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The impact of doping scandals on on-site spectator satisfaction at major sport events 兴奋剂丑闻对大型体育赛事现场观众满意度的影响
Pub Date : 2025-01-14 DOI: 10.1108/ijsms-02-2024-0036
Martin Schnitzer, Sarah Piller, Monica Nadegger, Julia Staudegger, Jason Bocarro, Michael Barth

Purpose

This study analyzes whether a doping scandal occurring during a global major sport event has an impact on on-site spectator satisfaction.

Design/methodology/approach

The investigation was conducted among 896 on-site event spectators attending a minimum of one event at the Nordic Ski World Championships 2019. Furthermore, five members of the organizing committee were retrospectively interviewed about how they judged the doping scandals’ impact on the perception of the event and its organization.

Findings

Results revealed that the scandal did not affect the spectators’ satisfaction and perception of the event. Nevertheless, the doping scandal was mentioned as a lowlight after becoming public.

Practical implications

Even though the doping scandal did not affect spectator satisfaction, such undesirable situations should be avoided as best as possible and form part of the event organizer’s comprehensive risk management and communication strategy.

Originality/value

It can be concluded that spectator satisfaction remained quite stable while any negative impacts, if not directly affecting the spectator, seemed to be considered as somehow “part of the event.”

目的本研究分析全球重大体育赛事中发生的兴奋剂丑闻是否会对现场观众满意度产生影响。该调查是在896名现场观看了2019年北欧滑雪世界锦标赛至少一项赛事的观众中进行的。此外,组委会的五名成员接受了回顾性采访,询问他们如何判断兴奋剂丑闻对赛事及其组织的影响。调查结果显示,丑闻并没有影响观众对赛事的满意度和观感。尽管如此,兴奋剂丑闻在公开后被认为是一个低调的事件。虽然兴奋剂丑闻没有影响观众的满意度,但应该尽可能避免这种不良情况,并成为赛事组织者全面风险管理和沟通策略的一部分。原创性/价值可以得出结论,观众的满意度保持相当稳定,而任何负面影响,如果不直接影响观众,似乎都被认为是“事件的一部分”。
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引用次数: 0
Generative A.I. in sport advertising: effects of source-message (in)congruence, model types and A.I. awareness 体育广告中的生成式人工智能:源消息一致性、模型类型和人工智能意识的影响
Pub Date : 2025-01-14 DOI: 10.1108/ijsms-06-2024-0147
J. Lucy Lee, Si Hoon Choi, Suzy Jeong, Namho Ko

Purpose

The purpose of the study was to investigate the effects of artificial intelligence (A.I.) awareness, advertisement models and source-message incongruence on consumer evaluations of A.I.-generated advertisements. It explores how these factors interact in shaping consumer perceptions and advertising effectiveness.

Design/methodology/approach

A 2 (source-message (in)congruence: incongruent vs. congruent) x 3 (A.I. awareness: unawareness, pre-advertisement, post-advertisement) x 3 (advertisement model: traditional human, virtual human, digital twin) between-subjects design was employed in this study. Using stratified random sampling, a total of 231 undergraduate students were recruited from course groups and randomly assigned to one of nine experimental treatments, each involving the viewing of a specific A.I.-generated advertisement followed by a survey. Data were analyzed using two-way ANCOVA and regression analyses, controlling for participants' involvement in sports and brand.

Findings

The results indicated that A.I. awareness timing, advertisement model types and source-message incongruence significantly affected consumer evaluations of advertisements. A.I. awareness generally had a positive impact on evaluations, with the most favorable outcomes when awareness of the A.I.-generated nature occurred after viewing the advertisement. Virtual human models were rated the lowest, while digital twin and traditional human models received similarly positive evaluations. Source-message incongruence negatively influenced evaluations. An interaction effect was observed between A.I. awareness timing and advertisement model types under high source-message incongruence, where virtual human models showed the highest effectiveness when A.I. awareness occurred after viewing.

Originality/value

Given that sports are characterized by the transcendence of human limitations and the emphasis on physical and emotional challenges – elements that A.I. cannot replicate – it is essential to examine how sports consumers perceive A.I., which, despite offering efficiency and personalization advantages, contrasts with the fundamentally human nature of athletic performance. This research contributes to the literature on A.I.-generated advertising by uniquely investigating the interaction between A.I. awareness timing and advertisement model types within the context of source-message incongruence. It offers critical insights for practitioners and researchers on strategically timing A.I.-generated ad disclosures and selecting appropriate advertisement models to optimize their effectiveness. By addressing these underexplored variables, the study enhances understanding of consumer perceptions and provides a foundation for more effective A.I. integration in advertising practices.

目的研究人工智能认知、广告模型和消息源不一致对消费者对人工智能广告评价的影响。它探讨了这些因素在塑造消费者观念和广告效果方面如何相互作用。设计/方法/方法2(源-信息一致性:不一致性vs一致性)× 3(人工智能意识:不意识、广告前、广告后)× 3(广告模型:传统人、虚拟人、数字孪生)被试间设计。采用分层随机抽样,从课程组中招募了231名本科生,并随机分配到九种实验治疗中的一种,每种治疗包括观看特定的人工智能生成的广告,然后进行调查。采用双向方差分析和回归分析对数据进行分析,控制了参与者对运动和品牌的参与。结果表明,人工智能感知时机、广告模式类型和广告源-消息不一致显著影响消费者对广告的评价。人工智能意识通常会对评估产生积极影响,当看到广告后才意识到人工智能产生的本质时,结果最有利。虚拟人体模型的评分最低,而数字双胞胎和传统人体模型得到了类似的积极评价。源消息不一致负向影响评价。在高度消息来源不一致的情况下,观察到人工智能意识时间和广告模型类型之间存在交互效应,其中虚拟人体模型在观看后发生人工智能意识时显示出最高的有效性。原创性/价值鉴于体育运动的特点是超越人类的局限性,强调身体和情感上的挑战——这些都是人工智能无法复制的元素——研究体育消费者如何看待人工智能是至关重要的,尽管人工智能提供了效率和个性化的优势,但它与运动表现的基本人性形成了鲜明对比。本研究通过独特地研究源-消息不一致背景下人工智能感知时间和广告模型类型之间的相互作用,为人工智能生成广告的文献做出了贡献。它为从业者和研究人员提供了关于人工智能生成广告披露的战略时机和选择适当的广告模式以优化其有效性的关键见解。通过解决这些未被充分探索的变量,该研究增强了对消费者感知的理解,并为更有效地将人工智能整合到广告实践中提供了基础。
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引用次数: 0
Gamers’ gratifications and continuous intention to play eSports: the mediating role of gamers’ satisfaction-a PLS-SEM and NCA study 电子竞技玩家满足感与持续玩电竞意愿:玩家满意度的中介作用——PLS-SEM和NCA研究
Pub Date : 2025-01-10 DOI: 10.1108/ijsms-03-2024-0068
Muhammad Shahzeb Fayyaz, Amir Zaib Abbasi, Rehan Ahmad, Muhammad Hamza Qummar, Rodoula H. Tsiotsou, Saqib Mahmood

Purpose

This study aims to investigate the relationship between different hedonic (e.g. enjoyment and escapism) and utilitarian (e.g. achievement and challenge) gratifications and continuous intention to play eSports, considering the mediating role of gamer’s satisfaction. Uses and Gratification theory (U&G) has been employed as the study’s theoretical framework.

Design/methodology/approach

The present study used a survey research method and a self-administered questionnaire to collect the data. The data was gathered on-site from students of three universities in Pakistan’s Islamabad and Rawalpindi regions. Study respondents involved people from Gen Z and Gen Y aged between 18 to 25 and 26 to 40. A total of 401 responses were evaluated using the partial least squares structural equation modeling (PLS-SEM) and necessary condition analysis (NCA).

Findings

The PLS-SEM findings evidence that eSports players’ hedonic (e.g. enjoyment and escapism) and utilitarian (e.g. challenge) gratification positively impact gamers’ satisfaction, which subsequently drives eSports gamers’ continuance intention behavior. Furthermore, gamers’ satisfaction positively mediated the relationship between gratifications (e.g. enjoyment and escapism refer to hedonic, whereas achievement and challenge represent utilitarian) and continuance intentions. NCA on eSports gamers’ satisfaction and continuance intention identified critical predictive factors. The analysis revealed that only enjoyment is necessary for predicting satisfaction. Interestingly, NCA results also indicated that enjoyment, achievement, escapism, challenge and satisfaction are all necessary for predicting eSports gamers’ continuance intention.

Originality/value

This study investigates the mediating role of eSports gamers’ satisfaction between gamers’ perceived gratifications (i.e. enjoyment, escapism, achievement, challenge) and their continuous intention to play in the Pakistani context. More importantly, we employ a multi-method approach (e.g. a combined approach of PLS-SEM with NCA) to determine the sufficient and necessary conditions of the outcome variable comprising satisfaction and continuous intention.

目的本研究旨在探讨不同享乐性(如享受和逃避)和功利性(如成就和挑战)满足与持续玩电子竞技意愿之间的关系,并考虑玩家满意度的中介作用。使用与满足理论(U&;G)作为本研究的理论框架。设计/方法/方法本研究采用调查研究方法和自我管理问卷来收集数据。这些数据是从巴基斯坦伊斯兰堡和拉瓦尔品第地区三所大学的学生中现场收集的。调查对象包括年龄在18至25岁和26至40岁之间的Z世代和Y世代。采用偏最小二乘结构方程模型(PLS-SEM)和必要条件分析(NCA)对401份问卷进行评价。PLS-SEM的研究结果表明,电子竞技玩家的享乐(如享受和逃避)和功利(如挑战)满足感对玩家的满意度有积极的影响,进而推动电子竞技玩家的持续意向行为。此外,玩家的满意度正向调节满足(例如,享受和逃避主义代表享乐主义,而成就和挑战代表功利主义)和继续意图之间的关系。NCA对电竞玩家满意度和继续玩游戏意愿的影响确定了关键的预测因素。分析表明,只有享受是预测满意度的必要条件。有趣的是,NCA结果还表明,享受、成就、逃避、挑战和满意度都是预测电子竞技玩家继续意愿的必要条件。原创性/价值本研究调查了电子竞技玩家满意度在玩家感知满足(即享受、逃避、成就、挑战)和他们在巴基斯坦情境下的持续游戏意图之间的中介作用。更重要的是,我们采用了一种多方法方法(例如PLS-SEM与NCA的结合方法)来确定结果变量的充要条件,包括满意度和持续意图。
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引用次数: 0
Millennials’ perceived value and intention to purchase athleisure products: the mediating role of desire for conspicuous consumption 千禧一代运动休闲产品的感知价值与购买意愿:炫耀性消费欲望的中介作用
Pub Date : 2025-01-08 DOI: 10.1108/ijsms-06-2024-0122
Yeayoung Noh, Na Young Ahn

Purpose

As Millennials consist of most of the world’s population, there is a growing body of research understanding their consumption patterns in sport. We examined the relationship among Millennials’ various perceived values, their desire for conspicuous consumption, and their intention to purchase athleisure products.

Design/methodology/approach

We used a web-based survey through Amazon Mechanical Turk (n = 348) to test our research hypotheses and model.

Findings

Our findings revealed that perceived price, quality, and emotional value were positively associated with both the desire for conspicuous consumption and purchase intention towards athleisure products among Millennials. Perceived emotional and social value of athleisure-related products was positively associated with their purchasing intention via the desire for conspicuous consumption.

Originality/value

This is the first study examining the association among perceived value, conspicuous consumption tendencies, and purchase intention among Millennials. Our study suggests that Millennials have unique desires and preferences in what they wear in both sporting and casual settings, which in turn, contributes to their self-presentation strategies. These findings have implications for both sport scholars and professionals.

千禧一代占世界人口的大多数,越来越多的研究了解他们在体育方面的消费模式。我们研究了千禧一代的各种感知价值观,他们对炫耀性消费的渴望以及他们购买运动休闲产品的意愿之间的关系。我们通过Amazon Mechanical Turk (n = 348)进行了一项基于网络的调查,以检验我们的研究假设和模型。我们的研究结果显示,千禧一代的感知价格、质量和情感价值与炫耀性消费欲望和对运动休闲产品的购买意愿呈正相关。运动休闲相关产品的情感和社会价值感知与炫耀性消费意愿正相关。独创性/价值这是第一个研究千禧一代感知价值、炫耀性消费倾向和购买意愿之间关系的研究。我们的研究表明,千禧一代对运动和休闲场合的着装都有独特的欲望和偏好,这反过来又影响了他们的自我展示策略。这些发现对体育学者和专业人士都有启示意义。
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引用次数: 0
Influence of game context on sport fan dietary choices: framing food attributes to promote healthier eating 游戏情境对体育迷饮食选择的影响:构建食物属性以促进健康饮食
Pub Date : 2025-01-02 DOI: 10.1108/ijsms-07-2024-0165
Yonghwan Chang, Aaron C. Mansfield, Taewoong Yoo

Purpose

This study investigates the intersection between nutrition and sport management, focusing on how sport fans' dietary choices are influenced by the framing of food attributes in different game contexts.

Design/methodology/approach

Two experiments were conducted around American football events to examine these choices. Experiment 1 utilized a 2 (Perceptions of Rivalry Games: Rivalry vs. Non-Rivalry) × 3 (Perceived Food Attributes: Energy vs. Healthiness vs. Environmental-Friendliness) between-subjects design. Experiment 2 employed a 2 (Game Outcome: Victory vs. Loss) × 3 (Perceived Food Attributes: Energy vs. Healthiness vs. Environmental-Friendliness) between-subjects design.

Findings

The findings revealed that during rivalry games or after their favorite teams' losses, fans tend to prefer high-calorie, nutrient-poor foods framed as energy sources. Conversely, victories prompt fans to opt for healthier and more environmentally friendly food choices.

Originality/value

This research provides novel insights into how a performance-driven mindset influences dietary choices among sport spectators. The results offer practical implications for sport managers and marketers, emphasizing the importance of strategically framing food attributes at sporting events to encourage healthier eating behaviors among fans. By leveraging these insights, sport organizations can enhance fan experiences and promote overall well-being.

目的本研究探讨营养与运动管理之间的交集,重点研究在不同的比赛情境下,体育迷的饮食选择如何受到食物属性框架的影响。设计/方法/方法围绕美式橄榄球赛事进行了两个实验来检验这些选择。实验1采用2(对竞争游戏的感知:竞争与非竞争)× 3(对食物属性的感知:能量、健康与环境友好)被试间设计。实验2采用2(游戏结果:胜利vs失败)× 3(感知食物属性:能量vs健康vs环境友好)被试间设计。研究结果显示,在对抗性比赛中或在他们喜欢的球队输掉比赛后,球迷们倾向于选择高热量、低营养的食物作为能量来源。相反,胜利会促使球迷选择更健康、更环保的食物。独创性/价值这项研究提供了新颖的见解,揭示了以成绩为导向的心态如何影响体育观众的饮食选择。研究结果为体育经理和营销人员提供了实际意义,强调了在体育赛事中战略性地设定食物属性的重要性,以鼓励球迷更健康的饮食行为。通过利用这些见解,体育组织可以增强球迷体验并促进整体福祉。
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引用次数: 0
Perceived value, service quality and service convenience on behavioral intentions in fitness centers: a comparison between customers with and without personal training 感知价值、服务质量和服务便利性对健身中心行为意向的影响:接受和未接受个人训练的顾客的比较
Pub Date : 2024-12-25 DOI: 10.1108/ijsms-09-2024-0226
Helena Ferreira-Barbosa, Bebiana Sabino, Vânia Loureiro, Gabriel Cepeda-Carrion

Purpose

This study aimed to propose and test a model that describes the different aspects and mechanisms that influence the behavioral intentions of fitness center customers by examining the relationship between service convenience, service quality and perceived value, comparing customers with and without PT service. This study is highlighted by the need for fitness centers to remain competitive and profitable and the fact that PT services are one of the top ten global fitness trends.

Design/methodology/approach

Data were collected from 412 fitness center customers. Partial least square structural equation modeling (PLS-SEM) was used to test each proposed hypothesis.

Findings

Nine of the ten hypotheses tested, between service convenience, service quality, perceived value and behavioral intentions, were supported. The results from bootstrapping supported the indirect effects of service quality and perceived value in the relationship between service convenience, service quality and behavioral intentions. The presence of the PT service affects the majority of the relationships in the model.

Research limitations/implications

Customers with PT services may have different expectations and perceptions based on the cost associated with the service. Managers may consider adapting their service strategies to these distinct customer segments, offering differentiated service levels or targeted convenience improvements.

Originality/value

The variables under study integrate a comprehensive model for fitness centers while innovating by incorporating PT services as a moderating variable, providing a differentiated view of how customer segments perceive and respond to fitness center offerings.

目的通过考察服务便利性、服务质量和感知价值之间的关系,比较有无健身中心服务的顾客,提出并检验一个描述影响健身中心顾客行为意向的不同方面和机制的模型。这项研究强调了健身中心保持竞争力和盈利的必要性,以及PT服务是全球十大健身趋势之一的事实。设计/方法/方法从412个健身中心客户中收集数据。采用偏最小二乘结构方程模型(PLS-SEM)对提出的假设进行检验。在服务便利性、服务质量、感知价值和行为意向之间的10个假设中,有9个得到了支持。在服务便利性、服务质量与行为意向的关系中,服务质量和感知价值的间接作用得到了实证支持。PT服务的存在会影响模型中的大多数关系。研究限制/启示使用PT服务的客户可能会根据与服务相关的成本有不同的期望和看法。管理人员可以考虑调整他们的服务策略,以适应这些不同的客户群,提供差异化的服务水平或有针对性的便利改进。原创性/价值研究中的变量整合了健身中心的综合模型,同时通过将健身服务作为调节变量进行创新,提供了客户群体如何感知和响应健身中心产品的差异化观点。
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引用次数: 0
Racial preferences in sports NFTs? Empirical evidence from NBA Top Shots 体育nft中的种族偏好?来自NBA顶级投篮的经验证据
Pub Date : 2024-12-19 DOI: 10.1108/ijsms-03-2023-0055
Jeremy Nguyen, Carleigh Yeomans, Adam Karg

Purpose

The purpose of this paper is to analyse a large data set of over 2.4 million Top Shot NFT transactions to determine whether there is evidence of revealed racial preferences in the Top Shot market.

Design/methodology/approach

This study examines a data set of 2.43 million transactions from 28 July 2020 to 20 March 2021 using Ordinary Least Squares, Weighted Least Squares and Inverse Probability Weighting. Our models include indicator variables for the race of depicted players and examine estimated race coefficients for statistical significance and effect size.

Findings

Our results indicate that the National Basketball Association (NBA) Top Shot NFTs depicting Black players or Black/Mixed players trade for higher prices than those depicting White players, after controlling for other factors including on-court performance. While highly statistically significant, the effect sizes are below conventional thresholds for small effects.

Practical implications

Recent empirical studies present evidence suggesting that Black players may earn less than comparable White players. Our findings challenge implicit justifications for observed earning disparities based on consumer preference.

Originality/value

This study provides empirical analysis into revealed racial preference of consumers for sports memorabilia. It is the first to examine racial preference in NBA NFTs.

本文的目的是分析超过240万Top Shot NFT交易的大型数据集,以确定是否有证据表明在Top Shot市场中存在种族偏好。本研究使用普通最小二乘法、加权最小二乘法和逆概率加权方法,分析了2020年7月28日至2021年3月20日期间243万笔交易的数据集。我们的模型包括所描述球员种族的指标变量,并检查估计的种族系数的统计显著性和效应大小。我们的研究结果表明,在控制了包括场上表现在内的其他因素后,美国国家篮球协会(NBA)以黑人球员或黑人/混血球员为主角的Top Shot nft交易价格高于以白人球员为主角的nft。虽然具有高度统计学意义,但效应量低于小影响的常规阈值。实际意义最近的实证研究提供的证据表明,黑人球员可能比可比的白人球员赚得少。我们的研究结果挑战了基于消费者偏好的观察到的收入差异的隐含理由。原创性/价值本研究实证分析了消费者对体育纪念品的种族偏好。这是第一次研究NBA nft中的种族偏好。
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引用次数: 0
Scoring big – how sports video game features drive virtual ownership, willingness to pay and soccer participation 得分大——体育视频游戏的特点如何推动虚拟所有权、付费意愿和足球参与
Pub Date : 2024-12-17 DOI: 10.1108/ijsms-06-2024-0135
Joern Schlimm, Sebastiano Mereu, Christoph Breuer
<h3>Purpose</h3><p>Sports organizations have a strategic interest in utilizing video games as a means to generate commercial opportunities and increase participation in their respective sports. This study aims to investigate the specific features of sports video games (SVGs) that may significantly influence gamers’ desire to own virtual items, their Willingness to Pay (W2P) for these items and their participation in real-life soccer activities. The research also considers generational cohorts, and the amount of time gamers spend playing video games, offering a preliminary analysis of potential differences among various demographic groups and gamer types. Conducted in collaboration with the Fédération Internationale de Football Association (FIFA), the practical implications of this research aim to provide FIFA and other sports organizations with a foundational basis for the selection and collaborative development of SVGs.</p><!--/ Abstract__block --><h3>Design/methodology/approach</h3><p>To the best of the authors’ knowledge, this is the first attempt to determine the impact of concrete SVG features on consumers’ Ownership, W2P and Participation. Hence, a new survey construct needed to be developed based on an extensive review of scales that have been used by researchers to assess gamers’ gratifications and motivations for playing video games. The new construct was tested and refined through exploratory factor analysis. This study subsequently uses structural equation modeling to explore the impact of various SVG features on Ownership, W2P and Participation.</p><!--/ Abstract__block --><h3>Findings</h3><p>The results of this study indicate that, from a commercial perspective, competition, collaboration and social interaction appeal to gamers and drive Ownership and W2P in SVGs. Additionally, discovery and exploration enhance the SVG experience further motivating gamers to spend on in-game content. Fantasy, Escape and Sport Context are critical determinants of soccer Participation, as they enable gamers to immerse themselves in a virtual environment that offers experiences unattainable in real life. These features can strengthen gamers’ identification with soccer, making real-life Participation more appealing. Competing, Socializing and Relationship features also boost Participation by fostering a feeling of community and social interaction, encouraging gamers to seek similar real-world experiences. The findings of this study indicate that a universal approach may be ineffective, as various target audiences are motivated to engage in commercial transactions or participate in soccer based on different SVG features. Consequently, it is essential for sports organizations to segment their target audience and strategically develop SVGs that cater to the distinct needs of each group.</p><!--/ Abstract__block --><h3>Research limitations/implications</h3><p>Future research should aim to draw more representative samples by including a broader range o
电子竞技组织在利用电子游戏作为创造商业机会和增加各自运动参与的手段方面具有战略利益。本研究旨在调查体育电子游戏(svg)的具体特征,这些特征可能会显著影响玩家拥有虚拟物品的欲望、他们为这些物品支付的意愿(W2P)以及他们在现实生活中参与足球活动的意愿。该研究还考虑了世代群体,以及玩家花在电子游戏上的时间,对不同人口群体和玩家类型之间的潜在差异进行了初步分析。本研究与国际足联(FIFA)合作开展,旨在为国际足联和其他体育组织选择和协同开发svg提供基础依据。设计/方法论/方法据作者所知,这是第一次尝试确定具体的SVG特性对消费者所有权、W2P和参与的影响。因此,我们需要基于研究人员用来评估玩家玩电子游戏的满足感和动机的量表,开发一种新的调查结构。通过探索性因子分析对新结构进行了检验和完善。本研究随后使用结构方程建模来探讨SVG的各种特征对所有权、W2P和参与的影响。研究结果表明,从商业角度来看,竞争、合作和社交互动能够吸引玩家,并推动svg中的所有权和W2P。此外,发现和探索增强了SVG体验,进一步激励玩家在游戏内内容上花钱。幻想、逃避和运动情境是足球参与的关键决定因素,因为它们使玩家能够沉浸在虚拟环境中,提供现实生活中无法获得的体验。这些功能可以加强玩家对足球的认同,使现实生活中的参与更具吸引力。竞争、社交和关系功能通过培养社区和社交互动的感觉,鼓励玩家寻求类似的现实体验,从而提高参与度。本研究的结果表明,通用的方法可能是无效的,因为不同的目标受众会基于不同的SVG特性来参与商业交易或参与足球。因此,体育组织必须对目标受众进行细分,并战略性地开发满足每个群体不同需求的svg。研究的局限性/意义未来的研究应旨在通过包括更广泛的人口统计、收入水平和地理位置来绘制更具代表性的样本。这将确保调查结果可推广到人口的不同部分。该研究还首次揭示了不同类型玩家根据年龄和游戏时间的偏好。然而,还需要进一步的研究来确定其他类型玩家的偏好,例如,根据游戏频率、个人游戏时长、拥有的游戏数量等参数创建专门的玩家营销角色。实际意义对于像FIFA这样的体育组织来说,关注具有多人游戏体验、社交功能和竞争性游戏玩法的svg至关重要。盈利策略应该利用玩家在社交和竞争环境中脱颖而出并取得成功的愿望。随着对稀有道具发现的额外关注,体育组织应该将稀缺性、排他性和发现机制整合到电子游戏中。社交竞争和发现稀有道具的兴奋感能够推动更高的粘性、忠诚度和收益。为了激发人们对现实足球的更大参与,国际足联等体育组织应该战略性地选择或开发视频游戏,将“幻想”、“逃避”和“体育情境”等功能融入到虚拟体育环境中,从而利用沉浸感的力量。通过创造身临其境的体验,鼓励玩家在更深层次上与这项运动建立联系,svg可以有效地推动现实生活中的足球参与度。原创性/价值据作者所知,这是第一次研究svg的具体特征,这些特征可能会对玩家拥有虚拟道具的欲望(所有权)、消费者对这些道具的W2P以及对现实足球活动的参与产生重大影响。与之前的研究不同的是,之前的研究主要集中在一般的电子游戏上,或者特别集中在svg中的体育模拟游戏子类别上,这项研究采用了更广泛的视角,考虑了所有类型的体育主题电子游戏。
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引用次数: 0
How expanded servicescape shapes fitness center members' decision-making processes: a stimulus-organism-response (SOR) model perspective 扩展的服务逃避如何塑造健身中心成员的决策过程:刺激-有机体-反应(SOR)模型视角
Pub Date : 2024-12-13 DOI: 10.1108/ijsms-08-2024-0216
Caner Özgen, Euisoo Kim, Hüseyin Köse, Velittin Balcı, Hüseyin Çevik

Purpose

The purpose of this research is to examine the holistic impact of expanded servicescape stimuli (physical, social, socio-symbolic, natural) on the decision-making processes (emotional, attitudinal, normative, and control) of fitness center members and consequently, the indirect effects on behavioral intentions (response) within the Stimulus-Organism-Response (SOR) model.

Design/methodology/approach

A total of 336 fitness center members were reached using the convenience sampling method. The fundamental methodological principles of structural equation modeling (SEM) were followed to validate the proposed theoretical model and test the hypotheses.

Findings

The results revealed that the holistic servicescape stimuli of fitness centers affect the emotional, normative, attitudinal, and control variables in the psychological decision-making processes of members, thereby influencing their intentions to maintain their fitness center memberships.

Originality/value

This study significantly advances the literature by empirically demonstrating the combined effects of expanded servicescape stimuli on the decision-making processes of fitness center customers. Thus, providing valuable insights for both academics and practitioners in environmental psychology and sports marketing.

目的本研究旨在探讨在刺激-组织-反应(SOR)模型中,扩展的服务景观刺激(物理、社会、社会象征、自然)对健身中心会员决策过程(情感、态度、规范和控制)的整体影响,以及由此对行为意向(反应)的间接影响。研究结果显示,健身中心的整体服务景观刺激影响了会员心理决策过程中的情感、规范、态度和控制变量,从而影响了他们保持健身中心会员身份的意愿。因此,它为环境心理学和体育营销领域的学者和从业人员提供了宝贵的见解。
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引用次数: 0
Inter- and intra-team differences in professional sport fans’ environmental attitudes 职业体育迷环境态度之团队间与团队内差异
Pub Date : 2024-12-13 DOI: 10.1108/ijsms-07-2024-0174
Timothy Kellison, Brian P. McCullough, Beth A. Cianfrone, Jamee A. Pelcher

Purpose

Sport has emerged as a powerful platform for promoting environmental awareness and action. Major collegiate and professional teams have implemented sustainability strategies, although some have hesitated to promote them out of concern for political polarization and fan alienation. This study aimed to examine differences in environmental attitudes among fans of two professional sport organizations competing in the same venue but in different sports.

Design/methodology/approach

Survey data were collected from 2,652 season ticket holders of the two organizations. The survey included measures of environmental awareness, perceived behavioral control, ascriptions of responsibility, awareness of team initiatives and green team fandom. Participants’ environmentalist status (active, passive or non-environmentalist) was also assessed. Analysis of variance was used to examine differences in environmental attitudes based on sport affiliation and environmentalist status.

Findings

Significant but small differences in environmental awareness and awareness of team initiatives based on sport affiliation were found. However, environmentalist status had a significant effect on environmental awareness, perceived behavioral control, ascriptions of responsibility and green team fandom, with active environmentalists scoring highest, followed by passive environmentalists and non-environmentalists. Surprisingly, fans’ environmentalist status did not significantly impact their awareness of team sustainability initiatives. Non-environmentalists, a substantial portion of the sample, did not express particularly negative attitudes toward sustainability.

Originality/value

This study extends previous research by examining fan attitudes toward environmental sustainability. It challenges the assumption that promoting sustainability initiatives may alienate fans, particularly non-environmentalists, and highlights the potential for sport organizations to leverage their unifying power to promote environmental action among diverse fanbases.

目的体育已成为促进环保意识和行动的有力平台。主要的大学和职业球队已经实施了可持续发展战略,尽管有些球队出于对政治两极分化和球迷疏远的担忧,在推广这些战略时犹豫不决。本研究旨在考察两个职业体育组织的球迷在环保态度上的差异,这两个组织在同一场地比赛,但从事不同的体育项目。调查内容包括环境意识、感知行为控制、责任描述、对球队倡议的认识以及对绿色球队的狂热。此外,还对参与者的环保主义者身份(主动、被动或非环保主义者)进行了评估。研究结果发现,根据运动隶属关系,参与者的环境意识和团队倡议意识存在显著但微小的差异。然而,环保主义者的身份对环境意识、感知行为控制、责任描述和绿色球队粉丝有显著影响,其中主动环保主义者得分最高,其次是被动环保主义者和非环保主义者。令人惊讶的是,球迷的环保主义者身份并没有对他们对球队可持续发展举措的认识产生重大影响。非环保主义者占样本的很大一部分,但他们对可持续发展并没有表达出特别消极的态度。 原创性/价值 本研究通过考察球迷对环境可持续发展的态度,扩展了以往的研究。它挑战了推广可持续发展倡议可能会疏远球迷(尤其是非环保人士)的假设,并强调了体育组织利用其团结力量在不同球迷群体中推广环保行动的潜力。
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引用次数: 0
期刊
International Journal of Sports Marketing and Sponsorship
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