43.8 47.4 50.3 51.4 54.8 48.0 MORE THAN 4 14.2 9.5 9.5 9.7 10.2 24.6 11.2 14.8 11.5 NET INCOME UNDER 500 8.2 7.2 9.1 7.2 6.9 15.2 9.1 10.3 7.9 EUROS/MONTH%* 501 – 1000 8.0 8.9 10.4 7.7 7.2 18.0 10.0 5.9 8.2 1001 – 2000 23.3 19.2 19.9 24.3 22.7 16.3 21.4 19.3 22.3 2001 – 3000 20.2 21.6 16.4 20.8 23.7 9.1 17.8 19.1 20.9 MORE THAN 3000 13.1 16.9 14.7 16.2 15.9 21.3 14.0 14.5 15.3

* Missing percentages are due to missing consumer specifications **Table ranges instead of the actual rankings are given to allow for anonymity of participating soccer clubs

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WTP for soccer reports on the internet

Results further supports the validity of the estimated WTP for soccer reports. Analysis of the WTP for respondents from all Prices for sports reports on Pay TV are consistent participating soccer clubs was followed by an with the estimated WTP. The current Pay TV investigation of market segments and a choice broadcaster of Bundesliga games provides single simulation for potential report format alternatives. To matchday passes to their sports channel for €5, which determine the validity of the Contingent Valuation, two includes live and recorded reports. Considering the different measures of face validity are used. First, the fact that the soccer reports researched for this study estimated WTP is correlated with the respondent’s are solely replay reports via the internet, the estimated interest in buying a soccer report on the internet. As WTP suggests the potential of the internet as a expected, the relationship was positive in all nine data competitive alternative for soccer clubs to market their sets and highly significant (p<0.05). Second, games. Based on the evaluation of current prices for interviews with five managers in sports marketing – recorded matches from T-Online and live and recorded experts with first-hand experience in the distribution of soccer reports on Pay TV, the estimated WTP for soccer reports – assessed the results and classified soccer highlights on the internet among fans of first- them as realistic and in accordance with their own and second-league clubs in the German Bundesliga experiences. The results therefore indicate face validity can be classified as high. of the measured WTPs. Having asserted a rather high overall WTP for soccer The weighted mean WTP over all samples is €3.73 reports on the internet among all respondents, Table 4 APER

P (see Table 4). Respondents seem to treat soccer shows that the mean WTP for each of the sub- reports on the internet in line with similar offers on TV samples only deviates in a 10% range around the and the internet and are willing to pay an equivalent overall mean. The standard deviation slightly exceeds

RESEARCH price. Video-on-demand online stores by Google or the mean in six of the eight samples, which can be T-Online currently offer video streaming and movie explained by the large number of respondents whose downloads as well as sports games for between 99 WTP is rather small and a small number of test cents and €3.95 (T-Online, 2006; Google, 2006). persons with a high WTP – up to €24. Thus the Interestingly, the National Association median of the samples is in all cases smaller than the (NBA) was offering game reports on the internet for mean, and the resulting distribution is skewed to the US$3.95 at google.com. The provision of basketball left. A potential explanation for this distribution is the reports at a price close to the estimated WTP for number of alternatives. Whereas most respondents soccer reports underlines the acceptance of sports have the chance to use different access points such as reports on the internet among fans in general. It also the stadium, free TV and Pay TV to watch a game, a

TABLE 4 Average WTP for soccer reports on the internet (Contingent Valuation)

CLUB ID A 1 B 1 C 1 D 1 E 1 A 2 B 2 I 1 TOTAL WTP IN MEAN 4.09 3.43 3.82 3.74 3.41 3.35 3.96 6.51 3.73 STD DEV. 4.55 3.48 4.15 3.98 3.36 3.24 4.21 6.91 3.98 MEDIAN 2.50 2.50 2.50 2.50 2.50 2.50 3.00 5.00 2.50 RANGE 33.00 30.00 30.00 30.00 29.99 23.00 30.00 30.00 33.00

26 International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G

WTP for soccer reports on the internet

minority, such as nationals abroad and people who the team, and potential differences in revenue and work at the weekend, have difficulty finding a report of profit are likely to be as a result of differences in the match they are interested in. Respondents with market size. fewer or no alternatives to watch a match report have The WTP of international respondents who answered in most cases a higher WTP than others. The the English questionnaire was significantly different derivation of implications for marketing strategies on from the WTP of national respondents (p = 0.000): on an aggregate level based on this distribution could be average nearly 75% higher than the overall WTP. For problematic: market segments will be identified and Bundesliga clubs aiming to reach international fans, discussed later. the high WTP of international respondents underlines Although fans from the best-ranked team in this the current interest in their games in other countries survey show the highest WTP among all teams, there and emphasises the potential of a self-managed is otherwise little correlation between the WTP and distribution channel to market their teams. team success. The team showing the second-highest Below is a closer look at differences in consumer WTP among its fans is a mid-ranked team in the preferences to allow for the identification of segments second league. Moreover, the WTP of fans of first- in the market and the derivation of adequate product league clubs is not significantly different from the WTP designs (see Table 5). of fans from second-league clubs (p = 0.429). WTP Analysis of consumer preferences using the Latent does not seem to be affected by the actual success of Class Choice-Based Conjoint approach is performed RESEARCH P

TABLE 5 Segments in the market for soccer reports on the internet APER

SEGMENT 1 SEGMENT 2 SEGMENT 3 SIZE 45.3% 40.3% 14.5% CBC: PWU* RI** PWU* RI** PWU* RI** LENGTH 2 MINUTES -0.93a -0.45a -1.41a 5 MINUTES -0.33a 0.12a -0.82a 10 MINUTES 0.36a 32.2% 0.34a 29.5% -0.04a 71.5% 90 MINUTES 0.90a -0.01c 2.27a FORMAT DSL 0.64a 0.24a 0.24a 22.5% 18.0% 9.5% ISDN -0.64a -0.24a -0.24a AVAILABILITY 15 MINUTES 0.17a 0.20a -0.06a 1 HOUR -0.02b 5.7% -0.01c 15.1% 0.14a 4.4% 3 HOURS -0.15a -0.19a -0.08a REPORTS INCLUDED 0.17a 0.12a 0.21a 5.8% 8.7% 8.2% WITHOUT -0.17a -0.12a -0.21a PRICE -0.77a 33.8% -0.31a 28.7% -0.13a 6.4% WTP BASED ON CONTINGENT VALUATION (EUROS) 2.59 4.64 4.80

* Part-worth utility ** Relative importance, a p<0.01 b p<0.05 c p<0.10

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WTP for soccer reports on the internet

with Latent Gold Choice 4.0 software. Solutions for this segment, the length of the report and the price are two to 10 segments are considered in determining the the key attributes of a soccer report on the internet. optimal number of segments. Based on the evaluation They prefer to watch the whole game but their WTP is criteria Entropy R2 and the Consistent Akaike comparably low, at €2.59 per report. Information Criterion (CAIC), which account for Segment 2 (‘Family Man’) is approximately 5% discriminatory power and model fit, three segments smaller than Segment 1 and has similar key attributes. prove to be the best solution for the full sample. The main difference is the preference for a highlight The validity of the results is examined by observing report of the game (10 minutes) rather than the full the internal and predictive validity of the utility game, a stronger interest in a speedy availability after estimates. The internal validity follows a comparison of the game and a relatively high WTP. the predicted and the actual choices for the 10 Segment 3 (‘Young Enthusiast’) is rather small, choice-sets in the estimation procedure. The predictive encompassing approximately 15% of the sample. The validity is assessed by a comparison of the predicted length of the report is by far the most important and actual choices for the holdout set. The resulting attribute for respondents in this segment. They prefer hit rates of 65% and 63% indicate good internal and a full-length report and they are willing to pay a rather predictive validity of the utility estimates, considering a high price (€4.80) for an adequate product. stochastic hit rate of 25% for a choice with three An analysis of the influence of respondent-specific product alternatives and a no-purchase option. factors such as interest in soccer, internet usage and The resulting segments differ mainly in terms of demographics on the allocation of segment APER

P preference of length of the report and speed of memberships allows further interpretation. availability after the game, as well as in WTP (see The probability of belonging to Segment 1 increases Table 6). with age, broadband access and internet usage.

RESEARCH Segment 1 (‘Old Bachelor’) is the largest segment, Moreover, respondents in this segment are more likely including over 45% of the sample. For respondents in to watch some of the soccer games both in the

TABLE 6 Factors influencing segment membership

SEGMENT 1 SEGMENT 2 SEGMENT 3 SIZE ‘OLD BACHELOR’ ‘FAMILY MAN’ ‘YOUNG ENTHUSIAST’ HOME PAGE VISITS n.s. n.s. -0.10a INTERNET USAGE -0.07a 0.05b n.s. INTERNET ACCESS 0.14a n.s. -0.06a FREE TV HIGHLIGHTS n.s. n.s. n.s. COVARIATES PAY TV REPORT n.s. 0.05c n.s. STADIUM VISITS 0.02b n.s. n.s. GENDER 0.20a n.s. -0.23a AGE 0.13a 0.03b -0.16a HOUSEHOLD SIZE -0.02c 0.03b n.s. INCOME n.s. 0.06a -0.06a

a p < 0.01, b p < 0.05, c p < 0.10 n.s.= not significant

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WTP for soccer reports on the internet

stadium and live if they come from smaller Additionally, this segment comprises respondents who households. Thus this segment is named ‘Old are younger, have a lower income and visit the club Bachelor’. The low WTP could be explained by home page relatively often. Thus the segment is called multiple viewings of the games in the stadium, Pay TV ‘Young Enthusiast’. The segment is relatively small but and free TV coverage and reports which results in very interested in a 90-minute report on the internet. moderate interest in a further report on the internet. Since the availability after the game is not critical for Respondents who already watch soccer games on this segment, this could imply that members have Pay TV and spend comparably little time on the other priorities on game days and/or have limited internet are most likely found in Segment 2. Members access to soccer games from the Bundesliga (e.g. of this segment are also older, earn a relatively high Germans abroad) and want to watch or archive the income and live in larger households. Thus the game independently of time. The high WTP can segment is named ‘Family Man’. The preference for a probably be attributed to the enthusiasm for the team highlight version probably results from time restrictions and club. caused by work and family commitments. The high Figure 2 depicts a simulation of respondent WTP can be justified by the relatively high income. purchase decisions based on utility estimates from the Female respondents and respondents with ISDN Latent Class Choice-Based Conjoint Analysis to provide connection are most likely members of Segment 3. further insight into the market response and to RESEARCH

FIGURE 2 Choice shares in a two-report scenario P APER

50%

FULL REPORT HIGHLIGHTS

40%

30%

20% CHOICE SHARE

10%

0% 123456 PRICE FOR THE REPORT IN €

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WTP for soccer reports on the internet

evaluate the potential success of product reasonably important to one segment in the sample – differentiation strategies. With regard to the and unimportant to the others. Furthermore, the respondents’ product preferences described in Table 5, majority of potential consumers for soccer reports on the length of the soccer report on the internet seems the internet prefer a full-game report, while TV-viewers to be a promising attribute to differentiate between of post-match sports broadcasts prefer highlights of market segments. Whereas Segment 1 and Segment 3 reasonable lengths (Roy, 2004). Thus for post-match favour a full-game report, Segment 2 prefers a 10 soccer reports, consumer preferences differ for reports minute highlight version. Keeping all other attribute on TV and on the internet. levels equal (DSL format, available 15 minutes after The high average WTP of €3.73, as well as the lack the game, pre- and post-match reports), Figure 2 of dependency of WTP on team performance and the shows choice shares for the full-game and the 10 team’s corresponding ranking, suggest that soccer minute highlight report at different prices. reports on the internet could serve as both a new The simulation in this two-report scenario displays distribution channel and a source of income for significant preference among the survey respondents professional soccer clubs. In times of maturing broad- for the full-game report (40%) as well as the 10- casting markets and competitive economic conditions, minute report (26%) at a price of 1 euro. Preference soccer game streams and downloads via the internet share declines as prices increase, but even at a price represent a huge new market, both domestically and comparable to other video streaming or download globally, while simultaneously reflecting consumer offers and Pay TV, there is considerable preference for behaviour and media usage. Domestically, consumers APER

P internet soccer reports (16% for a full-game and 8% would be able to watch their soccer match of choice, for a 10 minute highlight report) among current independent of time and location. Moreover, second- visitors to soccer club websites. Thus there is a league teams could potentially overcome shorter TV

RESEARCH demand for a full-game and a 10 minute highlight coverage and supplement their comparatively small version in the overall market. To identify a profit- income from TV broadcasting rights in the domestic maximising product and pricing strategy, soccer clubs market. Globally, internet reports present both an need to analyse multiple scenarios with different opportunity and a challenge for soccer clubs with product combinations and include information on international appeal, to market their games to fans product costs and market volume. around the world and increase the interest in, and popularity of, both the team and the club. Differences in consumer preferences for product Discussion and implications attributes and attribute levels offer opportunities for product differentiation strategies. The three segments As existing literature has already investigated the identified in the sample differ particularly in terms of demand for live attendance and TV broadcasts, this preferred length of report. Whereas the Family Man study analyses the demand for recorded video reports prefers highlights of the match, the Old Bachelor and on the internet. The findings support the results from Young Enthusiast prefer a full-game report. However, Hammervold & Solberg (2006), which show a high the WTP of the Young Enthusiast is substantially motivation among fans to pay for TV broadcasts of higher than that of the Old Bachelor, so product soccer games. However, whereas previous studies on differentiation strategies need to incorporate the demand for soccer reports on TV show an cannibalisation effects. increasing number of viewers the sooner the broadcast Since demand behaviour for internet and TV starts after the end of the game (Roy, 2004), the rapid broadcasts seems to be different, the potential for availability of soccer reports on the internet is only services such as archiving needs to be considered

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WTP for soccer reports on the internet

when designing the report format and could be used Biography to develop a media-mix strategy or product bundles. The Young Enthusiast has the highest WTP among all Sven Theysohn is a doctoral candidate in the the segments in the sample. Therefore, this segment programme at the University presumably comprises a large number of early of Frankfurt, Germany. His primary research interest is adopters in the market for buying soccer reports on pricing strategies. He has worked with major German the internet and could be a focus of marketing soccer clubs and the German soccer federation and activities. has published research articles in journals such as As demonstrated in the choice simulation, there the Journal of Marketing Management. He is a is a considerable demand for both full-game and graduate of the University of Mainz (Diploma in 10 minute highlight reports. Moreover, the introduc- Business Administration, 2002) and the University of tion of further report versions to account for different Queensland (Master of Commerce, 2003). preferences in other product attributes and WTP could increase profits. The comparatively higher average WTP of international consumers could also be References exploited by the provision of an augmented report that is further customised based on international consumer Amit, R. & Zott, C. (2001) Value Creation in E-Business, preferences (e.g. language, additional content). Strategic Management Journal 22 (6-7), 493-520. RESEARCH Providing an international version of the report in Baimbridge, M., Cameron, S. & Dawson, P. (1995) Satellite English and potentially augmenting it with additional Broadcasting and Match Attendance: the Case of the Rugby features could justify a higher price and increase League, Applied Economics Letters 2 (10), 343-346. P APER short-term profits. However, higher prices for Baimbridge, M., Cameron, S. & Dawson, P. (1996) Satellite international consumers might decrease interest and Television and the Demand for Football: A Whole New Ball limit options to maximise potential audience and Game?, Scottish Journal of Political Economy 43 (3), 317-333. attract new fans. Becker, G.S. & Murphy, K.M. (1988) A Theory of Rational This study shows that professional soccer clubs Addiction, The Journal of Political Economy 96 (4), 675-700. should consider the provision of soccer reports on the Bird, P.J.W.N. (1982) The Demand for League Football, Applied internet as a revenue source and a new access point Economics 14 (6), 637-649. for fans independent of the team’s success in the Boardman, A. & Hargreaves-Heap, S.P. (1999) Network league. Significant findings are the identification of an Externatlities and Government Restrictions on Satellite average WTP and product preferences for segments in Broadcasting of Key Sporting Events, Journal of Cultural the market and the derivation of marketing Economics 23 (3), 167-181. implications. Yet final assessment of the profitability of Borland, J. (1987) The Demand for Australian Rules Football, soccer reports on the internet will also depend on both The Economic Record 63 (182), 220-230. viewer traffic and implementation costs, which are Borland, J. & Lye, J. (1992) Attendance at Australian Rules club-specific and therefore not discussed here. Football: A Panel Study, Applied Economics 24 (9), 1053-1058. Interesting areas for future research are, for example, market development, cannibalisation effects between Boumans, J. (2004) E-Content Report 2. Retrieved 18 February 2006 from: media channels and potential effects on the balance http://www.acten.net/uploads/images/374/IR-Paid_content-v7.pdf of competition. Deloitte (2005) Annual Review of Football Finance. : Deloitte & Touche LLP. © 2006 International Marketing Reports

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Cairns, J.A. (1987) Evaluating Changes in League Structure: Google (2006) Video Store. Retrieved 13 March 2006 from: The Reorganization of the Scottish Football League, Applied http://video.google.com/ Economics 19 (2), 259-275. Green, P.E., Carmone, F.J. & Wachspress, D.P. (1976) Cairns, J.A., Jennett, N. & Sloane, P.J. (1986) The Economics Consumer Segmentation via Latent Class Analysis, Journal of of Professional Team Sport: A Survey of Theory and Evidence, Consumer Research 3, 170-174. Journal of Economic Studies 13 (1), 3-80. Green, P.E., Krieger, A.M. & Wind, Y. (2001) Thirty Years of Czarnitzki, D. & Stadtmann, G. (1999) Uncertainty of Outcome Conjoint Analysis: Reflections and Prospects, Interfaces 31, Versus Reputation: Empirical Evidence for the First German 56-73. Football Division, ZEW Discussion Paper 99/46. Günther-Eickstädt, G. (2005) Vermarktung in Häppchen setzt Dawson, A. & Downward, P. (2005) Measuring short-run sich durch, Horizont Sport Business Monthly 2, 6-7. Uncertainty of Outcome in Sporting Leagues: A Comment, Haan, M., Koning, R.H. & Witteloostuijn, v.A. (2002) Market Journal of Sports Economics 6 (3), 303-313. forces in European soccer, Research Report 02F18, University of Dobson, S.M. & Goddard, J.A. (1996) The Demand for Football Groningen. in the Regions of England andWales, Regional Studies 30 (5), Hammervold, R. & Solberg, H.A. (2006) TV sports programmes 443-453. – who is willing to pay to watch?, Journal of Media Economics Downward, P. & Dawson, A. (2000) The Economics of 19 (3), 147-162. Professional Team Sports. London/New York: Routledge. Hanemann, W.M. (1994) Valuing the Environment Through Drever, P. & McDonald, J. (1981) Attendance at South Contingent Valuation, Journal of Economic Perspectives, 1994, Australian Football Games, International Review of Sport Fall 8(4), pp.19-43. Sociology 16 (2), 103-113. Hart, R.A., Hutton, J. & Sharot, T. (1975) A Statistical Analyis of APER P Englisch, P., Pfeiffer & S., Hovemann, A. (2005) Bälle, Tore und Attendances, Applied Statistics 24 (1), 17-27. Finanzen II: Aktuelle Herausforderungen und Perspektiven im Hübl, L. & Swieter, D. (2002) Fußball-Bundesliga: Märkte und Profifußball. Essen: Ernst & Young. Produktbesonderheiten, in: Hübl, L. & Swieter, D. (ed.) Ligasport

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An exploration of motives in sport video gaming

Keywords virtual sports sport video game (SVG) uses and gratification motivation Abstract

This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor analysis. Through a rigorous scale development procedure, seven motivation dimensions were identified – knowledge application, Yongjae Kim identification with sport, fantasy, competition, School of Kinesiology, University of Minnesota entertainment, social interaction and diversion. The 210 Cooke Hall, 1900 University Ave. S.E. Minneapolis, MN 55455, USA results also suggest that the pattern of sport video

APER Email: [email protected] game use is more purposeful and active than uses of P Stephen D. Ross more traditional media. Future research opportunities University of Minnesota and managerial implications for using video games in developing a more creative and interactive RESEARCH Peer reviewed communication tool are also discussed.

Executive summary

With the growing popularity of sport around the world, interactive games. As such, SVGs are expected to have many types of video games have been closely a number of benefits for sports marketers in terms of connected with sports content or specific . opportunities to create a fully developed interface Nowadays, the sport video game (SVG) that emulates between the sports fan and sports team, while at the real-life sport has captured the attention of both sports same time developing more innovative and interactive fans and sports marketers (Kushner, 2002; Lefton, promotional tools. However, despite the popularity of 2005; Wingfield, 2005). More recently marketers and SVGs, little empirical research to date has been advertisers have considered video games as a popular conducted on the sociological and psychological component of advertising and promotional strategies aspects of gamers who engage in SVG playing. The by incorporating advertisements within purpose of this study is to develop and test a

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Sport video game motivation

comprehensive SVG playing motivation scale (SVGMS) Introduction for adult gamers, with a focus on computer and console video game play. The global video game market has grown at a From the uses and gratifications paradigm, the tremendous rate in the past decade. Global sales of current study implemented a two-stage procedure to computer and video games are forecast to increase at develop and validate an instrument for measuring 16.5% per annum from $25.4 billion in 2004 to motives for playing SVGs. First, focus groups were $54.6 billion in 2009 (PricewaterhouseCoopers, conducted to identify the principal reasons for people 2005). Clearly, video games have become a popular using SVGs and to develop survey items for the entertainment phenomenon around the world. With dominant dimensions of SVG play motivations. the growing popularity of sports around the world, Exploratory factor analysis (EFA) was performed in many video games have been closely connected with order to identify the dimensions of SVG play sports content or specific athletes. SVG titles dominate motivations with a convenience sample of 207 under- the industry in the (Adams, 2005; graduate students at a large midwestern university in Arrington, 2003; Kushner, 2002; Wingfield, 2005), the United States. In addition, expert review was representing one-fifth of the 245 million games sold in utilised to purify the measure. Second, a confirmatory 2004 (2004 Essential Facts, 2004). factor analysis (CFA) was utilised to validate the scale With the increase in licensing arrangements and the constructed. In this stage, the refined survey development of new technologies, SVGs modelling questionnaire was administered to a self-selected real-life sports have become more realistic and similar sample of 214 video gamers. The respondents were to sports images associated with traditional media drawn from various regions of the United States; all outlets. Additionally, the growth of high-speed RESEARCH were active video game players who were members of broadband internet access allows gamers to act as four popular video game internet sites. cyber athletes, participating in organised tournaments P

As a result, a seven-factor solution containing 20 against other gamers from around the world. It is clear APER items was accepted as the most appropriate. The that this unique participatory experience in a virtual factors identified were knowledge application, environment is very different from the sports identification with sport, fantasy, competition, experience of traditional media. With the advent of entertainment, social interaction and diversion. The these realistic video games as a popular form of SVG motivation scale was then verified through a CFA. entertainment, marketers and advertisers have begun The results of the CFA indicated a good fit of the data to consider video games as a component of 2 ( x =234.01 df = 149, p < 0.001; GFI=.90; advertising and promotional strategies, by incorporat- TLI=.91; RMR=.04; CFI=.96; RMSEA=.05). ing within interactive games (Chaney et al, The measurement model exhibited evidence of 2004; Ferrazzi et al, 2003; Nelson, 2002). For convergent validity and discriminant validity. example, the Miller Brewing Company, one of the The findings of the study provide researchers and NASCAR sponsors, created a Miller Lite-branded marketers with benchmark data for future research to Virtual Racing League game emulating NASCAR in explore the psychology of sports consumers in a order to associate the Miller brand with NASCAR and virtual environment, and the potential of video games the sport’s younger fans. as a marketing tool for the penetration of a sport into a Given the popularity of SVGs, there are a number of new market. It is suggested, however, that more benefits for sports marketers in terms of opportunities research be conducted in order to examine playing to create a fully developed point of interaction between motivations in different playing circumstances and a computer and the human operator, also called an with different types of sports fans. interface. In an electronic environment, sports fans

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can develop an emotional bond with a team or 1974; Rubin, 1994). This audience activity is directed by closely identifying with the cyber athlete on the by prior motivation, interests, preference, and video screen. However, despite the popularity of SVGs, involvement of users with media (Blumler, 1979; little empirical research to date has been conducted on Levy & Windahl, 1984). In addition, this activity is the sociological and psychological aspects of gamers particularly important when investigating not only who engage in SVG play. The primary purpose of this what leads to an individual’s choice for the type of study is to examine motivational dimensions of sport media and its content, but also to the continuing use video gaming from a uses and gratifications of a medium and its content to satisfy specific needs perspective. (Swanson, 1987). From the U&G perspective, video game players are often motivated to participate in activities and select Uses and Gratifications sports-related content that will best satisfy a specific need. In a virtual environment, game players can The Uses and Gratifications theory (U&G) was create, manage and run their cyber team based on developed in an attempt to understand what people do learned reality or virtual fantasy, and they have the with the media, rather than what the media do to ability to customise game attributes such as stadia, people (Katz et al, 1974; Rubin, 1994). The primary logo design and team schedule. These interactive objectives of the U&G approach are to explain how features enable SVG players to be both mentally and audiences use media to fulfil their needs, to identify emotionally engaged with the content (Grigorovici & motives for media consumption and to discover the Constantin, 2004; Levy & Windahl, 1984; Rubin & functions or consequences of needs, motives and Perse, 1987; Sundar & Kim, 2005; Swanson, 1987).

APER media behaviour (Katz et al, 1974; Rubin, 1994). Therefore, a focus on video game playing P Blumler & Katz (1974) suggest that audiences play an characteristics from a U&G point of view may help us active role in media selection and usage. With the understand the motivations and characteristics of emphasis on the role of audience initiative and video gamers. RESEARCH activity, the U&G paradigm continues to provide a theoretical approach to identify the motivations for Video game motives and characteristics of gamers using new media and its use in particular contexts While previous research has not yet examined reasons (Eighmey & McCord, 1998; Papacharissi & Rubin, for using SVGs specifically, there have been efforts to 2000; Ruggiero, 2000). identify motives for video game use. In early studies, The core U&G notion of audience activity has researchers employed similar methodologies to become a crucial concept for conducting audience develop television U&G scales for understanding analysis given recent developments in the electronic motivations for video game usage. For example, information age (McQuail, 1994; Ruggiero, 2000). Selnow (1984) identified five motives for adolescents The latest media technologies allow audiences to using video games at arcades where the games are personalise and customise the media experience by played on coin-operated machines. The identified interacting with the media and using various functions motives included video game play preferred over such as digital video recording that allows for rapid friends, learning about people, companionship, action advancement through unwanted advertisements. and solitude/escape. Focusing on adolescents’ arcade Audiences take the initiative in selecting and using use again, Wigand et al (1985) found the main media (e.g. internet) and content from a number of reasons for arcade use was excitement, satisfaction of alternatives (e.g. television) to best satisfy their needs doing well and tension reduction. Furthermore, Phillips and desires (Ferguson & Perse, 2000; Katz et al., et al (1995) revealed motives for console video game

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use (e.g. Sony PlayStation), including passing time, insight into the use of SVGs as media and the avoiding doing other things, to cheer oneself up, and behaviours of sports consumers in a virtual just for enjoyment’s sake. environment. It suggests that user selection of media More recently, Sherry & Lucas (2003) found specific and continued use of video games is based on needs motivations for console video gaming in focus group and satisfaction (Phillips et al, 1995; Selnow, 1984; sessions and structured interviews. This study Wigand et al, 1985). Therefore, the constructs of U&G revealed six principal reasons why people play video theory were utilised and adapted for the purposes of games: competition (playing to impress friends), this research. challenge (playing for challenge), social interaction (to interact with friends), diversion (to pass time), fantasy (to do things that cannot be done in real life) and Method arousal (for excitement). Furthermore, the study found that the perceived gratifications of using video games Following a review of the motivation and media – such as diversion, social interaction and arousal – behaviour literatures, the current study implemented a are significant predictors of the intensity of game use. two-stage procedure to develop and validate an However, previous research on video games has been instrument for measuring motives for SVG play. First, limited to patterns of arcade game use and focus groups were conducted to identify the principal understanding the reasons for adolescents using non- reasons for people using SVGs and to develop survey SVGs. In addition, previous research on individual items for the dominant dimensions of the SVG scale. motivation to play video games has results that differ Second, confirmatory factor analysis was utilised to according to gender. Males preferred games emulating validate the scale constructed, to assess SVG play RESEARCH sports that they prefer in real life, whereas females motivations. The following section provides a detailed prefer cartoon-style or fantasy games (Griffiths & Hunt, discussion of the instrument development procedure. P

1993; Wood et al, 2004). APER According to the US Entertainment Software Focus groups and instrument construction Association (ESA) video game market report Top 10 The generation of statements was the first step in the industry facts (2005), the average age of gamers is scale development process and was designed to 30, with the core age group being 18 to 35. identify the most common reasons for using SVGs. For Conversely, about one-third of gamers are female, this purpose, focus group sessions were employed which is in contrast to the core gaming market of (Churchill, 1995), with a total of 36 individuals. All previous years that was primarily made up of teenage participants were undergraduates enrolled in sports boys (Berger, 2002). Therefore, researchers need to management, telecommunication and chemistry pay attention to the demographic shift in video classes at a large midwestern university in the US. gamers. Although previous research has limits, the The use of undergraduate students was considered studies on video game motivations and characteristics appropriate since they are the first generational cohort provide a benchmark for identifying why people play to grow up with video games both at home and in SVGs and point to a ‘gratifications’ approach that can arcades (Sherry & Lucas, 2003). Based on focus serve as a starting point in understanding audience group results and the literature regarding motivations experiences with SVGs. for video game usage and media consumption, The purpose of this study is to develop and test a relevant items were developed using a seven-point comprehensive SVG playing motivation scale for adult Likert-type scale ranging from 1 = Strongly Disagree gamers, with a focus on computer and console video to 7= Strongly Agree and randomly placed within a game play. This U&G approach has provided valuable questionnaire.

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In order to determine the number of factors and obtain Results a more complete understanding of the underlying structure of the data, an EFA was conducted under the Focus groups application of the Kaiser criterion (Kaiser, 1970), Analysis of the focus group sessions resulted in 120 scree-test (Zwick & Velicer, 1982), parallel analysis initial statements provided by the panel members. (Zwick & Velicer, 1982) and interpretability of the After interpreting and reviewing each statement, three solution (Fabrigar et al, 1999). The EFA was content evaluators retained 32 statements viewed as conducted using a convenience sample of 257 potential discriminators. The initial coder analysis undergraduate students at a large midwestern produced 90% agreement among the reviewers university of which 207 questionnaires (male= 167, relative to any ambiguity with the statements and female=40) were completed and deemed usable. deletion of duplicate or overlapping statements. The results of the EFA were then submitted to a Differences were discussed, and agreement was review panel consisting of academic experts in scale reached on the remaining 10% of the responses. The development in order to refine and edit the items for 32 items were then developed into items for the initial face and content validity. The experts provided questionnaire. In addition, eight items were included feedback regarding the removal of items, changing the from previous work on video game uses and name of a factor, grouping items, and the items gratifications (Sherry & Lucas, 2003), resulting in the assessing each factor. Based on their feedback, a final final survey form that included a total of 40 items. survey form was developed for the second stage of the research study. Exploratory Factor Analysis Initial assessment of the correlation matrices indicated

APER Instrument validation a considerable degree of inter-statement correlation. P In order to validate the SVG motivation scale, the From the correlation matrix, the Bartlett test of refined survey form was administered to video gamers Sphericity and the Kaiser-Meyer-Olkin (KMO) measure from four popular video game internet sites: official of sampling adequacy index (0.892) indicated the RESEARCH Sony Playstation 2 clubs, and Xbox groups data set’s appropriateness for factor analysis (Hair et at yahoo.com and msn.com respectively. These sites al, 1998). A principal axis EFA with varimax rotation were chosen because of their large audiences and was then conducted on the 40-item measure. high levels of interaction among members. Once A variety of criteria were then used to decide on an potential respondents had accessed the hyperlink appropriate number of factors to retain (Comrey, address to the online survey questionnaire, they 1978; Fabrigar et al, 1999; Stevens, 2002). The simply selected the desired answer and clicked the Kaiser criterion, which considers all eigenvalues submit button at the end of the page. The information greater than one as common factors (Nunnally & from the completed surveys was entered into a Bernstein, 1994), suggested eight factors. The scree- database for further analysis. A CFA was then test revealed a substantial drop in the plot after computed using LISREL 8.54 to verify the internal reaching seven factors, suggesting that seven distinct consistency and the construct validity of sport video dimensions should be retained. Parallel analysis gaming motivation scale. In addition, convergent and (Zwick & Velicer, 1982) suggested a seven-factor discriminant validity were evaluated to assess the structure. Finally, the interpretability of the loading instrument in terms of construct validity. scores (Fabrigar et al, 1999) suggested retention of seven factors where various procedures suggest

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different numbers of factors, the researcher should Scale validation examine and choose the model that produces the The demographic profile of the 214 respondents most readily interpretable and theoretically sensible individuals surveyed for the validation of the scale pattern results (Comrey, 1978), while still retaining using confirmatory factor analysis is presented in the statistical validity and reliability. As such, the Table 1. The findings indicate that the majority of SVG seven-factor model was selected as the most players were male (68.7%), single (69.2%) and well appropriate. The results indicated that the selected educated (at least 75.7% had had some post- seven-factor, 28-item measure accounted for 75.3% secondary education). Additionally, 64.5% were of the total variance explained. Caucasian and 62.6% were between 18 and 30 years of age. Expert panel review The measurement model with all seven constructs Based on feedback from expert reviewers, the scale was submitted to a CFA (Anderson & Gerbing, 1988) was further refined with the elimination of several using LISREL 8.54. The fit indices used to assess the items and the renaming of one factor. For example, overall fit of the model included the likelihood-ratio the item stating “I play until I complete a level or win chi-square statistic (x 2), the goodness-of-fit index a game” was originally believed to represent a (GFI), the Tucker-Lewis Index (TLI), the Comparative competition factor. The majority of experts suggested, Fit Index (CFI), the Root Mean Square Residual (RMR) however, that this item does not contribute to the and the Root Mean Square Error of Approximation factor; it was thus dropped from further analysis. As (RMSEA). As reported in Table 2, the x 2 value suggested by the expert panel, the exhibitionism factor (234.01) was statistically significant at p < .01 was renamed competition in order to reflect better the (df = 149). However, sample size and non-normality RESEARCH conceptual make-up of the items representing that can have a substantial effect upon the x 2 statistic factor. As a result, the final seven-factor solution (Finch et al, 1997; Hair et al, 1998). In order to P contained 20 items and was accepted as the most further assess the validity of the model, a variety of APER appropriate. other indices were used and they indicated good The first factor, labelled entertainment, captures the model fit. The values of the GFI and TLI reflect a good hedonistic value of SVGs. The second dimension, fit to the data (Bentler, 1990). The GFI value of .90 identification with sport, reflects a desire for the indicates that 90% of the total variance and vicarious participation and experience associated with covariance was explained by the model (Hair et al, a favourite sport. Knowledge application, the third 1998). Similarly, the TLI value of .92 indicated that dimension, represents the use of actual game and the model accounts for 92% of the variance and player knowledge while playing SVGs. The fourth covariance of the variables, but relative only to the factor, fantasy, depicts the enjoyment of an individual hypothesised model (Browne et al, 2002). The CFI is that assumes an alter ego in a virtual environment. derived from a comparison of a restricted model with a Competition, the fifth factor, captures an individual’s hypothesised model (Bentler, 1990), and the value of motivation to compete against other video game .96 suggests evidence of adequate fit. players and test their own competence. The sixth The RMR is intended to measure the absolute misfit dimension, labelled social interaction, reflects the of the data (Browne et al, 2002), and the value of .04 desire for individuals to be with others while playing is interpreted as a good fit (Kelloway, 1998). Finally, the games. Diversion, the seventh and final factor, the RMSEA is a measure of the average difference represents the game player’s motivation to avoid stress between the estimated population and model and relieve boredom. variances and covariances (Kelloway, 1998). The

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TABLE 1 Demographic profile of sport video gamers RMSEA value of .05 indicated a close fit to the model. In summary, the overall fit indices for the model reveal DEMOGRAPHIC INFORMATION TOTAL (%) a good fit of the model to the data. N 214 (100) Reliability and validity of scale SEX The reliability of the scale was assessed using FEMALE 67 (31.3) Cronbach’s Alpha coefficient. The reliabilities for all MALE 147 (68.7) seven factors met the minimum level of .70

AGE recommended by Nunnally & Bernstein (1994), and < 20 72 (33.6) ranged from .85 to .93. Analysis of these data 20-29 86 (40.2) suggested that the overall reliability of the SVGMS was 30-39 42 (19.6) acceptable. The psychometric properties of the seven constructs and indicators were then assessed with 40 < 14 (6.54) respect to convergent validity and discriminant validity MARITAL STATUS (Joreskog & Sorbom, 1996). SINGLE 148 (69.2) Each indicator’s loading on its underlying construct, MARRIED 58 (27.1) the reliability of the constructs, and the average DIVORCED 6 (2.8) variance extracted (AVE) were all used as measures to WIDOWED 1 (0.5) assess convergent validity (Bagozzi & Yi, 1988; Fornell & Larcker, 1981; Joreskog & Sorbom, 1996). EDUCATION Table 2 presents the loadings and the t-values of the HIGH SCHOOL GRADUATE 52 (24.3)

APER indicators included in the model. All loadings P ATTENDING COLLEGE 71 (33.2) exceeded .50 and each indicator was significant at the COLLEGE GRADUATE 61 (28.5) .01 level. In addition, each indicator’s loading is PROFESSIONAL/GRADUATE SCHOOL 30 (14.0) greater than twice its standard error (Anderson & RESEARCH ETHNICITY Gerbing, 1988), and the corresponding t-values were BLACK/AFRICAN AMERICAN 12 (5.6) significant for its specific factor (Joreskog & Sorbom, NATIVE AMERICAN 4 (1.9) 1996). The AVE for each factor ranged from .65 to HISPANIC 22 (10.3) .85, indicating that the amount of variance explained WHITE/CAUCASIAN 138 (64.5) by the constructs was greater than the variance ASIAN OR PACIFIC ISLANDER 36 (16.8) explained by measurement error. These results suggest OTHER 2 (0.9) that the measurement model possesses sound

Note: Percentages may not add to 100 due to rounding convergent validity. According to Fornell & Larcker (1981), discriminant validity is demonstrated when the squared correlation between one construct and any other is lower than the AVE for each construct. The results of the AVE test of discriminant validity are shown in Table 3 and clearly indicate that the seven independent variables are distinctive from one another. The results suggest the measurement model exhibited a good level of model fit, as well as evidence of sound convergent validity and adequate discriminant validity.

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TABLE 2 Factor reliabilities ( ), Average Variance Extracted (AVE), Factor Loadings, Standard Errors and t-values for the SVGMS scale CFA

FACTOR FACTORS AND ITEMS AVE LOADING SE t SOCIAL INTERACTION (4) .902 .699 I USE VIDEO GAMES AS A REASON TO GET TOGETHER WITH OTHERS .81 .058 14.03 I WILL SPEND TIME PLAYING SPORT VIDEO GAMES WITH OTHERS .85 .057 14.86 AN IMPORTANT REASON FOR PLAYING SPORT VIDEO GAMES IS SPENDING TIME WITH OTHERS .82 .058 14.09 BECAUSE IT PROVIDES OPPORTUNITIES TO BE WITH OTHERS .87 .056 15.51

SPORTS KNOWLEDGE APPLICATION (3) .927 .817 I SIMULATE MY STRATEGIES AT THE VIDEO GAME .80 .057 13.95 I USE MY KNOWLEDGE ABOUT PLAYERS AND TEAMS WHILE PLAYING THE GAMES .97 .051 19.07 I APPLY MY KNOWLEDGE TO SELECT PLAYERS AND TEAMS .94 .052 17.92

FANTASY (3) .874 .702 SPORT VIDEO GAMES ALLOW ME TO PRETEND TO BE A SPORT STAR OR TEAM MEMBER .82 .059 13.89 I LIKE TO DO SOMETHING THAT I COULD NOT NORMALLY DO IN REAL LIFE SPORT THROUGH A SPORT VIDEO GAME .77 .060 12.86 RESEARCH I ENJOY THE EXCITEMENT OF ASSUMING AN ALTER EGO IN A SPORT GAME .91 .056 16.19

COMPETITION (3) .867 .687

I LIKE TO PLAY TO PROVE TO OTHERS THAT I AM THE BEST .85 .059 14.45 P APER WHEN I LOSE TO SOMEONE, I IMMEDIATELY WANT TO PLAY AGAIN IN AN ATTEMPT TO BEAT HIM/HER .82 .059 13.95 IT IS IMPORTANT TO ME TO BE THE FASTEST AND MOST SKILLED PERSON PLAYING THE GAME .82 .059 13.75

ENTERTAINMENT (3) .848 .652 I PLAY SVGS BECAUSE IT IS FUN .77 .061 12.45 I PLAY SVGS BECAUSE IT IS A FUN WAY TO SPEND MY TIME .84 .060 14.15 I PLAY SVGS BECAUSE OF THEIR ENTERTAINMENT VALUE .81 .060 13.50

DIVERSION (2) .920 .853 PLAYING SVGS GIVES ME A BREAK FROM MY REGULAR ROUTINE .92 .070 13.12 VIDEO GAMING PROVIDES A CHANGE OF PACE FROM WHAT I REGULARLY DO .92 .070 13.07

IDENTIFICATION WITH SPORT (2) .870 .791 MY FAVOURITE SPORT IS A SPORT THE SVG IS MODELLED ON .97 .071 13.64 I LIKE ANY VIDEO GAME RELATED TO MY FAVORITE SPORT .80 .070 11.38

Note. Likelihood-ratio chi-square ( )= 234.01, df = 149, p< 0.01; Goodness of Fit Index (GFI) = .901; Tucker-Lewis Index (TLI) = .917; Root Mean Square Residual (RMR) = .040; Comparative Fit Index (CFI) = .964; Root Mean Square Error of Approximation (RMSEA) = .051.

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TABLE 3 Correlations among factors

SOCIAL KNOWLEDGE IDENTIFICATION COMPETITION INTERACTION DIVERSION ENTERTAINMENT FANTASY APPLICATION WITH SPORT COMPETITION 1.00 - SOCIAL INTERACTION .560* 1.00 - DIVERSION .256** .208** 1.00 - ENTERTAINMENT .174* .218** -.059 1.00 - FANTASY .211** .215** .188** .290** 1.00 - KNOWLEDGE APPLICATION .266** .236** .149* .434** .434** 1.00 - IDENTIFICATION WITH SPORT .153* .195** .004 .385** .329** .312** 1.00

* Coefficients are statistically significant at P<. 05. ** Coefficients are statistically significant at P<. 01 Note: No correlations failed the AVE (Average Variance Extracted) discriminant validity test.

Discussion sports fans, though not necessarily that sports fans are video gamers. More importantly, it also seems likely By means of a U&G perspective, this research that video game players are seeking personal gratifica- examined what psychological needs are satisfied tion in that they enjoy the opportunity to apply their

APER through sport video gaming and produced a seven- knowledge of real-life players, statistics and game P motivation scale that reflects the unique aspects of strategies, as well as comparing the decisions they this media consumption experience. One significant made while playing SVGs against the decisions of the finding was that three unique motivational factors for player or manager in real life. Sports fans that play RESEARCH SVG playing were identified. Specifically, knowledge SVGs are more likely to connect personal experience in application, fantasy and identification with sport have a virtual environment with sports experience in real not appeared in the literature to date examining U&G life. Moreover, identification with cyber players and associated with exposure to new media (e.g. video teams may satisfy the psychological needs associated games, internet) or television sports programmes. This with the identification with teams or players in real might indicate a unique component of video game life. It can be implied that because of the very nature play that distinguishes the activity from other possible of sport, the reasons for playing SVGs converge on the recreational activities. This is not to say that the other interest in the sport itself rather than the simple motivational dimensions discovered in the current reason of entertainment. Perhaps most significantly, study were not important, but rather that the three the sport identification and vicarious participation unique motivations identified contribute to the elements (e.g. Madden NFL Football, 2004) literature. associated with real-life sport seem to influence the Additionally, the motivation factor labelled significant factors of the SVG exposure decision. knowledge application and the items that comprise it Additionally, the results of this research are lead to speculation about SVG players as typical sports encouraging for the continued understanding of fans who have sports-specific knowledge gained motivations for using media in a virtual sports through social relationships and traditional media. environment. Four dimensions of the motivations This might suggest that SVG players are probably identified in the current study – social interaction,

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competition, entertainment and diversion – are psychology of sports consumers in a virtual consistent with previous research exploring motives for environment. Previous research studies on media sports consumption behaviour (Gantz, 1981; effects suggest that motivations for using specific McDonald et al, 2002; Recours et al, 2004; Trail & media have an impact on attitudinal and behavioural James, 2001), while at the same time expanding our outcomes of media use (Palmgreen et al, 1985; knowledge of the motivational aspects of video game Papacharissi & Rubin, 2000; Rubin & Rubin, 1982; use. Unlike the findings from previous studies on Sherry & Lucas, 2003). A better understanding of video game and sports media gratifications, the motive motives for SVG usage will enhance the explanation of dimensions for SVGs have similarities and differences attitudes and behaviours associated with sport video to the motives for watching and attending sports gaming. events, as well as for participating in sports activities. In a similar manner, the unique motivations These findings suggest that while playing the video identified in this study lead to speculation that a games, players have active experiences beyond just positive sports experience in real life may impact upon the spectator or participatory experience. That is, attitudes to SVGs in a favourable way, and that the because of the unique sports experience in this virtual pleasure generated from video gaming may transfer to environment, the motivational dimensions of SVGs a positive attitude toward the actual sport. It is reflect motives similar to both sports spectatorship and worthwhile to note that the SVG playing motivations participation. Consistent with the U&G theory, this appear to be distinctive when accounting for the study produced important initial evidence that the effectiveness of SVGs as a promotional tactic. In other pattern of SVG use is more purposeful and active than words, the findings provide new insight into the value use of traditional media. of SVGs as a promotional tool designed to blend a RESEARCH The understanding of SVG playing motivations sports brand with entertainment. provides new insights into sports fans as an active Many sports economists have highlighted the P audience when compared to the traditional notion of significance of sports globalisation for a sports organi- APER sports spectators as being passive receptors of media. sation’s long-term fiscal success and survival (Mahony It suggests that sports fans are seeking specific media & Howard, 2001). As SVGs become a popular form of content to meet specific needs. SVGs may be a unique entertainment around the world, the use of video and valuable outlet for needs that might not be fulfilled games as an effective marketing tool have begun to be in a real life sporting context. Finally, the findings discussed. Specifically, penetration of a sport into new indicate the potential of SVGs as ancillary products global market where that sport is not popular (e.g. the that enhance the overall experience of real-life sport. NFL and NHL in Asia) and how to measure the Additionally, the findings have important implications effectiveness of the SVG on attitude towards a sports for both academic researchers and sports marketers. brand have become increasingly important to sports marketers. This study may be useful to marketers who want to increase and enhance brand Implications attitude through SVGs. Given that motivation is central to attitudinal and behavioural outcomes of media use, Focusing on the U&G framework, this study a better understanding of motives for sport video demonstrated that the needs of SVG players are gaming is essential. satisfied through sport video gaming, and that seeking An extension of this research lies in the examination gratification is an important determinant of exposure to of the effectiveness of SVGs as a communication tool SVGs. This study provides researchers with benchmark for reaching audiences. An essential component of a data by which future research can explore the positioning plan in sports marketing is the media

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strategy in which marketers or advertisers select media 1996). Future research should consider additional vehicles that convey a message effectively. In fact, the points of view contained in the literature when video game-playing experience is repetitive and examining technology usage to enhance our interactive in a pleasurable way. The constant and understanding of the adoption and use of SVGs. repeated exposures make it more likely that the brand Which motivational dimension is the most important will make a lasting impression on the video game when predicting future behaviours is also unknown. player. Furthermore, the possibility of tailoring the Future research might make use of structural equation properties of a game offers the potential for a fully models to investigate the relationship between the developed interface between real-life sports and the motivations and desired outcome variables such as sports consumer. In this media-saturated modern age, intensity of game use. In addition, more research is where it is very difficult to reach existing sports fans needed to examine how to interpret the virtual sports with persuasive messages, sports marketers may experience and how to transfer it into sports consider the SVG as an interesting alternative to consumption behaviour. Such an understanding of the traditional marketing communication tools. virtual experience might lend itself to predicting the likelihood of an individual consuming related ‘real-life’ sporting experiences and associated products. More Limitations and future research specifically, it is suggested that research be conducted to assess the effectiveness of SVGs as a marketing tool Even though all SVGs vary in nature, depending on to drive such outcomes as brand awareness, brand the type of sport itself; the different types of SVG have attitude and purchase intention. not been compared; football and soccer, which are

APER very videogenic, game-friendly and contain very fast © 2006 International Marketing Reports P actions may satisfy a different need to slower-paced sports such as baseball or . The same may be true for the social circumstances of the exposure setting Biographies RESEARCH (e.g. when alone, when with friends or with family). Additionally, the data reported here may reflect Yongjae Kim is a PhD student at the University of motivations among the relatively young and highly Minnesota. His research interests include consumers’ educated game players. Therefore, a variety of video psychology and behaviour in the virtual sports games and different exposure settings should be environment, and the use of included in future research to develop a more new media as a marketing and communications tool comprehensive motivation scale. in sport. Another limitation of the current study is that it focuses solely on scale development process from the Stephen D. Ross is an Assistant Professor of sports U&G perspective; it does not include the contributions management at the University of Minnesota. His from alternative models such as the Technology research interests include sports fan behaviour, brand Acceptance Model (TAM) to explain user intentions to management and the brand associations fans form use technology (e.g. computer) and subsequent usage relative to sports teams. behaviour (Davis, 1986; Davis at al, 1989; Robey,

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Lefton, T. (2005, January 24) NFL deal has other leagues Rubin, A. M. & Perse, E. M. (1987) Audience activity and looking for a video-game score, Street & Smith’s Sports Business television news gratifications, Communication Research 14 (1), Journal 7. 58-84. Levy, M. & Windahl, S. (1984) Audience activity and Rubin, A. & Rubin, R. (1982) Older persons’ TV viewing gratifications: a conceptual clarification and exploration, patterns and motivation, Communication Research 9 (2), Communication Research 11 (1), 51-78. 287-313. Madden NFL Football (2004). Retrieved 8November 2004 from: Ruggiero, T. (2000) Uses and gratification theory in the 21st http://www.easports.com/games/madden2005/downloads.jsp century, Mass Communication & Society 3, 3-37. Mahony, D. & Howard, D.(2001) Sport business in the next Selnow, G. (1984) Playing video games: the electronic friend, decade: a general overview of expected trends, Journal of Sport Journal of Communication 34 (2), 148-156. Management 15, 275-296. Sherry, J. & Lucas, K. (2003) Video games Uses and McDonald, M., Milne, G. & Hong, J. (2002) Motivational factors Gratifications as predictors of use and game preference. Paper for evaluating sport spectator and participant markets, Sport presented at the annual conference of the International Marketing Quarterly 11 (2), 100-113. Communication Association, San Diego, CA. McQuail, D. (1994) Mass communication theory: an introduc- Steven, J. (2002) Applied multivariate statistics for social tion. London: Sage. sciences (4th edn). New Jersey: Lawrence Erlbuam Associates. Nelson, M. (2002) Recall of brand placements in Sundar, S. & Kim, J. (2005) Interactivity and persuasion: computer/video games, Journal of Advertising Reseach, 42(2), influencing attitudes with information and involvement, Journal 80-92. of Interactive Advertising 5 (2). Nunnally, J. & Bernstein, I. (1994) Psychometric theory (3rd Swanson, D. (1987) Gratification seeking, media exposure, and edn). New York: McGraw-Hill. audience interpretations: some directions for research, Journal of Broadcasting & Electronic Media 31 (3), 237-254. Palmgreen, P., Wenner, L. & Rosengren, K. (1985) ‘Uses and APER

P Gratifications research: the past ten years’ in K. E. Rosengren, L. Top 10 industry facts (2005). Retrieved 10 March 2005 from: A. Wenner & P. C. Palmgreen (Eds.), Uses and Gratifications www.theesa.com/facts/top_10_facts.php research: current perspectives, 11-37. Beverly Hills, CA: Sage. Trail, G. & James, J. D. (2001) The motivation scale for sport

RESEARCH Papacharissi, Z. & Rubin, A. (2000) Predictors of internet usage, consumption: assessment of the scale’s psychometric properties, Journal of Broadcasting & Electronic Media 44 (2), 175-196. Journal of Sport Behaviour 24 (1), 108-127. Phillips, C., Rolls, S., Rouse, A. & Griffiths, M. (1995) Home Wigand, R., Borstelmann, S. & Boster, F. (1985) Electronic video game playing in schoolchildren: a study of incidence and leisure: video game usage and the communication climate of patterns of play, Journal of Adolescence 18, 687-691. video arcades, Communication Yearbook 9, 275-293. PricewaterhouseCoopers (2005) Global Entertainment and Wingfield, N. (2005, 12 May) The next wave of video games; Media Outlook: 2005-2009. Retrieved 11 March 2006 from: software for new machines will look better, cost more; http://www.pwc.com dismember bodies like ‘Jaws’, The Wall Street Journal, D1. Recours, R. , Souville, M. & Griffet, J. (2004) Expressed motives Wood, R., Griffiths, M., Chappell, D. & Davies, M. (2004) The for informal and club/ association-based sports participation, structural characteristics of video games: a psycho-structural Journal of Leisure Research 36 (1), 1-22. analysis, Cyber Psychology & Behaviour 7 (1), 1-10. Robey, D. (1996) Research commentary: diversity in Information Zwick, W. & Velicer, W. (1982) Factors influencing four rules for systems research: threat, promise, and responsibility, Information determining the number of components to retain, Multivariate Systems Research 7, 400-408. Behavioural Research 17 (2), 253-269. Rubin, A. (1994) ‘Media uses and effects: a Uses and Gratifications perspective’ in J. Bryant & D. Zillmann (Eds.), Media effects: advances in theory and research. Hillsdale, NJ: Lawrence Erlbaum Associates.

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Moneyball as a supervening necessity for the adoption of player tracking technology in professional hockey

Keywords Abstract hockey Moneyball Sports leagues and media providers are constantly sabermetrics seeking new ways of improving the consumption tracking technology experience of viewers. Several new technologies have arrived in the industry, but many have not proved financially viable. Among these new technologies is tracking technology, used to augment television coverage and for coaching enhancement. This has had mixed results. In this paper I argue that the emergence of Moneyball management practices in sport have Daniel S. Mason created the supervening necessity (Winston, 1998) Faculty of Physical Education & Recreation, University of Alberta, required to drive demand for player tracking , Alberta, Canada, T6G 2H9 technology in ice hockey. This technology is able to RESEARCH Tel: +780 433 7495 Fax: +780 492 2364 collect the data necessary to implement statistical Email: [email protected] analyses comparable to those used in professional

baseball to cover media enhancement, coaching P APER Peer reviewed enhancement and Moneyball management.

Executive summary

The widespread convergence of sport and media widely adopted or prove to be financially feasible in technologies has resulted in a desire to create and the long run. This paper explores the development of provide new ways for fans to experience and consume tracking technology in ice hockey, within the broader sport. As a result, a focus has been on identifying new context of social pressures impacting upon the technologies with sports applications that will improve successful adoption and use of this technology. I argue the technical governance and overall viewing quality of that the emergence of Moneyball management games and add content to supplement other forms of (sabermetrics), where statistical analyses of data are consumption (such as fantasy games). Despite their used to evaluate team and player performance, has initial promise, not all technological innovations are created a new opportunity for the adoption of tracking

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technology in the sport. Recent technological technologies in Europe have been primarily aimed at innovations have implications for the adoption of coaching and television enhancement, while Trakus Moneyball practices in other sports – using tracking focused on television enhancement. However, it is technology that allows the collection of data on the argued here that the success of the technology will movements of athletes on the playing surface. depend upon the additional use of data collected Applications designed specifically for ice hockey are through tracking for player and team evaluation then reviewed, with a focus on the most successful purposes. If this occurs, we may yet witness a attempt to date, Trakus’ Digital Sport Information Moneyball revolution in hockey and new ways to System (DSIS). The emergence of Moneyball/ consume hockey as a mediated entertainment product. sabermetrics in baseball and its applicability to other sports is then reviewed. As explained by founder Eric Spitz, Trakus’ DSIS Introduction technology has three parts: the acquisition of information, the processing of information and the One need look no further than the pages of popular display of information (Sweet, 2001). This view trade publications for sports business to witness the provided the platform for the business model adopted widespread convergence of technologies for sport and by Trakus. However, I argue that a fourth element has media. This makes perfect sense, given sport’s been introduced by the popularisation of Moneyball/ increasing presence as a mediated entertainment sabermetrics: the analysis of information. The product. However, there is also a practical reason for technology developed by Trakus was not used for this convergence: “... fans have witnessed a steady developing a sophisticated system of evaluating player increase in price of viewership (tickets, cable and team performance; rather, it was designed to subscription) without an attendant increase of new, provide descriptive information for television compelling content” (Singh, 2001). This has resulted enhancement. Thus, Trakus’ technology most closely in a desire to create and provide new ways for fans to APER P resembles Winston’s (1998) accepted prototype, where experience and consume sport. Adam Acone, vice- the early and incomplete supervening necessity was president of broadcasting for the National Hockey the use of data for television enhancement. Clearly, the League (NHL), described two basic strategies related

RESEARCH prototype was not rejected as it was recognised as to media coverage in his sport: “We want to bring fans being a useful form of television enhancement. Trakus closer to the action and help them feel the speed and then adopted a business model that sought to recover power of the game. We also want to broaden the costs by licensing the data to television networks and audience by bringing the viewers closer to the seeking sponsorships. Therefore, it can be argued that players.” (Zelkovich, 2000). The focus has been on Trakus did accurately identify a market for its product, identifying new technologies with sports applications, but did not determine enough uses for its technology to in order to improve the technical governance and allow it to remain financially viable. overall viewing quality of games, and to add content Moneyball management has provided the that supplements other forms of consumption, such as supervening necessity required to allow the successful fantasy games. adoption and implementation of tracking technologies Examples of recent technological advancements in the hockey industry. Where previous attempts have have included the Fox Box, which displays continuous failed, or not been completely successful, it has been information related to game scores, and ESPN K Zone, because the technology has not been used across three developed by Sportvision for Sunday Night Baseball overarching areas: media enhancement, coaching telecasts. ESPN K Zone, using computers and special enhancement and Moneyball management. Tracking camera angles, outlines a batter’s strike-zone during

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telecasts (Ginn, 2001). Sportvision (an interactive Princeton Video Image Inc., a supplier of the first- sports marketing and technology company based in down line used on CBS television, lost $65 million the US) has also employed telemetry and global between 1997 and 2002 (Bernstein, 2002b), despite positioning satellite technology to record data on the widespread use of the first-down line. Princeton NASCAR car speeds, distances between vehicles and Video Image’s rival provider of the same technology, location on track for the Fox and NBC networks in the Sportvision, has had a similar lack of success. United States. In addition, sporting apparel giant Perceived need can be a major factor influencing the is working with the Fraunhofer Institute and success of a new technology. According to Winston Cairos Technologies on a prototype ‘smart’ soccer ball (1998), electronic communications technologies have which contains a sensor that will track its exact always been shaped by pre-existing social formations. position on the field. The aim is to avoid incorrect In other words, the success of a new technology is referee calls where the ball crosses the goal and a goal highly dependent upon the circumstances in which it is not awarded, and vice-versa (Blau, 2006). Finally, is introduced. It might be the timing of the launch of Trakus, a Massachusetts-based technology company, the product, the business model through which has developed a DSIS that allows sensors placed in revenues are generated, or the manner in which it is hockey players’ helmets, emitting radio signals to marketed. In the case of television and other media receivers in the arena, to record the speed and coverage of professional sports content, the financial distance that players travel on the ice (Ginn, 2001). and marketing burdens of innovation are typically Despite the initial promise of some technological placed on the developer and/or the media provider. innovations, not all are widely accepted and financially Doug Perlman, senior vice-president of television and feasible, either through limitations in the technology media ventures at the NHL, a league that has been itself or depending on the ability of the developer to among the most receptive to new broadcast find and/or develop a market. This can be caused by technologies, explained it thus: “This is the business RESEARCH financial limitations associated with a technology (the the broadcasters are in, so they’ll be the ones to do revenues it can generate compared to the development the analysis and fund the [technology’s] development

and operating costs) or the financial stability of the if it makes sense” (Bernstein, 2002b). P APER developer (in most cases significant resources have The purpose of this paper is to explore the been invested to bring the technology to market). development of tracking technology in one sport – ice Perhaps the most notable example of a new hockey – within a broader context of the social technology not being accepted in sport is the FoxTrax pressures that impact upon the successful adoption glowing puck, developed by Fox for use during and use of the technology. I have looked at the work coverage of NHL games during Fox broadcasts in the of media studies scholar Brian Winston (1998), who mid to late . The puck was widely vilified by argued that technological change is determined by critics and fans and, despite several attempts at social, political, economic and cultural factors, rather refinement, was dropped from use during telecasts than any notions of technological determinism. I (Mason, 2002). suggest that the emergence of Moneyball Even technological advancements that are widely management, a term made popular by Michael Lewis embraced do not always confer financial stability to in his book Moneyball: The Art of Winning an Unfair their parent companies. For example, the electronic Game (2003), where statistical analyses of data are first-down line used during telecasts, used to evaluate team and player performance (i.e. adopted in the late 1990s, is considered a staple of saber-metrics), has created a new opportunity for the football coverage today. However, this has not adoption of tracking technology in the sport – one that necessarily meant success for the developers. may help it succeed where in the past it might have

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failed. In other words, I argue that the failure of rates for passing, or how players interact with one several new technologies developed to enhance the another during matches. Typically, the coach will liaise mediated sport product may now be reversed by the with an employee of the team or a technology firm to arrival of a new market for the data the technology get results on specific players. At the risk of can provide – Moneyball management. oversimplification, this process involves two basic I discuss recent technological innovations that have technologies: video technology and tagging technology. the closest implications for the adoption of Moneyball practices in other sports – namely tracking technology Video technology that allows data on the movements of athletes on the Video technology involves the placement of cameras/ playing surface to be collected. Applications designed sensors in the arena or stadium to capture all actions specifically for ice hockey are then reviewed, with a that occur on the playing surface. The technology then focus on the most successful attempt (to date) by allows for a complete record of all events that occur Trakus. I then discuss the emergence of Moneyball/ during the course of a game. An early pioneer of this sabermetrics in baseball and its applicability to other technology was ProZone, a Leeds, UK, based sports and review the widespread adoption of Trakus company that works primarily with English by visiting the literature on technological adoption as Premiership football clubs. ProZone was initially developed by Winston (1998). developed to measure specific events occurring on the Based on Winston’s (1998) model, I argue that the field, such as free kicks and corners, which allowed future success of tracking technologies will be coaches to monitor where players were on the field increased due to the emergence of the supervening and make coaching adjustments accordingly (Pope, necessity of Moneyball management. This has 2004). The technology, known as MatchPlayer, allows significant implications for sports marketers as it may teams to determine the position of players, their speed signal the introduction of new technologies – or the re- and distance travelled, and the movement of the ball introduction of existing technologies that have on the pitch. One use of the data has been for APER P floundered when used solely to enhance television coaching enhancement, because it allowed coaches to coverage of games. The paper concludes with a brief see more of what was going on during games and the outline of one means of diffusion – for the sport of behaviour of players in relation to one another.

RESEARCH ice hockey. ProZone has also been used by referees to evaluate their own performances (Pope, 2004). Other companies utilising similar technology for sport Tracking technology in sport include Sport Universal, whose clients are Spanish and French elite football clubs, and Lucent Vision, a Setterwall (2003) identified two primary issues facing company focusing on the industry. The video technology development: how to obtain data for systems are able to work for football as the ball is tracking process; and how to use the data in the visible at virtually all times via at least one of the tracking process. In the world (European) football cameras in the stadium, and players can be easily environment, technology has been used primarily for identified by their physical characteristics and the coaching purposes. Here the goal is to use data to number on their shirt. However, in collision or contact separate and assess player contributions and fitness in sports such as American football and ice hockey, order to inform coaching decisions. Examples of the players are more difficult to discern because of their type of data used in this context include the speed equipment and helmets. Players also engage in and distance travelled by individual players, success physical contact, which makes it difficult to

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differentiate between players. The football or puck is Technology in hockey also often obscured from view – a running back will The NHL has expressed a willingness to experiment hold the football tightly or it may end up at the bottom with new technologies to improve its product. This is of a pile of players. In hockey, the puck is often due, in part to demographics, where the NHL hidden in the equipment of a player, particularly the considers itself well positioned to take advantage of goaltender. emerging technologies such as tagging because its fan base is young, educated and computer-savvy (McLean Tagging technology & McLean, 2001). Even existing coaches have In order to address this problem some companies, adopted their own forms of technology-based including Orad, Trakus and Cairos, have used tagging, assessment to gain a competitive advantage over other or sensor, technology to record player movement. teams. For example, the San Jose coach, Ron Tagging differs from video technology in that tiny Wilson, uses computer databases and video and transmitters are attached to the athletes (or in some telestrators to improve coaching performance and cases the horses or dogs). The information that is player evaluation (Fainaru, 2004). transmitted can be viewed in a multitude of ways, The NHL’s early forays into tracking technology from virtually any angle (Timms, 2002). One involved the puck itself. (An issue that has been advantage of tagging technology relates to how precise historically identified as a reason why viewer ratings movements can be measured. for hockey lag behind other sports in the United States A substantial disadvantage, however, relates to the has been the difficulty novice fans have in following ball, because a sensor needs to be placed on or in the the trajectory of the puck during play; Mason, 2002.) ball or puck in order for data on its movements to be Early experiments aimed at improving viewing quality collected. This proved a significant problem for Fox’s for television, and in 1993 a tracking puck was used

FoxTrax puck, where pucks had to be hollowed out in during a Minnesota North Stars team practice. It was RESEARCH order for infrared sensors to be placed inside. Players equipped with a computer chip that allowed the puck complained about the feel of the puck and, in order to to glow red when televised. Footage was shown during

avoid damaging the sensors, pucks could not be the 1993 All Star Game, but the project did not move P APER frozen, as is customarily the case in the sport (Mason, forward from there. 2002). Also, players and governing bodies had to give The next project was the infamous FoxTrax puck, permission for tagging to be placed in equipment such used during the 1996 NHL All Star Game. The NHL as hockey helmets or shin guards, whereas video had just endured a major work stoppage, which had technology did not require any manipulation of the delayed the start of the 1994-95 season, and Fox players or their equipment. television had recently been awarded the NHL’s first Cairos Technologies has been working with Adidas, network television in the United States in over 20 the Fraunhofer Institute and FIFA to develop a ball years. To address concerns regarding fans being able with a sensor that can be used to detect when the ball to follow the puck on television, the aim was to make has crossed the goal-line. So far €7.5 million has the puck glow when seen on TV. The technology used been invested in the system; it will cost approximately involved hollowing out the puck and fitting it with 20 €250,000 to use in a facility (Kammerer, 2002). infra-red transmitters that emitted a signal during the Unfortunately for its developers, the ball was not course of the game. When viewed on television, Fox deemed ready in time for use in the 2006 World Cup. could then superimpose a glowing ring around the puck, and add other effects, such as a comet trail when the puck was shot. Information on the speed of

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the puck could then be relayed to the viewer. devices in their helmets. Solomon also distanced the Unfortunately, many found the puck to be distracting, new technology from the “reviled” FoxTrax glowing and Fox stopped using it in telecasts (Mason, 2002). puck (Menzies, 1999). As the Trakus product development moved forward, sportsline.com, Trakus anticipating the possible web-based applications for By far the most ambitious project involving tracking the data Trakus DSIS would collect, announced that it technology in hockey has been that of Trakus’ DSIS. had become a development partner in the project Trakus was founded in 1997 by Eric Spitz, a 27-year (Liberman, 2000). old Sloan School of Management student at the Another potential hurdle was the approval of the Massachusetts Institute of Technology (MIT). Trakus NHL Players’ Association (NHLPA), as players would technology involves placing eight antennae on top of need to agree to wear the tagging devices. Despite the protective glass surrounding the rink surface to advances in the development of DSIS, by the late pick up a signal that is sent 30 times per second from 1990s Devon Smith, media relations manager with a credit-card sized tag that is fitted into the helmet of the Toronto-based NHLPA, was not willing to fully the player (Adams, 2001). The information is endorse Trakus, and reported that the NHLPA was transmitted to a truck outside the arena, which then “taking a wait-and-see approach for now” (Menzies, uses the information to determine the speed, distance 1999). One concern related to how the statistics and power of the player, along with the athlete’s would be used; an unnamed NHL observer raised position on the ice surface (Useem, 1999). As the concerns over how statistics would be kept, and how technology continued to develop, Spitz proclaimed: the information might be used for arbitration, where “Everyone we talk to can be a potential user of this players could be unfavourably represented in the technology... Broadcasters will like it, fans will like it, salary arbitration process (Menzies, 1999)1. However, and coaches will be able to learn from it” (Menzies, despite some reservations, in 2001 Trakus and the 1999). With excitement building for the project, NHL announced that they had reached a multiyear, APER P investors began jumping on board, including current revenue-sharing deal regarding the DSIS technology and former NHL players Tony Amonte and Gord (Raider, 2001). Trakus hoped to drive revenues by Kluzak. Amonte anticipated that players would licensing the data to television providers and also

RESEARCH endorse the system, claiming: “If it’s the wave of the through sponsorships associated with the specific future and will help boost TV ratings… I think most of measures that the data would provide – for example, the players are for it.” (Useem, 1999). whenever a player’s skating speed was shown during The NHL itself was more cautious. Steve Solomon, a telecast (Sweet, 2001). Thus the data collected by the then NHL senior vice-president and chief operating Trakus would initially be marketed as a tool to officer, explained that the Trakus technology was “still enhance television coverage of NHL games. at the experimental stage… but there are some DSIS made its debut during the 2001 NHL All Star ingredients to it that, if perfected, would be extremely Game, where four players (two from each team, a interesting for TV and internet sites” (Menzies, 1999). forward and a defender) wore the tracking devices. However, Solomon expressed some reservations and ESPN and ABC networks in the US and the CBC in noted that the NHL had to ensure that the technology Canada featured data collected from players Pavel would not pose any health risks to the players Bure, Theoren Fleury, Nicolas Lidstrom and Ray (Menzies, 1999). Trakus confirmed that there were no Bourque (Adams, 2001). Like the NHL and NHLPA, health hazards associated with players wearing the ESPN was cautiously optimistic about the debut.

1Interestingly, the opposite could also be true, where statistics could also be used to represent the player’s performance favourably.

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According to Jed Drake, a senior vice-president of Trakus was in a “retrenchment mode”, stating: “I’m not ESPN, “There’s a natural over-exuberance that can going to lie to you and say we’re widely successful. pervade rational thought when it comes to these new We’re not. But we’re surviving... Trakus has raised systems. We have to sit back and say ‘Does it really about $20 million in previous financing and attained help?’” (Sandomir, 2001). Similarly, CBC sports revenue of only about $500,000.” (Bernstein, 2002a) executive producer Ron Darling reported: “We are Although initially exploring opportunities in a number intrigued by what it can do, but we are also a little bit of sports, Trakus had chosen to focus on a singular hesitant. If there is a time down the road where all the goal: introducing its DSIS technology in hockey. players are wearing these patches, then comparisons However, despite support from the NHL and the can be made and I think it becomes very interesting. I broader hockey establishment, Trakus was unable to think for the fan it is interesting to see that [a player generate the revenues necessary to recover its has] skated four miles, or they have skated 20 miles development costs. As a result, the company changed an hour. But after that, I am not sure how interesting its focus to target the industry, where it it will become unless we have a lot of people wearing continues to operate today. them.” (Adams, 2001) Following the All Star Game, Trakus continued to experiment and improve the DSIS technology. During Sabermetrics a tournament featuring four Boston area collegiate hockey teams, all players wore tags and information Trakus’ DSIS technology provided a revolutionary new was displayed on each college’s team website means of acquiring information regarding player (Scheerer, 2002). By this time, Trakus had movement and positioning in hockey. It allowed for developed the Hit Gauge, an index of player checking new kinds of statistics to be collected on player intensity, and the GameViewer, an animated game performance which could be then used during RESEARCH re-creation featured on the universities’ websites. televised games to inform the viewer. Trakus would (Resende, 2002). then generate revenues through sponsorships for its

In addition to developments for college hockey, televised content. In the meantime, the sport of P APER Trakus continued to work with the NHL , baseball was undergoing a revolution of sorts, where using the technology for coverage of the Bruins’ games the use of statistical analyses to evaluate team and shown on the local cable station, NESN (New England player performance was beginning to be embraced by Sports Network). NESN would refer to statistics (MLB) clubs attempting to gain generated by Trakus several times during the game. advantage over competing franchises. Trakus covered the costs associated with providing the In baseball, a much more comprehensive record of information in exchange for the right to sell playing performance could be gleaned from existing sponsorship. However, Trakus was only able to sell statistics than in sports such as hockey, basketball or sponsorships for a few of the games it televised world football. This had allowed for a proliferation of (Bernstein, 2002b). In the meantime, Trakus independent fans/researchers who had developed their appeared to be going through a management and own comprehensive statistical analyses for evaluative organisational upheaval: Gary Jacobus stepped down purposes. Lead by the early writings of Bill James, this as president; Trakus was poised to obtain a additional group had evolved largely independently of those $35 million in financing; and concern was raised over involved directly with the operations of the league the slower-than-anticipated adoption of Trakus by itself, serving more as a form of entertainment and an television networks. (Bernstein, 2002a). Responding alternative means to consume baseball as an to Jacobus’ departure, CEO Eric Spitz noted that entertainment product. However, as will be discussed

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in greater detail below, one MLB team, the Oakland involves the search for new knowledge about baseball Athletics, headed by general manager Billy Beane, through the systematic study of baseball questions had actively begun to use such analysis to inform their (Gray, 2006). While evidence had existed of the use personnel decisions – and were proving to successful. of new forms of statistical analysis in baseball for (Lewis, 2003) decades, it wasn’t until 2001, when the Oakland While the Athletics’ practice of ‘Moneyball’ Athletics’ Billy Beane began using sabermetrics, that management was initially an anomaly, player and an MLB team formally began to use new techniques team statistics had been a pillar of baseball fandom to evaluate players and prospects. (Wolfe et al, 2006). for decades and one integral component of the fan Beane was able to maximise team efficiency by experience related to statistical analysis – the ways in focusing on players whose performance characteristics which player performance can be measured, were most closely linked to characteristics of winning compared with other players and benchmarked across games, rather than those with the more impressive time. The kinds of statistics that have been collected traditional statistical records (Wolfe et al, 2006). regarding sporting contests have grown over time and This practice allowed Beane to assemble competitive become more elaborate, and they have provided the rosters at a fraction of the costs incurred by other foundation for a whole new way of consuming sport MLB teams. as an entertainment product – rotisserie, or fantasy In the meantime, with the success of the Athletics, league, games. cult followers of James and sabermetrics felt as While statistics have been kept for various sports, as though they had finally been able to attain some level discussed above the one sport where they have had of legitimacy. This was furthered when Beane’s such a big impact has been in baseball. A major assistant with the Athletics, Paul DePodesta, was hired reason for this is that the game characteristics allow by the Los Angeles Dodgers.2 To give some for the breakdown of individual player performance perspective on the extent of the following, when into discrete, measurable parts. However, not until the DePodesta left the Athletics, an assistant was then APER P late 1970s, when the value of using statistical promoted to DePodesta’s former position, leaving a measures to compare performance began to emerge, vacancy in an entry level role with the team. 1,500 did pioneer Bill James first began publishing his applicants vied for the job, including an astrophysicist

RESEARCH Baseball Abstracts. By using new statistical analyses, at Oxford University. According to Billy Beane: “We James began to uncover truths about the ways in ended up hiring a young man who has an MIT which players were managed in baseball using economics undergrad degree. He is 27 years old and traditional measures. “The statistics were not merely is due to receive his PhD from Cal-Berkeley. I said at inadequate; they lied. And the lies they told led the the end of the interview: ‘Do you know how much we people who ran major league baseball teams to pay to start?’” (Santoli, 2005). misjudge their players, and mismanage their games.” While Moneyball management (or sabermetrics) (Lewis, 2003) James’ self-published annual editions seems to be gaining in acceptance among the helped to popularise research in baseball and managers of MLB teams, individuals and teams in coincided with ongoing work of members of the other sports have also been attempting to implement Society for American Baseball Research (SABR). The similar practices. However, as mentioned above, a practice of using statistical analysis to evaluate team problem that exists for most other sports is the dearth and player performance would then be known as of statistics – at least compared to baseball – on sabermetrics. According to James, sabermetrics player and team performance. Another is concerned

2It is important to note here that DePodesta was not successful in applying Moneyball to the Dodgers organisation.

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with the interrelatedness of team play, which makes it the assessment and management of player personnel.” more difficult to distinguish individual player’s (Ostfield, 2006) performance from team performance. As explained by Despite the hurdle related to obtaining statistics, Alan Ostfield, CEO of Palace Sports and Entertainment resistance to applying Moneyball in the NBA may be and the National Basketball Association’s (NBA) less than in baseball (Ballard, 2005), but a problem Detroit Pistons: “In basketball, however, statistics are remains for sports other than baseball – how does one not as easily used to measure a player’s contribution accurately collect the data that can be used to to team performance. Due to the nature of the game evaluate player and team performance? The other itself, basketball players are more dependent on each fundamental problem that exists for data sources such other for the team’s performance than are baseball as 82games.com is how this type of data can be players. Therefore, it is necessarily more difficult to collected in real time? Otherwise it has no value for use statistics to assess player personnel in basketball television viewing enhancement or for providing (and various other sports) than it is in baseball.” immediate feedback on player and team performance. (Ostfield, 2006) To answer these questions I return to tracking This problem has not deterred some from trying. technology. A pioneer in basketball has been Dean Oliver, an engineering PhD graduate from Cal Tech who acts as a consultant for the Sonics of the NBA (Oliver, Discussion 2004). However, in the absence of comprehensive player statistics, sabermetricians in basketball have As explained by founder Eric Spitz, Trakus’ DSIS relied collectively on new forms of statistics that are technology has three parts: the acquisition of not necessarily collected, or at least publicised, by the information, the processing of information and the

NBA. As a result, “a burgeoning cult of independent display of information (Sweet, 2001). This view RESEARCH statheads and academics” (Ballard, 2005) have provided the platform for the business model adopted sought to use similar statistical analyses to identify by Trakus. However, I argue here that a fourth element

value in players that cannot be achieved by other has been introduced by the popularisation of P APER means. One example of an independent entity that Moneyball/sabermetrics: the analysis of information. In collects such data is 82games.com, a website created other words, the technology developed by Trakus was by 36-year-old Roland Beech, a suburban father who not used for developing a sophisticated system of runs his site from his home in North Carolina. The site evaluating player and team performance; rather, it was relies on more than 100 volunteers who record all to provide descriptive information for television types of statistical measures of player performance, enhancement. As explained by hockey television such as contested shots and player movement without analyst : “Hockey, like most sports, has the ball. NBA team executives are among those who scads of numbers and statistics. But there is not yet a have sought to use the data collected through this site well established system that tracks those numbers to (Ballard, 2005). tell you what kind of player brings you the best results Thus it appears that an appetite for implementing in the course of a year.” (Thorne, 2005) Thus Trakus Moneyball/sabermetrics in other sports is could add a new element in facilitating the adoption of developing: “In the years ahead, with the sports Moneyball to the ice hockey industry, or providing a business continuing to evolve, the risks of means to collect the data required to undertake the business continuing to increase, and the success Moneyball analysis. of Moneyball teams in baseball, we might very well To examine this further, I will borrow from the work see basketball teams increase their use of statistics in of Brian Winston, whose book Media Technology and

G OCTOBER 2006 G International Journal of Sports Marketing & Sponsorship 55 Moneyball management and tracking technology in hockey

Society, explores the adoption of new forms of necessity – a demand for the data that Trakus’ DSIS technology across various industries. Initially, (and other tagging) technology provides. Returning to technology exists at the level of ideation. Seen in this Trakus’ attempt to introduce tagging technology into manner, one can review how technology starts as an hockey, it would be easy to assume that Trakus failed idea, but does not necessarily move further in due to a lack of financing and a business model that development: did not allow the company to recover enough revenues to continue using DSIS for hockey. It would also be A German thought of the telegraph in the last easy to assume that Trakus failed to find the years of the eighteenth century, three decades appropriate market for its technology, which could before the first working device. A Frenchman have been the use of statistical information on players hypothesized the telephone in 1854, more than and for coaching and management purposes, instead 20 years before Bell. The idea of television, which of solely as a means of enhancing televised games. depended on the identification of the phenomenon However, in using Winston’s (1998) model, we can of photoemission (i.e., that certain metals produce see that the employment and more widespread electrons when stimulated by light) was suggested acceptance of sabermetrics did not exist within in 1877… Some of these thinkers went on to test professional sports organisations when the DSIS their ideas ‘in the metal’; many did not. But more system debuted in 2001 – the same year that Billy often than not their work was known to those who Beane started using Moneyball. Thus the supervening set about building devices (Winston, 1998). social necessity did not yet exist, and DSIS remained a prototype. From ideation, technology then takes on the form of Building on this logic, Winston (1998) identified four prototypes. And while some prototypes work better possible classes of prototypes. The first type is rejected than others, performance is not the only factor that because a supervening necessity has not yet operated determines their success. Winston (1998) argued that and no possible use for the device is seen. A second APER P in order for a prototype to move outside the laboratory type is accepted; the early and incomplete operation of setting, it requires one or more supervening social a supervening necessity creates a partial need which necessities. He explained: the prototype partially fills. A parallel prototype is

RESEARCH already in existence solving another technological Just as ideation worked upon the ground of problem; however, a supervening necessity creates new scientific competence to create prototypes, so usage. Finally, partial prototypes are technologies more general supervening social necessities now designed to perform effectively in a given area but work on these prototypes to move them out of the which do not. In reviewing the development of tracking laboratory into the world at large…There is no technology for ice hockey, we have strong evidence to limitation on the forces that can act as suggest that Trakus’ DSIS technology was effective in supervening social necessities. They can range collecting players’ movements, speed and the other from the objective requirements of changed social measures it was designed to record. This suggests that circumstances (such as the consequences of the the technology was not a partial prototype. The DSIS adoption of one technology forcing the technology developed by Trakus has some elements development of another) through to the subjective that give it characteristics of being a parallel prototype. whims of perceived needs. Initially, founder Eric Spitz was interested in using the technology to track shoppers in stores and target The emergence of Moneyball management has advertising based on the aisle in which they were provided an as yet unseen supervening social shopping. When a market did not exist for this usage,

56 International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G Moneyball management and tracking technology in hockey

it was then adopted for use in hockey. However, its communications purposes. The second form of primary development was driven by hockey. Since supervening necessity is the social forces acting 2002 Trakus has changed its focus to horse racing, directly upon the innovation. This type of supervening suggesting that the company has identified a new (and necessity is more difficult to discern, and is not potentially more lucrative) avenue for the technology mediated by other forms of technology. Winston (Morrison, 2005). However, Trakus’ technology can (1998) argued that the rise of the modern business only be considered a parallel prototype for the horse corporation created the needs of today’s office racing industry as it was designed specifically to structure, architecture and machines – telephones, measure player movement in hockey. typewriters (keyboards) and calculators. Finally, I would argue that Trakus’ technology most closely commercial needs for new products creates a third resembles Winston’s (1998) accepted prototype. Here type of necessity which involves less innovation than the early and incomplete operation of a supervening social change or other technological advances. necessity was the use of data for television Winston (1998) suggested that Polaroid movies and enhancement. Clearly, the prototype was not rejected compact discs are examples of this type. as it was recognised as being a useful form of I argue here that Moneyball provides elements of all television enhancement. Trakus then adopted a three forms of supervening necessity. First, the business model that sought to recover costs by knowledge of how to use the data that can be licensing the data to television networks and seeking collected by tracking technology is, in itself, a new sponsorships. However, as the earlier review of the form of technology. Pioneering individuals such as Bill use of tracking technologies (such as ProZone in James and Billy Beane in baseball, Dean Oliver in England) suggests, other applications include coaching basketball and Bill Gerrard in world football have enhancement, providing information on player fitness developed specialised knowledge to use the data to and so on. Here it unclear as to the degree to which gain a competitive advantage for teams. The RESEARCH Trakus pursued this avenue and if it represented any emergence of this ‘know-how’ as a technology has kind of revenue stream for the company. Thus it can created a need for tracking technology in team sports.

be argued that Trakus did accurately identify a market In other words, in order for these experts to apply P APER for its product, but did not determine enough uses for sabermetrics or Moneyball management to other its technology to allow it to remain financially viable. sports, a technology is required to obtain the necessary data for analysis. Second, the widening acceptance of Moneyball management in professional The supervening necessity: Moneyball sport has created the demand for innovation – more qualified people are interested in Moneyball and The arrival and growing acceptance of Moneyball has sabermetrics, and more are needed to use statistical created a new supervening necessity for technology analysis to help teams gain competitive advantage. In that can collect data on player and team performance the case of baseball, data is already available, but in in sports such as hockey. Winston (1998) argued that sports such as basketball and hockey, tracking supervening necessities can take a number of different technology is required to obtain new forms of data that forms. The first are those created by technological can then be used. This then leads to Winston’s innovation, such as when the development of railway (1998) final form of necessity, which is rooted in lines created the need for telegraphy for safety on commercial demands. As teams employing single-track lines. Similarly, the arrival of iron-clad Moneyball/sabermetrics, such as the Oakland battleships meant that ships were often out of sight Athletics, become more successful than their counter- of one another, resulting in the need for radio for parts – by being more competitively successful using

G OCTOBER 2006 G International Journal of Sports Marketing & Sponsorship 57 Moneyball management and tracking technology in hockey

fewer resources – there will be a demand for time MLB scouts had toward the Oakland Athletics’ technology that allows teams to implement a staff who implemented sabermetrics. Finally, the poor Moneyball strategy more easily. In the case of hockey, reaction to previous attempts to implement new tech- data provided by tracking technology will be nologies, such as the FoxTrax puck (2002) may also necessary. From this discussion, one can conclude impact the willingness of the industry to adapt to new that the increasing popularisation of Moneyball in technologies. professional team sports will only heighten its role as a supervening necessity driving the need for tracking The diffusion of Moneyball in hockey technologies in sports that cannot currently record the type of statistical information available to baseball. Assuming that demand for data collected through After the arrival of a supervening necessity, the next tagging technology provides the supervening necessity stage identified by Winston (1998) is invention, where required to act as an accelerator for the adoption of the technology moves into the marketplace. Moneyball management in hockey, the following proposal for the diffusion of tagging technology is In this model, the ‘accelerator’ is the supervening provided. First, rather than exploring the technology’s social necessity transforming the prototype into an use in one area – television enhancement, three ‘invention’ and pushing the invention out into the overarching applications are identified: media world – causing its diffusion. But there is also a enhancement, coaching enhancement and Moneyball ‘brake’: this operates as a third transformation, management. As suggested by economist Bill Gerrard, wherein general social constraints coalesce to limit these three areas can also be broken down loosely the potential of the device radically to disrupt into three groups: the shirts (players), the suits pre-existing social formations. I will refer to this (management) and the fans. Tracking technologies in particular concentration of determining social Europe have been primarily aimed at coaching and factors as the ‘law’ of the suppression of radical television enhancement, while Trakus focused on APER P potential. (Winston, 1998) television enhancement. Thus in order to be financially viable, tracking technology must be capable of Although it would appear that tracking technology improving the fan experience through media adoption

RESEARCH such as that provided by Trakus is poised to become a and must be used as a coaching tool to provide prominent technological innovation in the hockey feedback on player performance. industry, there also appear to be several factors or “brakes” that may limit its adoption. The first relates to Media enhancement the apprehension of players in the use of data, as First, from a media enhancement perspective, the shown by the cautious position taken by the technology provider needs to contract to provide the NHLPA when Trakus was in its developmental stages. technology widely across the sport. In other words, the However, the fact that several current and former league and national media provider must adopt the players emerged as initial financial backers of the technology across all of its teams for the purposes of technology suggests that this may not be a using the technology for media enhancement. This can widespread issue. be achieved by negotiating for the adoption of the Second, professional sport remains a closely technology at a league and network level. Doing this – guarded industry, where outsiders can be viewed with as opposed to contracting with a single team or local disdain. Michael Lewis (2003) provides ample media provider – allows for the widespread deployment evidence of this in describing the reaction that long- of the technology (by installing the sensors in all

58 International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G Moneyball management and tracking technology in hockey

arenas), and makes the technology’s other applications not be interested in using data for these purposes. As (such as Moneyball management) more accessible to a result, it would be more effective to target teams that individual clubs, who already have the technology might seem more willing to try something new to installed in their arenas and tags worn by the players, improve performance, such as one that is considered as mandated by the league and players’ association. an underachieving team. If teams that use the In other words, once all teams are equipped with the technology are then successful, or are perceived as technology, it would require little effort on the part of successful, other teams will quickly adopt the teams to start accessing the data for other uses. technology. This is similar to the process whereby Contracting at the league-wide and network level ProZone has become more widely used in the also avoids the problem of having to engage in Premiership in England. negotiations with multiple teams and media providers. In addition, the costs of promoting the benefits of the Moneyball management technology and data generated can be passed onto the The final application is the use of the data obtained providers and league, who have an interest in its through the tagging technology to engage in the success. systematic study of hockey questions, and develop new knowledge on how to evaluate playing ability, Coaching enhancement player value and team performance. A first selling As mentioned above, resistance to the adoption of a point would be the ways in which new forms of new technology in the sports industry will most likely statistics can be gathered regarding player come from insiders who are suspicious of the benefits performance. For this to occur, experts in these that can be achieved through it use. As explained by statistical analyses would have to be able to access sabermetrics pioneer Bill James, “... you’ve got an the data to show how value can be created. Initially, outsider telling men who’ve lived the game their entire teams who seem supportive of the Moneyball concept RESEARCH lives that some of what they’ve always understood to should be engaged; they will then hire sabermetricians be true is, in fact, dead wrong. How are they going to to use the data available. If these teams are

react?” (Gray, 2006). The best way to overcome this competitively successful – as with Billy Beane’s P APER will be to show how using data collected through Oakland Athletics – other teams will be encouraged to tagging technology will allow coaches to make better engage in their own analyses. decisions regarding their players, and not override their decision-making ability or authority. Specifically, data can be collected regarding the athletes’ fitness Conclusion levels (distances travelled, length of shifts, heart rates, hydration levels, etc.) that coaches can act upon. This This paper has argued that the emergence of information is different from that normally used for Moneyball management has provided the supervening television enhancement, and coaches must be made social necessity for tagging technology to become aware that physiological data will be available to successful for applications in the sport of hockey. them. The technology provider should place While Moneyball analyses are gaining in acceptance employees within the sporting organisation, in order to and popularity with professional sports teams, there is liaise with coaches and help them use the data likely to be continued resistance from industry insiders produced by the technology. In this way, tagging to the adoption of the technology. To overcome this technology would become more widely accepted for problem, it is imperative that the new knowledge be the coaching benefits that it provides. provided as a supplement to current information, and It is anticipated that many teams and coaches will not suggested as a replacement for existing

G OCTOBER 2006 G International Journal of Sports Marketing & Sponsorship 59 Moneyball management and tracking technology in hockey

experience. Bill James explained this concept in the References context of baseball: Adams, S. (2001) All-star device will track every move players Let’s say that you need a first baseman, and there make, Rocky Mountain News, 3 February. are twelve marginal first basemen that the team Ballard, C. (2005) Measure of success, Sports Illustrated, 103, 60. could go after. There might be six that the scouts like and six that the stat analysts like, but they Bernstein, A. (2002a) Prez exits Trakus for marketing firm, Sports Business Journal 40. won’t be either/or; by the law of averages, there should be three options that both sides like Bernstein, A. (2002b) Boom! TV advances could disappear – without funding, next wave of innovation might not even make it (Gray, 2006). to screen, Sports Business Journal: 17.

Thus the technology can be positioned as a non- Blau, J. (2006) World Cup passes on smart soccer ball, CIO, 15 February. threatening enhancement to the operations of the hockey industry. In addition, by gaining access to Fainaru, S. (2004) Programmed for success: under Wilson, teams and players through media coverage, the Sharks thriving with technical support, Post, 9 May. coaching and managerial benefits of the technology Ginn, S. (2001) High-tech toys, St Petersburg Times, 14 July. should become easier to demonstrate. Then, Gray, S. (2006) The mind of Bill James: how a complete ultimately, it will be the ability of the technology to outsider changed baseball. New York: Doubleday. confer a competitive advantage to teams, and provide Kammerer, R. (2002) Computer could blow whistle on contro- an interesting and useful means to enhance the versies, Calgary Herald, 26 September 26. mediated sports product, that will determine its Lewis, M. (2003) Moneyball: the art of winning an unfair game. success in hockey. New York: W.W.

© 2006 International Marketing Reports Norton & Company. APER P Liberman, N. (2000) SportsLine invests in Trakus’ support, Sports Business Journal 17. Biography Mason, D.S. (2002) “Get the puck outta here!” Media

RESEARCH transnationalism and Canadian identity, Journal of Sport and Daniel Mason is an Associate Professor with the Social Issues 25, 140-167. Faculty of Physical Education and Recreation’s McLean, B. & McLean, S. (2001) Broadcast and broadband Management Research Group at the University of new media ventures in the , working Alberta. His research takes a multidisciplinary paper, Columbia Business School, 3 February. approach and focuses on the business of sport and Menzies, D. (1999) Sports stats take flight, National Post, the relationships between its stakeholders, including 9 August. all levels of government, sports teams and leagues, Morrison, J. (2005) Wagering rises as Woodbine season ends on the communities that host teams, agents and high note, Toronto Star, 12 December. players’ associations. Oliver, D. (2004) Basketball of paper: rules and tools for performance analysis. Washington, DC: Brassey’s, Inc. The author wishes to thank Dr Bill Gerrard of Leeds Ostfield, A.J. (2006) The Moneyball approach: basketball and University Business School, Steve Kotlowitz and Ritch the business side of sport, Human Resource Management, 45, Winter of The Sports Corporation, and Derik Murray of 36-38. Network Entertainment for their insights and interest regarding the application of Moneyball to ice hockey.

60 International Journal of Sports Marketing & Sponsorship G OCTOBER 2006 G Moneyball management and tracking technology in hockey

Pope, C. (2004) Pitch perfect: clever software is helping football Sweet, D. (2001) More technology simply means more choices, referees to improve their performance on the field, Professional Sports Business Journal 33. Engineering 38. Thorne, G. (2005) Moneyball on ice: time for hockey to look at Raider, A. (2001) Trakus still in development, but it seems it’s numbers, USA Today, 16 December. found a niche, Sports Business Journal 2. Timms, D. (2002) All eyes are on the ball, The Guardian, Resende, P. (2002) Sensor to track Beanpot hockey. Mass High 1 July. Tech: February. Useem, J. (1999) Creating new classes of sports stats with Sandomir, R. (2001) Graphics give telecasts a look like video sensors, Fortune, 139, 24 May. games, New York Times, 15 April. Winston, B. (1998) Media technology and society: a history Santoli, M. (2005) Baseball’s value player, Barron’s, 39-40. from the telegraph to the Internet. London: Routledge. Scheerer, M. (2002) Beanpot goes high-tech, New York Times, Wolfe, R., Wright, P.M. & Smart, D.L. (2006) Radical HRM 7 February. innovation and competitive advantage: the Moneyball story, Human Resource Management 45, 111-126. Setterwall, D. (2003) Computerised video analysis of football – technical and commercial possibilities for football coaching (MA- Zelkovich, C. (2000) The future of TV has arrived, Toronto Star, thesis), University of Stockholm, Sweden. 26 December. Singh, S. (2001) Technology goes to work on a quiet success, Sports Business Journal 31. RESEARCH P APER

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Analysing the effects of advertising type and antecedents on attitude towards advertising in sport

Keywords virtual advertising virtual signage advertising effectiveness electronic billboards sport signage

Gregg Bennett Assistant Professor, Sport Management, Texas A&M University Abstract Department of Health and Kinesiology 4243 TAMU, College Station, TX 77843-4243, USA This paper examines the effects of advertising type Tel: +1 979 845 0156 Fax: +1 979 847 8987 and antecedents of attitude towards advertising in Email: [email protected] general (AG) on individuals’ responses to advertising Mauricio Ferreira Ron Siders in a sports broadcast setting. Both AG antecedents APER

P Texas A&M University University of Florida and advertising type were assessed using Brackett and Yosuke Tsuji Beth Cianfrone Carr’s (2001) model. Our results indicate that Texas A&M University University of Florida individual responses to advertising vary according to

RESEARCH the type of advertising (television commercials, virtual Peer reviewed ads by location).

Executive summary

The attitude towards advertising (AG) construct has Mittal, 1993; Zanot, 1981, 1984). Several authors been the focus of several investigations in marketing have provided conceptual frameworks indicating the literature, in part because of the suggestion that it is importance of the AG construct in relation to other an antecedent to additional variables affecting important marketing variables (Bauer & Greyser, consumers (Mittal, 1994; O’Donohoe, 1995; Pollay & 1968; Brackett & Carr, 2001; Ducoffe, 1996; Shavitt

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Attitudes towards advertising in sport

et al, 1998). The purpose of this study was to analyse (83%), with nearly equal distribution of males (52%) the perceptual antecedents of AG via television and females (48%). commercials and virtual advertising to compare the Our findings indicate that individual responses to two media vehicles in a sports broadcast setting. The advertising vary according to the type of advertising study investigates attitude towards virtual advertising (television commercials, virtual ads by location). The and television commercials using Brackett and Carr’s results show that a) television commercials were (2001) model, with its perceptual antecedents perceived as being more entertaining, informative and (entertainment, informativeness, irritation and irritating, and less credible, than virtual advertisements credibility) as independent variables. regardless of location, and b) virtual advertisement Virtual advertising, also known as virtual signage with logo ads above/below the score display had a and/or electronic billboards, is a technology that allows significant lower mean score across the antecedents digitised superimposition of images (i.e. advertising compared to the other advertisement types. signage) into a television broadcast (Burgi, 1997; An interesting finding is that virtual advertisement Cianfrone et al, 2006; Lefton, 1997; Turner & with logo ads above/below the score display were Cusumano, 2000). The technology, which allows perceived as less entertaining, informative and those watching a broadcast to view a digitally inserted irritating, and more credible, than any other type of image (e.g. logo, signage, object related to the brand advertisement. Therefore, the location of the virtual etc.) that is not viewable to those in attendance at the advertising is an important consideration for media event but only viewable for those watching the planning, as different locations will trigger different broadcast. Because of the differences between TV responses. In general, television commercials were advertising and virtual advertising, we hypothesised found to be more irritating and less credible than that responses to advertising should vary by type (TV virtual advertising. advertising vs virtual advertising by location). These findings are important and interesting in the However, when comparing TV advertising with scope of current sports media broadcast practices, and virtual ads, the location of the virtual ads is an the most positive outcome of this investigation is for RESEARCH important consideration. For example, although TV virtual advertising as a marketing communications advertising might be more intrusive and entertaining tool. than virtual ads, how intrusive and entertaining virtual While no interactions of advertising type and AG P ads are might depend on the location of virtual ads. antecedents were found for informativeness, the APER Therefore, we expect responses to advertising to have results suggest individuals tend to hold some virtual an interaction effect between type of advertising and ad locations as more acceptable than others when antecedents. evaluating the AG antecedents of intrusiveness and Our stimulus for this study was a 40 minute video entertainment. segment from a televised 2001 Southeastern In conclusion, this investigation provides baseline Conference (SEC) football game. In collaboration with data for further research on consumer responses to the authors of this investigation, Princeton Video television commercials and virtual advertising in sports Image, Inc. digitally inserted virtual advertisements broadcasts. It adds to the literature on AG and into a videotaped segment of an intercollegiate advertising by making a comparison in a sports setting football game. Research participants (N=193) were between a relatively new technology – virtual undergraduate and graduate students located at a advertising – and television commercials. large university in the south-eastern United States. The majority of the respondents were Caucasians

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Attitudes towards advertising in sport

Introduction of this, the technology and its implementation has also encountered legal issues raised by concerns with While virtual advertising has been a marketing ambush marketing, restrictive laws in some countries, communications tool utilised by marketers and and the superseding of stadium signage paid for by broadcasters since the late 1990s, little has been sponsoring firms, the property or league teams done to assess the effectiveness of this advertising (Méndez, 1999; Turner & Cusumano, 2000). Still, medium. Virtual advertising, also known as virtual having the ability to place ads or other objects signage and/or electronic billboards, is a technology anywhere in a broadcast potentially creates a great that allows digitised superimposition of images (i.e. advantage for virtual advertising over conventional advertising signage) into a television broadcast (Burgi, advertising (i.e. television commercials and stadium 1997; Cianfrone et al, 2006; Lefton, 1997; Turner & signage). Given the aforementioned advantages and Cusumano, 2000). The technology allows those the fact that virtual advertising is being utilised by watching a broadcast to view a digitally inserted image companies that broadcast televised sporting events as (e.g. logo, signage, virtual object related to the brand an alternative or supplement to conventional etc.) that is not viewable to those in attendance at the commercials, we suggest it is critical to obtain event – only to those watching the broadcast. empirical evidence regarding consumer attitudes Virtual advertising was originally created for towards this particular form of advertising. advertising during live sporting events that do not The purpose of this study was to analyse the allow for stoppages in play to broadcast commercials perceptual antecedents of AG via television (e.g. World Cup soccer). However, the technology is commercials and virtual advertising in order to also being used for purposes other than advertising, compare the two media vehicles in a sports broadcast such as game enhancement (e.g. first-down marker in setting. Additionally, we sought to assess the effect of football, virtual strike zone in baseball) and product advertising type, and the location of virtual ads in placement (e.g. Coca-Cola cans virtually inserted in particular, on the perceptual antecedents of AG. The syndicated situation comedies). study investigates attitudes towards virtual advertising Virtual advertising offers numerous benefits to and television commercials using Brackett and Carr’s APER

P advertisers over conventional advertising (see Turner & (2001) model, with its perceptual antecedents (enter- Cusumano, 2000 for a more exhaustive review). For tainment, informativeness, irritation and credibility) as instance, it can increase revenue for broadcasting independent variables.

RESEARCH companies and increase brand exposure and Such an investigation is justified for several reasons. awareness for the sponsoring brand. The technology First, there is a relative paucity of original research does not interrupt the flow of the sporting event, it has investigating this marketing question. Second, since the capacity to reach a broader audience than on-site advertising has been connected with the sports stadium signage, and it provides broadcasters and industry for a number of years (Cuneen & Hannan, sponsoring firms with the capacity to animate and 1993; Pope & Voges, 1997; Shilbury & Berriman, change their ads throughout a broadcast. 1996; Stotlar & Johnson, 1989) and virtual One of the most important advantages of the advertising was initially utilised to provide more technology is that virtual advertising allows for opportunities to advertise in sports broadcasts, it advertisements to be inserted within the telecast, seems appropriate to investigate attitudes towards either in place of stadium signage or in other places virtual advertising in a sports setting. Third, since where television viewers will notice the ads (e.g. the virtual advertising allows broadcast companies to playing field or court, the stands or the goalposts) and incorporate advertisements within the context of the in different locations on the broadcast screen. Because contest rather than via commercials or stadium

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Attitudes towards advertising in sport

signage, this justifies analysis of the advantages of this significant predictor of purchase intention (MacKenzie communications medium over conventional et al, 1986), an important objective of most marketing advertising. Fourth, advertising is often the largest line and advertising campaigns. However, the Aad and item of any marketing budget that supports purchase intention relationship has been noted by investigating consumer attitudes towards advertising researchers to be a weaker link than the predictive (Hall, 2002), especially those involving new media relationship between Aad and AB (Brown & Stayman, vehicles like virtual advertising. 1992; Gelb & Pickett, 1983). Each of the aforementioned variables is a critical factor in advertising effectiveness, and understanding the Background perceptual antecedents of AG is of central importance to all sectors of advertising, including specialised The AG construct has been the focus of several sectors such as sports events marketing and sports investigations in the advertising and marketing broadcasting. literature due, in part, to the suggestion that it is an While a significant stream of research has examined antecedent to additional variables affecting consumers the AG construct as it predicts other variables, there (Mittal, 1994; O’Donohoe, 1995; Pollay & Mittal, remains a limited examination of the perceptual 1993; Zanot, 1981, 1984). Several authors have antecedents affecting the construct. This is especially provided conceptual frameworks indicating the true regarding emerging media vehicles. AG research importance of the AG construct in relationship to other has been conducted using traditional media, and in important marketing variables (e.g. Bauer & Greyser, various circumstances, such as in humorous 1968; Brackett & Carr, 2001; Ducoffe, 1996; advertising contexts (Beard, 2005; Gelb & Pickett, Shavitt et al, 1998). 1983). Recent attempts have been made to assess AG Early research by Greyser (1972) indicated that AG, constructs in light of new advertising media (Gallagher which has been defined as a “predisposition to et al, 2001; Lee & Katz, 1993; Shamdasani et al, respond in a consistently favourable or unfavourable 2001; Stevenson et al, 2000). Within the context of RESEARCH manner to advertising in general” (Lutz, 1985, p. 53), this general process, the attitude of consumers impacts upon the effectiveness of advertising. Later towards virtual advertising, given the increasingly research indicated that attitude towards advertising is crowded communications environment, is important P important because it influences attitude towards the to investigate. APER ad ( Aad), which has been operationalised as a Brackett & Carr’s (2001) model served as the “predisposition to respond in a favourable or foundation upon which we assessed the perceptual unfavourable manner to a particular advertising antecedents and value variables affecting attitude stimulus during a particular exposure situation” towards advertising (see Figure 1). These scholars (MacKenzie et al, 1986, 130-131). Aad, in turn, is based their model on literature by MacKenzie & Lutz important because it is an antecedent of brand (1989), Ducoffe (1996), Sandage & Leckenby (1980) attitude (AB) (Brown & Stayman, 1992; Lutz, 1985; and Bauer & Greyser (1968), each examining the MacKenzie & Lutz, 1989; Mehta, 2000; Shimp, attitude towards advertising construct. Brackett & 1981; Smith & Swinyard, 1983). AB, as opera- Carr’s (2001) model describes the variables of enter- tionalised by Mitchell & Olson (1981), is the tainment, informativeness, irritation, credibility and “individual’s internal evaluation of the brand” (318). relevant demographics as antecedents to attitude In addition, several studies (e.g. Haley & Baldinger, towards advertising. 1991) have demonstrated Aad and AB to be a

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Attitudes towards advertising in sport

FIGURE 1 Bracket and Carr (2001) attitude towards advertising perceptual antecedents

ENTERTAINMENT

INFORMATIVENESS

INTRUSIVENESS ADVERTISING VALUE ATTITUDE TOWARDS ADVERTISING

CREDIBILITY

RELEVANT DEMOGRAPHIC VARIABLES

Entertainment Informativeness Researchers have indicated that individuals are Resnik & Stern (1977) listed 14 informational cues entertained by advertisements, especially television (quality, performance, taste etc.) that consumers commercials. For instance, Alwitt & Prabhakar (1992) obtain from advertisements. These scholars based found that more than half of their respondents were their assumptions on the ability of the consumer to APER

P entertained by televised commercials, indicating that make decisions based on the relevant and factual these were amusing. Mittal’s (1994) findings were information they obtain from advertisements. consistent with Alwitt & Prabhakar’s (1992) results, as Additional research suggests that those consumers

RESEARCH almost half of his respondents suggested that who believe that advertising is a viable avenue for television commercials are more entertaining and learning about products are more involved with the enjoyable than the actual programming they watch. A advertisements and spend more time viewing and similar case could be made in sports settings, with the cognitively processing the ads. Previous research on broadcast often being as much about informativeness has focused mainly on informational advertising as it is about the game. Logistically, virtual content within television commercials (Reid & Rotfield, advertising is limited in its capability to entertain the 1981; Resnik & Stern, 1977; Stern & Resnik, 1991; consumer, as the ads appear for a limited time and Stern et al, 1977; Tom et al, 1984), and findings are meant to blend into the broadcast rather than suggest that television commercials in the United interrupt the sequence of the game. Since States contain more information than those of other entertainment is not one of the objectives of virtual countries (Keown et al, 1992; Martenson, 1987; advertising as a communication strategy, we suggest Resnik & Stern, 1977; Weinberger & Spotts, 1989). that respondents find television commercials more Zandpour et al (1994) suggested that cultural trends entertaining than virtual advertisements. within the United States necessitate that commercials

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and other advertisements include significant Credibility information about the product or service being Past research has suggested that the general advertised. Since commercials are often filled with consumer has a mistrust of advertising and advertising information content relevant to the product or brand, claims. For example, most consumers do not think and virtual advertising has certain constraints when it that claims made in advertising are credible or honest comes to providing informational content, it is likely (Andrews, 1989; Alwitt & Prabhakar, 1992). Similarly, that virtual advertising will provide less informational the majority of consumers do not believe that the content than television commercials. performance of products and brands matches the claims made by an advertisement. In fact, Mittal’s Irritation (1994) respondents believed that more than three- Previous research indicates that AG fluctuates across quarters of television commercials were not credible, time (Ramaprasad, 2001). Zanot (1981) revealed that believable or honest. Moreover, much of the research AG was stable prior to the , consumers were suggests that average consumers consider advertising not pleased with advertising in the , and the insulting (Andrews, 1989; Mittal, 1994). Since virtual American public, in particular the youth segment, had advertising appears more often as stadium signage, developed a negative viewpoint of AG by the 1970s and not in the form of a televised commercial making and 1980s. Yet Shavitt et al (1998) suggest there was product claims, it seems likely that this medium would an attitude shift during the 1990s, to the point where be viewed more positively by consumers than advertisements were not viewed so negatively by television commercials with regard to credibility. consumers. Irritation has often been listed as a However, as previous research indicates a general negative consumer response that affects AG. mistrust of advertising, it could be assumed that Interestingly, some scholars have suggested virtual advertising could be viewed in a similar fashion consumers who are irritated by programming to televised commercials. interruptions via television commercials are often more involved with other advertisements, a finding which is Relevant demographic variables RESEARCH seemingly a contradiction. The literature on the effects of demographics on AG is Virtual advertising allows for the placement of extensive (Gilbert & Warren, 1995), yet opinions advertisements in non-traditional locations. Most differs on the extent to which age, gender and other P interestingly, these advertisements can be placed in demographic variables influence the construct. Thus APER locations that were unavailable to standard advertising demographics may or may not be predictive of AG, but or stadium signage. For example, an advertisement it has been suggested that demographics may be above the players’ bench at a football game would useful for predicting perceptions of advertising (Beard, block the line of sight of fans in the stadium, but it is 2005; Ramaprasad, 2001; Shavitt et al, 1998). possible to accomplish this using virtual advertising. Brackett & Carr (2001) argue that only relevant One of the advantages of virtual advertising is that it demographic variables should be included when does not disrupt or intrude on event attendees’ ability assessing predictors of AG. to see the contest or game as only those consumers Several AG studies have utilised student populations watching the game on television actually view the (e.g. Andrews et al, 1991, 1994; Ramaprasad & advertisement. Still, it is possible that advertisements Thurwanger, 1998; Sandage & Leckenby, 1980; in these non-traditional locations could be viewed as Yang, 2000; Yoon et al, 1996; Yssel et al, 1993). more intrusive than advertisements in traditional Since the population investigated was made up of locations. students, only relevant a priori demographic variables

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should be included (Shavitt et al, 1998). Based upon disruptive, and fatiguing”. One can argue that virtual previous research, Brackett & Carr’s (2001) ads displayed on the playing field are intrusive arguments on relevant demographic variables within a because they distract the viewer from what they want student sample, and this study’s sample, we suggest to attend to (i.e. the game, match or contest), but that none of these variables will have a significant those located in areas on the screen where traditional impact on AG and advertising value (Brackett & Carr, signage is typically seen on broadcasts may be less 2001; Ducoffe, 1996). Thus demographic variables irritating to consumers because they are expected to were not included in this analysis, only reported. occupy such space within the broadcast. Therefore, Because of the aforementioned differences between we expect responses to advertising to have an TV advertising and virtual advertising, we hypothesise interaction effect between location of virtual that responses to advertising should vary by type (TV advertising and antecedents, which leads to our advertising vs virtual advertising by location). second hypothesis: Therefore, the following was hypothesised: H2: Differences in response to the types of H1: Individual responses to advertising will vary advertising will depend on the antecedents according to the types of advertising (television (entertainment, informativeness, intrusiveness and commercials, virtual ads by location). credibility).

Location of virtual ads While the use of virtual advertising by broadcasting Method companies continues to increase and the medium has some advantages over traditional television Participants commercials (Turner & Cusumano, 2000), the specific Research participants (N=193) were undergraduate spatial location of the ads warrants further exploration and graduate students from a large university in the (Umanath et al, 1990). For example, previous south-eastern United States. This convenience sample literature suggests that TV advertising is probably more was pooled from several sports management classes. APER

P intrusive than virtual ads because it stops the flow of The majority of respondents were Caucasians (83%) the game, but ads in different locations within the and the sample had nearly equal distribution of males broadcast could elicit more variability among (52%) and females (48%). Table 1 provides

RESEARCH consumers with regard to these perceptual demographic data on the research participants. antecedents. Virtual ads are often inserted at different locations by sports broadcasters in an effort to attract Treatment viewers’ attention. Since a major purpose of virtual The study used a video stimulus. A 40 minute advertising is to attract viewers’ attention, assessing segment was adapted from a 2001 televised the effects of different virtual ad locations in relation to Southeastern Conference (SEC) football game. In attitudes, and the perceptual antecedents they elicit collaboration with the authors of this investigation, within consumers, seems especially warranted. Princeton Video Image, Inc. digitally inserted virtual Hong et al (2004) have argued that computer users advertisements into a videotaped segment of an may visually attend to an object (e.g. banner ad, intercollegiate football game. The segment included virtual ad) because it is distinct and draws attention to one set of conventional television commercials (Texas that particular portion of the screen, but it is also Pete, The Wall Street Journal, Alltel and Chevrolet apparent that such attention-attracting techniques can Malibu) and eight virtual advertisements that were be seen as irritating – “distracting, obtrusive, inserted by Princeton Video Image, Inc. in

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TABLE 1 Demographics of participants (N = 193)

VARIABLE CATEGORY N % CUMULATIVE % GENDER MALE 98 52.4 52.4 FEMALE 89 47.6 100.0

ETHNICITY AFRICAN AMERICAN 11 5.9 5.9 ASIAN 5 2.7 8.6 HISPANIC 15 8.0 16.6 WHITE (NOT HISPANIC) 155 82.9 99.5 OTHER 1 0.5 100.0

collaboration with the authors of this study. The four columns assessing virtually inserted advertisements at commercials each lasted 30 seconds. The eight various locations within the broadcast (i.e. goalposts, virtually inserted advertisements were located near the sidelines etc.) and one assessing TV commercials. score display (Texas Pete and Pizza Hut), on the playing field (Ford and Volkswagen), in the stands The first section included items assessing the (Coca-Cola and Nokia), on the sidelines (Firestone and perceptual antecedent entertainment of both television Intel), and on the crossbars of the goalposts (Philips commercials and virtual ads. The following three items and Ruffles). Each virtual advertisement was on the were included in this section: screen for 6 seconds or less. The video was viewed in a theatre-style classroom and the respondents were “Ads [television commercials, virtual ads by RESEARCH not informed of the research purpose prior to viewing location] are fun to watch” the videotape. Respondents viewed the videotape and “Ads are entertaining” subsequently responded to a questionnaire that was “Ads detract from my enjoyment of the game”. P based upon Brackett & Carr’s (2001) model, AG, and APER hypotheses generated for this investigation. Subjects The second section contained questions designed to were not informed that there were advertisements assess the informativeness perceptual antecedent. The inserted within the videotape. following three items were included in this section:

Survey content “Ads [television commercials, virtual ads by Given the use of the Brackett & Carr (2001) model as location] are a good source of product and/or a foundation for this investigation, a self-administered service information” modified survey instrument developed by Brackett & “Ads are a convenient source of product and/or Carr (2001) was utilised. The 14-item instrument service information” included five sections. Four assessed the respondents’ “Ads provide timely product and/or service attitudes towards advertising on a five-point Likert information”. scale (anchored by Strongly Agree/Disagree); the fifth was a demographic section. Within these four Section three included the following two items sections, participants were asked to respond to four assessing irritation and intrusiveness:

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TABLE 2 Factor loadings – oblique rotation – maximum likelihood extraction

VARIABLES INFORMATIVENESS INTRUSION ENTERTAINMENT CREDIBILITY COMMUNALITY (DECEPTIVENESS) ARE CONVENIENT SOURCE OF PRODUCT AND/OR SERVICE INFORMATION 0.943 -0.048 0.537 0.052 0.695 PROVIDE TIMELY PRODUCT AND/OR SERVICE INFORMATION 0.828 -0.106 0.499 0.020 0.633 ARE GOOD SOURCE OF PRODUCT AND/OR SERVICE INFORMATION 0.784 -0.021 0.574 0.131 0.893 INTERRUPT THE FLOW OF THE GAME 0.035 0.826 -0.016 0.513 0.689 DETRACT FROM MY ENJOYMENT OF THE GAME -0.147 0.819 -0.252 0.535 0.550 ARE ANNOYING AND IRRITATING -0.184 0.682 -0.378 0.465 0.620 ARE FUN TO WATCH 0.541 -0.138 0.833 0.089 0.485 ARE ENTERTAINING 0.540 -0.052 0.790 0.228 0.649 ARE DECEPTIVE 0.122 0.457 0.149 0.784 0.703 INSULT PEOPLE'S INTELLIGENCE 0.012 0.452 0.060 0.695 0.687

SUM OF SQUARES (EIGENVALUES) 3.456 2.797 1.003 0.695 6.604 PERCENTAGE OF TRACE 30.73% 24.27% 7.46% 3.58% ALPHA (RELIABILITY) 0.89 0.81 0.79 0.69

“Ads [television commercials, virtual ads by Results location] are annoying and irritating” “Ads interrupt the flow of the game”. Repeated measures were collected from the APER

P respondents regarding their attitudes towards The fourth section included the following two items advertising in sport across different advertisement assessing credibility: types. Data analysis consisted of testing differences in

RESEARCH measures of attitude towards advertising across “Ads [television commercials, virtual ads by advertisement types and antecedents using a two-way location] are deceptive” (4x5) repeated measures design. “Ads insult people’s intelligence”. Attitudes towards advertising were first decomposed into four perceptual antecedents (levels): The final section included items which measured a) entertainment, b) informativeness, c) intrusiveness; respondents’ overall brand attitude (AB) for those and d) deceptiveness (credibility). These four utilised in both television commercials and virtual perceptual antecedents were estimated by submitting advertising. Three items were modified from previous the original 10 Likert-scale measures described in the work by Bruner (1998) and Laczniak et al (2001): methodology section to a factor analysis using the total variance of the three-way matrix (all observations “I like this brand” across individuals and advertisement type). Based on “I would buy this brand” the factor structure outlined in Brackett & Carr (2001), “I would consider buying this brand”. we extracted four factors using a maximum likelihood

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TABLE 3 Mean factor scores for antecedents by type of advertisement

TYPE OF ADVERTISEMENT LOCATION OF INFORMATIVENESS INTRUSION ENTERTAINMENT CREDIBILITY ADVERTISEMENT (DECEPTIVENESS) TV COMMERICIALS 0.765 0.530 0.842 0.655 VIRTUAL ADVERTISEMENTS LOGO ADS ABOVE/ BELOW THE SCORE DISPLAY -0.156 -0.364 -0.230 -0.303 LOGO ADS ON THE PLAYING FIELD -0.243 -0.015 -0.281 -0.138 BANNER ADS ON THE SIDELINE OR GOALPOSTS -0.183 -0.080 -0.191 -0.097 BANNER ADS IN THE STANDS -0.187 -0.077 -0.141 -0.122

and oblique rotation. The four factors explained 66% preliminary regression were used to adjust the mean of the variance. All variables loaded as expected. The scores for the dependent variable before the statistical reliability of each scale was .79 for entertainment, .89 tests were performed on advertising type and for informativeness, .807 for intrusiveness and .69 for antecedents. credibility (see Table 2). Attitudes towards brands were estimated by As a result of the factor analysis, standardised factor submitting the three Likert-scale measures of attitudes scores were computed for each individual and media towards brands discussed above to a principal type for subsequent analysis. Table 3 shows the component analysis. Thirteen factors (one for each means of these factor scores for each type of brand) were extracted using principal components advertisement. and oblique rotation. The 13 factors explained 86% As shown in Table 3, TV commercials have higher of the variance. All variables loaded as expected. The mean scores across all antecedent measures of reliability of each scale was higher than .80 for all RESEARCH attitude towards advertising. factors (see Table 4). The standardised component Next, to examine whether statistical differences scores were estimated and entered in the model as exist, we submitted the data summarised in Table 3 covariates. P to a 4x5 repeated measures MANOVA1. Advertising Multivariate test results of the covariate analysis APER type and antecedents were treated as within-subject indicate a significant main effect of media factors. (F=96.967, df=4, p<.001) and interaction effect In order to test for possible confounding effects of between media and antecedents (F=2.921, df=12, individuals’ attitudes towards the brands and account p=.002) at alpha .05, after controlling for the effects for gender differences, a preliminary MANCOVA of gender and attitudes towards brands. Results of analysis was performed using individuals’ attitudes between-subject effects indicated that gender was not towards brands and gender as covariates and a significant factor in the model (F=.290, p=.591), between-subject factor respectively. As part of the mul- and attitudes towards brands, with the exception of a tivariate analysis procedure, any variation on the few brands, Nokia (F=5.424, p=0.021), Texas Pete dependent variable due to attitudes towards brands (F=5.447, p=0.021) and Intel (F=9.596, p<0.01), were first removed (controlled) in a procedure similar did not have an impact on attitudes towards to regression analysis. Then the results of this advertising (see Table 4). In addition, multivariate tests

1We also conducted a 10 x 5 repeated measures MANOVA, where all original ten antecedent variables were entered into the analysis. This was done as a checking procedure to the implications of a factor analysis. Results were very similar to the analysis including the latent factors. Therefore, we present here only the MANOVA with latent factors.

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TABLE 4 Factor loadings – oblique rotation – principal components

RUFFLES NOKIA FIRESTONE TEXAS PIZZA WSJ VW INTEL ALLTEL COKE PHILLIPS CHEVY FORD COMMU- PETE HUT NALITIES RUFFLES BUY 0.946 0.204 -0.021 -0.155 -0.204 0.289 0.028 -0.055 0.157 0.228 -0.122 -0.157 -0.332 0.692 RUFFLES LIKE 0.927 0.154 0.025 -0.068 -0.217 0.183 0.122 -0.052 0.15 0.286 -0.093 -0.236 -0.278 0.848 RUFFLES CONSIDER 0.921 0.198 0.065 -0.072 -0.239 0.291 0.058 -0.065 0.232 0.226 -0.097 -0.164 -0.351 0.793 NOKIA BUY 0.168 0.964 0.162 -0.024 -0.09 0.067 0.126 -0.146 0.052 0.145 -0.189 -0.199 -0.076 0.845 NOKIA CONSIDER 0.18 0.942 0.126 -0.053 -0.131 0.022 0.078 -0.127 0.076 0.072 -0.243 -0.149 -0.098 0.889 NOKIA LIKE 0.204 0.93 0.116 -0.045 -0.098 0.095 0.145 -0.21 -0.01 0.151 -0.249 -0.125 -0.031 0.871 FIRESTONE BUY -0.016 0.101 0.966 0.041 -0.012 0.047 0.087 0.046 0.016 -0.007 0.036 -0.196 -0.172 0.685 FIRESTONE CONSIDER 0.029 0.123 0.94 0.09 -0.027 0.027 0.049 0.101 -0.008 -0.071 0.02 -0.139 -0.148 0.844 FIRESTONE LIKE 0.04 0.169 0.916 0.009 -0.117 0.064 0.154 -0.006 0.037 0.044 -0.004 -0.155 -0.149 0.797 TEXAS PETE BUY 0.171 0.029 -0.037 -0.905 -0.011 0.109 0.111 0.044 0.078 0.009 -0.026 -0.21 -0.195 0.841 TEXAS PETE CONSIDER 0.116 -0.053 -0.042 -0.875 -0.058 0.044 0.007 0.095 0.143 0.003 -0.102 -0.165 -0.269 0.868 TEXAS PETE LIKE 0.016 0.127 -0.042 -0.811 -0.068 0.024 0.046 -0.064 0.11 0.008 -0.075 -0.117 -0.072 0.836 PIZ HUT BUY 0.258 0.084 0.033 -0.04 -0.957 0.105 0.154 -0.063 0.072 0.165 -0.042 -0.205 -0.083 0.908 PIZ HUT LIKE 0.235 0.138 0.054 -0.076 -0.949 0.096 0.155 -0.059 0.114 0.159 -0.007 -0.224 -0.091 0.926 PIZ HUT CONSIDER 0.177 0.117 0.085 -0.031 -0.939 0.032 0.163 -0.11 0.112 0.06 -0.081 -0.194 -0.045 0.892 WSJ BUY 0.287 0.108 0.033 -0.029 -0.071 0.942 0.099 -0.229 0.132 0.177 -0.116 -0.139 -0.126 0.877 WSJ CONSIDER 0.285 0.071 0.085 -0.115 -0.088 0.917 0.133 -0.113 0.095 0.138 -0.02 -0.129 -0.12 0.937 WSJ LIKE 0.181 0.025 0.025 -0.026 -0.065 0.908 0.169 -0.173 0.14 0.164 -0.081 -0.188 -0.082 0.898 VW BUY 0.078 0.145 0.09 -0.069 -0.152 0.12 0.959 -0.181 0 0.024 -0.171 -0.178 0.031 0.9 VW LIKE 0.031 0.123 0.059 0.014 -0.125 0.092 0.94 -0.222 -0.091 0.022 -0.172 -0.125 0.071 0.923 VW CONSIDER 0.104 0.085 0.15 -0.109 -0.182 0.183 0.928 -0.102 0.064 -0.013 -0.13 -0.161 -0.057 0.885 INTEL BUY 0.037 0.135 -0.047 0.051 -0.094 0.189 0.162 -0.927 -0.017 0.074 -0.202 -0.108 -0.007 0.853 INTEL CONSIDER 0.06 0.142 -0.046 0.015 -0.12 0.227 0.191 -0.903 -0.015 0.047 -0.143 -0.044 0.004 0.94 INTEL LIKE 0.083 0.205 -0.036 -0.007 -0.006 0.082 0.148 -0.895 -0.05 0.082 -0.164 -0.251 0.004 0.896 ALLTEL BUY 0.138 0 -0.011 -0.119 -0.028 0.086 -0.03 0.089 0.913 0.016 -0.015 -0.148 -0.196 0.795 APER P ALLTEL CONSIDER 0.206 0.042 0.008 -0.154 -0.057 0.052 0.009 0.037 0.879 0.017 -0.072 -0.143 -0.202 0.887 ALLTEL LIKE 0.168 0.089 0.061 -0.058 -0.221 0.242 0.001 -0.059 0.791 0.103 0.018 -0.237 -0.04 0.832 COKE BUY 0.283 0.128 -0.051 -0.016 -0.124 0.24 0.023 -0.07 -0.015 0.931 -0.064 -0.073 -0.175 0.838

RESEARCH COKE CONSIDER 0.288 0.169 0.032 0.036 -0.134 0.179 0.013 -0.076 0.049 0.925 -0.18 -0.068 -0.201 0.901 COKE LIKE 0.189 0.075 -0.009 -0.032 -0.108 0.069 -0.006 -0.046 0.087 0.909 -0.109 0.011 -0.096 0.854 PHILIPS BUY 0.126 0.229 -0.03 -0.035 -0.06 0.057 0.176 -0.203 -0.036 0.101 -0.934 -0.121 -0.015 0.877 PHILIPS CONSIDER 0.055 0.194 -0.016 -0.085 -0.065 0.047 0.101 -0.106 0.06 0.079 -0.904 -0.051 -0.119 0.909 PHILIPS LIKE 0.135 0.249 0.005 -0.079 0.007 0.105 0.203 -0.209 0.042 0.182 -0.879 -0.151 -0.109 0.867 CHEVY BUY 0.167 0.143 0.157 -0.228 -0.194 0.169 0.161 -0.108 0.213 0.012 -0.079 -0.955 -0.266 0.88 CHEVY LIKE 0.229 0.179 0.162 -0.095 -0.19 0.138 0.191 -0.194 0.124 0.119 -0.154 -0.927 -0.237 0.922 CHEVY CONSIDER 0.191 0.171 0.2 -0.214 -0.252 0.167 0.122 -0.084 0.238 -0.015 -0.096 -0.91 -0.279 0.854 FORD BUY 0.32 0.04 0.138 -0.196 -0.091 0.106 -0.003 0.029 0.159 0.151 -0.063 -0.227 -0.976 0.874 FORD CONSIDER 0.335 0.076 0.147 -0.249 -0.096 0.1 -0.032 -0.011 0.179 0.116 -0.085 -0.261 -0.955 0.955 FORD LIKE 0.339 0.123 0.215 -0.093 -0.04 0.14 0.01 -0.031 0.132 0.214 -0.123 -0.303 -0.92 0.923 SUM OF SQUARES (EIGENVALUES) 9.287 5.313 4.482 3.895 3.707 3.488 3.082 2.746 2.204 1.943 1.784 1.575 1.142 33.812 PERCENTAGE OF TRACE 17.86% 10.22% 8.62% 7.49% 7.13% 6.71% 5.93% 5.28% 4.24% 3.74% 3.43% 3.03% 2.20% ALPHA (RELIABILITY) 0.907 0.932 0.937 0.852 0.948 0.915 0.936 0.897 0.813 0.911 0.819 0.924 0.946

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FIGURE 2 Effects of advertising type within each perceptual antecedent

1 INFORMATIVENESS INTRUSION ENTERTAINMENT DECEPTIVENESS (CREDIBILITY) 0.8

0.6

0.4

0.2

0

-0.2

-0.4

VIRTUAL ADVERTISEMENT LOGO ADS ABOVE/BELOW TV COMMERCIALS SCORE DISPLAY

VIRTUAL ADVERTISEMENT LOGO ADS ON THE VIRTUAL ADVERTISEMENT BANNER ADS ON THE PLAYING FIELD SIDELINE OR GOALPOSTS VIRTUAL ADVERTISEMENT BANNER ADS IN THE THE STANDS

indicated that a few brands interacted with the main antecedents on attitude towards advertising depended RESEARCH effects of advertising type and antecedents, but not on the type of advertisement. with the interaction between type and antecedent. A A simple way to understand the nature of the comparison of the model with and without covariates interaction effects is by examining mean differences P and gender indicates that these results were robust to between advertising types within each antecedent APER the inclusion of covariates and gender into the model. taken separately. These variations were examined via Hence the interaction effects between media and an analysis of simple main effects of advertising type antecedents were independent of individuals’ attitudes at each antecedent (O’Brien & Kaiser, 1985) and towards brands and gender. Therefore, the analysis displayed in Table 5. The F tests of advertising types proceeded with the estimation of a MANOVA model at each antecedent revealed a significant variation of without the covariates. advertising types within each antecedent. The The MANOVA results are shown in Table 5. Similar advertising types, especially TV commercials, differ to the aforementioned results of the MANCOVA, more strongly in entertainment (F=51.196, p<.001) multivariate test results indicate a significant main and informativeness (F=39.663, p<.001). effects of media (F=92.122, df=4, p<.001) and The interaction effects between advertisement types interaction effect between media and antecedents and antecedents can be best observed in Figure 2, (F=2.895, df=12, p=.001) at alpha .05. The where mean attitudes of each advertising type are significant interaction effect between advertisement plotted for each antecedent. Pairwise comparisons, types and antecedents indicates that the effects of Bonferroni adjusted, of cell means indicated that the

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TABLE 5 Between-subject effects

SOURCE TYPE III SUM OF SQUARES DF MEAN SQUARE F SIG. INTERCEPT 1.178 1 1.178 0.453 0.502 RUFFLES 0.124 1 0.124 0.048 0.828 NOKIA 14.236 1 14.236 5.474 0.021 FIRESTONE 0.023 1 0.023 0.009 0.926 TEXAS PETE 14.165 1 14.165 5.447 0.021 PIZZA HUT 1.993 1 1.993 0.766 0.383 WSJ 2.025 1 2.025 0.779 0.379 VW 0.123 1 0.123 0.047 0.828 INTEL 24.955 1 24.955 9.596 0.002 ALLTEL 0.565 1 0.565 0.217 0.642 COKE 7.604 1 7.604 2.924 0.09 PHILLIPS 0.214 1 0.214 0.082 0.775 CHEVY 4.465 1 4.465 1.717 0.193 FORD 0.105 1 0.105 0.04 0.841 GENDER 0.754 1 0.754 0.29 0.591 ERROR 296.449 114 2.6

adjusted mean scores for TV commercials were (qTV=-0.86, p<.001; qplayingfield=-0.15, p=0.06; significantly higher than any virtual advertisement type qsideline=-0.20; qstands=-0.16, p=0.05). APER

P for all antecedents (qabove/below=0.90, qplayingfield =1.0, The interaction term can also be understood by qsideline =0.91, qstands =0.91, all p<.001). examining the mean differences between antecedents For informativeness, there were no significant within each advertising type. Table 6 also shows the

RESEARCH differences between virtual advertisement types. main effects of antecedents at each advertising type. However, for intrusion, it also can be clearly seen in Results indicated that antecedents were significantly Figure 2 that virtual ads with a logo above/below the different for TV commercials at alpha 0.05 and score display were perceived as significantly less significantly different for virtual ads with logos intrusive than all advertisement types (qTV=-0.81, q displayed on the playing field at alpha 0.10. playingfield=-0.35, qsideline =-0.29, qstands =-0.27, Figure 3 shows the mean attitudes of each respectively, all p<.001). antecedent plotted for each advertising type. Pairwise For entertainment, virtual ads with a logo displayed comparisons, Bonferroni adjusted, of cell means on the playing field were perceived as less entertaining indicated that TV commercials were less intrusive than than virtual ads with a logo displayed in stands (q=- they were entertaining, informative and credible 0.14, p=0.02) and sidelines (q=-0.12, p=0.09). For (q=-0.23, q =-0.31, q =-0.12 respectively), all credibility, virtual ads with a logo displayed above or p<.05. In addition, virtual ads displayed on the below the score display were perceived to be less playing field were more intrusive than entertaining deceitful (more credible) than any other type (q=0.26, p=0.07) and credible (q=0.12, p=0.09).

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TABLE 6 Multivariate tests

SOURCE WILKS' LAMBDA VALUE F HYPOTHESIS DF ERROR DF SIG. AD TYPE 0.723 92.122 4 141 0.000 AT INFORMATIVENESS 0.471 39.663 4 141 0.000 AT INTRUSION 0.595 23.987 4 141 0.000 AT ENTERTAINMENT 0.408 51.196 4 141 0.000 AT CREDIBILITY 0.518 32.775 4 141 0.000

ANTECEDENTS 0.997 0.140 3 142 0.936 AT TV COMMERCIALS 0.933 4.330 3 180 0.006 AT VIRTUAL AD WITH LOGO ABOVE/BELOW SCORE DISPLAY 0.972 1.714 3 179 0.166 AT VIRTUAL AD WITH LOGO DISPLAYED ON PLAYING FIELD 0.960 2.560 3 185 0.056 AT VIRTUAL AD WITH LOGO DISPLAYED AS BANNERS IN SIDELINES/GOALPOSTS 0.994 0.385 3 180 0.764 AT VIRTUAL AD WITH LOGO DISPLAYED IN STANDS 0.987 0.734 3 170 0.533

ANTECEDENTS * ADVERTISING TYPE 0.793 2.895 12 133 0.001 RESEARCH Discussion corroborate with previous research regarding the nature of TV commercials (Alwitt & Prabhakar, 1992; The purpose of this investigation was to examine the Keown et al, 1992; Martenson, 1987; Mittal, 1994; P effects of advertising type and antecedents of AG on Reid & Rotfield, 1981; Resnik & Stern, 1977; Stern & APER individuals’ responses to advertising in a sports Resnik, 1991; Stern et al, 1977; Tom et al, 1984; broadcast setting. Both AG antecedents and Weinberger & Spotts, 1989). An interesting finding is advertising type were assessed using Brackett & Carr’s that virtual advertisements with logo ads above/below (2001) model. the score display were perceived as less entertaining, Our results indicate that individual responses to informative and irritating, and more credible, than any advertising vary according to the types of advertising other type of advertisement. Therefore, location of the (television commercials, virtual ads by location). These virtual advertising is an important consideration for results indicate that a) television commercials were media planning, as different locations will trigger perceived as being more entertaining, informative and different responses. On the other hand, television irritating, and less credible than virtual advertisements, commercials were also found to be more irritating and regardless of location, and b) the virtual advertisement less credible than virtual advertising in general. Both with logo ads above/below the score display had a findings are important and interesting in the scope of significant lower mean score across the antecedents current sports media broadcast practices, and the than the other advertisement types. These findings most positive outcomes of this investigation are for

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Attitudes towards advertising in sport

FIGURE 3 Effects of perceptual antecedent within each advertising type

1 TV COMMERCIALS LOGO ADS LOGO ADS ON THE BANNER ADS ON BANNER ADS ABOVE/BELOW PLAYING FIELD THE SIDELINE OR IN THE STAND 0.8 DISPLAY SCORE GOALPOSTS

0.6

0.4

0.2

0

-0.2

-0.4

INFORMATIVENESS INTRUSION

ENTERTAINMENT CREDIBILITY

virtual advertising as a marketing communications advertising is more closely related to sponsorship (i.e. tool. Respondents were apparently not as irritated by stadium signage). Stadium signage has been an virtual advertisements as they were by the television accepted part of sport and sports broadcasts for quite commercials. These reported perceptions could be due some time. Sponsorship has been described as having to the fact that virtual advertisements are inserted onto a more positive acceptance level among consumers APER

P the playing field or other locations onscreen and there than conventional advertising such as television is no need for stoppage of play as is necessary for commercials (Meenaghan, 2001). In fact, Meenaghan commercials. Television commercials require a break (2001) suggests that consumers view sponsorship as

RESEARCH from competition, a fact that we suggest is viewed as benevolent and subtle – the intent to persuade is irritating to our sample. We suggest this finding would disguised, and it creates a low level of alertness when probably also be true for other samples of college communicating with the consumer; whereas football consumers. This logic would indicate that advertising is viewed as selfish and not subtle, the sports consumers prefer not to have the game stopped intent to persuade is overt, and it creates a high level for television commercials and, therefore, view virtual of alertness among viewers. Because the presentation advertisements as less irritating or intrusive than of virtual ads is more subtle, the intent to persuade is commercial breaks. certainly disguised when compared to commercials, so One possible explanation for this finding is that our it probably creates lower levels of alertness, and the respondents are typical in their assessment of properties and presentation of virtual advertising may television commercials and responded accordingly. mimic sponsorship activation (i.e. stadium signage) Another plausible explanation is that these results also and so, we suggest, virtual ads were considered more indicate an acceptance of virtual advertising as not credible than the television commercials among our being dishonest since, in presentation, virtual respondents.

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Our second hypothesis assessed the interaction of more positively if it were to become common industry advertising type with the antecedents of attitude practice. Another plausible suggestion is that those towards advertising. It is not surprising that these who consume sports broadcasts will continue to be respondents found little difference between the ad irritated by the placement of advertising within the locations on the informativeness perceptual context of the game core. With regard to TV antecedent, as the information that can be displayed commercials, the fact that commercials are viewed as via virtual advertising does not have to vary according much more entertaining than irritating or deceptive is to location. However, the results indicate that the interesting but in agreement with previous research effects of types of advertisement will vary according to (Alwitt & Prabhakar, 1992; Mittal, 1994), yet irritating the other antecedents. Many of the interaction effects (Shavitt et al, 1998; Ramaprasad, 2001; Zanot, were related to the location of the virtual ads. 1981). While this sample did find the commercials Although no directional prediction was expected somewhat intrusive and deceptive, they reported them regarding the interactions, the results suggest that to be entertaining. individuals tend to hold some virtual ad locations as more acceptable than others when evaluating the AG Managerial implications antecedents of intrusiveness and entertainment. For Our results suggest that virtual advertising appears to instance, virtual ads located on the playing field were have both negative and positive outcomes for firms perceived as much more intrusive and irritating than regarding the attitudes it generates among consumers. ads at other locations. Likewise, these ads were For instance, our findings reveal that virtual ads viewed as much less entertaining than those at other probably cannot provide entertainment value among ad locations. On the other hand, virtual banner ads consumers, certainly not in the same way as television located in the stands were less intrusive than other commercials, due to attribute constraints. Since this is virtual ad locations. Virtual ads inserted near the score not an objective of virtual advertising, and there are display were less intrusive and deceptive than all ad limitations regarding the ability of this type of medium locations. to achieve this objective, managers should choose RESEARCH Broadcasting firms have utilised virtual ads near the another vehicle if they wish to entertain the viewer score display in sport broadcasts for a significant time, through advertising. Our findings likewise indicate that and stadium signage on the sidelines and in the the virtual ads were not as informative as television P stands is traditionally viewable in most broadcasts. commercials. Again, the limitations of virtual APER Therefore, it is possible that these respondents have a advertising (duration of exposure, location of ads etc.) predisposition to accept or view positively the locations may prevent consumers from obtaining the same level that are traditionally utilised for signage at a stadium of information as television commercials. However, we or within broadcasts. It is clear that these respondents argue that virtual ads could provide more information did not express positive perceptions towards the ads than consumers were exposed to in this investigation. inserted onto the playing field. These findings could be The ads in this investigation were static and did not in agreement with Hong et al (2004), who suggest change. One of the advantages of virtual advertising is that viewers may attend to the ad but are irritated by that the ad can be changed after each pitch (time its placement. This seems plausible, as those viewing down the ice or court, around the course, after each the contest prefer not to have their attention diverted play etc.) and provide different information about the to an ad while the game is being played. It could be firm, brand or product each time. If more information that the insertion of virtual ads onto the playing field content could be inserted within virtual ads in sports was viewed negatively because these consumers are broadcasts, then consumers may perceive this not accustomed to such placement and would view it medium as being more informative than we found in

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this study. Such findings would have important thus affect the informativeness – and possibly other implications for managers seeking to provide perceptual antecedents. It would seem appropriate to information to consumers. investigate the effects of providing animated and The findings on irritation are important for virtual information content through this communications advertising, especially with regard to the location of medium as compared to television commercials. advertisements. It appears that managers may wish to Another limitation of this investigation involves the choose marketing platforms that include virtual fact that we make comparisons between virtual advertisements located near the score display, on the advertisements and television commercials despite the sidelines and near the goalposts. Our results suggest fact that the duration of exposure varies greatly that ads that appear on the playing surface may between these two advertising vehicles. For instance, irritate viewers and affect their attitude towards other the commercials lasted 30 seconds each, while the virtual ads. Thus managers of firms that sponsor virtual ads were viewable for up to 6 seconds. This sports broadcasts may want to steer clear of these factor probably positively affects consumers regarding particular ads and put their resources into activations the irritation antecedent, but increasing exposure that include ads at the locations we observed as being frequency and/or duration may have the capacity to positively perceived by our sample. We also suggest combat positively negative outcomes related to other that virtual advertising may be a successful alternative antecedents of AG for virtual advertising. Issues to television commercials with regard to the credibility surrounding the duration and frequency of brand antecedent, because of the ability of these ads to exposure via virtual advertisements should be mimic sponsorship activations. We suggest that virtual investigated further. advertising can mimic sponsorship and thus obtain Based upon our findings, future investigations should similar benefits, making this advertising tool a suitable consider the location of virtual ads and the effects they choice for firms seeking similar benefits afforded by have on the antecedents of AG. While this preliminary sponsorship. investigation provides some interesting results regarding attitudes towards virtual advertising, additional studies Limitations and future research are needed to understand how different advertising APER

P The sample was limited to college students majoring in types and locations affect the perceptual antecedents of sports management in the south-eastern United States. AG. Specifically, more research should be conducted Additional inquiry should be carried out with a more on virtual ads placed within the flow of the game core,

RESEARCH representative sample, or a more appropriate sample of since digital video recorders are becoming so college football consumers. Future investigations should commonplace. Such investigations could make broaden the sample to include demographics to additional comparisons between virtual ads placed at represent those who watch college football broadcasts. different locations on entertainment value, information Thus relevant demographic variables, which have been content, irritation and credibility, as perceived by those included in other studies assessing the perceptual who consume sports broadcasts. antecedents of AG, could provide much richer data. We constrained the virtual ads included within this study to include basic logos rather than animated or Conclusion multiple messages with informational content. Research designs should include animated and This investigation provides baseline data for further informational virtual advertisements when assessing research on consumer responses to television the effectiveness of this medium, as they could send commercials and virtual advertising in sports different messages and content to the consumers and broadcasts. It adds to the literature on AG and

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advertising by making a comparison between a recent References technology (virtual advertising) and television commercials in a sports setting. Compared to TV Alwitt, L.F. & Prabhakar, P.R. (1992) Functional and belief commercials, results of this study provide initial dimensions of attitudes to television advertising: implications for evidence that virtual advertising can be an effective copytesting, Journal of Advertising Research 32 (5), 30-42. communications tool for advertisers, sponsors and Andrews, J.C. (1989) The dimensionality of beliefs toward broadcasters. Further exposure to this medium, advertising in general, Journal of Advertising 18 (1), 26-35. continued technological advancement and research Andrews, C.J., Lysonski, S. & Durvasula, S. (1991) will show whether virtual advertising can become a Understanding cross cultural student perceptions of advertising mainstream vehicle of communication in sports in general: implications for advertising educators and broadcasts. practitioners, Journal of Advertising 20 (2), 15-28. Andrews, C.J., Durvasula, S. & Netemeyer, R.G. (1994) Testing the cross-national applicability of U.S. and Russian advertising © 2006 International Marketing Reports belief and attitude measures, Journal of Advertising 23 (10), 71-82. Biographies Bauer, R.A. & Greyser, S.A. (1968) Advertising in America: The consumer view. Boston: Harvard University.

Gregg Bennett is the Director of the Sport Marketing Beard, F.K. (2005) One hundred years of humor in American advertising, Journal of Macromarketing 25 (1), 54-65. Lab at Texas A&M University. His research interests include sports event marketing, sponsorship Brackett, L.K. & Carr, B.N. Jr. (2001) Cyberspace advertising vs effectiveness and the action sports segment. other media: consumer vs mature student attitudes, Journal of Advertising Research 41 (5), 23-32. Mauricio Ferreira is an Assistant Professor in the Brown, S. & Stayman, D. (1992) Antecedents and consequences of attitude toward the ad: a meta-analysis, Journal Department of Health and Kinesiology at Texas A&M of Consumer Research 19 (6), 34-51. University. His research interests are centred on the RESEARCH modelling of consumer choice as a response to Bruner, G. (1998) Standardization and justification: do Aad scales measure up?, Journal of Current Issues and Research in marketing stimuli in different sports research settings. Advertising 20 (1), 1-18. P Yosuke Tsuji is a doctoral candidate in Sport Burgi, M. (1997) TV exec sees virtual signs, Mediaweek 7 (6). APER Management at Texas A&M University. His focus of Cianfrone, B., Bennett, G., Siders, R. & Tsuji, Y. (2006) Virtual research is in the area of sports consumer behaviour. advertising and brand awareness, International Journal of Sport Management and Marketing 1 (4), 289-310. Ronald Siders is an Associate Professor in the Cuneen, J. & Hannan, M. (1993) Intermediate measures and Department of Applied Physiology and Kinesiology at recognition testing of sponsorship at an LPGA tournament, Sport Marketing Quarterly, 2 (1), 47-56. the University of Florida. His major teaching responsibilities are in anatomy and measurement and Ducoffe, R.H. (1996) Advertising value and advertising on the web, Journal of Advertising Research 36 (5), 21-35. evaluation and his major research interests are focused on sports techniques, conditioning fitness and Gallagher, K., Foster, K. & Parsons, J. (2001) The medium is wellbeing. not the message: advertising effectiveness and content evaluation in print and on the web, Journal of Advertising Research 41 (4), 57-70. Beth Cianfrone is a PhD candidate at the University of Florida. Her research interests are advertising and Gelb, B.D. & Pickett, C.M. (1983) Attitude-toward-the-ad: links to humor and to advertising effectiveness, Journal of Advertising sponsorship effectiveness. 12 (2), 34-42.

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Forecasting the importance of media technology in sport: the case of the televised ice hockey product in Canada

Keywords ice hockey media technology televised sport National Hockey League (NHL) High Definition Abstract

Although literature exists that profiles the effects of Norm O’Reilly technology on sport, there has been little exploration Director and Associate Professor, School of Sports Administration Faculty of Management, Laurentian University, , Canada into the specific effects of media technologies. This Tel: +1 705 675 1151 (x1011) case study contributes to the existing literature on the Email: [email protected] convergence of technology and sport by examining Ryan Rahinel which of five key media technologies will have the Faculty of Business, Ryerson University, Toronto, Canada greatest impact upon the televised ice hockey product. The results demonstrate the importance of forecasting Peer reviewed media technology in sport.

STUDY Executive summary

CASE The relationship between sport and the media has major media technologies with the potential to impact received considerable attention both in academic upon the televised hockey product were identified. literature and in management practice, leading to These were High Definition television (HDTV), sports organisation interest in a variety of media interactive television (iTV), video on demand (VOD), technology applications. In Canada, ice hockey’s stars personal video recorders (PVRs) and mobile are national heroes; its games are among the nation’s multimedia devices (MMDs). Second, a comprehen- most watched television programmes; and its important sive review of the National Hockey League (NHL) role in Canada’s identity, society and culture is well broadcasts in Canada was carried out in February documented. This makes Canadian ice hockey an ideal 2004, revealing a very high rate of diffusion. Third, six case to forecast future impacts of media technologies. in-depth expert interviews were carried out: three This case study involves a four-stage media technology experts and three sports implementation. First, in conferring with experts, five management experts revealed HDTV to be the

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Media technology in ice hockey

technology with the potential to affect televised ice 1 revenues from new technologies may simply be hockey te most. They cited viewer- and production- cannibalising those from old or existing ones centric factors as well as economic forces to support 2 senior management may view media as a this view. Finally, this analysis is complemented by a secondary concern Bass model forecast of future diffusion. 3 forecasting consumer adoption is difficult when Results support that sports managers and marketers many overlapping variables must be considered must understand both current and developing media (see Boyd & Mason, 1999) technologies and continually forecast their potential 4 adoption may be required from other stakeholders impact on their sport. The use of forecasting tools 5 data on which to base a decision may be difficult and consultation with experts (in sport and media) to acquire. are shown to be methods for achieving such understanding, and a six-stage model for using such This paper demonstrates how qualitative research can methods for media technology decisions is articulated. be used to aid in media technology selection decisions For ice hockey, managers and marketers must support in sport by examining the case of ice hockey, and plan for the diffusion of HDTV as a mass-market specifically, the NHL in Canada. technology, since the case study reveals that it will provide greater benefit to the televised ice hockey Why ice hockey and the televised NHL? product than other televised products. Ice hockey plays an important role in Canada’s identity, society, economy and culture (Whitson et al, 2000; Gruneau & Whitson, 1993). It is broadcast by Background four national networks, its games are among the most watched programmes in Canadian television history The concept of bringing enhanced technology into (Canadian Broadcasting Corporation, 2002; Hockey sport is flush with optimism (Silk et al, 2000). With Canada, 2004), and its leagues and tournaments (in regard to media technology research, the realisation the professional, junior and international realms) that sports marketing encompasses the duality of the garner widespread public interest. sports industry (see Mullin et al, 2000; Shank, 2002) The NHL is ice hockey’s most commercialised is important, as media technologies enable and media property. It had revenues of $1.996 billion in enhance both the direct exchange of sports products the 2002-03 season (Levitt, 2004), including a five- CASE

to sports consumers (e.g. watching a game on HDTV) year, $600 million television rights contract in the STUDY and the indirect marketing of non-sports products United States with ABC/ESPN that expired after the through sport (e.g. a beer company’s corporate 2003-04 season (Street & Smith’s Sports Business sponsorship of a professional sports franchise Journal, 2005). In Canada, television revenues are enhanced by iTV). Sports management researchers lower and from a number of networks (e.g. CTV, have devoted attention to technology’s use in live Rogers , TSN and CBC). Once content rights situations (Siegel, 2000; Moore et al, 1999) and in to broadcast an event have been purchased, the the indirect marketing of non-sports products through broadcaster sells advertising to cover the costs of sport (Moore et al, 1999; Mendez, 1999). Yet practi- rights. Thus the ability to attract desirable and sizeable tioners are also keen on learning how decisions can audience segments is essential for selling the be made regarding the implementation of technology advertising time around telecasts (Chalip et al, 2000; in the direct exchange of sport products. This decision Shoham & Kahle, 1996). Ratings, measured as a is not easy for the following reasons: percentage by Nielsen Media Research, are used to

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assess audience size in Canada and the United (Turner, 1999). Stakeholders in the ice hockey States. The higher the ratings, the higher the industry also understand the importance of new revenue a broadcaster can earn from the sport media, as shown by the Shanahan Summit (2004), (Chalip et al, 2000). where players, coaches, administrators and In examining trends in rights fees and ratings, a broadcasters made recommendations for the future of surprising result emerges. While rights fees have ice hockey, including those related to television. increased, television ratings for all the major Indeed, careful consideration by any sporting organisa- professional sports leagues in North America, tion is needed when deciding upon new technologies, including the NHL, have declined noticeably over the as these opportunities are extended with increasingly past decade (Sandomir, 2004). incalculable risks (Chalaby & Segell, 1999) Over the course of the NHL’s recent six-year TV deal with ABC/ESPN (1999-2004), regular-season cable ratings decreased 31% on ESPN and 38% on ESPN2, with network broadcast ratings on ABC also slipping Overview of key media technologies 21% over that period (, 2005). Furthermore, the ratings demonstrate that the National Preliminary consultation with experts (Peddie, 2004; Basketball Association (NBA) and professional Anselmi, 2004) and the literature revealed five major basketball have been and are clearly outperforming media technologies with the potential to impact upon the NHL and professional ice hockey. In 2002-03 the televised sport: VOD, PVRs, MMDs, iTV and HDTV. NBA had ratings of 1.2 (ESPN), 2.6 (ABC) and 6.5 (NBA Finals) as compared to the NHL with 0.46 Video on Demand (VOD) (ESPN regular season), 1.1 (ABC) and 2.9 (NHL Ling et al (1999) describe VOD as “a technology Finals). In all three cases, the NBA drew at least through which video material can be ordered and double the viewership of the NHL (Sadomir, 2004). In retrieved over the traditional telephone lines from a recent years, this gap has continued to widen (The central server”. In essence, the viewer determines Sports Network, 2005; Soloman, 2005). the viewing schedule, deciding which programmes The comparison to the NBA is important for the (“televised products”) should be broadcast at any NHL, as the NBA is often considered its closest given time. The benefits of VOD are accrued by competitor – they are of similar size and scope, have broadcasters, who can charge fees from

STUDY similar schedules at the same time of year and have advertisers privy to a targeted and distinct market, experienced similar growth patterns. Therefore, it independent of time constraints.

CASE could be said that the NHL is underperforming in the For televised ice hockey, the impacts of VOD are televised media. debatable. First, the marginal targeting implications A nascent issue here is the impact of digital of VOD are quite small compared to other televised technology. Digitisation enables the combination of properties, as it is already widely known that the computing and broadcasting technologies and has majority of ice hockey viewers are adult males been posited to be well suited to sport (Chalaby & (McDaniel, 2005) and the majority of ice hockey Segell, 1999; Barnard, 1996; Wolfe et al, 1998). For broadcasts are in prime time. Second, and more example, horse-racing (Kruse, 2002), basketball importantly from a revenue-generation standpoint, (Silver & Sutton, 2000) and Formula One (Dransfeld VOD customers may disapprove of commercials et al, 1999) have all dabbled in some form of digital during programming that they have paid a premium web-enabled television, a delivery paradigm that is to view during specified timeslots. forecast to be important to sport for years to come

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Personal Video Recorders (PVRs) Mobile ESPN provides customers with exclusive PVRs are an intermediary between the cable signal baseball, football, ice hockey and basketball video and the TV that store televised content on hard content on the Sprint network. drives capable of holding anywhere from 10 to 30 hours of programming. One of the features of PVR is Interactive Television (iTV) the ability for viewers to bypass advertising by The Canadian Radio-Television and “zipping” through the commercial using the fast- Telecommunications Commission (2002b) describes forward button (Elphers et al, 2003) or by evading iTV as: “services [that] require two-way entire commercial sections using an auto-skip communication between the viewer and the feature that automatically records content distributor or content provider. This two-way com- commercial-free (Williamson, 2001). Poniewozik munication is composed of a traditional (1999) cites three additional viewer-centric benefits ‘downstream’ signal from the distributor or content to PVRs, namely: (i) the ability to choose shows by provider and ‘upstream’ or ‘return-path’ information name rather than channel or time (similar to VOD); from the viewer to the distributor or content (ii) the ability to rewind/replay/pause while provider.” Broadcasters are interested in this two- recording; and (iii) the absence of a videotape-like way transaction because it allows for highly person- storage medium (as compared to traditional VCRs). alised interactions and appeals (Gladden et al, 2001; Dransfeld et al, 1999) that might lead to Mobile Multimedia Devices (MMDs) emotional loyalty (Rozanski et al, 1999). To date, MMDs are a new breed of consumer information there is no real consensus on the benefits of iTV to and entertainment platforms, which include sport. Bernie Ecclestone, sole owner of the rights to personal digital assistants (PDAs) and cellular promote Formula One, indicated that he was phones. Coined by Apple, PDAs were originally used convinced viewers would pay significant sums of to support clerical tasks such as note-taking, contact money to be able to call up statistics, choose list maintenance and diary-keeping (Daniels, 1994) camera views in real-time and play interactive but they are now evolving into multimedia-oriented games (Dransfeld et al, 1999). In contrast, some devices. Although TV is not widely consumed on literature suggests that the upward communication PDAs, recent developments in the field may allow capabilities of iTV are still somewhat lacking, and for digital TV to be broadcast on these small devices escaping these limitations still requires interaction CASE

(see Royal Philips Electronics, 2005). Conversely, a with one’s computer or mobile phone (Puijk, 2004). STUDY more rapid convergence with TV has taken place in the cellular industry. Many common televised High Definition television (HDTV) products such as news, sports clips and weather For the past 40 years, television signals in North forecasts can be broadcast to a customer anywhere. America have ascribed to the North American Broadcast partners in this service include ESPN, Television Systems Committee (NTSC) standard, CNN, , the Weather Channel and NBC. which uses analogue signals for production, Recently, Bell Canada and Rogers Wireless transmission and display. Table 1 highlights the advertised their mobile video coverage of the 2006 technological differences between NTSC and the NHL and the 2006 FIFA World newer standard of HDTV. Cup respectively. Worldwide revenues for FIFA in the latter case were in the tens of millions and As Table 1 outlines, transmission signals can be distribution spanned 100 countries (Masters, scanned either interlaced (i) or progressive (p). 2006). In North American professional sports, Conventional analogue televisions use the interlaced

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TABLE 1 NTSC and HDTV specifications for broadcast

TRANSMISSION LINES FRAMES PER SECOND ASPECT RATIO AUDIO NTSC ANALOG 480 VISIBLE LINES, 30 FRAMES PER SECOND 4:3 2 CHANNELS 525 TOTAL – (LEFT/RIGHT) ANALOGUE INTERLACED ONLY HDTV DIGITAL 1080 – INTERLACED OR 24, 30, OR 60 DOLBY DIGITAL 5.1 PROGRESSIVE, FRAMES PER SECOND 16:9 (5 CHANNELS PLUS 720 – PROGRESSIVE SUBWOOFER)

method, which paints every other line in one pass and adoption is asymmetric (Rogers, 1995). Different all other lines in the following pass. Each frame is sent consumers will purchase new products at different as two fields; one with odd-numbered scanning lines times relative to the product’s initial release into the (A) and the other with even-numbered lines (B). In a market and consistent with their personal frame of progressive scanning system, all lines of the frame are reference (Kirton, 1976; Goldsmith & Hofacker, 1991; scanned sequentially and sent as a single frame, all of Rogers, 1995). A foundational model to explain such which is completed in the same time that interlaced phenomena is offered by Bass (1969). In this model, scanning requires to send only one field (A or B). cumulative adoption is plotted against time, where NTSC allows for both methods, while NTSC only adoption is explained partially by internal influence allows for interlaced scanning. In addition, for each (word of mouth) and external influence (mass media pixel in a conventional television, HDTV has 4.5, communication). The result is a logistic function that resulting in superior picture clarity, notable especially profiles diffusion as beginning slowly and growing at in televised products with small objects or subjects apt an increasing rate, followed by increased growth at a to blurriness. HDTV is also endowed with Dolby decreasing rate, and then finally by a peak and then

STUDY Digital surround-sound to provide vibrant and realistic recession (Lekvall & Wahlbin, 1973; Bass, 1969). In acoustics that account for the foreground and empirical demonstrations (including black and white

CASE background in addition to left and right partitions. television sets), the rigour of the Bass (1969) model has been established and is used later in this case to Table 2 summarises the five technologies reviewed. forecast consumer adoption.

Diffusion of innovation In general, an organisation’s decision to adopt a media technology relies not only on the functional Objective characteristics of that technology but also on target consumers’ current and forecast purchases of related The objective of this case study is to demonstrate the products. Functional superiority and consumer importance of forecasting media technologies to adoption are usually correlated, but not always. From managers and marketers in sport and, in turn, to provide a consumer perspective, the process of innovation them with direction in their media technology decisions.

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TABLE 2 Comparison of five media technologies

MEDIA TECHNOLOGY KEY VIEWING CHARACTERISTICS POTENTIAL IMPACT ON TELEVISED SPORTS PRODUCTS VIDEO ON DEMAND VIEWING CONVENIENCE (TIME) , RELAXED COMPETITION FOR TIMESLOTS, (VOD) PAY-PER-VIEW PAYMENT MODEL PERSONAL VIDEO RECORDERS VIEWING CONVENIENCE (TIME), ADVERTISEMENT DISPUTES, RELAXED COMPETITION FOR TIMES LOTS (PVRs) ADVERTISING BYPASS, REPLAY HIGH DEFINITION TELEVISION SHARPER IMAGE, WIDER SCREEN, INCREASED SPORTS VISIBILITY WITH HIGHER RESOLUTION, (HDTV) BUILT-IN SURROUND SOUND LESS PANNING – EASIER TO FOLLOW ACTION, PRODUCT ENHANCING – SHARPER IMAGE/BETTER SOUND MOBILE MULTIMEDIA DEVICES VIEWING CONVENIENCE HIGHLIGHTS AND BOX SCORES AVAILABLE ON DEMAND, ADDITIONAL (MMDs) (GEOGRAPHY), SMALL SIZE, DECREASED SHARPNESS ANDCONTENT RIGHTS REVENUES MOTION QUALITY INTERACTIVE TELEVISION VIEWER PARTICIPATION, PLAYER STATISTICS AVAILABLE ON DEMAND DURING GAME, (iTV) VIEWING CUSTOMISATION PERSONALIZED INTERACTIONS, CUSTOMIZED CAMERA ANGLES

Implementation holiday season. The third step involved six expert interviews. Three criteria were applied in interviewee This research is a multiple-step case study approach selection: (i) a balanced sample of three technology grounded in expert opinion. Case study-based research experts and three sports management experts; (ii) is an effective method by which to develop theory verified expertise; and (iii) their willingness to share (Eisenhardt, 1989) and often involves multiple that expertise. Tables 3 and 4 profile the two expert research methods (Yin, 2003: Patton, 1980). The groups and outline the extensive expertise of each expert interview also has precedence in the literature interviewee. CASE

(Strauss & Friege, 1999; Chalip & Leyns, 2002; The interviews were conducted between January STUDY Lachowetz & Irwin, 2002; Jalleh et al, 2002; Hoek et and March 2005 based on a question and discussion al, 1997) as a means to acquire specific in-depth data format. They ranged in length from 50 to 140 minutes from varied backgrounds. and were taped and transcribed. In order to control for The implementation of this case study approach interviewer bias, two scripts of 21 questions each involves four aspects. First, expert opinion provided (one for sports management experts and the other for the consideration set of five media technologies technology experts), based on the literature review, (presented previously in the background section of this were prepared. Interviews were semi-structured and case). Second, a review of NHL broadcasts in because of the limited sample size and lack of February 2004 was carried out to confirm the multiple sources of evidence, triangulation was not extensive diffusion of ice hockey in Canada. This mid- carried out. The fourth aspect of the research season month was selected to control for some key involved the running of a Bass model to forecast future external factors such as the playoffs, competition with HDTV diffusion in order to support the findings of the summer sports (i.e. football and baseball) and the expert interviews.

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TABLE 3 Technology expert profiles

NAME, POSITION, RELATED ACCOMPLISHMENTS AND EXPERIENCES AND DATE OF INTERVIEW

JOHN SHANNON G CREATED LEAFS TV AND RAPTORS TV FOR MAPLE LEAF SPORTS AND ENTERTAINMENT VP AND EXECUTIVE PRODUCER OF G AWARDED AN EMMY FOR WORK AS SENIOR DIRECTOR – NBC SPORTS COVERAGE OF LEAFS TV/RAPTORS NBA TV HOCKEY VENUE AT 2002 OLYMPIC WINTER GAMES, SALT LAKE CITY, UTAH 5 JANUARY 2005 G EXECUTIVE PRODUCER OF 1994-2000 G EXECUTIVE PRODUCER OF OLYMPIC RADIO/TELEVISION FOR HOCKEY VENUE AT 1998 OLYMPIC WINTER GAMES, NAGANO, JAPAN G SENIOR PRODUCER OF NHL HOCKEY FOR SPORTSCHANNEL AMERICA 1988-1992 G PRODUCER OF 4 INTERNATIONAL HOCKEY SERIES, 12 NHL ALL-STAR GAMES, 1600 NHL REGULAR SEASON AND PLAYOFF GAMES, AND MORE THAN 500 OTHER EVENTS INCLUDING GOLF, TENNIS, SOCCER, BASKETBALL AND

DR PAUL HEARTY G COMMITTEE CHAIR OF SOCIETY FOR CABLE TELECOMMUNICATIONS ENGINEERS’ DIGITAL ASSOCIATE DEAN - FACULTY OF VIDEO SUBCOMMITTEE SINCE 1996 COMMUNICATIONS AND DESIGN AT G LED HDTV GRAND ALLIANCE GROUP AT GENERAL INSTRUMENT (NOW MOTOROLA RYERSON UNIVERSITY AND BROADBAND) – RESPONSIBLE FOR OVERSEEING DEVELOPMENT AND STANDARDISATION OF DIRECTOR - ROGERS HDTV SYSTEM COMMUNICATIONS CENTRE G JOINED INDUSTRY CANADA’S COMMUNICATIONS RESEARCH CENTRE IN 1981 26 JANUARY 2005 G FOUNDED THE ADVANCED TELEVISION EVALUATION LABORATORY – RESPONSIBLE FOR CARRYING OUT TESTS OF HDTV AS PART OF THE JOINT STANDARDISATION EFFORT BETWEEN THE UNITED STATES AND CANADA G ACTIVE IN SEVERAL STANDARDISATION BODIES – INTERNATIONAL TELECOMMUNICATIONS UNION (ITU), ADVANCED TELEVISION SYSTEMS COMMUNITY (ATSC), FEDERAL COMMUNICATIONS COMMISSION (FCC) ADVISORY COMMITTEE ON ADVANCED TELEVISION SERVICE G EARNED PHD FROM QUEENS UNIVERSITY IN 1981

MICHAEL MCEWEN G PRESIDENT OF CDTV SINCE 1998, A CANADIAN INDUSTRY ASSOCIATION MANDATED TO PRESIDENT – CANADIAN DIGITAL GUIDE THE TRANSITION FROM ANALOGUE TO HDTV TELEVISION (CDTV) G 35 YEARS OF RADIO AND TELEVISION EXPERIENCE, 27 YEARS OF WHICH WERE SPENT WITH 2 AUGUST 2005 THE CANADIAN BROADCASTING CORPORATION G FORMER SECRETARY GENERAL OF THE NORTH AMERICA BROADCASTERS’ ASSOCIATION (NABA) AND PAST PRESIDENT OF THE WORLD DIGITAL AUDIO BROADCAST FORUM G NAMED VICE-PRESIDENT AND SENIOR ADVISOR TO THE PRESIDENT AND CEO OF THE CBC IN NOVEMBER 1995 G NOVEMBER 1995 TO JULY 1996 ALSO VICE-PRESIDENT, HUMAN RESOURCES IN ADDITION STUDY TO HIS OTHER RESPONSIBILITIES G PRIOR CBC POSITIONS INCLUDED SENIOR VICE-PRESIDENT MEDIA FROM MAY 1994 TO CASE NOVEMBER 1995 (RESPONSIBLE FOR ALL FRENCH AND ENGLISH TV AND RADIO SERVICES), SENIOR VICE-PRESIDENT, RADIO SERVICES FROM JULY 1992 TO MAY 1994, EXECUTIVE VICE-PRESIDENT FROM JANUARY 1990 TO JUNE 1992 (RESPONSIBLE FOR ALL FRENCH AND ENGLISH TV AND RADIO SERVICES) AND VICE-PRESIDENT OF ENGLISH RADIO FROM 1986 TO DECEMBER 1989 G 1973 MOVED TO TORONTO TO WORK AS A PRODUCER AND EXECUTIVE PRODUCER IN RADIO CURRENT AFFAIRS G SUBSEQUENTLY BECAME DEPUTY HEAD OF RADIO CURRENT AFFAIRS AND LATER APPOINTED DIRECTOR OF RADIO IN WINNIPEG IN 1979 G RETURNED TO TORONTO IN 1982 AS DIRECTOR OF PROGRAMME OPERATIONS G ATTENDED THE UNIVERSITY OF CALGARY, WHERE HE RECEIVED A BACHELOR’S DEGREE IN POLITICAL SCIENCE G FOLLOWING TWO YEARS OF GRADUATE STUDY IN CANADIAN POLITICS, HE SPENT TWO YEARS IN PRIVATE BROADCASTING, AND THEN JOINED THE CBC IN CALGARY IN 1970

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TABLE 4 Sport management expert profiles

NAME, POSITION, RELATED ACCOMPLISHMENTS AND EXPERIENCES AND DATE OF INTERVIEW

RICHARD PEDDIE, PRESIDENT AND CEO G Cß PRESIDENT AND CEO OF MAPLE LEAF SPORT AND ENTERTAINMENT SINCE 1997 MAPLE LEAF SPORTS AND G PRESIDENT AND COO OF NETSTAR COMMUNICATIONS (PARENT COMPANY OF TSN, RDS, THE ENTERTAINMENT DISCOVERY CHANNEL, AND DOME PRODUCTIONS) 1994-1997 3 JANUARY 2005 G HELPED GUIDE THE PLANNING AND BUILDING OF THE AIR CANADA CENTRE G CHAMPIONED THE LAUNCH OF RAPTORS NBA TV AND LEAFS TV G NAMED PRESIDENT OF THE ON 22 NOVEMBER 1996 G APPOINTED TO BOARD OF DIRECTORS FOR MAPLE LEAF SPORT AND ENTERTAINMENT ON JULY 1, 2003 G PRESIDENT AND CEO OF THE STADIUM CORPORATION OF ONTARIO (SKYDOME) 1989-1994 G NAMED NORTH AMERICAN FACILITY MANAGER OF THE YEAR IN 1992 G GRADUATED FROM THE UNIVERSITY OF WINDSOR IN 1970 AND WAS AWARDED AN HONORARY DOCTORATE FROM THE INSTITUTION IN 2001

TOM ANSELMI, COO MAPLE LEAF G HAS BEEN COO OF MAPLE LEAF SPORT AND ENTERTAINMENT SINCE MARCH 2004 – SPORTS AND ENTERTAINMENT, RESPONSIBLE FOR MARKETING, TICKET SALES AND SERVICE, CORPORATE PARTNERSHIPS, 3JANUARY 2005 BROADCAST, NEW MEDIA, PUBLISHING, COMMUNICATIONS, COMMUNITY RELATIONS AND HUMAN RESOURCES G HAS PREVIOUSLY BEEN SENIOR VICE-PRESIDENT – BUSINESS AND CHIEF MARKETING OFFICER, VICE-PRESIDENT/PROJECT DIRECTOR FOR THE DEVELOPMENT OF THE AIR CANADA CENTRE FOR MAPLE LEAF SPORTS AND ENTERTAINMENT G PRIOR TO THE ABOVE, WAS VICE-PRESIDENT, GENERAL MANAGER OF ARENA OPERATIONS FOR ORCA BAY SPORTS AND ENTERTAINMENT IN – RESPONSIBLE FOR THE DEVELOPMENT, START-UP AND OPERATING PHASES OF THE GENERAL MOTORS PLACE (HOME OF THE ) G BOARD APPOINTMENTS – VICE-CHAIR OF THE TORONTO BOARD OF TRADE, BOARD OF TRUSTEES FOR THE MOLSON INDY FOUNDATION, NHL MARKETING ADVISORY BOARD AND THE ADVISORY BOARD OF THE LEAFS COMMUNITY FUND G HOLDS DEGREES IN ENGINEERING (UNIVERSITY OF SASKATCHEWAN) AND LANDSCAPE ARCHITECTURE (RYERSON POLYTECHNIC UNIVERSITY)

GORDON HENDREN, PRESIDENT, G MORE THAN 20 YEARS OF EXPERIENCE IN SPORTS, ENTERTAINMENT AND BROADCAST

CHARLTON STRATEGIC RESEARCH INC. RESEARCH AND MARKETING CASE 13 JANUARY 2005 G ESTABLISHED CHARLTON STRATEGIC RESEARCH INC. IN 1995 - A RESEARCH AND

CONSULTING COMPANY WITH CORPORATE AND PROPERTY CLIENTS IN CANADA AND STUDY INTERNATIONALLY WHICH SPECIALISES IN SPORT, TELEVISION, CORPORATE PARTNERSHIPS AND A NUMBER OF CORPORATE SECTORS G EXTENSIVE EXPERIENCE CONDUCTING MAJOR MARKET STUDIES AT THE LEAGUE LEVEL, AS WELL AS WORKING WITH PROFESSIONAL TEAMS ON CUSTOMER AND SPONSOR ACQUISITION AND RETENTION G EXPERIENCE CONDUCTING MAJOR STUDIES IN THE AREAS OF FOOTBALL, HOCKEY, BASKETBALL, BASEBALL, SOCCER, AND OLYMPIC SPORTS

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Results Anselmi, 2005; Hendren, 2005; Shannon, 2005) and media technologies affect the way ice hockey can be, ‘Hockey night in Canada’: review of televised hockey and is, consumed (Peddie, 2005; Anselmi, 2005; diffusion in Canada Hendren, 2005; McEwen, 2005; Shannon, 2005). During February 2004, 187 NHL games were played Further to this point, each of the sports management (approximately 6.45 games per day); 65 were experts commented specifically on this latter broadcast nationally and 205 regionally. Interestingly, relationship with reference to television, suggesting a only 43% of the nationally broadcast games involved ‘first to mind’ association between media technology at least one Canadian-based NHL team (n = 26 and the television medium. For example, Anselmi games). Of the 187 games, 150 were broadcast on (2005) describes the relationship between ice hockey major networks (see Table 5). and television as enabling the distribution of the ice Table 5 shows that as a percentage of total hockey product “outside the shell” of the arena, which broadcasts, CBC broadcasts the most games involving he in turn related to the ability for growth demanded Canadian teams (100% of its total broadcasts). by shareholders. Furthermore, Table 5 indicates that 32% of the major Peddie (2005) supported this by noting: “Just the broadcasts (including national and regional numbers will speak to that. We’ll get 19,000 to broadcasts) involved Canadian teams. This suggests 20,000 [at the arena] sold out every night and at that it may be profitable for major networks to engage home we’re getting 350,000 locally and 1,300,000 in the broadcasting of non-regional teams as demand plus [nationally] going to three million for the Stanley may transcend regional barriers. Cup. So you just touch more people [with TV].” Hendren (2005) alluded to speciality channels and ‘Flooding the ice’: the ice hockey environment and specifically to the current near-saturation status of media technologies sport channels. If this holds, then further addition, Underlying the drive for technology examination in and therefore, fragmentation, of sports channels will sport is the immense demand for the ice hockey yield only minimal returns, necessitating other means product in Canada. Although Anselmi (2005) if sport organisations are seeking to grow through disagreed with hockey being the most consumed technology or its applications. product in Canada by noting “there are probably 20 An important note is that in all of the general million cans of Coke [consumed] every day”, both questions posed regarding media technology, sports

STUDY Peddie (2005) and Hendren (2005) focused on the management experts alluded only once to a non- importance of ice hockey consumption, referring to the television technology; ironically this was the website

CASE ice hockey product as the “undisputed emotional for Canada’s subscription sports channel TSN - leader” and “part of the Canadian fabrique”. One can www.tsn.ca). This lends support to the selection of the infer that in assessing the impacts of technology, both five media technologies in question, as they are unit consumption and the significance of each unit concerned with the visual aspects of ice hockey consumed should be taken into account (especially delivery versus the primarily audio and informational when drawing comparisons between asymmetric mediums such as satellite radio and the world wide product classes). web. In selecting one of the five media technologies, An early emergent theme in the interview sessions experts were unanimous in their assertions that HDTV was the reciprocal relationship between media would be the most influential (Peddie, 2005; Anselmi, technology and professional ice hockey. That is, ice 2005; Hendren, 2005; McEwen, 2005; Shannon, hockey viewership is a driving force behind media 2005; Hearty, 2005). Here, the experts specifically technology adoption in general (Peddie, 2005; noted that while economic factors limited the initial

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TABLE 5 Canadian team telecasts by major broadcaster

NETWORK GAMES *GAMES WITH BROADCAST AT LEAST ONE CANADIAN TEAM NOTES

CBC 11 11 THE VS ON 23 FEBRUARY AND THE ALL-STAR GAME (TRADITIONALLY HELD ON SUNDAYS) ON 8 FEBRUARY WERE THE ONLY NON-SATURDAY (HOCKEY NIGHT IN CANADA) BROADCASTS TSN 18 11 THREE BROADCASTS DURING MONTH WERE CONCURRENTLY BROADCASTED ON ESPN2 ALL REGIONAL BROADCASTS INVOLVED AT LEAST ONE CANADIAN TEAM ESPN 11 1 ONLY BROADCAST SHARED WITH OTHER NETWORKS WAS ALL STAR GAME ESPN2 9 1 CONCURRENTLY BROADCAST THREE GAMES WITH TSN

HDNET 9 2 U.S. BASED NETWORK BROADCASTING ONLY IN HIGH-DEFINITION. BROADCASTS OF NHL GAMES ARE NOT AVAILABLE ON ANY OTHER NETWORKS

FOX SPORTS 92 22 REGIONAL BROADCASTS ONLY NET

adoption of HDTV, production and viewer-centric Communications Commission, 2002; Hearty, 2005; factors are becoming paramount in its rapidly McEwen, 2005). increasing market adoption. The impact of this decision on the HDTV landscape was a Canadian HDTV content void, as Hearty (2005) ‘Cycling the puck’: market forces and HDTV adoption notes: “From an equipment perspective there is a The unanimity among experts was somewhat twenty per cent increase in costs if using HD… the perplexing given that HDTV technology had been costs of talent are the same. HD will cost more for around for quite some time and that its adoption had bandwidth so there is an incremental cost of carriage. been sluggish. When pressed further on their position, Depending on quality standards of SD, the HD could CASE

technology experts attributed this to the fact that the be in the order of three to six times the cost.” STUDY Canadian broadcast community continues to lag Without forced transition, Canadian content behind the United States (Hearty, 2005; McEwen, producers were reluctant to invest in the extra 2005) since, in the early days of HDTV, the Canadian equipment, talent and bandwidth required for HDTV. Radio and Telecommunications Commission decided This resulted in a Canadian content void such that the to allow market forces to determine when broadcasters switch to HDTV will necessitate the importing of should commence delivery of HDTV signals in Canada content from the United States or a radical shift (Canadian Radio-Television and Telecommunications towards producing Canadian HDTV content Commission, 2002a; Hearty, 2005; McEwen, 2005). (Hearty, 2005). By contrast, the Federal Communications Commission From a demand perspective, Shannon (2005) noted in the United States set a mandate that all U.S. broad- the following with regards to the slow consumer casters must use digital feeds by 2006, and subse- adoption of HDTV: “… the viewer is not necessarily quently, all televisions on the U.S. market must be akin to change as much as we think. They are much capable of receiving these feeds by 2007 (Federal more conservative in what they like than the people

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that create the entertainment… I’m not changing until (2005) noting that it could be “a little longer”. Also, I get tons of programming and I know the price is Peddie (2005) underlined the importance of the reasonable and won’t take my family vacation away”. impact of dropping prices. Indeed, Shannon asserts that the historic adoption of HDTV was equally hindered by the high initial ‘Power-play’: production-centric and viewer-centric price-point for related purchases (i.e. HDTV feed and advantages of HDTV in ice hockey HD-ready television). Combined with a long purchase Ice hockey coverage is distinct from other sports for a cycle (Hendren, 2005), viewers chose to ride out high variety of reasons, many of which broadcasters have prices from HDTV equipment manufacturers and struggled with, as Shannon (2005) describes: service providers that may perhaps have been enacted “Of the big four [North American professional to cover the increase in production costs noted by sports], you could create a graph of the live experience Hearty (2005) and to tap into the lack of price versus TV experience. The biggest gap in the ratio is sensitivity among innovative customers. hockey, as we don’t do as good a job with the sound In summary, the technology experts reveal that a of the game as we should [and] we do a terrible job clearly superior core technology was jockeyed out of with the speed of the game…and that is where we its market potential due to the circular requisites of need to improve our focus - on telling the stories of broadcasters, producers and consumers (Shannon, the game. NBA does the best and there is no 2005; Hearty, 2005; McEwen, 2005). On the one coincidence that basketball has the smallest playing hand, relatively little content was being produced surface. Hockey is the only sport with a physical because of the lack of HDTV feeds and HDTVs barrier between cameras and the game…NBA puts purchased, while on the other hand, consumers were camera positions ahead of seats, NHL does not.” waiting for HDTV content prior to purchasing. Coupled Unprompted, Shannon (2005) confirms the with other extraneous factors such as a long purchase appropriateness of our comparison between the NHL cycle and high costs of production, consumers were and NBA, dually noting that the NBA is clearly impervious to HDTV despite its clear dominance as a outperforming the NHL because of the NBA focus on media technology. Thus the experts maintain their “telling the stories of the game”. Shannon (2005) position that HDTV will be the most influential media further asserts two shortcomings of current NHL technology for the ice hockey product. coverage in order of increasing deviation from the live They provided further support for this position by experience: sound and speed; both were supported by

STUDY indicating that current markets are now shifting. We other experts as areas that will benefit considerably sought to explore this further since we know that from HDTV (Hearty, 2005; Anselmi, 2005; Peddie,

CASE current adoption of HDTV in Canada is approximately 2005; McEwen, 2005). Specific to the issue of 1 million households (McKay, 2005). In the absence sound, HDTV surround-sound is able to provide of readily available data for future adoption in Canada, viewers with a “true auditory experience of sitting in we can adopt comparable data and forecasts from the the stands with commentary and game sounds in the US market which reveal dramatic HDTV sales fore and arena clamor in the background” (McEwen, increases in 2004, 2005 and 2006 (Yankee Group, 2005). Although the issue of speed is likely to go 2004; Consumers Electronics Association, 2004; unnoticed by avid fans and viewers (Peddie, 2005), it TWICE, 1999). From this data, a Bass model forecast does play an important role in attracting new viewers. was carried out, which determined that the Canadian In this regard, Anselmi (2005) noted that speed was market would peak sometime in 2007 at anywhere the primary complaint communicated by novice fans between 3 million and 5 million units. The experts in non-hockey intensive markets: “...we don’t generally supported this forecast, with only Hendren necessarily understand the game, we can’t really

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anticipate where the play is going to go next, we have of MMDs all pose barriers to adoption in the sport trouble seeing the puck”. While the increased clarity of industry. Of the two remaining technologies, HDTV is HDTV can partially remedy this through the decreased an improvement (i.e. sound, aspect ratio, resolution) blurring of images (McEwen, 2005; Hearty, 2005), of a previously adopted viewing technology – NTSC, the wide aspect ratio allows for the reduction of whereas iTV is essentially a convergence between several filming techniques that have made it difficult to television and the internet, which is not currently follow televised ice hockey, as Hearty (2005) adopted in television viewing behaviours. Anselmi described: “Think about production values with sports (2005) describes this divide: for SDTV. SDTV is low resolution; you have to get in “Over the last several years you’ve heard a lot about close – use long lenses and zoom in. Recognise it ‘interactive’ – you know, it’s one of those buzzwords of moves very fast in cases, so you are challenged, the the 90s that you get sick of. And I’m still not entirely more you move in the smaller the field you can convinced that people want to do that – generally… capture. Cut, cut, cut or pan and zoom. Both because I think people who watch TV are still kind of techniques are used due to lack of resolution… With passive consumers. I mean, do you want to sit there HD you can pull back because of additional resolution, and [interact] while watching a game? I don’t want to. you don’t have to move the camera as much and don’t If I really want the stats… I can go to leafs.com and have to cut as much.” figure out anything I want. It’s all there you know so In short, experts indicate that HDTV allows for do you really need to do that as part of the decreased camera movement and switching commonly broadcast?” found in current NHL coverage, enabling the viewer to This finding is consistent with previous diffusion follow the puck in the same field of view more than in studies, which found higher diffusion rates among SDTV. Additionally, it allows viewers to see up-ice and technologies that were functionally similar to follow players without the puck as plays materialise previously adopted technologies (e.g. Ettema, 1984) (Anselmi, 2005). Collectively, these improvements will and, more specifically, projected sports as a driver of allow the novice fan to follow the game more HDTV diffusion (e.g. Dupagne, 1999). competently and the experienced fan to enjoy it more comfortably (Peddie, 2005; Anselmi, 2005).

‘Know your opponent’: HDTV against the competition Conclusion CASE

In addressing HDTV in the context of the alternative STUDY media technologies, some experts commented on the This case study demonstrates the importance of projected behaviour of ice hockey viewers. In referring adopting expert consultation and forecasting techniques to Table 2, one might classify the five media to assessing future impacts of media technologies on technologies into two groups – those that allow for sport. Both practitioners and researchers must forecast convenience (PVRs, VOD, MMDs) and those that and be cognisant of media technologies and related directly affect the core viewing experience (iTV, HDTV). happenings in the marketplace. Importantly, this case Experts noted the latter were more relevant to this reveals a six-stage procedure for this: analysis of the televised hockey product (Hendren, 2005; Anselmi, 2005). We agreed, as the legal 1 expert identification of potentially important aspects of PVRs (see Paramount Pictures Corporation technologies vs ReplayTV, Inc. & SonicBlue, Inc., 2001; Anselmi, 2 background research and expert consultation to 2005), the difficulties of a pay-per-view model as narrow the consideration set to the key technology implicated by VOD and the degraded viewing quality (or two)

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3 use of industry data to forecast the growth of that Biographies technology 4 expert understanding of that technology vis-à-vis Norm O’Reilly is a Director and Associate Professor at market forces Laurentian University’s School of Sports Administration 5 expert identification of the advantages of that in Sudbury, Ontario. He has published extensively, technology to the sport or interest, both for including in sports management, marketing, sports production and consumption marketing, , sports finance, 6 expert consultation to ensure that these knowledge management and marketing education. advantages are sustainable through comparison to other competing technologies. Ryan Rahinel is an active researcher from the Faculty of Business at Ryerson University, where he is an HDTV is identified as the most influential future media award-winning student in the Information Technology technology for the televised hockey product in Canada. Management programme. Ryan is a recipient of This finding provides important direction to practition- internal research grants and has co-authored research ers involved in ice hockey. Pertinent information for papers in education, technology, sport and marketing. the future of ice hockey is also hypothesised for all five media technologies, with particular emphasis on The authors would like to acknowledge the following: HDTV. Practitioners need to understand all five Maple Leaf Sport and Entertainment, owner of the technologies and support and plan for the adoption Toronto Maple Leafs hockey franchise, for their and diffusion of HDTV as a common technology in the valuable input, encouragement and support; each of mass market, as both the literature and the experts the six expert interviewees who shared their believe that all five are potentially impactful and that experiences, knowledge and beliefs with us; research HDTV will provide greater benefit to the televised assistant Astrum Nanji, at the time a Ryerson hockey product over other televised products. This is University graduate student in the radio and television an important contribution as it suggests HDTV as a arts, now a professional in the television industry, for potential source of competitive advantage. In this his diligent work and impressive knowledge; and regard, practitioners must not overlook two other Ryerson University’s Faculty of Business for its findings: the potential impact of the certain arrival of financial support. iTV and HDTV convergence and our forecast that

STUDY HDTV market adoption will pass the 25% benchmark in late 2007, at which point more than a quarter of all

CASE Canadian televisions will be HDTV. The latter is especially pressing as it provides a managerial deadline for adoption after which competitive advantage through adoption might dwindle.

© 2006 International Marketing Reports

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Kruse, H. (2002) Narrowcast technology, interactivity, and the Royal Philips Electronics (2005) New Philips technology allows economic relations of space: the case of horse race simulcasting, watching digital TV on small portable devices, press release. New Media and Society 4 (3), 385-404. Retrieved 2 July from: www.philips.com/newscenter Lachowetz, T. & Irwin, R. (2002). FedEx and the St. Jude Paramount Pictures Corporation vs ReplayTV, Inc. & SonicBlue, Classic: an application of a cause-related marketing program, Inc. (2001) United States District Court – Central District of Sports Marketing Quarterly 11 (2), 114-116. California. Retrieved July 2, 2005 from: http://www.eff.org/IP/Video/Paramount_v_ReplayTV/20011031_c Levitt, A. (2004) Independent review of the combined financial omplaint.html results of the National Hockey League 2002-2003 season, report commissioned by the National Hockey League under the Patton, M. (1980) Qualitative Evaluation Methods. London: retention of the NHL legal counsel, published 5 February. Sage. Lekvall, P. & Wahlbin, C. (1973) A study of some assumptions Poniewozik, J. (1999) Here come PVRs, Time Canada, 154 underlying innovation diffusion functions, Swedish Journal of (13), 50-52. Economics 75, 362-377. Rozanski, H.D., Baum, A.G. & Wolfsen, B.T. (1999) Brand Ling, R., Nilsen, R. & Granhuag, S. (1999) The domestication of zealots: realizing the full value of emotional brand loyalty, video on demand: folk understanding of a new technology, New Strategy-Business (Booz Allen Hamilton) 17 (Fourth Quarter). Media and Society 1 (1), 83-100. Rogers, E.M. (1995) Diffusion of innovations (4th edn). McDaniel, S.R. (2005) Reconsidering the Relationship Between New York: The Free Press. Sensation Seeking and Audience Preferences for Viewing Sandomir, R. (2004) TV SPORTS; Ratings and Labor Woes Televised Sports, Journal of Sport Management 17 (1), 13-36. Cloud NHL’s TV Talks, The New York Times, 24 February, D5. McEwen, M. (2005) Personal Communication, Toronto, Canada, Shanahan Summit (2004) Shanahan Summit 2 August. Recommendations, press release, 8 December. McKay, J. (2005) Canada lagging US in HDTV, Canadian Press, Shank, M.D. (2002) Sports marketing: a strategic perspective. 7 March. Upper Sadle River: Prentice Hall. Mendez, H.Y. (1999) Virtual Signage: The pitfalls of ‘Now you Shannon, J. (2005) Personal Communication, Toronto, Canada, see it, now you don’t’, Sports Marketing Quarterly 8 (4), 15-21. 5 January. Moore, J.N., Pickett, G.M. & Grove, S.J. (1999) The impact of a Shoham, A. & Kahle, L.R. (1996) Spectators, viewers, readers: video screen and rotational signage systems on satisfaction and communication and consumption communities in sports advertising recognition, Journal of Services Marketing 13 (6), marketing, Sports Marketing Quarterly 5 (1), 11-19. 453-468. Silk, M., Slack, T. & Amis, J. (2000) Bread, butter, and gravy: Masters, C. (2006) World cup kicking off with mobile video an institutional approach to televised sport production,

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CASE .jsp?vnu_content_id=1002613791. Silver, A. & Sutton, W. (2000) An interview with Adam Silver, President and , NBA Entertainment, Mullin, B.J., Hardy, S. & Sutton, W.A. (2000) Sports marketing. International Journal of Sports Marketing & Sponsorship 2 (2), Champaign: Human Kinetics Publishers. 101-110. Peddie, R. (2004) Personal Communication, Toronto, Canada, Soloman, G. (2005) The NHL could learn a few things from the 8 November. NBA, The Washington Post, 26 June, E02. Peddie, R. (2005) Personal Communication, Toronto, Canada, Street & Smith’s Sports Business Journal (2003) Year of the 3 January. Rights Deal, 7 February. Puijk, R. (2004) Television sport on the web: the case of The Sports Network (2005) The NHL has lost its only remaining Norwegian public service television, Media, Culture & Society 26 U.S. cable TV rights holder, press release, 1 June. (6), 883-892.

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Turner, P. (1999) Television and the internet convergence: impli- Wolfe, R., Meenaghan, T. & O’Sullivan, P. (1998) Sport, media cations for sports broadcasting, Sports Marketing Quarterly and sponsor – t shifting balance of power in the sports network, 8 (2), 43-51. Irish Marketing Review 10 (2), 53-66. TWICE (1999) HDTV Sales are seen at 2M by 2005, TWICE 14 Yankee Group (2004) Sales of high-definition TV sets expected (22), 4-5. to grow rapidly this year, industry report, 16 March. Williamson, R. (2001) Content cutbacks endanger broadband Yin, R.K. (2003) Applications of case study research (2nd edn), growth. Retrieved July 2, 2005 from: Applied Social Research Methods Series. London: Sage. http://www.eweek.com/print_article2/0,1217,a=17828,00.asp. Whitson, D., Harvey, J. & Lavoie, M. (2000) The Mills Report, the Manley Subsidy Proposals, and the business of major league sport, Canadian Public Administration 43 (2), 127-156. CASE STUDY

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Considering entertainment-games websites in sports marketing: the case of Stick Cricket

Keywords Abstract viral marketing stickiness Stick Cricket is a website visited by more than internet 2 million unique users every month, with each user product development averaging more than 20 minutes per visit. The website is positioned outside the sporting website category by internet research firms, and this oversight does not Paul Kitchin consider the valuable consumer segments that these Course Leader MA Sport Management - Business and Service Sector types of websites may hold. This case study describes Management the business decisions of the Stick Cricket developers London Metropolitan University in taking a flash-based computer game and creating a Tel: +44 (0) 20 7133 3026 Fax: +44 (0) 20 7133 3076 website that has been transformed into a sporting Email: [email protected] portal. The factors that contribute to this success are discussed and provide useful tips for website Peer reviewed developers and sports marketers.

Executive summary

Previous research in sports marketing has examined a central to their ability to retain internet users. This number of issues concerning the utility of the internet paper aims to highlight the existence of sporting STUDY for sporting organisations. Primarily the internet was entertainment-games sites that have as yet to be

CASE used by sports organisations to provide news and considered ‘real’ sporting properties (Hitwise, 2005) information to the sports consumer (Delpy & Bosetti, but have nevertheless created a new category of 1998; Beech et al, 2000). As websites have evolved online sports organisations. Although these sites do from this information focus to having more of a not deal with the administration and management of business focus, emphasis has been placed on physical sporting leagues, they require consideration e-commerce applications and the internet’s role in as components of the sports marketing industry. supporting the overall marketing communications mix. The overall purpose of this case study is to highlight One of the key issues facing all sporting organisations the ability of these entertainment-games websites to is the level of interactivity on their websites. attract and retain potentially valuable segments of Interactivity – the creation of a ‘sticky’ website – is consumers.

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Introduction focused on the number of sports enthusiasts and fans going online in order to satisfy their hunger for team- To highlight the challenges and opportunities faced by and sports-related information (Duncan & Campbell, web developers, this case study is organised as 1999; Brown, 2003). It was this desire for follows: information that led initial developments in sports First, the background will cover existing research on website design. E-commerce applications, now a the use of the internet in sports marketing and will feature of many professional sporting websites, were define a number of key terms to be used in the article. at that time restricted through lack of security in online Second, the objectives and rationale are presented. transactions; opportunities for business development Central to this is the growing worldwide popularity of were limited. cricket, which is the dominant sport on the sub- Once the information needs of many sports fans had continent politically, economically and socially and been partly satisfied through the provision of pages of which is beginning to gain the attention of sports related information, research began to focus on critical marketers interested in tapping into this global reach. issues such as the website’s commercial viability and Key cricket websites are analysed to provide context the choice of financing models (Caskey & Delpy, for understanding the growing interest in this area. 1999). To finance a website, developers generally The findings in this case point to tips for the have three choices: the sale of advertising space; the development of sports organisations to capitalise on use of sponsorships and partnerships; and the use of their online products – in this case the game of Stick subscriptions. Each of these methods requires Cricket. The case details the problems encountered by maximising unique user hits. This research also the business developers in establishing the website collected opinions from web developers on the role of and achieving financial viability – relevant to sports the website in a business: it was found to be a marketers and practitioners in website management. secondary business function. This critical approach The case also addresses the maintenance of highlighted the difficulties in making information relationships between the website and its business-to- technology a value-adding aspect of the business, business and business-to-consumer markets. rather than just an isomorphic reaction to competition The final section highlights implications for online – ‘the only reason we have [a website] is that sports marketing and the importance of considering everyone else has one’ (Caskey & Delpy, 1999). entertainment-games sites – and the consumers of In response to these issues further studies have these sites – as a legitimate aspect of the online investigated the management and strategic use of sports segment. websites (Beech et al, 2000; Evans & Smith, 2004). CASE It was identified that the internet should be STUDY incorporated into the organisation’s mission and Existing literature and terminology objectives in order to exploit all the opportunities that arise. and league websites must also Research into the use of the internet in sports transform from simply satisfying information needs to marketing arose in the mid to late 1990s, at the same contributing value-adding business functions that cater time as the internet phenomenon was growing as a for the needs of their users. Burmaster (2006) states matter of public interest. Initial research undertaken that if sports websites are to attract and retain unique was investigative and based on opportunities for users, and compete with general entertainment existing sports businesses that operated physical websites, user needs must be identified and satisfied. sporting leagues and competitions (Delpy & Bosetti, Central to success is the updating of a website with 1998; Kahle & Meeske, 1999). Investigations also frequent product features and service extensions.

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Other research has examined the content of websites retain and encourage interactivity between the sports and their overall congruence with the sports organisa- fan and the sports organisation. Features that exist on tion’s (Carlson et al, 2001; Filo & Funk, sports websites generally include team news, results, 2005). Findings suggested that the majority of sports fixtures/match information and merchandise. Although websites focus on the product-related aspects of the some sites offer a games page, this has received very marketing mix but exclude other elements. Filo & Funk little attention in the research. (2005) went further, to find that there was little Two studies have investigated online games’ ability congruence between the attractive aspects of the to achieve stickiness objectives. Gillentine & Schulz offline product, as learned from consumers, and what (2001) examined the use of online games by was presented and promoted online. Again it appears educators to increase student interaction with course that the business objectives of the organisation as a content. These games increased the students’ whole were not in line with the website and the needs frequency in accessing the website and led to of the consumer were being missed. increased interaction and overall performance. Caskey At present there are few cases that address the & Delpy (1999) briefly identified that fantasy sports ability of entertainment-games websites to attract, leagues could be used by existing sports organisations

Key terminology

barriers to interaction Any process that prevents the less than one day (a Twenty20 match follows a similar user from immediately using the features of the format with teams bowling up to 20 overs each) website portal website A website that contains a range of click-through rate The percentage of users who click services and features for the online user’s various on links displayed in online advertisements related needs (e.g. yahoo.com, .com) entertainment-games website A website with a standalone website A website that has its own primary focus on providing computer games as the internet address and server space catalyst for attraction to the website stickiness The measure to gauge the effectiveness of a general entertainment website A website with a website in retaining its users, usually in terms of primary focus on providing entertainment through visit duration (Marketing, 2006). Generally the information and various media; not always a stickier the site the more attractive it is to advertisers sporting focus and sponsors. It will also allow the web developers Macromedia Flash Flash technology enables web opportunities to interact with visitors to the website STUDY developers to create more complex graphics and unique users The number of separate IP address

CASE images than is possible using traditional html. Thhe codes that access and return to a website. This Flash-based graphics are easier to manage and do generally indicates that the website is being viewed not impact on site loading speed – an important by separate users who continue to return to the internet user consideration website multi-games hosting website A website that hosts a viral marketing Marketing communications developed number of web-based games developed so users can easily pass them on through online independently and then hosted on the one server, methods a low-cost option for game-developers website registration A method of recording user data, one-day international A cricket match that consists of a generally to allow increased access to a website’s limited number of overs designed to be completed in content and features

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to provide greater levels of interaction and stickiness. but generally it is an area that is under-represented in Central to these findings is that online games serve as the mainstream sports marketing literature. a means to getting users to interact and spend time on Despite this limited attention, a number of factors the site, a desirable way to increase revenue from have arisen that may lend support for more research advertising and sponsorship revenue models. Overall in the future. While soccer is a truly global game with these studies suggest that sport organisations need to significant economic impact in many regions, its do more to create stronger relationships with their strength on the subcontinent is somewhat limited. The consumers through this medium. combined football rankings of Pakistan, , Sri Hence this case will highlight the importance for Lanka and Bangladesh total 615, and have not sports marketers and website developers to consider progressed past levels achieved in 1995 (FIFA, entertainment-games websites – and their consumers 2006). Hence, where football may be an attractive – as a legitimate aspect of the online sports segment. communication vehicle in Europe, Asia and South The potential that exists is clear, since once these America, it is cricket on the subcontinent that is the consumers are engaged with the organisation they can marketer’s tool. The economic value of cricket on the be progressed through to a more committed level of subcontinent warrants significant attention. The advent online, or if possible offline (physical), consumption, of satellite television throughout Asia has allowed increasing their potential value (Hunt et al, 1999). easier communications between brands and consumers (Gupta, 2004) and the game is extremely popular on the subcontinent (India, Pakistan, Sri Objectives and rationale Lanka, Bangladesh). Recently the Board of Control for Cricket in India (BCCI) signed a four-year television The major purpose of this case study is to highlight deal with Nimbus Communications for £434 million the ability of entertainment-games websites to attract (BBC, 2006). The game is so popular in the Indian and retain potentially valuable segments of market that the BCCI is launching a reality show to consumers. The following information will be find a new ‘cricket star’ along the lines of the presented to allow others to benefit through the internationally successful ‘Pop Idol’ theme. At an experiences of a successful website – Stick Cricket. individual level, one of the stars of Indian cricket, The case will present the growing popularity of cricket Sachin Tendulkar, has signed a personal endorsement and the increase in related websites, then discuss deal with Nike for £25 million over five years (Swains, initial problems and their solutions. It will then 2006). The 2011 Cricket World Cup has been demonstrate the benefits of exploring creative avenues awarded to the region in recognition of the games’ CASE for the achievement of business objectives and look at popularity there. To demonstrate the increase in STUDY how the maintenance of relationships with other marketing communications attention, naming rights businesses and consumers was instrumental in the deals for one-day international matches played in website’s success and the developers’ ability to satisfy India stood at around US$33,000 in 1996-97; the customer needs. fees commanded for the 2003-04 matches grew to In sports marketing literature, the sport of cricket US$250,000, a 132% increase in seven years has rarely been the focus of study. Minimal research (Rao, 2006). has been carried out directly to examine the marketing Within the United Kingdom the recent success of and sponsorship of the game. Some research exists in the national team against Australia increased the the area of sports tourism (Saayman & Uys, 2003; profile of the game and gained valuable media Saayman et al, 2005) and the use of public relations exposure. Even before this success, interest in cricket in regional cricket organisations (Hopwood, 2005), had stood at 26.6% of the adult population. Television

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coverage within the UK ranked fourth overall, at 5.3% The global reach of cricket has seen the establishment of all sports coverage for 2004 (Mintel, 2006). These of a plethora of websites. These include official facts demonstrate that although cricket is not as cricketing organisations and governing bodies, successful as association football in the UK market, information, news and general-entertainment sites cricket combines respectable television exposure with created by fans and enthusiasts. For cricket websites, the addition of a good proportion of ABC1 viewers, success is measured through unique user hits. The which make it an attractive marketing proposition. The quantity of these user hits can vary depending usually downside to this is that the audience tends to on what matches – and which countries – are playing. comprise mature adults who fall outside the attractive At present, www.cricinfo.com dominates the consumer demographics many brands desire (Mintel, competitive environment for cricket news and 2005). The England and Wales Cricket Board (ECB) information on the internet. Launched in 1993, it and its associate counties have recognised this fact merged with Wisden Online in 2003 and generates and the introduction of Twenty20 cricket in 2003, 5-6 million unique users per month, representing a which has an even shorter format than the one-day 33% market share (Hitwise, 2005). A significant matches, is attempting to tap into a younger percentage of Cricinfo’s visitors come from the markets demographic. In Australia, interest in cricket is higher, of India and other Asian ex-patriots in North America at 56%, with high output via television, print media (up to 60% as of December 2005). The content on and radio (Sweeney Research, 2004). the site generally reflects these markets, with The International Cricket Council (ICC) is aware of additional features appealing to other core markets the games’ appeal in its current markets and is going such as Britain and Australia. Within the UK the site to lengths to break into new markets such as the generates approximately 800,000 unique users – this United States and China. Launched in 1997, the ICC fluctuates around the actions of the national team Development Programme aims to develop the game (Cricinfo, 2006). Cricinfo’s record for hits in one day outside its traditional (Commonwealth) countries. At was 2 million as India and Pakistan played in a one- present there are 92 member nations, although the day international on 13 February 2006 (Weaver, adoption of the game in these new markets is 2006). Another key site is www.cricbuzz.com which predominantly due to the support of ex-patriot cricket proclaims itself as the worldwide hub of cricket. This followers. Nevertheless the Cricket World Cup caters site gains a 30% market share through Hitwise’s for 16 teams, just over half of which are from research, and has super-quick live commentary which recognised cricketing nations. Participation in this makes it easier for online gamblers to get match- event for the non-recognised cricketing nations (such related information. Once again, its primary markets, as the , Ireland and Canada) is an where it gains the majority of its unique users, are on STUDY important way of promoting the game in these new the subcontinent.

CASE markets. Hitwise is a data intelligence firm that monitors Hence cricket may not be as international as website usage for benchmarking purposes. The association football, but it still has a significant global existence of the cricket site Stick Cricket falls outside reach. As the dominant sport in the growing markets of their cricket category, as it is considered an of India and its neighbours, future growth in television entertainment-games site. With approximately 2 rights and sponsorship deals is expected. A strong million unique users per month (1 million from within position in the UK and Australian markets provides the UK), this sporting portal website generates high rich support for global expansion. Alongside this levels of interaction between the developers and their expansion is the development of cricket websites that unique users. It could be assumed that the website attempt to cater for a variety of supporter needs. and its core product, the game, provide a form of

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cricket substitute. This is because the website allows business objective of maximising revenue from the users to play a version of computer cricket. Its record website was even communicated to users on the for hits in a day was actually two days after the end of website. A strong ethos of irreverence characterises the the 2005 Ashes series (750,000). However, the developers and the website, which governs the continued exclusion of these sites through strategy behind all developments. However, rather misclassification prevents sports marketers from than put off customers with this approach, the realising the potential benefits that they could provide opportunity to play the game without common user as a standalone website or as an addition to existing ‘barriers to interaction’, such as registration or sports websites. subscription, proved popular. In September 2004 the website was launched at www.stickcricket.com to coincide with the ICC Champions Trophy held in Development of the Stick Cricket game England. The game is characterised by improbable big hitting, where the aim is to attempt to score a six off A Sydney based web-developer, Colin Rowe, designed each delivery, which, although unrealistic, represents a Flash-based online cricket game in 2003 in some cricket fans’ utopian cricket game. response to dissatisfaction with the amount, and quality, of existing games. Early versions of the game were developed using office colleagues as product Initial problems testers. Upon the initial online launch of Version 1 in March 2004, the resulting costs from server usage (a The sale of advertising space on a website is variable cost based on the capacity of a host server) dependent upon the ability of the website to generate made Rowe’s website economically unviable. This high levels of web traffic. While the website is new forced Rowe to offer the game to a multi-games and the traffic is developing, this financing model hosting website, as this is a much cheaper than makes viable operations difficult, as it can be rare to hosting a standalone website. However, the downside generate a profit during the initial stages. Combined to this is that these websites contains numerous other with a lack of sufficient interest, the generation of games and the competition for attention and resulting advertising accounts performed in house by the visitors was difficult due to the inherent clutter. developers can be an onerous task: Advergamer Ltd is a London-based company that “We struggled when we first launched because a) it designs and creates Flash-based games and graphics was about educating people about cricket games and to meet clients’ online marketing communications b) because it was a new independent site. Well, they CASE objectives. After the initial launch of Stick Cricket, this were asking ‘Why would I trust you when I know I can STUDY organisation noticed Version 1 of the game on the go to the ECB or Cricinfo?’ so we were up against it multi-game site. After discussions between Rowe and really.” (Berry, 2006) Advergamer’s directors Chris Berry and Paul Collins, a Another problem was convincing advertisers that joint venture agreement was drawn up in August their website appealed to the right demographic. A 2004 to develop the game further with an aim to common misconception with advertisers is that the launch it on its own website. Advergamer believed target audience for such a website would be that money could be made from the game as a teenagers: “It was quite strange because when I was standalone website, as all the revenues would flow to in Australia I went down to Fosters and other the developers. companies and I would come up against it time and An advertising revenue and sponsorship model was time again, getting ‘Who is your target audience?’ deemed the best method to finance the website. The [This is] after we just chatted with them before the

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interview about how everyone in the company was containing the web link, or even through ‘recommend- playing it, it’s brilliant and so on... [it was] people a-friend’ functions set up by the developers to enable sitting in offices, aged 18-30. So why did they think communication. that they were unique?” (Berry, 2006). For the launch of Stick Cricket Version 2 (the There is little consideration and understanding of the updated game), it was decided to examine consumer demographics for entertainment-games opportunities for supporting the launch through sites. The developers had difficulty in convincing partnership and sponsorship deals. A partnership with brands to advertise on the site, and this proved a Cricinfo was negotiated, whereby the websites would drain on the organisation’s human resources. gain the attention of, and access to, each other’s Attracting and managing the accounts was deemed unique users. This deal focused on database beyond the strengths of the developers, and the information sharing and cooperative promotion on process is now managed by an external agency that each site (for instance, the boundary of the game uses the collected statistical information gathered from displayed the Cricinfo banner and the site. This has allowed the developers to manage advertising/sponsorship banners of Stick Cricket’s the existing game and work on extensions to the site homepage respectively). Database sharing is an to attract and retain further users. This reallocation of effective means of targeting new customers to visit the resources is important for web developers as it allows website while keeping costs down. The partnership them to focus on their IT strengths without having to with Cricinfo enabled the developers to measure perform tasks that may be outside their skill set. referred traffic from this association. It was observed, Nevertheless, the management of B2C and B2B however, that the growth of overall hits beyond the relationships is just as important for the online Cricinfo referrals was substantial. It was clear that business as it is for any other. awareness of the website was growing virally. Viral communication can be measured by comparing total user hits with those hits that arise though direct Effective B2C and B2B partnerships (database sharing) methods; the difference between the two figures generally indicates viral The management of partnerships has been a key communication. Although the partnership created strength of the developers: since the launch there have initial awareness for the Stick Cricket website, been significant developments in their relationship increased traffic generation through viral means meant with their users and the businesses that see benefits that the deal was not renewed. The existence of viral in such an association. All actions are focused on marketing meant that the developers did not require maximising revenues that require as many unique database sharing as they were generating a sufficient STUDY users as possible. amount of their own traffic. However, these initial links

CASE Viral marketing is synonymous with online may have gone some way to developing the viral technology (Helm, 2000). It is simply word-of-mouth means from which they subsequently benefited. communication via information technology. It also has The key attractions to this website are the simplicity the benefit of immediacy of consumer action. An and brevity of the game. Office workers were example of its effectiveness was the use of viral accessing the website, having a quick game and then marketing by Microsoft Hotmail that allowed it to returning to work. One of the most important aspects establish a leading position in the development of that encouraged visitors was reducing the barriers to web-based mail, not only at low cost but with very interaction with the site. Initial visits to the website little paid-for promotion. Information about a website require no log-ins, subscription fees or registration can be spread by users sending each other emails processes. This made it easier for users to interact. For

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those users who wanted to interact on a more been interested enough to enter into advertising deals committed basis, a registration process allowed the with the site. user to record and post their scores and to access Since the initial partnership with Cricinfo, Stick Cricket some extra features. The benefit for the developers is has entered into agreements with a variety of the collection of valuable demographic data – there organisations. These deals have provided support for were approximately 800,000 registered users as of the operations of the website and have spread the December 2005. sources of revenue, avoiding an over-reliance on The feedback the developers received from their advertising. users provided ideas for development of the site. To The ECB entered into a sponsorship deal with Stick capitalise on this, the website was equipped with a Cricket as a form of promotional tie-in to the 2005 forum from April 2005. This enabled users to post Ashes series held in England. Given the rather limited their feedback and comments to the wider Stick capacity of the English cricket arenas for international Cricket community. Through the establishment of this matches, it was deemed important for the ECB to tool the developers received a significant amount of capitalise on the rise in game-related interest. The deal feedback on customer-related issues. Interestingly, enabled Stick Cricket to gain sponsorship on their academic research by Evans & Smith (2004) agrees website through the cricket series to allow the ECB to that it is of paramount importance for web developers promote their ‘Cricket-in-the-Park’ scheme. Although and sports marketers to leverage online community the developers thought the deal was under-utilised by feedback into website development. The forum has the ECB, it did benefit Stick Cricket with a highly received over 81,000 postings since its launch, and is credible and successful association. Unfortunately the consistently frequented by over 1,000 highly ECB did not see the opportunities for such a committed users. From these users the developers partnership for their Twenty20 competition, given the have been able to pass on the responsibility for the similarities in demographics that Stick Cricket has and management and administration of the forum, thus that the ECB wants for Twenty20. performing an important function at low cost to the During the Australian summer of 2005-06, a developers. The forum now acts as a product-testing partnership with a global fast food chain enabled the environment that enables the continual development site to consolidate in another important market. The process, and subsequent user retention, to take place. Australian market represents over 25% of the site’s In 2005 Stick Cricket used an online market total unique users, with similar office-based demo- research agency to investigate the characteristics of graphics. The deal involved the establishment of a link their users. The survey revealed that the majority of from the Stick Cricket website to a sponsored game CASE the unique users were from the demographic originally window. The game involved virtual play-offs between STUDY envisaged by the developers. Two-thirds of the visitors the teams competing in the ‘physical’ Australian were male, aged 18-34 and worked in an office summer series. Users who supported their country environment. Although 20% of visitors were under 18, could play against opponents from other countries in a this does represent a significantly younger market than tournament decided by aggregate wins. An extra value the average UK internet user - in the UK, 60% of all proposition for the consumer was the provision of users are aged over 35 (Aura Sports, 2005). This has match commentary by the 12th Man, an award- important implications for organisations like the ECB, winning Australian comedian. The use of this using marketing activities in a bid to attract a younger comedian further added to the legitimisation of the market. This is an attractive market for many brands. game and assisted with viral marketing of the Organisations such as satellite television stations, promotion. The objectives for the fast food chain were financial services, real estate and even charities have two-fold. The first was to use Stick Cricket as a media

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vehicle to leverage its association with the Australian Extensions to product and services summer of cricket, in which it sponsored a real Twenty20 match (noted for its big hitting and similar It has been noted that to keep traffic returning to the to Stick Cricket). The second was the promotion of a website, continual developments and updated lunchtime meal, which allowed for a direct product information are required (Beech et al, 2000). Online tie-in. The deal is currently being evaluated by the fast stickiness is vital to maintain unique user visits that food chain through means of hits during the campaign then generate the advertising revenue (Nemzow, and post-campaign consumer awareness measures 1999). Upon its launch in September 2004, the (McLeod, 2006). developers received high levels of feedback from those Regardless of the outcomes, an indication of the interacting with the website. This feedback was put success of this partnership is that the developers have into effective use, as seen in the establishment of the stated that they were pleased with the profile and forum in April 2005. One of the key strengths of the awareness generated by the partnership and will enter Stick Cricket site in retaining users has been the into a similar partnership for the forthcoming Ashes process of continual refinement of the core product. series in Australia in November/December 2006 The game itself has only been developed with slight (Collins, 2006). modifications to the game-play. This has been The competitive rivalry between online-betting important so as to not alienate the core audience, a exchanges is growing as more firms enter the online point widely applicable to the wider study of sports market. Online betters are younger and more affluent marketing (Mullin et al 1993). Every two to three than traditional betting consumers who generally use months, the developers have added product agencies on high streets (Morris, 2004). Bet365 saw extensions, such as knockout competitions (November the potential in the demographics of the Stick Cricket 2004), head-to-head competitions (January 2005), a website. Stick Cricket entered into a betting practice function (March 2005), office leagues (June partnership with Bet365 that allows the agency to 2005) and office tournaments (September 2005). place logos on the homepage and on virtual in-ground These product extensions have allowed visitors to advertising signage, viewable while Stick Cricket users remain interested in the core game and to trial new are playing the game. Although the deal enables Stick developments as they arise. Cricket to gain revenues similar to those from their In addition to these game developments are service normal advertising banners, increasing the click- extensions. To build a portal-style website, developers through rate by users to the Bet365 website provides need to offer a range of links to core and peripheral a financial bonus. This addition to the Stick Cricket issues associated with user needs. Sporting portals website allows the developers to offer users another cater for a wider audience and hence can attract STUDY service that intends to satisfy their needs. greater revenues. For instance, Cricinfo is a portal for

CASE The website also allows users to browse through a cricket in general as it contains more than just score range of Stick Cricket merchandise. The provision of updates. this merchandise is through a merchant agreement Stick Cricket chose to include extras, like the fan with Crease Clothing, which manages the customer forum (April 2005), the live score,s and over-by-over service and inventories the stock. Stick Cricket gains a commentary of matches that are taking place (August percentage of revenues but, importantly, more 2005). The provision of these services attempts to committed fans have a means of physically expressing capitalise on users treating the website as a one-stop- their support, as is usually the case with merchandise shop for cricket information. Research undertaken by deals for traditional sport properties. the developers has revealed that users are spending approximately 20 minutes per visit on the website and

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this lengthy interaction can be used to increase G Involving online users in the management and revenue levels from advertisers. administration of the community forums enables the The launch of Stick Cricket on mobile phones is organisation to reduce administration costs and designed to take further advantage of the strong brand reward highly committed individuals. loyalty exhibited by its more committed users. This G Managers should tap into these new demographics also allows the developers to cater for shifts from through these websites to find consumers who may computer-based entertainment to portable be interested in spectating, or even playing, the entertainments systems such as MP3 players, PSP physical version of the game. and 3G mobile phones (Mintel, 2005). The mobile development by Stick Cricket is progressing, but was Website developers in the initial stages at the time of writing. Regardless G When launching a website, the use of sponsorship of the breadth of the general mobile phone market, deals is important in order to gain promotional or mobile gaming is still a niche speciality (Mintel, financial benefits. Adopting solely an advertising 2004). If it rises to a more widely accepted form of revenue model is difficult when attempting to mobile entertainment, Stick Cricket could be in a good generate unique users from a start-up position. position to exploit this development knowledge. G Continual updating of websites is vital to keep unique users returning to the website. Websites need to continually develop their product offering to Future developments and implications ensure this retention. G All websites should have some manner of discussion Advergamer’s strength is in the provision of games forum. If not for product testing and market designed for brands to fulfil their marketing research, at least to be used as a means of communications objectives. The deal with the fast gathering consumer feedback. food chain in Australia provides some exciting oppor- G When adopting an advertising/sponsorship revenue tunities for the developers. The success of this deal model, developers need to ensure that barriers to could lead to further applications in other sporting interaction are kept low, as this will allow more areas. Thus the developers have expressed a desire to users to browse, hopefully leading to interaction. penetrate existing markets and leverage Stick Cricket G Developers should consider outsourcing their into a range of other Stick Sports, including Stick commercial activities to agencies so they can devote Soccer. The following recommendations are sorted by their resources to updating the website – a primary the groups that might benefit from this case study: consideration for attracting and retaining users. CASE STUDY Sporting organisations Brands/agencies G Of primary importance to this category is to G Marketing managers need to consider sports incorporate the website into the mission of the properties outside those officially tagged as sporting organisation. Sporting organisations need to look websites. Failure to do so could lead to the omission beyond game-related information and e-commerce of valuable consumer segments. business functions and adopt interactive applications G The increase in unofficial sports websites managed if they desire to keep their online fans coming back by sports enthusiasts requires careful consideration. to the website. As official sporting organisations should begin to G Ensuring the establishment of a discussion forum is forge closer alliances with these sites brands need to an important tool to obtain user needs that can be be aware of the demographics involved and oppor- incorporated into marketing plans and strategies. tunities that can arise.

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Conclusion References

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