Motives That Influence Sports Consumption — categories
Social, psychological, personal, and economic factors can motivate sports consumption.
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Social Motives
Include family and group affiliation—sports can connect people with family or social groups.
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Psychological Motives
Include self-esteem and escape. Sports can make people feel good about themselves or provide a break from everyday life.
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Personal Motives
Include aesthetic enjoyment, entertainment, and sensory stimulation.
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Economic Motive
Financial/economic considerations can influence whether and how someone consumes sports.
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High Involvement
Strong involvement that is often emotion-based (affective). Fans have passion for the brand win or lose, and the team may become part of their self-concept/identity.
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Low Involvement
Weaker involvement that may be situation-based or geography-based rather than deeply emotional.
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Situation-Based Involvement
Following or watching because something is a special event, rather than because of long-term loyalty.
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Geography-Based Involvement
Liking a local team because of civic pride or regional connection.
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Five Fan Connection Points
Star Power, Family, Socialization, Community, Participation.
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Star Power
Connection to a sports property because of players/coaches. The slides also discuss executives and standout facilities in this section. Heavy reliance on players creates a risk because players can leave or be traded.
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Family
Fan connection that often starts at an early age through family influence. The slides describe family as potentially one of the strongest core influences.
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Socialization
Sports provide social currency, an icebreaker, a common bond, and a way to feel like part of a group.
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Community
Connection based on geography and civic pride. People often identify the team with the region it represents.
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Participation
Playing a sport can increase engagement and sports knowledge. Youth participation programs can create future knowledgeable fans.
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Cognitive Involvement
Involvement based on thinking about, learning about, and gaining knowledge of the sport.
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Affective Involvement
Emotion-based involvement—passion and emotional attachment to a sport/team.
Attendance at a live sporting event. It contributes to game attendance and other venue-related revenue.
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Factors Affecting Direct Consumption
Perceived options, sport/team identification, personal incentives, and marketing incentives.
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Perceived Options
Alternatives consumers consider when deciding whether to attend: alternatives, future availability, financial requirements, convenience and comfort.
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Alternatives
What else could I do with my entertainment/sports dollar?
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Future Availability
Is this game unique, or will tickets/the experience still be available later?
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Financial Requirements
What will attendance cost?
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Convenience and Comfort
Factors such as seating, distance, parking, weather, and availability of alternative ways to consume the event.
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Sport/Team Identification
The degree to which the sport/team represents a person's identity. The slides call it potentially the most impactful determinant of attendance and describe these consumers as very loyal.
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Personal Incentives
Reasons for attending related to intrinsic aspects of the sport, social incentives, and value-added elements of the event.
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Intrinsic Aspects of the Sport
Whether the person finds the type of sport or competition itself appealing.
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Social Incentives
Whether attendance creates a common bond with friends, family, or other attendees.
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Value-Added Elements
Parts of live attendance that cannot be replicated through indirect consumption.
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Price-Based Incentive
Ticket discounts or limited-time offers for ticket packages.
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Benefit-Based Incentive
Providing added value, such as an all-you-can-eat package.
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Reward-Based Incentive
Giving attendees a special reward, such as T-shirts or other game swag.
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Marketing Incentives
Marketing-controlled factors that encourage attendance, especially marketing communications, promotions, and physical environment.
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Promotions
Incentives that increase the perceived value of attendance, such as fireworks, T-shirts, or bobbleheads.