Segmentation, Sales, and Sponsorship in Sport Management

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Flashcards covering sport organization decision-making, market segmentation and family types, sales processes, sponsorship attitudinal outcomes, power bases, and the systems model of creativity.

Last updated 11:25 PM on 5/31/26
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40 Terms

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Priori

Conceptual thinking based on what we know that works, using previous experiences and past research to identify opportunities.

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Posteriori

A data-driven method for decision-making based on primary research such as observations, surveys, and interviews to monetize consumer interactions.

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Demographic Segmentation

Subsets identified by characteristics such as age and gender ratios.

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Socio cultural Segmentation

Subsets identified by income, education, occupation, race, and ethnicity.

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Psychographic Segmentation

Subsets identified by personality, motivations, interests, opinions, and life activities.

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Behavioral Segmentation

Focuses on frequency and how often consumers purchase a product or service.

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Life time sports

Adaptable sports that can be played at almost any age, such as walking, running, tennis, and golf.

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Female Consumer Spending

Women control approximately 20 trillion20 \text{ trillion} in consumer spending and make more than 70 \text{%} of all consumer-related decisions.

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Involvement (Female Consumption)

Key identifier related to the socialization of attending live events, including merchandise designed for particular styles and theme game nights.

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Bachelorhood

A family type characterized by single status, living separate from parents, and being socialization-driven for sporadic sport consumption.

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Honeymooners

A family type where both partners work, save discretionary income for major purchases, and can be targeted through double dates or Valentine's events.

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Parenthood

Described as the asset of the family categories, this stage utilizes the imprint of children to drive revenue through family packages and unique on-field experiences.

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Post-parenthood

A stage where kids have left the home, providing fans with the opportunity to use discretionary income for season tickets to fill time.

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Dissolution

A stage resulting from the passing of a partner, where the individual seeks companionship and a sense of belonging within a sport franchise.

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Personal selling

The process of making sales and building relationships by capturing attention, making a value proposition, and encouraging action.

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Prospecting

The first task in the selling process, involving identifying potential buyers, generating leads, and qualifying those leads.

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Pre-calling

Gathering background information on a prospect through casual dialogue to understand their likes, dislikes, and psychological drivers.

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Scarcity Principle

A closing tactic that uses high demand and limited availability to create a sense of urgency for the buyer.

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Direct response marketing

The interactive use of advertising media to stimulate immediate behavior, which is tracked, recorded, analyzed, and stored.

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Gate receipt

The total amount of money received for tickets at a particular game or event.

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Differential pricing

Adjusting ticket prices based on the strength of the opponent, time (scheduling), and place (proximity to action).

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Winning Fallacy

A component of brand equity that identifies who is most likely to have a flare for fandom regardless of team performance.

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Coercive Power

A base of power involving the use of threats and punishment to achieve compliance from employees.

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Connection Power

A base of power derived from relationships and information within a network that influences behaviors or attitudes.

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Expert Power

A base of power held by individuals knowledgeable in a key area with a superior skillset, sometimes resulting in information hoarding.

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On Target Earnings (OTE)

The total compensation an employee is expected to earn, often structured with a base salary plus performance-related bonuses.

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Reciprocation

An influence principle focused on concessions to make a buyer feel they are getting more than they paid for, such as 'buy one get one' offers.

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In-kind payment

A non-monetary exchange in sponsorship, such as a company providing free flights or equipment instead of cash.

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Consumer staples

Essential goods used daily, such as food, clothing, tobacco, and alcohol.

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Consumer discretionary

Luxury items for daily existence, such as information technology, Disney World, or fast food like McDonald's.

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ABA and ABOYA

Acronyms for Attributes (perceived features) and Benefits (daily use utility) that define a sport brand image.

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Market share (Naming Rights)

The percentage an organization represents within its market, where competition imprints the brand as a staple or luxury need.

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Creativity as REVELATION

The spawning of a sudden idea or concept.

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Creativity as INNOVATION

The birth of something unique.

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Creativity as REINCARNATION

The process of improving on an existing concept.

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Domain (Systems Model)

The space dictated by a culture of symbolic knowledge, rules, and procedures in which creativity occurs.

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Field (Systems Model)

The gatekeepers who approve and affirm any new idea or product within a specific domain.

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Design thinking

A learning process of planning and solving issues by discovering new prospects through the Operational World and Innovation World.

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Operational World

A domain of structured decision-making focused on improving business metrics like net sales revenue and customer acquisition cost.

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A-Z Effect

A branding framework where 'A' represents Attitude and 'Z' represents 'Zen' (happiness and fulfillment at the end of a career).