Modules 13-17: Facilities, Events, E-Sports, Careers, Brand & Digital Marketing

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Vocabulary flashcards covering key terms from modules on facilities, events, e-sports, career skills, branding, and digital marketing.

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49 Terms

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Facility (sport/event)

A physical venue that serves as a gathering place for spectators and participants.

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Per Capita Value

A measurement expressed on a one-person basis, often used to gauge spending or revenue per attendee.

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Fan Safety

Risk-management focus on protecting spectators from falls, projectile impacts, or other in-venue hazards.

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Stadium Efficiency

Operational practices that reduce water, energy, and other resource usage in a sports venue.

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Multiple-Use Stadium

A facility designed to host non-sport events to maximize revenue beyond limited team game days.

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Facility Stakeholders – Customers

The fans or attendees who consume the event experience.

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Facility Stakeholders – Internals

On-site staff such as security, operations, and event personnel responsible for execution.

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Facility Stakeholders – Externals

Outside parties (media, city, governing bodies) that influence or are affected by the facility.

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Government (facility role)

External entity that controls zoning, funding, and community relations for venues and tenants.

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Team Ownership (facility role)

Group overseeing maintenance, innovation, and lease agreements for a sports facility.

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Event Process

The sequential planning, staging, and evaluation phases of hosting an event.

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Latest Event Revenue Sources

New streams such as digital media rights and experiential fan activations.

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Mega Event

A one-time national or international event attracting large crowds, media attention, and high costs.

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Special Event

A public, regionally focused event requiring permits, logistics, and community engagement.

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Traveling Tour/Show

An exhibition that moves from location to location without permanent residence.

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Economic Impact

Net change in a host economy resulting from staging an event; total new money injected.

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Substitution Effect

When consumer spending shifts from one activity to another rather than adding new spending.

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Crowding Out Effect

Situation where event crowds displace regular economic activity, reducing local benefits.

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E-Sports

Competitive video gaming for prize money, trophies, or other rewards.

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The International 2020 Prize Pool

Largest e-sports purse to date at roughly $40 million.

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Cloud 9

Professional e-sports organization known for skilled players, coaching staff, chemistry, and strong management.

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E-Sports Ecosystem

Interrelated segments: leagues, events, publishers, collegiate programs, teams, brands, channels, consumers.

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MOBA (Multiplayer Online Battle Arena)

Game genre typified by League of Legends, featuring team-based strategic combat.

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Fighting Game

Head-to-head combat video game genre, e.g., Street Fighter, Tekken.

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Sports Simulation Game

Video games that replicate real-world sports, e.g., Madden, FIFA.

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First-Person Shooter (FPS)

Shooter genre where gameplay is from the character’s perspective, e.g., Overwatch, Call of Duty.

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Strategy/RTS Game

Real-time or turn-based titles emphasizing tactical decision-making, e.g., StarCraft.

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Battle Royale

Last-player-standing genre exemplified by Fortnite and Apex Legends.

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E-Sports Publisher

Company owning legal rights to a game, controlling gameplay, monetization, and competition rules.

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Sports Management Degree

Academic program providing broad foundational knowledge of the sports industry.

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STAR Method

Interview framework: Situation, Task, Action, Result.

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OPEN UP

Career-networking mantra encouraging professionals to be receptive; coined by industry speaker (lecture reference).

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Mehrabian Communication Model

Rule stating words convey 7 %, tone 38 %, and non-verbals 55 % of a message.

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Personal Branding

Process of building and conveying one’s professional identity and value proposition.

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Brand

Name, term, sign, symbol, design, or combination that identifies and differentiates a product or entity.

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Visual Brand

Tangible elements such as names, slogans, logos, and characters representing a brand.

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Athlete Brand

Perceived image of an athlete, combining performance, attractiveness, and lifestyle.

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Athlete Brand Dimensions

Athlete performance, physical attractiveness, and marketable lifestyle.

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Marketable Lifestyle

Off-field persona and activities of an athlete that attract fan interest.

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Organizational Branding Elements

Name, logos, colors, mascots, rituals, uniforms, products, and even buildings.

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Color & Branding Example

Yankees’ pinstripes or Notre Dame’s gold helmets as distinctive identity cues.

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Digital Content

Online material created to engage audiences and build connections.

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Search Engine Optimization (SEO)

Techniques that improve a website’s visibility in search engine results.

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Content Marketing

Creation and distribution of valuable, relevant, consistent content to attract a defined audience.

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Social Listening

Monitoring online conversations to gauge audience sentiment.

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Social Influencing

Leveraging authority and expertise to shape audience opinions on social platforms.

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Social Networking

Building relationships and communities on social media around a brand.

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Social Selling

Using social networks to identify prospects and nurture sales relationships.

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Advertising (marketing role)

Paid communication channel used to inform, persuade, and remind target audiences about offerings.