Modules 13-17: Facilities, Events, E-Sports, Careers, Brand & Digital Marketing
Module 13 – Facilities & Events
Historical Evolution of Facilities
- Core purpose has remained the same: a gathering place for people
- Amenities & technology have improved/modernized over time
- Trend toward multi-use and higher frequency of events to maximize revenue
Contemporary Utilization
- Facilities today are booked more often than in the past
- Objective: increase revenue streams beyond primary tenants (e.g.
concerts, conferences, community events)
Common Risk Factors
- Fan safety
- Example risks: spectators falling, being struck by balls/objects, crowd surges, slips & trips
- Liability, security breaches, weather hazards, equipment malfunctions (implied context)
Key Financial / Operational Terms
- “Per Capita” Value
- Revenue or cost on a one-person basis (e.g.
average merchandise sales per attendee)
Stadium Efficiency Examples
- Water-efficiency: low-flow fixtures, field irrigation systems
- Energy-efficiency: LED lighting, motion sensors, on-site solar/wind, advanced HVAC controls
Importance of Multiple Uses
- Sports teams occupy the venue only a small percentage of the calendar
- Additional uses fill dark days ➜ incremental revenue + community engagement
Game-Play Utilization Rates
- Average pro teams use stadiums for games infrequently; design may be efficient but calendar utilization is low
- Drives push for concerts, festivals, special events, etc.
Facility-Management Stakeholders
- Customers (Fans) – ticket buyers & event attendees
- Internal Stakeholders – event staff, security, operations, concessions, maintenance, team personnel
- External Stakeholders – social/media outlets, municipal governments, sports authorities, surrounding communities
Specific Roles
- Government – zoning, permits, infrastructure, funding, lease terms, community impact
- Team Ownership – long-term leases, capital improvements, innovation, day-to-day upkeep oversight
Event Typology
- Mega Event – single event of national/international scale; special authority; high visitor volume, media impact, and costs
- Special Event – public, regional; requires permitting & extensive logistics; may be annual or one-off
- Traveling Tour/Show – exhibition that moves from location to location, no permanent residence
Economic Impact
- Definition: net change in host economy from staging an event
- \text{Total new money injected into a defined area}
- Applications: justification for real-estate development, joint ventures, tourism spending analysis
Negative Side Effects
- Substitution Effect – local spending shifts rather than grows (e.g. residents spend at stadium instead of downtown restaurants)
- Crowding-Out Effect – visitors/locals avoid area due to congestion, displacing typical economic activity
Module 14 – E-Sports
Record Prize Pools
- The International (Dota 2) 2020 prize purse: \$40\text{ million}
Definitional Differences
- E-Sports: competitive video-gaming for cash, trophies, or rewards
- “Real” Sports: traditional physical athletic competitions
- Movies: passive entertainment medium (non-interactive storytelling)
Team Composition (e.g., Cloud 9)
- Highly-skilled players/roster
- Dedicated coaches & analyst staff
- Support personnel – management, medical, nutrition, content creators
- Emphasis on team chemistry & organizational culture
E-Sports Ecosystem Genres
- Leagues • Channels • Events • Publishers • Collegiate programs • Teams • Brands • Consumers
Major Game Categories & Examples
- MOBA (Multiplayer Online Battle Arena): League of Legends, Dota 2
- Fighting Games: Street Fighter, Tekken
- Sports Simulation: Madden NFL, FIFA
- First-Person Shooter (FPS): Overwatch, Call of Duty
- Strategy (RTS/MMO): StarCraft, World of Warcraft (arena/raids)
- Battle Royale: Fortnite, Apex Legends
Publishers vs. Traditional Leagues
- E-Sports Publisher
- Owns legal IP rights to the game
- Controls gameplay updates, rule-sets, monetization, broadcast rights
- Traditional Sports League
- Collective of team owners; league does not own the underlying sport (e.g.
no one owns “basketball”) but controls competition format & commercial rights
Module 15 – Careers in Sport
Value of a Sport Management Degree
- Broad foundation in business, marketing, finance, law, and event operations specific to sports industry
- Builds network via internships & practicums
Job Category Examples
- Brands/Manufacturers: Nike, Adidas
- Venues/Facilities: stadiums, arenas, golf courses
- Teams/Franchises: front-office roles, ticketing, analytics
- Media & Agencies: broadcasting, sponsorship sales, athlete representation
Interview Frameworks
- STAR Method – Situation, Task, Action, Results (behavioral answers)
- OPEN UP – (phrase coined by unspecified speaker; emphasis on open communication and opportunity-seeking)
Mehrabian Communication Model
- Words: 7\% of meaning
- Voice & tone: 38\%
- Non-verbals/body language: 55\%
- Implication: we are often poor at holistic communication; non-verbals dominate
Personal Branding
- Ongoing process of crafting and conveying one’s professional identity
- Student examples: LinkedIn profile, portfolio website, consistent social media presence, campus leadership roles
Cost-Benefit of Working in Sport
- Rapid industry job growth but often lower starting salaries; high non-monetary rewards (passion, access, travel)
Module 16 – Brand Management
Components of a Brand
- Name • Term • Sign • Symbol • Design (or any combination) that identifies goods/services and differentiates them
Benefits of Branding
- Identification and product differentiation
- Fosters loyalty & repeat purchase
- Enables premium pricing and brand equity
Visual Brand Elements
- Names, slogans, logos, mascots/characters, color palettes, typography
Athlete Branding
- Three Core Dimensions
- Athlete Performance – on-field excellence, statistics, accolades
- Physical Attractiveness – aesthetics & fitness appeal
- Marketable Lifestyle – off-court life, causes, personality, social presence
- Fans gravitate to behind-the-scenes content, philanthropy, fashion, hobbies
Definitional Purpose of Branding
- To create a distinct, memorable identity that evokes associations and value perceptions
Organizational Branding Elements
- Name • Logos • Colors • Mascots • Buildings • Key individuals • Rituals • Uniforms • Products/services
Color & Branding Examples
- New York Yankees: navy pinstripes ➜ tradition, professionalism
- Notre Dame Fighting Irish: iconic all-gold helmets ➜ prestige, heritage
Module 17 – Digital Marketing
Six Ways to Establish Connection
- Creating digital content (blogs, videos, podcasts)
- Engaging on social media platforms
- Search Engine Optimization (SEO) to boost visibility
- Amplifying brand content via paid/earned distribution
- Building rich sites & mobile experiences
- Innovating with new technologies (AR/VR, AI chatbots, NFTs, metaverse activations)
Role of Advertising
- Integral component that communicates value propositions, drives awareness & conversions, and supports broader marketing mix (product, price, place, promotion)
Content Marketing Best Practices
- Must be valuable, relevant, and consistent
- Aimed at attracting & retaining a clearly-defined audience to drive profitable customer action
- Social Listening – monitor conversations & sentiment
- Social Influencing – thought-leadership, shareable content, engagement prompts
- Social Networking – community building, two-way interactions
- Social Selling – leveraging relationships to drive sales/leads
Exam Essay Reminder (Module 15 Focus)
- Be prepared to sell yourself using STAR & OPEN UP frameworks
- Highlight unique skills, achievements, and quantifiable results when pitching for a job or task