Sports entertainment brands possess a unique advantage over brands in other product categories—the ability to create emotional responses and intense relationships.

Consumption motives can be divided into two categories: utilitarian consumption motives and passion-filled consumption motives.

Situation-based and geographic-based fans have connections with sports that are based on low involvement.

The relationship between high-involvement fans and sports objects requires a close geographic connection.

Fans with emotion-based involvement most likely express their identification with a sports team by purchasing branded products and communicating with other fans through social networking websites.

Using sports stars to market a team is rare due to high player turnover rates, inconsistent athletic performances, and unacceptable player attitudes

Sports facilities are a potential source of star power that a sports property can use to encourage fan identification with the team.

The decision to follow a sports team or player can be inspired by other fans.

Direct consumption of sports is when a person makes the decision to attend a live sporting event.

Direct consumption of sports is done by watching games on television, listening to a broadcast on the radio, or viewing a game on the Internet.

Ryan is trying to decide whether he should purchase a 5-game ticket package for the Tampa Bay Rays or purchase a new pair of shoes. This is an example of opportunity costs.

Based on the principle of future availability of perceived options, a college football team with 8 home games would feel less pressure to sell tickets than the college baseball team with 40 home games

While parking availability is not always under the control of a sports property, the parking fees charged are always under their control.

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