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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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Facility (sport/event)
A physical venue that serves as a gathering place for spectators and participants.
Per Capita Value
A measurement expressed on a one-person basis, often used to gauge spending or revenue per attendee.
Fan Safety
Risk-management focus on protecting spectators from falls, projectile impacts, or other in-venue hazards.
Stadium Efficiency
Operational practices that reduce water, energy, and other resource usage in a sports venue.
Multiple-Use Stadium
A facility designed to host non-sport events to maximize revenue beyond limited team game days.
Facility Stakeholders – Customers
The fans or attendees who consume the event experience.
Facility Stakeholders – Internals
On-site staff such as security, operations, and event personnel responsible for execution.
Facility Stakeholders – Externals
Outside parties (media, city, governing bodies) that influence or are affected by the facility.
Government (facility role)
External entity that controls zoning, funding, and community relations for venues and tenants.
Team Ownership (facility role)
Group overseeing maintenance, innovation, and lease agreements for a sports facility.
Event Process
The sequential planning, staging, and evaluation phases of hosting an event.
Latest Event Revenue Sources
New streams such as digital media rights and experiential fan activations.
Mega Event
A one-time national or international event attracting large crowds, media attention, and high costs.
Special Event
A public, regionally focused event requiring permits, logistics, and community engagement.
Traveling Tour/Show
An exhibition that moves from location to location without permanent residence.
Economic Impact
Net change in a host economy resulting from staging an event; total new money injected.
Substitution Effect
When consumer spending shifts from one activity to another rather than adding new spending.
Crowding Out Effect
Situation where event crowds displace regular economic activity, reducing local benefits.
E-Sports
Competitive video gaming for prize money, trophies, or other rewards.
The International 2020 Prize Pool
Largest e-sports purse to date at roughly $40 million.
Cloud 9
Professional e-sports organization known for skilled players, coaching staff, chemistry, and strong management.
E-Sports Ecosystem
Interrelated segments: leagues, events, publishers, collegiate programs, teams, brands, channels, consumers.
MOBA (Multiplayer Online Battle Arena)
Game genre typified by League of Legends, featuring team-based strategic combat.
Fighting Game
Head-to-head combat video game genre, e.g., Street Fighter, Tekken.
Sports Simulation Game
Video games that replicate real-world sports, e.g., Madden, FIFA.
First-Person Shooter (FPS)
Shooter genre where gameplay is from the character’s perspective, e.g., Overwatch, Call of Duty.
Strategy/RTS Game
Real-time or turn-based titles emphasizing tactical decision-making, e.g., StarCraft.
Battle Royale
Last-player-standing genre exemplified by Fortnite and Apex Legends.
E-Sports Publisher
Company owning legal rights to a game, controlling gameplay, monetization, and competition rules.
Sports Management Degree
Academic program providing broad foundational knowledge of the sports industry.
STAR Method
Interview framework: Situation, Task, Action, Result.
OPEN UP
Career-networking mantra encouraging professionals to be receptive; coined by industry speaker (lecture reference).
Mehrabian Communication Model
Rule stating words convey 7 %, tone 38 %, and non-verbals 55 % of a message.
Personal Branding
Process of building and conveying one’s professional identity and value proposition.
Brand
Name, term, sign, symbol, design, or combination that identifies and differentiates a product or entity.
Visual Brand
Tangible elements such as names, slogans, logos, and characters representing a brand.
Athlete Brand
Perceived image of an athlete, combining performance, attractiveness, and lifestyle.
Athlete Brand Dimensions
Athlete performance, physical attractiveness, and marketable lifestyle.
Marketable Lifestyle
Off-field persona and activities of an athlete that attract fan interest.
Organizational Branding Elements
Name, logos, colors, mascots, rituals, uniforms, products, and even buildings.
Color & Branding Example
Yankees’ pinstripes or Notre Dame’s gold helmets as distinctive identity cues.
Digital Content
Online material created to engage audiences and build connections.
Search Engine Optimization (SEO)
Techniques that improve a website’s visibility in search engine results.
Content Marketing
Creation and distribution of valuable, relevant, consistent content to attract a defined audience.
Social Listening
Monitoring online conversations to gauge audience sentiment.
Social Influencing
Leveraging authority and expertise to shape audience opinions on social platforms.
Social Networking
Building relationships and communities on social media around a brand.
Social Selling
Using social networks to identify prospects and nurture sales relationships.
Advertising (marketing role)
Paid communication channel used to inform, persuade, and remind target audiences about offerings.