Adam Karg, David Shilbury, Hans Westerbeek, Daniel C Funk, Michael L. Naraine - Strategic Sport Marketing (2022)
Adam Karg, David Shilbury, Hans Westerbeek, Daniel C Funk, Michael L. Naraine - Strategic Sport Marketing (2022)
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Preface
PART I
Introduction
PART II
Identification of sport marketing opportunities
PART III
Strategy determination
PART IV
Measuring and managing sport marketing strategy
The sport industry continues to change radically. Since the turn of the
2000s, sport has continued its evolution into a multifaceted industry, with
growing appeal to an ever-increasing number of stakeholders and
supporters. From the foundation of a localised activity for participants and
spectators to the current-day activity with truly global relevance, the
increasing scale of sport shows little sign of slowing. In growing numbers,
supporters and fans continue to demonstrate their allegiance to sport via the
tickets and merchandise they buy, the literature they read, and the media
content and experiences they watch and engage with. Creating and
exchanging value with participants and consumers is central to the success
of sport organisations, as well as the various other organisations and
corporations actively involved in the production and consumption of sport.
In this setting, what was once a clearly defined, stable activity has
transformed into a complex, technologically connected and constantly
changing industry. As well as professionalisation and commercialisation,
technology, along with social and globalisation trends, is among the
primary themes impacting sport.
This is the environment in which the current generation of sport
managers and sport marketing practitioners operate. The sport experience
presents more diverse consumer motivations and preferences for the sport
marketer to target. In fact, a feature of the last decade has been the
fragmentation and growth of how sport is delivered over physical, digital
and hybrid settings. This is made more complex by the fact that sport faces
competition not only from within its own ranks; it also continues to
compete for the consumer dollar with a vast array of entertainment, arts,
cultural and tourism activities as well as with a growing consumer appetite
for passive and active recreation. All of these provide viable alternatives to
the sport experience for the modern consumer.
Given this cluttered environment, we should be clear that sport does not
attract consumers through serendipity, but rather through carefully
structured planning, creativity and perseverance. The notion ‘build it and
they will come’ is no longer appropriate. Successful sport marketing is the
implementation of clearly defined strategies that are rooted in perspiration
and inspiration, practice and theory, and art and science. Therefore, the
strategic management of sport has become a highly professional endeavour.
It is important to recognise the range of skills required to manage the
modern sporting organisation when preparing the educational framework
for future sport managers. Sport marketing remains a popular area of study
and vocation, viewed as exciting and attractive to generations of sport
managers as well those in areas aligned with, for example, event
management, brand management, marketing, media and public relations.
The challenge of preparing graduates and practitioners for the rigours of
sport management lies in balancing the emotion and tribal character of sport
with the need for an objective application of business principles. Modern
management of sport is more than just a response to traditional actions or
present realities. It encompasses a vision for the future, together with the
strategies and implementations required for bringing about that vision. It
also requires decision makers to fully understand the forces and relevant
contexts in order to balance complex priorities. For example, what is best
for the sport is not always what is best commercially. Decision making
therefore requires robust knowledge and context bases, as well as strategic
tools.
Books such as this one play an important part in this process. They are
constructed by groups and individuals who understand the sport experience
and what it means to play, watch and officiate – and who also understand
the meaning of management. In some instances, frameworks and practices
have been appropriated from other fields of endeavour, with those theories
and strategies resulting in successful sport experiences and organisational
outcomes.
This fifth edition continues, through the provision of theory and practical
examples, to encourage current and future generations of sport marketers to
develop skills and consider settings critical in the successful promotion of
their sport and brands. In particular, Strategic Sport Marketing is unique
from two perspectives. First, it continues to be the leading example of a
sport marketing text that truly integrates international examples. More
prominent in this edition than ever, readers will find a wider array of case
studies, ‘sportviews’ and examples from myriad national and international
sports and events. From Australian Rules (AFL) football to European
soccer, Russian hockey, Grand Slam tennis, minor league baseball and the
National Basketball Association (NBA), a concerted effort has been made
to include as many popular sports and events as possible. Second is the
continuing, conscious decision to place the text within a framework of
strategic decision making. The three major sections of the text underscore
this commitment.
Part II of Strategic Sport Marketing (Chapters 2 to 4) concentrates on
identifying market opportunities, focusing on the consumer and the ways in
which information can be gathered, collated and utilised in order to
establish an effective marketing management process.
Part III (Chapters 5 to 11) delves into determining the best strategies to
use when dealing with a particular component of the sport experience.
Grounded in recognition of the central role of the consumer as well as the
placement of sport in the experience economy, this section orientates a
focus on sport brands and products, pricing and distribution, with ‘place’
considered both in the form of physical spaces and in the mediated setting.
A focus on the sport promotion mix, customer satisfaction, and service
quality and sponsorship within the promotions mix is retained in this
edition. Throughout these sections, and reflective of the modern setting for
sport, technology and digital – including the opportunities and implications
of technology for sport marketing – are embedded as constant and
integrated themes, as opposed to standalone concepts or chapters.
Finally, in Part IV of the book Chapter 12 focuses on the ongoing
evaluation, adjustment and maintenance of the strategic marketing process.
We include in this chapter some scope for readers to both reflect and
forecast by including analysis of the structures by which sport marketing is
delivered, as well as commentary on the emergent themes that will impact
the current and future development of sport marketing strategies. These
include links to evolving marketing theory and a range of environmental
factors, of which technology and digitalisation, innovation and social
considerations are posited to be most critical. It is hoped that, as a closing
section to this book, this provides scope for reflection on how these areas in
particular will impact the frameworks and strategy development of the
earlier chapters, as well as informing the careers and responsibilities of
readers.
Collectively, this fifth edition of the book provides a seamless
comprehension of the integration of consumer, activity and process.
Strategic Sport Marketing is aimed at senior undergraduates and entry-level
graduate sport marketing students, while also being a useful resource for the
practitioner engaged in sport marketing. While the frameworks and case
studies provide obvious examples of how the text can be used and applied,
we hope this book will be used by sport marketing teachers and
practitioners not only to stimulate the thought processes but also to engage
with and improve the sport experience for the benefit of all concerned.
Finally, as it has done for decades, it is hoped that the utility of this text will
continue to stimulate literary contributions to the field of sport
management.
Adam Karg
David Shilbury
Hans Westerbeek
Daniel C. Funk
Michael L. Naraine
Part I
Introduction
DOI: 10.4324/9781003270522-1
CHAPTER 1
Introduction to sport marketing
CHAPTER 1
DOI: 10.4324/9781003270522-2
Chapter objectives
Chapter 1 provides an introduction to sport marketing. Important foundations
are provided, including the definition of sport marketing and its role within the
sport marketing mix. A focus is provided on introducing drivers and trends
which have impacted the way that value is produced and exchanged in the sport
industry. Further, the unique characteristics of sport, and sport marketing, are
presented, and the increasingly central role of the consumer and their
experiences is articulated. As well as foundational aspects, the importance of
marketing to the broader discipline of sport management provides a setting for
the development of a strategic and considered approach to sport marketing.
After studying this chapter, you should be able to:
Headline story
Evolving forms of cricket: the 100-ball game
The year 2020 was a difficult one for the world as it struggled with the COVID-
19 pandemic. It was also slated as the year the English and Wales Cricket Board
(ECB) was to commence its new 100-ball offering, The Hundred, following a
trial match at Trent Bridge in 2019. Due to the pandemic, the introduction of
this potentially innovative product was postponed until 2021. The new offering
consists of up to 100 balls per innings, which can be bowled in batches (‘overs’)
of either five or ten consecutive balls. A bowler can deliver a maximum of 20
balls, with each fielding team allowed a 150-second tactical timeout. There is
one batting powerplay for the first 25 balls, in which only two fielders are
allowed outside the 30-yard circle. The new format, when it eventually got
underway in July 2021, was, as expected, fast and furious. Given the unique
new format, new tactics and approaches to this form of the game will naturally
evolve.
Although similar to Twenty20 (T20) cricket, The Hundred’s revamped form
of ‘overs’ and balls bowled provides enough differences for the ECB to be
confident that it would provide an alternative product to that seen in the Indian
Premier League (IPL) and Australia’s Big Bash League (BBL) via its Twenty20
season. Like these latter two competitions, for which city-based teams have
been formed especially, the ECB established eight men’s and women’s teams
representing seven cities to play in the inaugural competition over the English
summer in July and August. The 32 matches involved teams made up of UK
heroes and a range of high-profile international players. Squads of 15 players
are filled via a draft to help fuel public interest. ECB CEO Tom Harrison stated
on the BBC (2018) that ‘the strategy we have created will give the whole game
clear priorities’ and that ‘the outcomes for all of this combined work are vital
for the growth and sustainability of cricket, at all levels, in England and Wales’.
Marketing defined
Marketing, as defined by Armstrong et al. (2018, p. 4), is ‘the process by which
marketing organisations engage customers, build strong customer relationships
and create customer value in order to capture value from customers in return.’
The authors also note that ‘broadly marketing is a social and managerial process’
that seeks to create and exchange value with others. Engaging customers in the
digital world is the new ‘buzzword’ as myriad forms of social media allow
marketing personnel to build relationships with customers in ways that were not
possible pre-social media. The identification of consumer needs and wants
remains a critical aspect of the marketer’s role alongside how to engage, in the
case of sport, sport fans. Marketing strategies must be based on understanding
consumer behaviour.
In sport, it has been assumed that the original form of the game is naturally
attractive, and therefore satisfies consumer needs. An analysis of sporting
organisations in Australia shows this to be an outdated view, however. Many
sports have modified rules to make the games more attractive and, in the case of
cricket, ODIs and Twenty20 matches have become an important part of the range
of product offerings. One-Day International matches played throughout an
Australian summer have more readily satisfied consumer need for compressed
entertainment and a quick result – so much so that the Twenty20 BBL is now
considered more entertaining and an important part of the summer vacation
period in Australia. At junior levels, many sports have been modified
significantly to satisfy the desire of many more young people to participate.
Inherent in this change has been the recognition that juniors wish to develop
game skills through actual participation, to have fun, and in general to be with
their friends through the sport setting.
The sport marketer must identify what needs and wants are being satisfied
through the exchange process. Armstrong et al. (2018) identify the process of
exchange ‘as the act of obtaining a desired object from someone by offering
something in return’ (p. 8). What is offered in return for the sport consumer’s
membership fee or entry fee may include social interaction, physical activity and
an avenue for competition, health and fitness, as well as entertainment.
Identifying the needs of various segments of the population is the challenge
inherent in the early phase of the marketing process. Obtaining this information
will allow the sport product’s benefits to be communicated in such a way as to
define the sport’s positioning. For example, the product attributes of one-day
cricket and five-day Test match cricket are different, and are therefore likely to
attract different segments of the market.
Having established the range of product attributes in relation to needs and
wants, the sport marketer embarks on the challenge of effecting the exchange.
Sporting organisations must develop a mix of marketing strategies to influence
consumers to buy their products, via either attendance or participation.
Combined, the four variables of product, price, promotion and place are known as
the traditional ‘4Ps’ of marketing.
Sport product
Price of sport
Promotion of sport
Consumer involvement
Perhaps the most readily identifiable characteristic is the ‘expertise’ demonstrated
by the sport consumer. On the one hand, this is a disadvantage, as every move
made by the sport manager and coaching staff is critically examined and
dissected. The ‘armchair selector’ syndrome is an issue within sport. It is,
however, one reason why sport is so popular. The pervasiveness and universal
nature of sport, and the ease with which the consumer identifies with the sport
product, compensate for the intensity with which the consumer follows sport.
Very few businesses in the world are viewed with such simplicity and such
personal identification by the consumer.
Unpredictability
As with most service products, the consumer’s interpretation and enjoyment of
the sport product are open to considerable subjectivity. Participation in and
attendance at sporting contests allows the consumer to gain varying forms of
gratification. For example, some spectators may enjoy the closeness of the game,
others the entertainment surrounding the game, and yet others the inherent
strategies of the contest. This makes it difficult for the sport marketer to ensure a
high probability of satisfaction, and hence repeat attendance. The intangibility
and subjective nature of participation and spectating clearly align sport with the
experience economy and the service industry specifically. No tangible product is
taken from the sporting contest – as opposed, for example, to the purchase of a
washing machine or similar goods.
The term ‘experience economy’ was coined in 1998 by Pine and Gilmore in a
Harvard Business Review article. In essence, the authors argued that the real
economic value for firms, and the relationship with consumers, was to be found
through meaningful experiences. In other words, how sport organisations can
better understand consumer experiences and what consumers seek via a ‘sport
experience’ and how it shapes their behaviour in terms of repeat, or increased,
purchase of the sport product. Pine and Gilmore stated:
Publicity
Complacency in developing adequate marketing strategies has resulted from an
almost unlimited amount of media exposure for many sporting clubs, leagues and
associations. Sport traditionally has been able to rely on publicity as its principal
form of marketing and promotion. The disadvantage of relying on publicity is the
amount of negative press that occurs during a season or major event. More
recently, major leagues, clubs and associations have become cognisant of the
need to develop an effective public relations (PR) strategy to counter the issues
that typically occur during a season or event. Once again, the rise of digital
platforms allows for the use of social media to manage these issues and is
examined further in Chapter 9. Social media can also be the used by consumers to
generate negative publicity, and this requires management by sport
marketing/publicity personnel in sport organisations. Unfortunately, sporting
clubs and athletes must contend with serious issues relating to drug use, gambling
and alcohol, and various other misdemeanours that attract the public’s attention.
This book views the public relations function as a very important aspect of the
promotional mix.
Distribution
The final characteristic relates to the distribution system used by sport. As with
most service providers, sports participation and spectating revolve around specific
facilities for specific sports. To attend a sporting contest, spectators must travel to
the venue – usually a major facility within a city. The actual facility becomes an
integrated component of the marketing function as the sport product is produced,
consumed and delivered at the same time at the same venue. Many facilities –
such as the Melbourne Cricket Ground (MCG), Pebble Beach golf course in
California, Eden Park in Auckland, the Wanderers and Ellis Park Stadium in
Johannesburg and Wembley Stadium in London – have developed an aura and
mystique as a result of heroic performances at the venues over the years.
As a consequence of developments in technology, the distribution system for
sport has undergone radical change during the past decade. It is now possible to
distribute a game to all parts of the country and the world via television networks,
pay television, the internet and other technologies such as mobile 4/5G networks
and streaming of sports programming. In general, however, the televised sport
product is different from the live event. The mix of benefits is slightly different in
each mode of consumption.
Due to the relatively stable nature of distribution (i.e. one major stadium per
sport per city), it is vitally important to locate teams and facilities so that they are
able to compete effectively in the market. In Australia, product distribution has
been the focus of intense debate over the past 30 years. This is particularly
evident in the expansion of the former Victorian Football League (VFL) to
become the Australian Football League (AFL). In the early 1980s, the VFL was a
12-team, state-based competition primarily located in Melbourne. By 1991 the
league had changed its name to the AFL as it had relocated the South Melbourne
Football Club to Sydney and admitted the Brisbane Football Club and West Coast
Eagles Football Club in 1987, followed by the Adelaide Crows in 1991. By 1995
a second team from Western Australia (Fremantle) had joined the competition,
and a second team from South Australia (Port Adelaide) entered in 1997. In 2011,
the Gold Coast Suns were admitted to the competition, followed in 2012 by
Greater Western Sydney, which served to increase local competition from a
marketing perspective in Southeast Queensland and the city of Sydney. However,
nine teams remain in Melbourne, a city of approximately 5 million people. While
this is an example of a league reconfiguring its distribution, once established it
should remain relatively stable despite obvious over-capacity in Melbourne.
A comparison between the United States and Australia illustrates just how
important location of the product is in terms of developing appropriate marketing
strategies, particularly in view of the substantial population differences between
the two countries. The United States has a population in excess of 330 million,
compared with Australia’s 25.5 million. The US national competitions of
basketball (National Basketball Association, NBA), football (National Football
League, NFL), baseball (Major League Baseball, MLB) and ice hockey (National
Hockey League, NHL) have evolved past the point of over-capacity in any one
city. Significantly, the three major markets of Greater New York, Los Angeles
and Chicago (each with a population of 10–20 million) all host professional
franchises. However, not one of these markets hosts more than two teams of any
one code. The importance of marketing as a revenue-generating activity for the
clubs is important in this issue of location. Over-capacity intensifies competition
and reduces the available income for each of the teams located in any one
common market. This issue is on display in Sydney with the arrival of the second
AFL team, Greater Western Sydney, in a market that traditionally has not been a
stronghold for the AFL. Marketing strategy will play just as important a role as
on-field performances in the early years as the club strives to establish its
presence in Sydney, attract spectators and build loyalty leading to club
membership sales.
Five years ago, the Australian Cricket Board did not have a published
program … Last year more than 300 000 copies of the ACB program were
sold and this year almost 20 publications will be on sale. Work has also been
put into merchandising … it has taken five years to develop 29 licensees, but
this season we expect cricket merchandise to top $5 million in retail turn-
over and to start producing a satisfactory level of return. (Taylor, 1984, p.
13)
Figure 1.2(c) demonstrates the importance that marketing has taken on, despite a
long period of resisting the need to promote and nurture new and fertile markets.
For the first time, the identification and nurturing of new markets brought
recognition that the customer is central to ongoing organisational survival. Sports
had to find ways of generating revenue to sustain the growing costs of
professional competitions. One-day cricket is an example of modifying the
product to increase market share for the sport, as is the recently introduced
Twenty20 cricket and its attractiveness as a televised product as exemplified
through the ICL BCCI dispute in India. Focusing on consumer needs and wants
via increasingly sophisticated marketing research, sport organisations have
continued to develop strategies based on consumer information. Many of these
developments focus on product extensions and how to use digital platforms and
social media to engage fans, although changes to game formats and rules are also
common.
The centrality of the consumer and recognition of the importance of the
experience have been even more important due to the evolving spectrum of social
media. Focusing on consumer needs has evolved further to customer or fan
engagement. Figure 1.2(d) shows the need to understand the sport experience and
its relationship to customer/fan engagement as a pivotal feature of contemporary
sport marketing communication strategies – largely the result of evolving digital
platforms and social media outlets. Kaplan and Haenlein (2010) created a
classification scheme of the different types of social media that illustrates why
sport organisations have now moved to capitalise on the opportunity to develop a
closer sense of involvement with fans. Their six categories include: collaborative
projects (Wikipedia, Dropbox); blogs and microblogs (Twitter); content
communities (YouTube); social networking sites (Facebook); virtual game worlds
(fantasy sports); and virtual social worlds (Second Life). Of these social media
outlets, the creation of fantasy sports and more recently esport has become very
popular with sports fans as they seek to simulate the real-life experiences of team
management and engage in sport contests virtually. Esport and the other forms of
social media will be developed further in later chapters, and it is in this area that
the most significant changes to marketing strategies used by sport organisations
can be observed.
It was clear that during the COVID-19 pandemic esport (both formal and
highly informal) assumed a heightened level of interest to replace the live sport
experience with a virtual one. The digital revolution has continued to provide
ways to engage fans and provide deeper experiences through the sport product.
For example, in 2020 Formula 1 (F1) launched the F1 esports virtual Grand Prix
series, which ran from March to May, in which a number of high-profile F1
drivers participated. In the absence of live F1 races due to COVID-19, Formula 1
was able to provide a meaningful experience for F1 fans with the intent of
engaging its large fan base across the world. When watching the virtual races, one
could be forgiven for thinking they were the ‘real races’ which were simulated on
regular F1 racetracks, such as the first virtual race scheduled using the Bahrain
track. The digital revolution has deepened the potential to connect with fans; and,
as a consequence, sport marketing has evolved to a more sophisticated
understanding and implementation of the relationship between the sport
experience, service delivery and fan engagement. The aim of these experiences is
to develop multiple points of attachment to a sport code or club. It is also an
example of product extensions based on the core product, which will be
considered in more detail in Chapter 5.
Together with sport operations (that is, all that surrounds the management of
fielding a team), marketing is a sporting organisation’s principal ground for
identifying and creating a competitive advantage. Normal acquisition-type
strategies associated with for-profit firms are not so readily applicable to sport.
Internal growth strategies tend to be the major ground on which sport competes.
These strategies are developed further in Chapter 2.
Ethical behaviour
Increasingly, commercial pressures create tensions for the sport marketer. That is,
sport marketing executives often find themselves caught between an opportunity
to generate revenue for their sport and the consequences of changes that might
accompany these revenues. Consider, for example, the staging of an Olympic
marathon during the middle and hottest part of the day because a television
network asks for it to be staged at that time to maximise ratings. What do you do?
Clearly, scheduling the marathon at this time will not be in the best interests of
the athletes. Alternatively, what do you do if you work with the National Rugby
League (NRL) and the strategic goal is to reduce the number of clubs in the
competition? This was a real-life dilemma, as the South Sydney Rugby League
club was removed from the competition as part of a rationalisation strategy. The
club subsequently won the right, through a protracted legal battle, for readmission
to the NRL competition from 2002. As a sport-marketing manager, with the goal
of maximising revenues for the competition, how do you balance commercial
interests against the social and community interests in the South Sydney club?
These two examples illustrate ethical dilemmas, which are practical problems
requiring solutions – often involving equally compelling reasons to act one way
or another. In essence, the sport manager must determine the right thing to do
without a definitive ‘rule book’ available to guide decision-making.
Although space precludes a detailed analysis of ethics and corporate social
responsibility here, sport managers must consider their actions within a broader
societal framework. DeSensi and Rosenberg (2010, p. 135) note that:
recognition of ethics and social responsibility has increased in recent years
… as a sport manager, learning to adopt a social consciousness leading to a
commitment to being socially responsible is paramount … Questions
regarding the nature of the complex relationship between society, sport and
the formal organisations of sport are raised within social responsibility.
Definition
Given these perspectives, and information pertaining to marketing in general, the
following definition of sport marketing is offered:
The exchange of value with others recognises the importance of the sport
consumer. The many different types of sport consumer are discussed in more
detail in later chapters of this book.
The following three chapters examine how the sport marketer identifies
marketing opportunities. Chapter 2 examines the place of marketing in the
planning process, and specifically reviews the strategic sport-marketing
planning process; Chapter 3 concentrates on understanding the sport
consumer and the sport experience; and Chapter 4 focuses on market
research and strategy, and the implications this information has for
segmenting the sport marketplace.
Chapters 5 to 11 then cover the strategy determination stage. They examine
the sport marketing mix and the way in which the organisation is positioned
in relation to target markets. Selection of the core marketing strategy is
significant in this stage, and the contribution of the 7Ps – product, price,
place, physical evidence, process, people and promotion – to strategy
determination is examined. The issues specific to sport marketing contained
in these chapters include: sport brands and products; sport distribution and
the role of the place through the venue or facility (physical evidence,
process, people and service); distribution via media; sport promotions;
service quality; customer satisfaction and engagement; and sponsorship and
its impact on sport marketing.
Finally, Chapter 12 returns to the important marketing management process
of implementation and evaluation. This chapter focuses on managing sport
marketing strategy which examines measurement of sport marketing
activities, control, marketing roles and structures, as well as ethical
considerations. This chapter also considers environmental drivers introduced
early in the book to challenge thinking in relation to the changing nature of
sport marketing in the global setting.
References
Armstrong, G., Adam, S., Denize, S., Volkov, M., & Kotler, P. (2018).
Principles of marketing (7th edn). Pearson, Melbourne.
BBC (2018). 100-ball cricket: New short-form competition confirmed by
ECB. https://www.bbc.com/sport/cricket/46387938.
DeSensi, J.T., & Rosenberg, D. (2010). Ethics and morality in sport
management (3rd edn).Fitness Information Technology, Morgantown, WV.
Halbish, G. (1995, August). Developing professional sporting leagues.
Keynote address to the Sport Management and Marketing Conference,
Sydney.
Kaplan, A.M., & Haenlein, M. (2010). Users of the world, unite! The
challenges and opportunities of social media. Business Horizons, 53(1), 59–
68.
Mullin, B.J. (1980). Sport management: The nature and utility of the
concept. Arena Review, 3(4), 1–11.
Mullin, B.J. (1985). Characteristics of sport marketing. In G. Lewis & H.
Appenzellar (eds), Successful sport management. Michie, Charlottesville,
VA, 101–123.
Pine, J.B., & Gilmore, J.H. (1998, July–August). Welcome to the experience
economy. Harvard Business Review, 97–105.
Taylor, L. (1984). The marketing and sponsorship of sport in Australia.
Sports Coach, 8(2), 12–14.
Part II
Identification of sport marketing
opportunities
DOI: 10.4324/9781003270522-3
CHAPTER 2
The strategic sport-marketing planning process
CHAPTER 3
Understanding sport consumers
CHAPTER 4
Sport market research and strategy
CHAPTER 2
DOI: 10.4324/9781003270522-4
Chapter objectives
Chapter 2 identifies and describes the three stages that make up the strategic
sport-marketing planning process. Within these stages, eight steps are isolated
as constituting the marketing planning sequence for sport organisations. Steps
1–4 and 7–8 are reviewed in this chapter, with the other steps covered in the
remaining chapters. This includes a focus on tools to assess external
environment forces as well as internal publics. In sport organisations, the
strategic sport-marketing planning process assumes great significance because
these organisations are often one-product entities, and therefore organisation-
wide planning and marketing planning often become the same process.
After studying this chapter, you should be able to:
Headline story
A new ‘super’ rugby alternative for Australia
The Super Rugby competition has undergone continued change since its
inception in 1996. This has included expansion and reduction in the number of
teams, involving representation from Australia, South Africa, New Zealand,
Japan and Argentina. Most recently, difficulties presented by the COVID
pandemic accelerated calls for a rethink of the domestic competition for
Australian rugby.
As part of reports during 2020, Rugby Australia (RA), the national governing
body for the sport, received recommendations to abort its role in the current
Super Rugby format (Robinson, 2020; NZ Herald, 2020). The reports and
commentary focused on two key issues: decreased interest in the competition in
its current form by local audiences, and decreased performance of the national
team.
While consumption preferences for rugby remain strong for New Zealand
and South African audiences, data highlighted audience drops of over 40 per
cent since 2013, including drops of over 70 per cent in the 16–39 age group (NZ
Herald, 2020). This led to consultancy group Gemba suggesting that ‘Australian
fans just aren’t interested in the tournament enough to justify its current place in
Rugby Australia’s priorities’. Further, it was suggested that change to the
competition could arrest the declining competitiveness of the Australian
national rugby team, the Wallabies. Assessment of the Test match performance
of the Wallabies pointed to a win rate of 68 per cent over 1996–2005, compared
to 45 per cent over the 2016 to 2019 period (Robinson, 2020).
In responding to issues of fan interest, recommendations for change included
a larger focus on domestic competitions. Reports noted the potential for
alternative models focused on local clubs or teams, leveraging heritage and
history, emotional rivalries, tribalism and geographic identity. Commentary on
elite development pointed to northern hemisphere rugby competition models
that have provided better outcomes for national team performance. Gemba CEO
Rob Mills (cited in NZ Herald, 2020) noted that:
Concerning the need for change, Mills suggested the current problematic model
was ‘laid bare a little’ by the impact of COVID-19. There are though, wider
considerations for the elite professional completion. Will Australian Rugby’s
future really be local?
The most obvious question of strategic importance to emerge from this headline
story concerns how Rugby Australia will construct its elite domestic competition
schedule in order to maximise revenues and build a player pathway that leads to
success for the Wallabies. What is clear is that both a revamped player pathway
and marketing strategy combine to provide strategic direction. Interestingly,
during 2020, COVID-19 forced RA to run an elite domestic competition, given
that international travel bans effectively brought to a halt the Super 15s
competition.
Given the previously growing profile of rugby union, via the Super 15s and
successful World Cups in 2011, 2015 and 2019, RA’s once stated desire to
become Australia’s main winter sport is proving to be somewhat ambitious; but it
is an example of how sporting organisations need to map out their strategies and
adopt a systematic approach in order to achieve their stated goals. Consider the
competitive marketplace for the football codes in Australia, which include the
AFL, the NRL and the A-League (soccer), which has been played in spring and
summer to avoid the competition provided by the AFL, the NRL and the Super
15s. It is apparent that RA will have to know its market. It is clear, however, that
rugby’s dream run has begun to grind to a halt in recent years. As already
indicated, rugby had made considerable progress in Australia until the turmoil of
2020.
With competition intensifying due to the move by both the NRL and the AFL
to national competitions during the 1990s, rugby’s response has been to capitalise
on its international prominence through the Tri-Nations Series and Bledisloe Cup
matches against New Zealand. Test matches, with the advent of Stadium
Australia and its 80,000-plus capacity, boosted rugby’s ability to stage mega-
events. In addition, the Super 15s has been the key strategy that has lifted the
profile and image of rugby in Australia. The Super 15s competition – an alliance
between Australia, South Africa and New Zealand – has seen club rugby played
internationally. Moreover, it has meant that there exists a constant product for the
respective rugby governing bodies to market, which provides more games to
boost attendances, sponsorship revenues and, significantly, revenue from
broadcast rights. However, as indicated in the headline story, the lifecycle of the
Super Rugby competition appears to be on the wane; and, consequently, a new
strategy is required to position rugby in Australia as a major football code.
Moreover, it was also concluded in the report by Gemba that participation in
Super Rugby was one factor inhibiting elite player development and, ultimately,
the success of the Wallabies.
Given that marketing is primarily concerned with consumer needs, it is the
responsibility of the company to satisfy these needs. RA, for example, must
satisfy multiple demands from:
the players, who need matches and tournaments with attractive financial
rewards
the broadcasters, who need matches and tournaments to provide content with
an ability to attract viewers
the sponsors, who require star players and close, quality contests to ensure
that their financial investment in rugby attracts maximum exposure via the
media, and
the paying public, who want to see rugby played at the optimum level.
This chapter examines Steps 1–4 of the SSMPP, and Steps 7 and 8 are also briefly
considered. Later chapters deal with individual aspects of the marketing and
service mix variables, detailing the factors to consider in selecting a core
marketing strategy. First, we examine both the external and internal environments
and the forces driving competition.
External forces
Figure 2.2 shows the environmental factors requiring consideration, which are the
forces that affect an organisation indirectly. They include government legislation,
economic climate, technology, political forces, and demographic and social
trends. It is important for sporting organisations to monitor changes in each of
these forces. Government legislation, for example, can alter the economic
infrastructure of an industry through legislative changes. For instance, when pay
TV was introduced to Australia in the 1990s, government legislation dictated that
pay TV operators would not be able to sell advertising for the first five years.
This was designed to protect the free-to-air networks; and, given the importance
of sports programming to television revenues, this policy reduced pay TV’s
capacity to generate revenue and, in turn, its capacity to pay for rights to
broadcast sport. Technology can also change the ways in which businesses
operate. The internet, via Twitter, smartphones, tablets and apps, has altered the
means through which organisations can communicate and engage with fans,
members, players, coaches and officials. It is also an important source of
information for fans and provides, via streaming, alternative means to broadcast
sport, and therefore to consume sport. The role of technology in the marketing
mix, and specifically the promotions mix, is considered in detail in Chapters 8
and 9.
Figure 2.2 External environmental forces. Source: Adjusted from Porter
(1985).
Industry competition
On a more direct level, sporting organisations need to monitor the industry in
which they compete. Figure 2.3 incorporates an adapted version of Porter’s
(1980) competitive forces model. Porter described five forces that managers
should review when examining competition and the attractiveness of an industry:
Publics
Examination of the external environment can be concluded by identifying the
publics to which the sport is responsible. To an extent, some of these will have
been identified from the competitive analysis conducted using the Porter (1980)
framework. Kotler and Andreasen (2003, p. 74) define a public as ‘a distinct
group of people, organisations, or both whose actual or potential needs must in
some sense be served’. The competitive forces model has already shown that
diverse publics exist for a club competing in a professional league. Figure 2.4
illustrates the publics that may exist for a professional sport club.
Figure 2.4 Publics impacting a professional sport club.
Another group of publics exists within the organisation. This leads us to consider
Step 2 in the SSMPP.
S – Specific
M – Measurable
A – Achievable
R – Realistic
T – Timebound.
Competitive advantage
Porter (1985) describes competitive advantage as ‘the way a firm can choose and
implement a generic strategy to achieve and sustain a competitive advantage’ (p.
26). This definition is specific to three generic strategies that he describes, which
will be discussed later in this chapter. The concept of competitive advantage,
however, is broader than Porter’s direct application to his theories. Implicit in this
concept is the notion of sustainability. Without sustainability, a competitive
advantage becomes elusive. Coyne (1986) posits three conditions that must be
met for a firm to have achieved a sustainable competitive advantage:
Customers perceive a consistent difference in important attributes between
the producer’s products or services and those of competitors.
That difference is the direct consequence of a capability gap between the
producer and competitors.
Both the difference in important attributes and the capability gap can be
expected to endure over time.
Each individual sport has its own unique set of product attributes, due to its
particular nature. In this regard, some sports are inherently more appealing to
some segments of the population. For many years, sports believed that these
unique features of their game would remain popular forever. In Australian sport,
however, this was proven not to be the case. The traditional sports of cricket,
Australian Rules football, netball and softball suddenly found that their
competitive advantage was being eroded by changing attitudes towards leisure
options. Increasing diversity of recreational and sporting opportunities saw these
sports struggling in the late 1970s and early 1980s, and as a consequence they had
to re-examine their key buying criteria and look to reposition themselves. One
technique that these sports could have used to examine their range of product
offerings is covered in the next section.
Market development
A market development strategy is a relatively inexpensive way of creating new
markets for existing products. It typically involves few risks and requires only
minor modification to the product. It depends on sound research indicating that
new segments of the population are willing to buy the product. The end-of-
chapter case study describes how Football Federation Australia (FFA) is
responding to a changing environment for the broadcast of the A-League
competition. A series of 11 principles have been developed around which various
aspects of the A-League will change, including the timing of the season, as well
as other broader initiatives planned for the sport. Inevitably, these changes will
require an adjustment to the marketing mix variables.
Product development
A product development strategy involves offering a modified or new product to
current markets. Australian cricket’s introduction of one-day games is an example
of a sport exhibiting aspects of both market development and product
development. One-day cricket can be considered to be the same product as four-
and five-day cricket. Notably, the condensed version of the game has attracted a
large following among women, which Test match cricket did not. On the other
hand, one-day cricket can be considered to be a modified form of the game, and
may thus better be described as a product development strategy by Cricket
Australia. The weakness in this view is that one-day cricket has obviously had the
capacity to expand the market interest in cricket. The traditional form of the game
was not creating this expansion, although in recent times an exciting brand of
cricket has been a feature of Test matches – as was evident in the 2019 England
vs Australia Ashes series, which consistently produced intense periods of tough
cricket truncated by dramatic finishes. Rule changes that allow for extended hours
to make up for time lost due to rain, and the need to bowl a minimum number of
overs in a day’s play, have contributed to an increase in Test match results.
Combined with an aggressive and relentless approach by the Australian cricket
team during the Waugh, Ponting, Warne, Hayden, Gilchrist, McGrath era, Test
match cricket experienced a resurgence in interest. It also illustrates the impact
sport managers can have on the product through rule changes, such as those
shown in cricket.
Regardless of the final distinction and product form responsible for growing
cricket, it raises an interesting dilemma in sport marketing: namely, the point at
which the game has been modified to such an extent that it is in effect a new
product offering. In one-day cricket, for example, the basic elements of the game
are still apparent: batting, bowling and fielding. The condensed version of the
game forces more action; but whether this constitutes a new or different product
is debatable, and illustrates the conflict that can exist between the ‘purists’ and
those who prefer non-stop excitement in sport. With the introduction of Twenty20
cricket, the same questions can be posed. Does Twenty20 cricket differ so much
from the traditional form of the game that it could be considered a new product?
Another example of sports having to modify their range of product offerings
has been seen in junior sports. For many years juniors played the adult form of
the game, complete with all the rules and traditions associated with that particular
sport. As research began to show that this was not providing a satisfactory sport
environment for juniors, many sports were modified to make them more attractive
to juniors. In essence, sports have been modified to encourage more success in
game elements, increasing the likelihood of juniors continuing to participate.
Although sports initially did not see this as a marketing-related issue, this has
now changed. The long-term fortunes of a sport, from both an elite performance
and an ongoing interest and spectatorship perspective, are founded on the success
of its junior programmes. Market development and product development
strategies have therefore assumed heightened levels of importance, with sports
carefully considering their range of sport offerings for juniors in various age
groups.
Product diversification
The final category of product diversification requires a firm to develop an entirely
new product for a new market. This can be achieved internally, through a strong
research and development function, or via the external acquisition of a new firm
with a new range of product offerings. In terms of the core sport product, this
strategy is not common in Australian sport, although there are examples of
professional clubs purchasing assets such as hotels and social clubs and creating
leisure businesses with a view to diversifying income opportunities. Sporting
organisations in the main do not seek to buy other sporting organisations,
although it remains an option. If, say, a powerful and rich soccer club in the
English Premier League (EPL) or a European league were to buy a share of
ownership in another soccer club in the Chinese Super League or another
country-based pro soccer league, this would be an example of product
diversification – in this case acquiring a related product (in terms of sport) but in
a new market. The marketing objectives could include increased brand
recognition for the English and European clubs by building an additional fan base
in China, as well as economic benefits through merchandising and a larger
television market. The product/market expansion grid (Figure 2.5) provides a
framework for the sport marketer to consider the balance of product offerings.
This balance of product offerings should reflect the marketing mission, which in
turn should mirror the overall mission, goals and objectives of the organisation.
Generic strategies
As indicated earlier, Porter (1985) describes three generic strategies that firms can
use as an alternative framework to achieve competitive advantage:
cost leadership
differentiation, and
focus.
Both the cost leadership and differentiation strategies aim to seek a competitive
advantage in a broad range of markets. The focus strategy aims to seek a
competitive advantage by using either a cost leadership or a differentiation
strategy in a narrow or niche market segment. Cost leadership is perhaps the
simplest of the three options. The organisation’s principal objective is to
distribute its products to the widest possible market at a lower cost than that of its
competitors. Achieving lower cost may be the result of internal economies of
scale, innovative technologies or lower distribution costs. In the end, it is the
consumer who decides whether the cost differential is significant enough to
warrant the purchase of a product over those of competitors.
Differentiation is typically more expensive. It involves an advantage based on
distinctive product attributes. Products may, for instance, offer benefits that others
do not, or they might be new and innovative products that are not currently
available. Again, differentiation is seeking to establish its product prominence in
as wide a market as possible. In sport, cost leadership strategies are difficult to
achieve. In a sporting league, the clubs generally compete on equal terms in terms
of cost. Standardised prices for attendance and membership reduce the
significance of cost as a source of competitive advantage; although increasingly –
in the AFL, for instance – there is movement away from strict standardisation of
ticket cost with the introduction of dynamic ticket pricing. This has largely been
driven by improving facilities and a move to fully seated stadia, which have
provided clubs with the opportunity to increase ticket sales revenues by selling
the best seats at premium rates. The capacity to extract premium prices provides
important extra revenue for the clubs. As will be examined in Chapter 6, clubs
and leagues cannot always achieve full cost recovery on ticket prices. If full cost
recovery (in terms of covering event costs) were an objective, most sports would
become too expensive for regular attendance.
A differentiation strategy provides scope for application in the sport setting.
Although all the clubs in a league appear to be the same in terms of production,
they offer distinct brand images. These are, of course, the clubs themselves – with
their distinctive colours, heritage and traditions with which supporters identify
with a good degree of emotional intensity. On a macro level, each sport is a
differentiated product in its own right, with each offering similar benefits to
consumers. The choice for consumers, in terms of physical activity, competing or
spectating, comes down to which of the myriad sports available offers the best
outlet to satisfy their needs and wants. This is equally applicable for juniors when
they (or their parents) are choosing the sports in which they wish to participate.
Some sports – such as cricket, golf, softball, swimming and netball – offer the
challenge of special skill development without any excessive body contact.
Football codes, basketball and wrestling offer a different range of skills, to be
mastered in the context of body contact. The challenge for the sport marketer is to
accentuate the differentiated product benefits to potential participants, and this
sometimes means changing the fundamental rules and traditions of a sport.
Although this is obviously an option, sport managers and marketers need to
consider the impact of proposed changes carefully before implementation.
CASE STUDY
The starting XI: Football Australia’s 15-year plan
On 26 June 2020 in Australia and New Zealand news broke late at night that the
countries had jointly been awarded the 2023 FIFA Women’s World Cup (FFA,
2020a). The Trans-Tasman bid fended off Colombia as the main competitor,
winning the vote 22 to Colombia’s 13, and brought tears of joy to current and
past players, senior executives and officials of Football Federation Australia
(FFA) and New Zealand Football. The winning bid confirmed the technical
scores assessed as part of the bid, which ranked the Australia/New Zealand bid
as technically superior.
Off the back of this announcement, FFA has moved to maintain the
momentum by releasing its vision for Australia Football – a discussion paper
that sets a direction for the next 15 years. The discussion paper, entitled XI
Principles for the Future of Australian Football, was compiled over many
months as FFA worked its way through the COVID-19 pandemic. It is a ‘living
document’ which will continue to be shaped by FFA as it uses it as a basis for
engagement and consultation with the Australian football community (FFA,
2020b). In other words, in what is typically regarded as a highly charged
melting pot of about 2 million participants represented by over 200 cultures,
FFA seeks to encourage discussion to help determine direction but, equally, to
allow some flexibility to shape the plan in response to what will be a robust
debate.
It also recognises the potential changing broadcast environment for the A-
League in which current broadcaster Fox Sports only committed to broadcasting
the league until the end of 2021, during which an initial change to season dates
(July–December) were to take effect. The ultimate plan is to move the A-
League back to a winter competition in which it will compete head on with the
AFL and the NRL. According to the press release (FFA, 2020a):
FFA Chief Executive Officer, James Johnson, said he believes that the time
is right to release the document to enable Australia’s broad football
community to share their thoughts and make an important contribution to
the future of Australian football.
‘Throughout the course of 2020 FFA has received extensive feedback in
relation to areas of possible transformation from stakeholders, partners and
participants across the Australian football ecosystem.’
XI principles
1. Build a consistent and strong identity for Australian football which inspires
all Australians.
2. Develop a new narrative for football which signifies a fresh start for the
game in Australia, successfully ties together all new initiatives and
distinguishes it from other sporting codes in the country.
3. Establish an integrated and thriving football ecosystem driven by a modern
domestic transfer system.
4. Create a dynamic and engaging football product by optimising competition
structures to connect Australian football; promote competitive balance and
tension; promote uncertainty of outcome; incentivise sporting
achievement; and prioritise the fan experience.
5. Create a world class environment for youth development/production by
increasing match minutes for youth players and streamlining the player
pathway.
6. Create a strong culture around coach development by emphasising the
importance of the role as a skilled position and a vital link in player
development.
7. Transition towards a modern, fit-for-purpose governance framework for
football in Australia in line with global standards and best-practice sports
governance in Australia.
8. Create an operating and governance model for the A-League, W-League
and Y-League which is fit for the current circumstances.
9. Ensure that football becomes more open and accessible to the Australian
community and that cost does not remain a barrier to participation.
10. Continue the growth of the game by driving participation of women and
girls and enhancing existing competition structures to promote player
development.
11. Position the Westfield Matildas and the Socceroos as the unifying symbols
of the game and heroes who epitomise the Australian football identity to
inspire every young Australian regardless of their ability or background
(FFA, 2020b, p. 12).
The optimism gained from the successful Women’s World Cup bid provides the
right time to strike:
FFA believe that the next step for Australian football is to develop a united
‘Vision’ for the game to work towards. We dared to dream when we
submitted our joint bid to host the 2023 FIFA Women’s World Cup and
look where dreaming got us. So, let us dream once again and imagine a
future for Australian football – what will Australian football look like in 15
years’ time? (FFA, 2020, p. 8)
Questions
1. Comment on the extent to which the purpose statement is realistic. Would
you change the purpose statement? If so how?
2. Examine the XI principles and identify how many of them have a direct
impact on a sport-marketing strategy for FFA.
3. If you were asked to provide feedback to FFA via the online surveys, what
would the thrust of that feedback be? Would you add any principles?
4. What impact will staging the Women’s World Cup have on the football
product in Australia?
5. Comment on FFA’s approach to engaging the football community with the
shaping of the plan. Is this a realistic option to improve the plan? Why
would FFA take this approach?
6. Describe how a move of the A-League season back to the winter will
change the competitive environment. How will this impact sport-marketing
strategy?
7. What would your dream be for football in Australia or your country of
origin?
References
Ansoff, H.I. (1957). Strategies for diversification. Harvard Business Review,
35(5), 113–124.
Armstrong, G., Adam, S. Denize, S., Volkov, M., & Kotler, P. (2018).
Principles of marketing (7th edn). Pearson, Melbourne.
Coyne, K.P. (1986). Sustainable competitive advantage: What it is, what it
isn’t. Business Horizons, 29(1), 54–61.
FFA. (2020a). FFA release ‘XI Principles’ discussion paper targeting future
of football. Football Australia. https://www.ffa.com.au/news/ffa-release-xi-
principles-discussion-paper-targeting-future-football.
FFA. (2020b). XI Principles for the Future of Australian Football.
https://www.footballaustralia.com.au/sites/ffa/files/2020-07/FFA%20-
%20XI%20Principles_1.pdf.
Kotler, P., & Andreasen, A.R. (2003). Strategic marketing for nonprofit
organisations (6th edn). Prentice Hall, Upper Saddle River, NJ.
NRL. (2018). Unite, excite, inspire: Strategic plan 2018–2022.
https://www.nrl.com/siteassets/operations/documentation/nrl-strategic-plan-
2018-2022.pdf.
NZ Herald. (2020, May 9). Rugby Australia advised to ditch focus on Super
Rugby following revelation of ‘devastating’ figures.
www.nzherald.co.nz/rugby/news/article.cfm?c_id=80&objectid=12330743.
Porter, M. (1980). Competitive strategy. The Free Press, New York.
Porter, M. (1985). Competitive advantage: Creating and sustaining superior
performance. The Free Press, New York.
Robinson, G. (2020). Forget the Kiwis, Australian rugby’s future is local.
Sydney Morning Herald. https://www.smh.com.au/sport/rugby-union/forget-
the-kiwis-australian-rugby-s-future-is-local-20200508-p54r97.html.
World Athletics. (2020, June 30). World Athletics publishes strategic plan.
https://www.worldathletics.org/news/iaaf-news/strategic-plan-for-growth.v
CHAPTER 3
DOI: 10.4324/9781003270522-5
Chapter objectives
Chapter 3 is the first of two chapters related to understanding the sport
consumer. The chapter provides a foundation for the concept of sport experience
design and a summary of the factors that influence buying and using sport
products in different sport settings. Key frameworks are outlined, including a
focus on how sport consumer decision-making occurs and the role of
involvement in the sport marketing setting. The chapter concludes with a
discussion of a critical and much-used framework to explain how a
psychological connection to a sport product develops and changes.
After studying this chapter you should be able to:
Headline story
Understanding consumer behaviour
According to recent reports prior to the COVID-19 pandemic, almost half of the
Australian population over the age of 18 attended at least one sporting event in
2019–2020. Table 3.1 provides results of an industry study and shows the
percentages from a nationally representative sample of 878 people who reported
attending different sports events live, and consuming them via media channels.
Australian Rules football remained the most popular spectator sport, with 33 per
cent of people attending live and 61 per cent watching via media channels.
Cricket, rugby league and tennis are the net most popular. Table 3.1 illustrates
variance in consumption with regard to attendance and media patterns. Some
sports – for example, basketball and rugby union – have strong levels of media
consumption but do not covert this interest to live attendance as well as other
sports.
TABLE 3.1 Australian sport consumption (2020)
Attended Live Watched on TV or Streaming
Sport
(last 12 months) Service (last 12 months)
Australian Rules
33% 61%
Football (AFL/AFLW)
Cricket (BBL / WBBL) 18% 56%
Rugby League (NRL) 17% 53%
Attended Live Watched on TV or Streaming
Sport
(last 12 months) Service (last 12 months)
Tennis 13% 57%
Soccer (A-League / W-
13% 41%
League)
Horse Racing 12% 29%
Motor Racing 9% 40%
Basketball (NBL /
7% 32%
WNBL)
Rugby Union (Super
6% 39%
Rugby)
Netball 5% 28%
eSports 4% 19%
Source: Karg (2020).
As Table 3.1 shows, sport attendance and diversity of choice are very important
to a large percentage of the Australian public. Today, Australians can choose to
invest their leisure time in following any number of sports teams or events, as
well as several competing leisure interests. Hence it is becoming increasingly
important to ascertain why consumers turn up to sporting events, week in and
week out. Is it for team loyalty, stadium preference and amenities, geographical
proximity, clashes between traditional rivals, star players, boredom or spending
time with friends and family? More importantly, why does attendance at
sporting events seem to be decreasing? There has been an increasing amount of
research on sport consumers, with sport marketers now better prepared than at
any stage in the past to make informed decisions based on their understanding
of the consumer. Increasingly, sport marketers understand what distinctive
reasons influence individuals’ choice of attending one type of sporting event
over another. These reasons may be personal, psychological, social and/or
situational. Furthermore, they may be largely experiential. Hence, choosing to
purchase a ticket and attend a sporting event can be simple for some consumers
and a more complex decision for others. It should never be questioned that the
better we know and understand our consumers, the more prepared we will be to
deliver a satisfactory product, and ultimately the whole sport experience.
Sport consumer behaviour
Sport consumer behaviour represents buying and using sport products that can be
easily observed, but the cognitive aspects that influence such behaviour are
hidden. The term ‘sport product’ is used throughout this chapter to represent a
product, good, service or experience that spectators and recreational participants
consume within the sport marketplace. Sport organisations use information
collected from consumers to develop and position their products to satisfy needs
and provide benefits. As a result, sport organisations can develop marketing
tactics to increase and sustain consumer demand. In addition, management
decisions that involve constructing and delivering quality sport products can be
improved through understanding the concept of experience design.
The sport experience design reflects how sport organisations develop products
that consumers want to purchase and use. Holistically, there are two entities
trying to achieve a purpose. The sport organisation wants to develop and sell a
product, and the consumer wants to purchase and use a product. This concept is
described by the Sport Experience Design (SX) framework (Funk, 2017), which
proposes three different but related elements: the sport user, the sport organisation
and the sport context. The sport organisation is the business that develops,
markets and delivers a product to secure resources in order to be successful – for
example, decisions made by a professional football franchise to produce a live
home match and manage customer interactions. The sport user is the consumer
who has a variety of needs, desires and expectations. For example, the reasons
consumers seek out and use sport products can differ based on demographic,
psychographic, geographic and/or behavioural characteristics. The sport context
represents the physical and virtual environment through which the consumer
navigates to buy and use the sport product. Contexts could include attending a
live sporting event at a venue, watching a game at home, using a website or app
to purchase tickets or merchandise, streaming a match on a mobile device or
using social media to follow a team. As a result, the sport context represents the
moment when supply meets demand.
Holistically, the SX framework accounts for how various design-relevant
factors influence user–organisation–context interactions that shape sport product
experiences. From a design perspective, these interactions include a sequence of
operational choices made by the sport organisation related to where, how, what
and when customers are exposed to stimuli when buying and using a sport
product. The ultimate design goal is to create a sport experience that enhances
use, pleasure and customer satisfaction. However, the sport experience can
consist of multiple interactions between the sport organisation and the consumer
across numerous contexts and time periods that produce cognitive and physical
responses. These responses are explained in the following definition of sport
consumer behaviour.
Sport consumer behaviour is defined as the cognitive and physical responses
that occur before, during and after buying and using a sport product (Funk et al.,
2016). Cognitive responses can include perceptions, attitudes and emotions that
consumers have when buying and using a sport product. Physical responses can
include tasks and movement required to buy and use a sport product as well as
physiological arousal of the senses (sight, sound, smell, taste, touch) that occur.
This definition views sport consumer behaviour as a holistic process that
describes how consumers devote available resources of time and money toward
sport consumption activities. As a result, sport consumer behaviour reflects how
cognitive and physical responses are influenced by internal and external factors.
These factors are discussed in the next section.
Personal factors
Personal factors represent person-specific characteristics that influence consumer
buying and using behaviour. These characteristics can be gender, race, education,
income, geographic location, lifestyle, life-stage, personality, body type, prior
experience, knowledge and ability to perform behavioural tasks. For example, a
consumer’s geographical location is important as differences in sport participation
between a beach and mountain community would be expected, based on climatic
differences. An individual living on the Gold Coast in the state of Queensland is
more likely surf and paddle board compared to an individual living in the country
town of Jindabyne in the state of New South Wales who is more likely to ski.
Spectator sport consumption can also differ based on location and influence
preference for certain sports over others, such as the AFL being the dominant
sport in Victoria while the NRL is the dominant sport in Queensland (Doyle et al.,
2013). Another example is an individual weighing 65 kilograms and standing 170
centimetres may find contact or strength sports less enjoyable than sports such as
running and cycling in which her or his body size helps with performance.
Individuals will also seek out and engage in sport activities such as climbing,
snowboarding, ultimate Frisbee and triathlons that have characteristics like
human personality traits in order to express their own unique identity (Alexandris
et al., 2016). This helps explains why certain individuals prefer cricket over
rugby, bushwalking over running or BMX over road cycling.
Psychological factors
Psychological factors are mental aspects that influence consumer buying and
using behaviour. These mental aspects represent individual-level cognitive
processes such as motivation, learning, perceptions, attitudes and self-concept. In
general, reasons to buy and use a sport product reflect consumers trying to satisfy
needs and wants. For example, an individual may register for, train for and
complete a 10k road race to satisfy a desire for accomplishment, competition and
socialisation. Sport consumer research has identified a variety of motivational
factors that influence sport consumption, with five commonly found among
spectators and participants across various contexts (Funk et al., 2009). These are
labelled with the acronym SPEED, and are referred to as core consumer motives.
They are listed below, together with an explanation for each motive.
Social factors
Social factors reflect the socio-cultural environment in which an individual lives
that influence consumer buying and using behaviour. These factors can include
customs, culture, media, institutions, religion, politics and important reference
groups. Family and friends are particularly influential reference groups. For
example, if one family member plays golf, netball, soccer or volleyball, there is a
high probability that children or siblings of the same gender (in gender-specific
sports) will engage in that activity. Peers are also important as choices of
companions often stimulate a consumer to develop similar interests and
behaviours. If a particular group of friends is heavily involved in playing and
watching basketball, pressure to conform to the group is likely. Recent
immigrants to Australia will also most likely follow or play a sport such as soccer
or one that is popular in their country of origin before sampling more indigenous
offerings such as Australian Rules football (Lee & Funk, 2011). Other significant
social factors may include sport clubs with which an individual is affiliated, or
schools and universities attended. Economic considerations also exist as
individual wealth will enable the purchase of equipment to undertake a particular
sport or activity, such as joining a fitness club or a local golf club.
Mass media, the internet and social media are also important social factors that
influence sport consumption. Technology continues to play a key role in
providing individuals with sport-related content and information, with social
media platforms being adopted widely. New media technologies have altered
traditional sport consumption activities by reducing geographic and temporal
boundaries, as an individual can follow a team, player, league or event from any
place in the connected world at any time (Kennedy et al., 2021). In addition, the
volume, speed and type of content delivered through the vast array of platforms –
including websites, Facebook, Twitter, Instagram, TikTok, YouTube, podcasts and
blogs – allow individuals to interact with and engage in various forms of sport
consumption. Political, religious, cultural and service groups are also influential
factors. Often, these groups use sport to place their organisation in a positive
light, or to piggyback on the popularity of a particular sport or activity.
Situational factors
Situational factors represent the human and technological made environments that
influence buying and using behaviour. These factors can include physical and
virtual surroundings, social and temporal conditions, buying and using tasks, the
product’s design, technology and a sport organisation’s marketing activities. Sport
consumer researchers suggest that situational factors attract consumers to specific
consumption contexts requiring them to navigate various interactions to select
and use sport products (Funk & James, 2004). A panel of sport marketing
scholars identified recent advancements in technologies that will influence
consumer behaviour over the next decade, including virtual and augmented
reality, streaming platforms, social media use, connected stadiums, digital
marketing tactics, the rise of esports, use of multiple screens, audience
fragmentation and new data available to influence sport training and performance
through wearable devices (Funk, 2017). Such advancements have accelerated
recently due to COVID-19 changing the sport marketplace, and particularly sport
consumption. As a result, specific technologies have been changing, and will
continue to change, traditional consumption practices and patterns of sport and
recreation consumers.
There are also several situational constraints that create ‘obstacles’ or
‘barriers’ that can prevent or alter sport consumption. Pritchard et al. (2009)
report that spectators are less likely to attend games due to: the financial cost of
tickets and concessions; schedule conflicts due to work and social obligations;
limited access to tickets and good seats; travel, such as parking and transportation
to the stadium; and weather. For recreational pursuits, constraints that prevent or
alter consumption can be lack of time, accessibility to facilities and open spaces,
financial expense, lack of friends and partners to participate with, health and
safety, and lack of confidence (Alexandris et al., 2008).
In summary, sport consumer behaviour can be influenced by a diverse number
of personal, psychological, social and situational factors. As previously
mentioned, these factors should be considered as interrelated because they can
individually and jointly influence consumer buying and using behaviour shown in
the middle portion of Figure 3.1. Sportview 3.1 provides an example of the
factors for a new professional sporting team that may lead to an individual
supporting that new team.
Sportview 3.1
New sporting teams
Several new sporting teams have been introduced to the Australian sport
marketplace. Previously, all of the country’s ‘Big 4’ football codes (NRL, AFL,
A-League, Super 15) have welcomed new franchises into their competitions,
with many other sporting competitions also opting to expand. New teams are
introduced to existing leagues or created for the purposes of establishing a new
league. For example, the AFL introduced teams into the previously
unrepresented and non-traditional regions of the Gold Coast and Western
Sydney in 2011 and 2012 respectively. Elsewhere, eight new teams were created
to form Twenty20 cricket’s Big Bash League. Consequently, new sporting team
introduction is generally born from a strategic effort by leagues to increase their
market share and push into non-traditional and new regions. However, these
goals are hard to achieve, and in many cases new teams have not been able to
remain viable and have folded (e.g., A-League’s North Queensland Fury and
Gold Coast United). Given that Australians already have a wide array of
sporting teams and other leisure pursuits to follow, new teams face unique
challenges in building sustainable fan bases. Therefore, it is important that new
teams and existing leagues understand the importance of internal and external
factors discussed in this chapter.
Internal factors may be satisfied easily by new teams as they provide people
residing in their communities with a new form of entertainment, an additional
outlet for diversion and an important catalyst for social interactions. New teams
represent novelty, given their lack of history, and provide individuals with a
chance to experience top-level sport in their local community. Additionally, new
teams provide an added outlet for an individual to escape the daily pressures of
their life and an attractive avenue in which to invest leisure time. Perhaps most
importantly, new teams facilitate increased opportunities to develop existing
interpersonal relationships and meet new people with similar interests.
External factors, such as the tendency for certain cultural groups to prefer a
particular sport, may also be satisfied by new sport team introduction. Regions
such as Western Sydney are home to an ever-increasing number of individuals
from many differing cultural backgrounds. Existing sport offerings available to
these individuals, such as rugby league and the AFL, are scarcely available
outside of Australia, and may appear confusing or overly physical to individuals
who have not grown up playing these sports. These individuals may prefer
sports such as football (soccer), given its worldwide popularity and simple
rules. In this case, the introduction of the A-League’s Western Sydney
Wanderers provided an opportunity for these residents to follow a sport they
have directly experienced and that suits their interests.
An individual’s geographical access to a particular sport can also influence
sport consumption. For example, the Gold Coast is a region that typically
attracts large numbers of tourists and relocated residents from Australia’s
southern and western states – locations where the AFL is the dominant sport.
The inclusion of the Gold Coast Suns allowed these individuals the chance to
follow their favourite sport while also giving other individuals yet to be exposed
to the AFL a chance to engage with the sport. In summary, sport organisations
wishing to introduce a new sport product or expand an existing one must
understand how existing psychological, personal, social and situational factors
influence sport consumption.
The previous discussion of the sport experience design and four factors that
influence consumer buying and using behaviour provides a foundational
understanding of sport consumer behaviour. Returning to Figure 3.1, there are
also five boxes arranged across the bottom portion to represent the consumer
decision-making process that also influences consumer buying and using
behaviour. These five boxes are considered sequential stages that a consumer
goes through to acquire and experience a sport product. The personal,
psychological, social and situational factors previously discussed can also
influence each stage. The next section provides a discussion of the consumer
decision-making process.
Stage 4: Decision
The fourth stage, decision, reflects taking action to select one specific product
option and taking possession of it. In general, a decision is a choice a consumer
makes when presented with multiple options (Payne et al., 1992). Based on Stage
3, a consumer has narrowed down the potential options to a smaller consideration
set, and will now consider the decision type, decision condition and decision rule
to be applied.
Decision types can be programmed or unprogrammed. Programmed decisions
are predictable and use established criteria such as features of each product to
compare different brands. For example, comparing three brands of running shoes
to purchase based on price, fabric, colour, comfort, durability and image.
Unprogrammed decisions are more distinctive and require more extensive
problem solving, and likely establishing additional criteria due to potential risk.
Decision-making conditions are based on the level of certainty as consumers
are generally risk-averse. Under conditions of certainty, a consumer knows each
product and related brand options being considered, has already established
evaluative criteria to be used, and can reasonably anticipate the consequences of
buying and using each product. For most consumers, determining which brand of
running shoes to purchase is less risky than purchasing a Peloton bike or
treadmill.
Decision rules are either attribute-based or attitude-based. Attribute-based
rules require knowledge of specific product and brand features to compare, using
either non-compensatory or compensatory rules. A non-compensatory rule
involves selecting an option based on features (e.g., price, fabric, colour,
durability, image) that meet or exceed an acceptable cut-off point established by
the consumer for each feature. Any product or brand falling below the cut-off
point will be eliminated from further consideration. A compensatory rule allows
the consumer to average across all features, and a higher ranking on one feature
can offset a lower ranking on another (e.g., price is more important than colour).
Attitude-based rules are more subjective and involve using perceptions, feelings,
mood, cognitive biases and heuristics to make a decision with limited feature
comparisons. In general, the specific decision rule applied often depends upon the
consumer, the product and the situation.
Returning to Pat, she has now identified that attending the Australian Open is
the optimal decision to solve the problem of reducing boredom and finding an
opportunity to spend time with friends. After making a decision, Pat finds out that
some event sessions are sold out and rain is forecast for the weekend. Here a
decision has to be made as to whether to purchase tickets now, how much to
spend, to wait and purchase a ticket on the day just to be sure of the weather, or to
not purchase a ticket at all and choose another option. In addition, Pat must
determine whether to purchase tickets online or from a traditional retail store.
Hence, a decision can be influenced by previous experiences, time and location,
negative feedback from others, budget constraints and return policies. After some
more deliberation, Pat decides to purchase a one-day ground pass with her
friends, and moves to the final stage of the consumer decision-making process.
High-involvement decisions
High-involvement purchases make full and extended use of the decision-making
process. High-involvement decisions are more risky, complex and expensive, and
include extended problem-solving behaviour. For example, purchasing golf clubs,
Peloton equipment, a Fitbit or club membership may reflect high involvement. In
these cases, the consumer will invariably undertake a thorough information
search, and carefully and selectively examine comparable features. The consumer
may assess value for money – although cost may not be the major factor where
special features, status or functionality are required. Finally, time will be allocated
to the decision-making process, and the positives and negatives of the purchase
will be considered. Once a tentative decision to buy has been made, affirmation
may be sought from an external source such as an expert in the field, a product
review or from a trusted friend.
Sport-marketing strategies aimed at consumers with high involvement should
adopt an approach designed to attract greater attention to marketing
communication. Funk and Pritchard (2006) report that committed (highly
involved) sport fans put forth more mental effort to read and evaluate content
about a favourite professional sport team than non-committed (low-involved)
individuals. This research illustrates how high involvement can cue internal
processing that prompts cognitive effort related to information search activity,
comprehending information received, and influences evaluation of features and
options. As a result, highly involved individuals will exert greater mental effort in
processing content as well as evaluating the applicability and credibility of the
information. This may include the provision of maximum levels of technical
information or personal support for the service or product’s use, and reinforcing
the wisdom of the purchase choice. For example, marketing content used to
advertise a marathon event to highly involved runners should utilise race-specific
information that includes detailed race information, including characteristics of
the course, climate conditions and technical aspects of the timing systems utilised
for the event. As with any advertising, the appropriate market segment – such as
involvement level – should be considered in creating the content.
Sport-marketing strategies can also leverage high involvement with a sporting
club, league or event to attract corporate partners. Sport sponsorship is a
communication vehicle used by corporations to increase the threshold of
purchasing products such as cars, insurance and mobile phones, which often
require long-term commitment through contracts and have greater risk. For
sponsors, using sport in their sponsorship communications mix means the
threshold of purchasing high-involvement products should theoretically be
lowered. The corporate partner can manage the decision-making process of a
high-involvement purchase by linking the product to a sporting organisation
(team, player or event) that a consumer considers as personally important.
Low-involvement decisions
Low-involvement purchases occur when the product to be consumed is socially
or psychologically unimportant, and the consequences of a poor choice are
minimal. Low-involvement decisions are more straightforward, repetitive, less
expensive, have limited risk and include minimal problem-solving behaviour. For
example, laces for running shoes, sport drinks, gym shorts or T-shirts are
considered low-involvement purchases. Hence information can be acquired
internally based on experience and memory, and the decision to buy and use can
be made with limited effort and evaluation. The sport industry competes with
other entertainment options for consumers in a general market. For example, most
individuals living in Sydney and surrounding suburbs are likely aware of the
professional sporting teams that play in the city, and may even watch a game on
TV or follow the news periodically, but do not purchase club membership or
attend matches. As a result, these low-involved consumers will focus primarily on
evaluating whether a sport experience provides opportunities to satisfy needs and
wants related to SPEED motives previously discussed.
The use of advertising and the role of the media among the less involved is
important. In establishing an advertising strategy aimed at consumers exhibiting
low involvement in the purchase process, sport marketers need to: provide
educational content and information; encourage familiarity; offer a variety of
inducements; create attention-grabbing point-of-purchase (POP) displays; utilise
social media and AdWords to optimise search; and, if possible, distribute through
multiple platforms and channels. Sport-marketing strategies can also leverage
corporate sponsorship opportunities to market products that require a less-
involved decision-making process. Professional sport teams can partner with
companies that make convenience products that are purchased and used
frequently, such as beverages, fuel, clothing and food. Based on these examples,
the sporting team or event provides a strategic platform to market low-
involvement products for these companies.
In summary, consumer involvement is an important motivational factor that
influences buying and using behaviour for sport products. The level of
involvement determines the amount of time and effort devoted to decision-
making, and can vary based on the product type and the situational context. To
better understand how involvement and other cognitive processes work within
decision-making, a framework called the Psychological Continuum Model (PCM)
was developed (Funk & James, 2001, 2006) (see Figure 3.2). The PCM describes
how personal, psychological, social and situational factors influence a consumer’s
mental connection to a sport product, and subsequent behaviour. This connection
represents a consumer’s psychological state regarding a specific sport product and
related brand that is relatively constant but can also change overtime due to
various internal and external factors. For example, in the previous section Pat’s
existing connection to tennis, the Open event or friends can influence buying and
using behaviour. The following section provides a discussion of the PCM
framework.
Figure 3.2 Psychological Continuum Model.
Awareness
The ground floor is the awareness stage, where a consumer enters the PCM
elevator. Awareness reflects the statement ‘I know about the Brisbane Lions’,
indicating that an initial psychological connection with the team has formed. The
awareness stage is influenced by internal and external factors that determine how
consumers learn about the Lions as a professional football franchise. At this
initial stage, social and situational factors are particularly influential in creating
awareness. Cognitive engagement is low and includes knowledge and realisation
that the sport team exists. At this stage, the consumer is likely indifferent to the
team, with no to limited prior knowledge and experience, and does not evaluate
the team as positive or negative. Within awareness, behavioural engagement is
non-existent or minimal as the consumer will not actively engage in searching for
information, purchasing or using Lions’ products. For example, watching an
occasional Lions’ game on TV while vising friends would indicate an awareness
stage connection.
Attraction
The attraction stage is reflected by the statement ‘I like the Brisbane Lions’,
indicating that movement upwards has occurred within the PCM. Although the
connection in the attraction stage is stronger than in awareness, it is still relatively
weak and unstable. External and internal factors continue their influence and take
on more significance, such as how the Lions can satisfy entertainment needs and
wants. Cognitive engagement is still relatively low, but positive effect emerges as
the consumer now associates the Lions with the opportunity to satisfy needs and
provide benefits, which helps the consumer learn about and evaluate the Lions as
a possible option for entertainment. At this stage, the consumer may consider
buying and using Lions’ products, and begins to establish a set of evaluative
criteria to make such decisions. Behavioural engagement is relatively low and
unpredictable as the consumer now begins to watch games periodically, may even
attend a game, and occasionally reads and talks about the team with friends,
family and colleagues.
Attachment
The attachment stage is reflected by the statement ‘I am a Brisbane Lion’, and
suggests that the psychological connection with the team has strengthened and
progressed upward. While this connection is still influenced by external and
internal factors, internal factors – and particularly psychological factors – become
important and indicate that the team is becoming part of the consumers’ self-
concept. Cognitive engagement for this stage increases as the consumer now puts
forth more effort on buying and using Lions’ products, and places functional,
emotional and symbolic meaning on those products. Behavioural engagement
also increases as the consumer begins performing behaviours such as attending
and watching live games, engaging in rituals that other Lions’ fans expect,
following the team or players on social media, visiting the team website for
updates or wearing team merchandise to signal to others an association with the
team.
Allegiance
The final stage, allegiance, is reflected by the statement ‘I live for the Brisbane
Lions’, and represents the strongest psychological connection to the team within
the stage-based continuum. External and internal factors continue to be influential
as the team is considered as promoting core values (e.g., family, honesty, safety,
reliability) that are congruent with the consumer’s own values and makes
expressing an identity linked with the team meaningful. This creates a sense of
psychological commitment and loyalty to the Lions. Cognitive engagement is the
highest and includes the most effort and time devoted to selecting, using and
evaluating Lions’ products. This level of engagement can also introduce a
cognitive bias that influences the way a consumer processes information and
situations related to the team. Behavioural engagement that began in the
attachment stage continues but will be more consistent over time, predictable and
involve multiple forms of behaviour related to the team and related products (e.g.,
watching, attending, reading, talking, following and wearing).
In summary, the PCM framework explains how a consumer’s psychological
connection forms and progressively grows stronger within four stages. This
connection reflects a psychological state which corresponds to different cognitive
and physical responses that emerge related to buying and using sport products and
related brands. The PCM also recognises that a consumer may move upward or
downward or stay at a certain stage. Although a consumer may not skip a stage,
the amount of time spent within a specific stage or the speed of movement
between stages depends upon the consumer, the product and the situation. Hence
consumers may have unique trajectories in terms of movement based on internal
and external factors and the decision-making process. Researchers have also
developed a segmentation algorithm to place consumers in one of the four PCM
stages in order to compare consumers within and across stages as well as tracking
movement over time (e.g., see Beaton et al., 2009; Doyle et al., 2013). This
knowledge can help organisations develop tactics targeted at certain consumer
segments and design better sport experiences that focus on improving customer–
organisation interactions to enhance use and satisfaction in order to promote
upward movement, maintain stage level status and reduce downward movement.
In terms of movement with the PCM, there are several situational and
individual constraints that could alter movement each stage (Alexandris et al.,
2017). Constraints create ‘obstacles’ or ‘barriers’ that prevent sport-consumption
activity. Lepisto and Hannaford (1980) identify five marketing barriers that could
influence buying and using behaviour:
1. marketing constraints, which depict the failed fit between product and
consumer
2. cultural constraints, which act as prevailing cultural norms and values that
might inhibit patronage
3. social constraints, which are the influence of reference groups and social
expectations on action
4. personal constraints, which stem from the consumer’s lifestyle, or pattern of
living or use
5. and finally structural constraints, which curtail patronage as a result of
certain physical, temporal or spatial challenges.
Summary
Understanding the sport consumer is not a simple task. While behaviour can be
readily observed, the cognitive aspects of the human brain that influence and
explain this behaviour are hidden. As a result, buying and using sport products is
a dynamic and complex process. Comprehending the complexity of this process is
one of the more intricate tasks facing the sport marketer; indeed, it
unquestionably has become a critical part of the marketing-management strategy.
Although it is not always possible to fully understand how this process takes
place, attention to the sport experience design – coupled with awareness of
personal, psychological, social and situational factors that influence sport
consumption and the decision-making process – will provide the sport marketer
with a foundation on which marketing strategies can be developed. In addition,
advances in consumer behaviour research have provided sport marketers with a
holistic framework called the Psychological Continuum Model to help investigate
and determine the relative influence of these factors on consumers to optimise
marketing and management tactics for different consumer segments.
CASE STUDY
AFL expansion
Jason Doyle
The Australian sports marketplace represents a competitive landscape. Sport
is a deeply entrenched way of life for most Australians, who have a vast
selection of sports they can choose to participate in and/or follow as spectators.
From the spectator perspective, Australia is also the only country where four
codes – Australian Rules football (AFL), rugby league (NRL), rugby union
(Super Rugby) and soccer (A-League) – compete for the title of ‘football’.
Usually, the code referred to simply as ‘football’ is their personal favourite –
typically determined by where a person lives or their cultural background.
Although each code enjoys some popularity across the nation, the AFL and
NRL are traditionally seen as Australia’s two most popular spectator sports.
While the AFL enjoys a dominant following in the southern (Victoria, South
Australia, Tasmania) and central/western states (Western Australia, Northern
Territory), the NRL remains the sport of choice for the majority in Queensland
and New South Wales.
In an attempt to increase market share, the AFL bolstered its presence in both
Queensland and New South Wales. Introducing new teams to these regions
represented a strategic approach designed to increase overall exposure to the
game, and create rivalries with the existing AFL teams available to sport
consumers. This approach saw the Gold Coast Suns become the second
Queensland team (joining the Brisbane Lions) and the Greater Western Sydney
Giants (GWS) introduced as New South Wales’ second AFL team (alongside
the Sydney Swans).
Along with the challenges traditionally faced by new teams entering a
congested sport marketplace, the Gold Coast Suns are an example of a team that
has had to overcome additional barriers stemming from the team’s geographic
location. First, the sport of choice for Gold Coasters has traditionally been
rugby league, with Australian Rules capturing a smaller market. Second,
although the Gold Coast is Australia’s sixth largest city and one of the country’s
fastest-growing areas, it has typically struggled to support professional sport
franchises, with various rugby league, soccer, basketball and baseball teams
unable to avoid collapse. For these reasons, many people were sceptical of the
team’s longevity when the Suns entered the AFL competition in 2011.
The Gold Coast Suns have experienced a tough inaugural decade, which
resulted in them finishing low on the ladder in most seasons to date. Despite the
lack of on-field success, the club was successful in signing up 14,064 members
(or season ticket holders), and enjoyed a healthy home crowd average of 19,169
during the early years. Off-field successes such as awards for community
engagement and game experience were also highlights for the club. In a sign
that the novelty of the new team may have been wearing off, average home
crowd figures have dropped from these inaugural season benchmarks, although
member numbers remain strong. These decreases meant that fewer people went
to the stadium to support the team and less revenue was generated through
ticket sales and other means.
This case highlights the strategic decision-making behind introducing new
sporting teams, and outlines the challenges that can arise in managing these
franchises.
Questions
1. Based on the concept of sport experience design: (a) What are key
organisation–consumer–context interactions that would occur when
purchasing an admission ticket and then attending a live sporting event?
(b) What are key organisation–consumer–context interactions that would
occur when visiting and working out at a local fitness gym? Compare and
contrast these interactions with a virtual or digital experience of watching a
game or working out at home.
2. Consider the personal, psychological, social and situational factors that
influence attending a traditional live sporting event such as an AFL or
NRL game versus attending an esports event. Identify key factors. Are
these factors similar or different?
3. Based on the stages of the consumer decision-making process, what
marketing mix tactics could you use to entice a consumer to purchase a
ticket and attend a live sporting event for the first time?
4. For consumers in the attraction stage of the PCM toward running, how
could you use digital marketing to increase registration in a 10k road race?
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CHAPTER 4
DOI: 10.4324/9781003270522-6
Chapter objectives
Chapter 4 provides a foundation to understand market research and strategy,
and identifies the role of information and data as critical components of sport
marketing. First, four components of a marketing information system are
described, consisting of Internal Data and Reports, Market Intelligence,
Analytics Software and Market Research. Second, a more detailed discussion of
how to conduct market research is provided, and various data-collection
methods described. Third, various consumer segmentation methods are
presented to illustrate how to identify consumer segments and create profiles
and personas. Finally, the strategic selection of target markets and positioning as
relevant to sport marketing is discussed.
After studying this chapter you should be able to:
Headline story
Positioning esports as a growth strategy: market research at work
Esports are a subsector of the increasingly popular video game industry. The
growth of esports has been facilitated by sport organisations, video game
publishers, content distribution platforms, consumers and event organisers.
Professional sport leagues and event organisations have entered the esports
space in the form of, for example, NBA 2K, eMLS Cup, the FIFA eClub World
Cup, Overwatch, the League of Legends World Championship and the Fortnite
World Cup. Despite increasing popularity, esports remains a topic of debate as
to whether esports are sport and whether professional sport organisations should
position esports as an entertainment product to counteract declining attendance
patterns (Funk et al., 2018).
The president of US cable sports channel ESPN stated that esports are not
sport, and likened esports to a competition of chess or checkers. Yet, ESPN’s
website includes a dedicated esports section with the same level of menu bar
prominence as well-accepted sports such as golf, tennis, cricket, boxing, mixed
martial arts (MMA), Olympic sports, F1 and rugby. In addition, esports have the
makings of mainstream sports, including players, teams, managers, leagues,
competitions, marque events, endorsement deals and player transfer fees, as
well as a dark side including match fixing, doping and gender-related disputes.
As a result, sport organisations are questioning whether to position esports as a
product development strategy for existing consumers or a diversification
strategy to attract new consumers. Research was used to help inform this
question by examining whether spectators attend esports events for different
reasons than traditional sport events (Pizzo et al., 2018).
A study was conducted at three events in Seoul, South Korea. The first event
was a traditional sport competition of a Korean professional soccer league (K-
League) match at Tancheon Stadium. The second event was an esports video
game competition with a sport focus, FIFA Online 3, at the Nexon Arena. The
third event was an esports competition with no sport focus, StarCraft II, also at
the Nexon Arena. A total of 489 spectators were surveyed at the three events:
168 for FIFA Online 3, 136 for StarCraft II and 185 for K-League. Spectators
were approached, and completed a questionnaire to collect demographic
information and reasons why they attended the event using 14 traditional
spectator motives of vicarious achievement, excitement, interest in team,
aesthetics, social opportunities, drama, role model, entertainment value,
wholesome environment, family bonding, acquisition of knowledge, physical
skill of the athletes, physical attractiveness and enjoyment of aggression.
Overall, the study found that esports and traditional soccer spectators share
common motives and demographics. Specifically, 80 per cent of the 14 motives
were similar regardless of event or game type. Key differences observed were
that K-League spectators were older and rated opportunity to bond with family,
physical attractiveness of athletes and vicarious achievement slightly higher
than FIFA Online 3 and StarCraft II spectators. These results indicate that
although esports competitions and events may attract a younger demographic
than traditional sport, from a consumer entertainment perspective reasons for
attending should be considered similar. As a result, professional sport leagues
can utilise esports as a ‘hybrid’ growth strategy: both as a product development
and a diversification strategy that involves the introduction of a new
entertainment product to an existing market of traditional spectators and a new
market of younger esports spectators. The emergence of esports demonstrates
the positive influence of sport market research to inform decision-making and
better understand sport consumer behaviour.
Market research and strategy
The headline story demonstrates that information is power: the power to make
informed decisions. Sport marketing research consists of activities designed to
make good business decisions. These activities attempt to match the needs and
wants of consumers with product development and strategy to increase and
maintain consumer demand. Developing a marketing approach that strategically
positions the marketing mix requires an understanding of the sport consumer.
Chapter 3’s study of sport consumer behaviour provides the necessary foundation
from which to develop a successful market research strategy.
There is little doubt that in order to make informed decisions, organisations
need information. Market research involves collecting, analysing and interpreting
data about existing products, consumers, the business climate and new product
development. Market strategy involves the use of this information to create and
implement tactics to reach existing and new consumers in order to secure
resources and be successful. Mullin et al. (2000, p. 99) suggest that:
Analytics software
Marketing analytics software is designed to help sport organisations analyse and
interpret data not found in internal reports. Such software allows for existing
internal data or new data collected to be manipulated for a specific purpose,
performs quantitative and qualitative analysis, provides exploratory and
predictive models, and creates output that can be used to gain insight on patterns
and behaviour. The software provides the ability to collect, process and analyse
large amounts of data; allows access by multiple employees and departments
inside the organisation; includes functions such as dashboards and data
visualisation and customisable reports; and allows mobile access and integration
with third-party systems. Microsoft Excel is a versatile and easily accessible tool
that can be used for data analysis, create PivotTables, and develop charts and
graphs. More sophisticated tools include SPSS, which allows for complex
statistical data analyses, as well as R and Python, which require program
language skills to collect data and can perform statistical and predictive analyses.
Analytic software can also measure digital content performance and track user
behaviour. A popular freemium platform is Google Analytics, which can monitor
website and mobile apps visitors.
Increasingly, technological advances have created new opportunities for sport
organisations to capture and mine data from consumers on patterns of digital
behaviour. For example, social media usage, online viewing, app logins and usage
and video views provide insights into what consumers are doing, saying and
thinking.
The emergence of data analytics has created new opportunities for
understanding behaviour that occurs within and outside traditional consumption
boundaries of the sport product – for example, when and how a spectator buys a
ticket, how the spectator arrives at the venue, what a spectator does and buys at
the venue, and how long the spectator stays. In addition, wearable devices and
equipment that record various metrics can provide useful data on consumer
experiences in both spectator and participant sport situations.
Market intelligence
Market intelligence is a system for collecting information from external sources
to learn what is happening outside the firm on an ongoing basis. In general,
information that relates to the broad environment in which the sport organisation
operates can include market size, demographics, habits of residents and workers,
the ways in which individuals choose to spend their leisure time and any specific
trends that will affect the sport – positively or negatively. This information is
particularly important for sport organisations that wish to launch a new product,
redesign an existing product or expand nationally and internationally. Such
expansion decisions should be gauged not only from potential consumer demand
but also from the number of potential corporate sponsors and media outlets that
can support a professional sport or sporting event. It is critical that sporting
organisations are not only aware of who their competitors are but also know the
consumers of a rival’s products. If a sport is jockeying for position in the
marketplace, competitor pricing, promotion, and product breadth and depth
should be noted.
Market intelligence information can be collected from a number of sources. It
can be collected by examining search engine results and competitor websites,
reviewing publications on business trends, attending trade shows, joining industry
associations, consulting with salespeople, speaking with suppliers, corporate
sponsors, contractors and industry experts, and by talking to customers. A
beneficial approach is to monitor reports from government and state agencies
such as the Australian Bureau of Statistics (ABS), state and territory health
organisations such as Victoria Health, the Australian Sport Commission, and
large-scale national population tracking studies such as the AusPlay Survey,
which provides national, state and territory data on different sports and activities.
These are sources that provide basic information that is potentially useful for a
number of sporting organisations.
Libraries and chambers of commerce are other useful sources of information,
especially at the local level. Data relating to trends and uses of local events and
facilities should be held there, as well as the various municipal rules and
regulations governing the conduct of sport events. Larger community libraries,
along with those attached to institutes of higher education, often contain much of
the government or commercial data collected in relation to sport. Chambers of
commerce will hold data relating to the income and expenditure patterns of local
industry, which can assist sport marketers in establishing profiles that may match
their organisation.
While much of this information is proprietary, some of the findings are being
presented at conferences and appearing in academic journals. Likewise, a
growing number of sport marketing academics are being used as market research
consultants and are bringing an ever-increasing repository of skills and
knowledge to their task.
Media companies are constantly engaged in the collection of data. While it
may not be specific to the focus of the sport marketer, information relating to
demographics and psychographics may be useful for sponsorship or advertising.
This is particularly the case when the characteristics of the media information
match a particular sport organisation’s own data. For example, the Australian
advertising industry uses OzTAM data, which is the official source of television
audience measurement. With many sporting organisations establishing interactive
home pages, apps and active social media presences, new opportunities for
establishing enhanced databases are plentiful. Through these media, professional
sport franchises, sporting events and community recreation programmes can
communicate with members and users on a regular basis via technology.
An equally important general question relates to where consumers get their
information. Frequency and type of social media platform used, newspapers read,
websites visited, radio stations listened to, television stations and programmes
viewed and magazines read – both general and specific – are crucial factors in
determining promotional strategies. Sport consumers are now using technology to
access information through social networks. Word of mouth remains an important
source of information for sport consumers, and a market research strategy needs
to be developed to manage this.
Market research
Market research is a system for collecting and recording information to answer
specific questions. There is little doubt that the best data available to the sport
marketer are those that are purpose-driven by the organisation. In this way, direct
answers to specific questions can be obtained. As a result, this component of the
MIS is not considered ongoing but conducted on a need or project basis. The
collection of data through market research is not difficult but can be expensive
and take time, so organisations should consider whether to do it themselves or
hire an outside market research company.
The market research process principally consists of five distinct phases. In
order to optimise results with limited resources and time, the first step in the
process is to clearly define the research question and set a number of measurable
objectives. The research question is a direct derivative of the marketing mission
of the organisation – for example, increase new participation for a marathon event
by 20 per cent or increase membership renewals by 10 per cent. The second step
in the process is to develop a research methodology – that is, to determine which
data sources are needed (primary or secondary) and which methods of data
collection are best used in the context of the research (see below). The third step
then involves the research planning and data collection, who collects the data,
when and where. When all data are collected, they need to be analysed. Data
analysis, as the fourth step in the process, can involve the crunching of
quantitative data (for example, from questionnaires or detecting patterns of digital
engagement) or the interpretation of more qualitative data (such as that obtained
from interviews or focus groups) with the help of software programs. The final
step in the research process is the presentation of the findings in a report so that
the research objectives are achieved and the research problem is answered most
effectively.
In general, market research in sporting organisations seeks to answer six
questions about consumers in relation to their consumption of the product.
Initially, sporting organisations need to know WHO their consumers are, but this
is only the tip of the iceberg. Equally important are WHY they choose the
particular sport product, and WHEN and WHERE that consumption takes place.
WHAT that consumption entails in terms of pre- and post-event activities and
HOW the product is used are also critical in terms of establishing a complete
consumer profile. Mixed-methods research designs, which include both
quantitative and qualitative data-collection phases, are particularly effective for
developing such understandings. As a result, the research design used can assist
with collecting the appropriate information.
Research design
The research design should be of sufficient scope to provide all necessary
information to answer the relevant questions, but short enough to encourage
participation in the process. For example, quantitative approaches using surveys,
data analytics and experiments are useful for collecting information on attitudes
and behaviours from large numbers of consumers for initial strategy and planning
phases: validate product design; focus on what consumers say and will buy;
determine if a new market is available; and identify certain segments as a target
for an existing or new product. Qualitative approaches using focus groups,
interviews and observations are useful for collecting specific information about
the consumer: providing direction about how a sport product could be designed to
meet needs and wants, uncovering what feelings users are having about the sport
product when using it and how consumers actually behave.
Surveys
The personal survey remains a useful research method as it allows the sport
marketer to source first-hand information on the purchasing and consumption
patterns of sport consumers. These data can be collected at the event, by going
door to door in a defined geographical area, at a shopping centre (mall intercepts),
via direct mail or the telephone (telemarketing) and increasingly through the use
of technology with online surveys. As discussed in Chapter 3, sport consumer
behaviour researchers have developed a number of survey tools useful for
collecting information from spectators and participants. Obviously, the more
professional an organisation is and the larger its stakeholder base, the more
sophisticated the survey and its accompanying tools of analyses will become.
Nevertheless, the underlying philosophy remains constant, and that is the
collection of quality information that will assist in answering the research
question(s).
Experimentation
Experimentation can be useful to the sport marketer in specific circumstances.
Here, the researcher or industry professional manipulates one marketing mix
variable while holding all the others constant. Changing the venue, price, time or
day of an event, or altering uniforms (team kits), are just a few of the variables
that professional sport clubs manipulate during a pre-season competition in order
to gauge reaction to such changes. If the changes prove popular, they may be
adopted for the regular season. If not, the previous modus operandi is utilised.
This type of research is particularly useful for evaluating the persuasive impact of
print media, advertising and social media content on the general public and
consumers (Filo & Funk, 2005; Funk & Pritchard, 2006).
Observation
Seeing is believing. Although not always undertaken in a formal manner, the
observation technique should be used by the sport marketer on an ongoing basis.
This can entail walking through the stands at a game or among participants at a
race event. Technology can also be used to monitor behaviour during an event
instead of getting out and both talking to the spectators and watching their
behaviour. This simple act can inform sport marketers about which aspects of
their market strategies are having the desired result and which need some work.
During observation, many sport marketers will single out and interview a
spectator or participant at the event on any number of topics. Ideally, the
observation could lead to the focus group, which could lead to the structured
survey, which should then lead to action based on rigorous data collection.
The design and methods used to collect, organise and analyse information are
important aspects of market research to help answer specific questions. One
beneficial application of market research within a MIS is the use of consumer
market segmentation to better understand attitudes and behaviours of sport
consumers.
Segmentation
On any given weekend Australian sport attracts millions of spectators and
participants, who become involved for myriad reasons. Stanton et al. (1995)
suggest that market segmentation is the process of dividing the total,
heterogeneous market for a product or service into several segments, each of
which tends to be homogeneous in all similar aspects. Segmentation creates a
smaller group of consumers from the overall customer base of a sport
organisation who share a common interest. In other words, certain segments of
consumers share similar reasons for buying and using sport products. In an
attempt to encourage or maintain sport or activity consumption, different
marketing strategies can be developed that are specifically aimed or targeted at
such market segments.
Market segmentation allows an organisation to allocate marketing resources
that should result in greater returns on the investment, or ‘more bang for the
buck’. Mullin et al. (2000) suggest that segmentation is central to an
understanding of consumers as it recognises differences in consumer behaviour
which directly inform marketing strategies. Consequently, the task facing sport
marketers is to first determine how and why consumers use sport products to
meet needs and acquire benefits, and then to determine which factors are common
and different. This allows the sport marketer to categorise or group customers
according to the type of people they are, the way they use the product and, finally,
their expectations of it.
Although the segmentation possibilities are endless, there are a number of
approaches that provide an effective starting point for a segmentation strategy.
Commonly, consumers are segmented based on two methods – conceptual and
data-driven. The conceptual approach is based on norms and established practices
such as demographic, psychographic, geographic and behavioural variables that
can guide the segmentation process and analysis. Figure 4.2 presents such
variables schematically. The data-driven method is based on data mining and
analytic techniques of variables to uncover segments not previously known or
anticipated.
Demographic segmentation
Demographic segmentation is the most common approach. This can include
information on consumers related to gender, age, religion, income, occupation,
education level, marital status and life-cycle stage. All demographic variables are
potentially important, especially when considering an individual’s life-cycle.
Traditional life-cycle stages include single people, married couples with and
without children, ‘DINKs’ (dual income, no kids), ‘empty nesters’ and elderly
singles. However, single parents, older childless couples and young families
increasingly are representing alternative stages in the life-cycle. The life-cycle
stage has considerable impact on the amount of time and financial resources that
can be devoted to sport consumption. Stages in the life-cycle directly affect
consumer behaviour, and it is essential for sport marketers to provide mechanisms
that encourage customers to remain loyal from childhood to the senior years.
Geographic segmentation
Geographic segmentation involves where the consumer is located in relation to
where the sport product is purchased and used. This approach can include
information on location (e.g., country, region, state, city), urbanicity (density of
city, suburban or rural area), culture (religion, language, food, social behaviour
and norms) and climate (season, tropical, dry, mountain, desert, mild, cold).
While it may appear safe to assume that spectator expectations in country and
regional areas are quite different from expectations in the city, even cities cannot
be treated as homogeneous for the sport marketer. While ease of event access,
parking and travel time are often important to the suburban commuter, public
transport and additional entertainment possibilities may be far more important to
the inner-city dweller.
Psychographic segmentation
Psychographics segmentation is largely based on attitudes, opinions and interests
of consumers. As a result, they can be more difficult to measure and quantify.
This approach attempts to explain consumer behaviour in terms of needs satisfied
from a sport product. For example, strategies to differentiate gym clients can be a
‘fitness-driven’ segment motivated exclusively by fitness reasons such as
competition, achievement and skill mastery versus the ‘health-conscious social’
segment seeking activities that are healthy and that provide more social
facilitation. As a result, psychographic segmentation can utilise motives such as
SPEED – socialisation, performance, entertainment, esteem and diversion –
highlighted in Chapter 3. Consumers can also be segmented based on positive or
negative evaluations of features associated with a sport product. For sport teams
and leagues this could be a star player, head coach, success, logo design, venue
atmosphere, community pride, identification, excitement, competitive balance
and rivalry (Gladden & Funk, 2002; Kunkel et al., 2013). Psychographic
segments can also be derived from a consumer’s personality characteristics, such
as an individual’s desire for risk-taking, novelty-seeking, aggression,
compulsiveness, social awareness and optimism.
Behavioural segmentation
Behavioural segmentation refers to patterns of buying and using behaviour that
reflect how consumers interact with a product and related brands. It also provides
insight on the reasons for such behaviour. Beyond using simple frequency of
behaviour, this approach can utilise demographic, geographic and psychographic
information to inform segments. Six common behavioural segmentation methods
are usage rate, purchasing behaviour, occasion- or timing-based, user status,
benefits sought and customer journey stage. For each segment method a short
description is provided.
1. Usage rate: How often, how much, and how are customers using your
product. These can be broken down into:
a. Heavy users: the most reliable customers, providing the bulk of
consumer-generated revenue.
b. Mid-level users: customers who make and use purchases but not at
frequently.
c. Light users: one-off customers who are infrequent users.
d. Non-users: customers who either don’t know about the product or
choose not to purchase or use it.
2. Purchasing behaviour: How customers behave differently throughout the
path to a purchase. These can be broken down into:
a. Complex: customers highly involved in the decision-making process,
with a significant difference between product and related brands being
considered.
b. Variety-seeking: customers who are not very involved in the decision-
making process, but a significant difference exists between the product
being offered by different brands.
c. Habitual: customers who put minimal effort into decision-making, and
the product being offered doesn’t vary much from brand to brand.
3. Occasion- or timing-based: When customers are most likely to make a
purchase or use a product. These can be broken down into:
a. Universal: the majority of customers within a certain demographic or
geographic segment.
b. Regular-personal: customers that purchase and use according to factors
in their personal life.
c. Rare-personal: customers who are inconsistent and not necessarily
trackable or predictable.
4. User status: How different customers are classified by their relationship to
an organisation. These can be broken down into:
a. Non-users: customers who are unaware they have a problem and need a
product.
b. Prospects: customers who learn why choosing one product or related
brand is a better option.
c. First-time users: customers who require further instruction on how to
optimise their use of a product.
d. Regular users: customers who benefit from being introduced to
supplemental products offer that could help them attain their goals.
5. Benefits sought: These are the primary benefits different customers seek
during a purchase or usage decision. These can be broken down into:
a. Benefits sought for those consumers who ended up purchasing versus
those who did not purchase.
b. Benefits most and least important to the most loyal customers.
c. Benefits most and least important to low lifetime-value customers or
those who discontinue purchasing.
6. Customer journey stage: The stage of the journey that new or existing
customers are currently in. These can be broken down into:
a. Awareness: customers who become familiar with a product and related
brands through various channels, including advertising, social media
and word of mouth.
b. Consideration: customers who realise that a need is not currently being
met and actively consider whether or not to buy a product on offer.
c. Purchase: consumers purchasing or using the product.
d. Retention: customers using the product and seeking guidance from
other consumers or the product provider.
e. Advocacy: customers spreading the word about the product – whether
their opinion is positive or negative.
SPORTVIEW 4.1
Market segmentation: mobile games
Mobile gaming is one of the most successful gaming industries, and relies on
behavioural segmentation. There are multiple game genres – action, puzzle,
sports, strategy, etc. – all of which utilise the freemium model of revenue
generation. The freemium model allows mobile game consumers to play the
game for free, thereby providing multiple restricted in-game features for a price.
Freemium strategies entail giving a game away and then charging players small
fees or ‘microtransactions’ to access additional or restricted game content.
Therefore, a mobile game such as Candy Crush Saga allows its consumers to
play for free but provides paid-for assistance (like extra lives) to enhance the
overall experience of the game. The free aspect of the game is monetised
through advertising, whereas the premium aspect generates in-game purchase
revenues. For a mobile game to monetise both these aspects of a freemium
mobile game it behaviourally segments its consumers based on their
engagement levels. Such a form of segmentation helps mobile game
organisations increase their consumers’ level of engagement by providing them
with personalised experiences based on their advancement/position in the game.
Behavioural segmentation allows practitioners to understand the time spent
by consumers in the game by categorising them as light users, medium user and
heavy users. Such a form of segmentation provides insights into each consumer
segment’s gameplay preferences, motivations and paying behaviours. By
identifying gameplay preferences and motivations for different segments of
consumers, mobile game organisations can prolong the consumers’ engagement
by creating different habits in the game. These habits can last throughout the
game’s life-cycle or may be limited to a certain time period. The past
behaviours of each of these consumer segments also provide insights into future
engagement behaviours in the game. For example, understanding the
behavioural patterns of heavy users helps mobile game organisations identify
potential users who at present may be light or medium users. One of the
techniques increasingly being adopted by mobile game organisations to segment
their customers based on their behaviour levels is Artificial Intelligence (AI) or
data-driven approaches. Through AI, mobile game organisations are able to
identify emerging engagement patterns of mobile game consumers that help the
system categorise them into one of the behavioural segments that can be
targeted in a personalised way. While such techniques make it easier for mobile
game organisations to cultivate habitual behaviour in their consumers, the onus
lies on these consumers to avoid harmful behaviours such as mobile game
addiction and negative social culture.
Data-driven segmentation
The data-driven segmentation strategy is largely atheoretical and exploratory, and
depends on a number of factors. This method uses information collected on
consumers to uncover new segments based on various analytic techniques. As
with some of the behavioural segmentation methods shown in Table 4.1, the
combination and analysis of demographic, psychographic, geographic and
behavioural information can be instructive for sport marketing professionals. For
example, Chapter 3 introduced the Psychological Continuum Model (PCM)
framework with four psychological connection stages of awareness, attraction,
attachment and allegiance. These four stages would be considered segments that
allow for consumers to be compared within and between stages using information
collected from other segmentation variables (Doyle et al., 2013; Funk et al.,
2011). As a result, new insight is gained and allows for customisation of products
to unique consumer groups.
Table 4.1 Sample Puma profile and persona
Profile
Persona
Susan is a 31-year-old single white female living in Carlton North, a suburb of
Melbourne. She graduated last year from Swinburne University of Technology
with a master’s degree and got a job in the financial sector making $75k a year.
Her schedule is hectic between work and social time. In her free time, she likes
to do yoga and group fitness classes, go to concerts, and spend time hanging out
with friends at bars and restaurants. She spends time following Twitter and
Instagram to keep up with news, college friends and entertainment offerings.
She loves to shop online at The ICONIC or at the mall in David Jones. Susan
and her friends usually go downtown to clubs to listen to pop music and dance
on the weekends. She likes to look stylish both at work and in her leisure time,
therefore she is looking for a clothing brand that is versatile and makes her feel
like she wants to be.
Positioning
The final piece in utilising a marketing information system is the identification of
positioning strategies for segments. This involves customisation of the marketing
mix for selected target markets. In this process it is important to remember that
the key to successful positioning lies in the sport marketer’s ability to
differentiate the product offering from segment competitors. For example,
whatever is different in the offering of the sport organisation needs to be
important and distinctive for alternative products and related brands. Positioning
can focus on bundling benefits that consumers seek in consuming the product;
quality or price can be used to set the offering apart from others; or the image of
the product or organisation can sway consumers to purchase a trendy ‘brand’
rather than a non-branded product.
Companies that provide products to a broad spectrum of consumers often
target sport. Hence sport consumers represent a diverse but identifiable segment
within the general population among which to customise the marketing mix. Soft
drinks, fast food, telecommunications, mobile devices, insurance and banking are
examples of products that are omnipresent in the sports environment.
Furthermore, codes, teams, athletes and social influencers are often used to
promote various products.
Ries and Trout (1986) suggest that ‘the basic approach of positioning is not to
create something new and different, but to manipulate what’s already in the mind’
(p. 5). In other words, positioning is really about what the marketer does in the
mind of the consumer. In reality, there are probably two ways in which sport can
be positioned in the mind of the consumer. As Ries and Trout indicate, the best
option is to be first; but if you can’t be first, be different. When it comes to sport,
marketers and promoters constantly try to effectively position their product in the
mind of an increasingly discerning consumer. Furthermore, given that consumer
preferences are in a constant state of flux, the positioning process demands
creativity and responsiveness.
Given that the sport marketplace is so dynamic and constantly in a state of
change, sport marketers must not only recognise change, but must also be
strategically ready to respond to it quickly. Moreover, the speed at which change
occurs will only increase in the future, and sporting organisations, already
sensitive to market share, will need to be increasingly creative in their
segmentation strategy. Defining product position and its application is considered
in more detail in Chapter 5.
The current need for ongoing information and increasingly sophisticated
marketing information systems is the result of a dynamic, constantly changing
sport marketplace. With less time for deliberation, increased accountability,
growing and changing consumer expectations, financial cost and the ever-
expanding scope of marketing activities, sporting organisations need rapid access
to reliable information that will result in clear, appropriate decision-making.
Fortunately for sport organisations and managers, the quantity and quality of
available information are constantly expanding.
Summary
Sport market research and strategy consists of activities designed to collect
information to make informed decisions. A marketing information system (MIS)
that utilises Internal Data and Reports, Market Intelligence, Analytics Software
and Market Research is essential for the adaptation of an organisation to a volatile
and changing sport marketplace. The major sources of information for a MIS
include ongoing activities to collect both internal and external data. Such data can
be collected by the sporting organisation or an external agency.
Market research in sporting organisations seeks to answer the questions of
who, when, where, what, how and why consumers are buying and using a sport
product. These questions can be answered by collecting information from internal
organisational data sources and from external sources that address both general
and specific sport market conditions and competitors. A beneficial approach to
address a specific problem or project is to design and implement research on
consumers to gain insight through qualitative and quantitative methods. Such
research can also allow the sport marketer to divide customers into meaningful
segments to target on the basis of demographic, geographic, psychographic and
behavioural characteristics to create profiles and personas. Finally, it should be
remembered that the sport marketplace is in a constant state of change. Sport
marketers must determine how to present a product to various consumer segments
in order to place themselves in a position to not just respond to change but even to
anticipate it.
CASE STUDY
The positioning and challenges of an underdog league brand: the
case of the A-League
Thilo Kunkel
Background
The Australian market is a very competitive sport consumer market. Four
football codes, each represented by a league – Australian Rules football (AFL),
football/soccer (A-League), rugby league (NRL) and rugby union (Super 15) –
compete with each other for consumers. Hence proper league brand positioning
is crucial for the competitiveness of the league. While the AFL, NRL and Super
Rugby are established leagues, the A-League was introduced in 2005 as a
successor of the defunct National Soccer League (NSL). In the NSL, supporting
a team was determined by nationality and ethnicity. These ethnic links limited
the appeal of the NSL to an audience without ethnic backgrounds, which
initiated the rebranding and repositioning of the league so it could compete with
the AFL, NRL and Super Rugby.
Positioning
Football/soccer underwent drastic repositioning in 2004. The positioning
strategy was to rebrand soccer as football to eliminate the ethnic connections
associated with soccer in Australia and to appeal to a broad Australian audience.
The governing body of all levels of football, the Australian Soccer Association
(ASA), was renamed Football Federation Australia (FFA) and the A-League
replaced the NSL. The first marketing campaign used the slogan ‘Football, but
not as you know it’, highlighting the shift towards the global game of football.
The A-League started as an eight-team competition based on one team per city
to leverage fans’ involvement with their home city.
Questions
1. Describe how market research helped the A-League recover.
2. Identify the data-collection methods used by FFA.
3. Identify three other methods of data collection FFA could have employed
to develop consumer segments.
4. If you were the marketing manager of the A-League, which consumer
segment would you target?
References
Doyle, J., Kunkel, T., & Funk, D.C. (2013). Sport spectator segmentation:
Examining the differing psychological connections among spectators of
leagues and teams. International Journal of Sport Management and
Sponsorship, 14(2), 95–111.
Filo, K., & Funk, D.C. (2005). Congruence between attractive product
features and virtual content delivery for internet marketing communication.
Sport Marketing Quarterly, 14, 112–122.
Funk, D.C., & Pritchard, M. (2006). Sport publicity: Commitment’s
moderation of message effects. Journal of Business Research, 59, 613–621.
Funk, D.C., Beaton, A.A., & Pritchard, M. (2011). The stage-based
development of physically active leisure: A recreational golf context.
Journal of Leisure Research, 43, 268–269.
Funk, D.C., Pizzo, A.D., & Baker, B.J. (2018). eSport management:
Embracing eSport education and research opportunities. Sport Management
Review, 21, 7–13.
Gladden, J.M., & Funk, D.C. (2002). Developing and understanding of
brand association in team sport: Empirical evidence from professional sport
consumers. Journal of Sport Management, 16, 54–81.
Kunkel, T., Funk, D.C., & Hill, B. (2013). Brand architecture, drivers of
consumer involvement, and brand loyalty with professional sport leagues
and teams. Journal of Sport Management, 27, 177–192.
Kunkel, T., Funk, D.C., & King, C. (2014). Developing a conceptual
understanding of consumer-based league brand associations. Journal of
Sport Management, 28, 49–67.
Mullin, B.J., Hardy, S., & Sutton, W.A. (2000). Sport marketing (2nd edn).
Human Kinetics, Champaign, IL.
Pizzo, A.D., Baker, B.J., Na, S., Lee, M., Kim, D., & Funk, D.C. (2018).
eSport vs sport: A comparison of spectator motives. Sport Marketing
Quarterly, 27(2), 108–123.
Ries, A, & Trout, J. (1986). Positioning: The battle for your mind, Warner,
New York.
Stanton, W.J., Miller, K.E., & Layton, R. (1995). Fundamentals of marketing
(3rd edn). McGraw-Hill, Sydney.
Part III
Strategy determination
DOI: 10.4324/9781003270522-7
CHAPTER 5
Sport brands and products
CHAPTER 6
Sport and pricing strategies
CHAPTER 7
The sport place
CHAPTER 8
Sport and media distribution
CHAPTER 9
Sport promotion
CHAPTER 10
Sport services: service quality and satisfaction
CHAPTER 11
Sport sponsorship
CHAPTER 5
DOI: 10.4324/9781003270522-8
Chapter objectives
Chapter 5 introduces the first variable in the marketing mix: the sport
product. The chapter is the first detailing Stage 2 of the strategic sport-
marketing planning process (SSMPP): strategy determination. During this stage,
marketing mix variables are reviewed and combined in such a way as to
determine the core marketing strategy. The importance of identifying and
understanding the product and its attributes is articulated, and the
conceptualisation of sport brands, and the role of brands, is highlighted. Key
tools to assist in determining the core marketing strategy are introduced,
including the product life-cycle.
After studying this chapter, you should be able to:
Headline story
The coolest game in Russia
Global football is the most popular sport in Russia, but ice hockey is a close
second, especially given the frigid temperatures in parts of the country. In 2008,
the Russian Superleague reorganised to become the Kontinental Hockey League
(KHL), occupying an important space in the Russian sport landscape. As former
President of the KHL Dmitry Chernyshenko explained, ice hockey has been
woven into the Russian ethos alongside cultural staples like vodka and caviar.
Naturally, one of the concerns from KHL athletes, media and sponsors was the
possible competition with the premier ice hockey league in the world, the
National Hockey League (NHL). However, the KHL has never viewed itself as
a direct competitor, instead choosing to focus on its distinctive product offering
to the market: embracing technology and analytics, expansion outside of Russia
and instituting a hard salary cap for competitive balance (Szporer, 2019).
While the NHL might have a significant North American following for ice
hockey, the KHL has focused on developing a different product and brand, not a
competing one. KHL teams have real-time access to player data, including
player and shot speeds, and time on ice, which also considerably enhances the
fan viewing experience. Unlike the NHL, which only operates in two countries
(the USA and Canada), the KHL operates in six: Belarus, China, Finland,
Kazakhstan, Latvia and Russia. Finally, while the NHL’s salary cap continues to
rise, the KHL’s has remained low, increasing parity between teams. These
features have allowed the KHL to prosper despite there being another, more
well-known ice hockey league in existence.
The KHL story provides an introduction to this chapter, which focuses on the
sport product. While it might be good for the KHL to offer a product extremely
similar to the NHL, restricting real-time statistics integration, consolidating play
to just one or two countries and allowing for rising salary caps, it is unclear how
that strategy would benefit the ice hockey product in Russia. Shifting towards an
NHL-type model could have some benefits, but it might call into question the
longer-term viability of the KHL in Russia and other affiliated countries. If both
leagues were similar in their offering and value proposition, consumers might
simply opt for the league with the best players – which, to this day, remains the
NHL. There is also a more pressing domestic issue: television rights. If both KHL
and NHL products were similar, European and Asian sports media might not be
inclined to bid for KHL rights given the star power and demand of the NHL
product. Thus, the example of the KHL lends credence to the importance of the
sport product, knowing what you can offer and how it may differ from products
that are already present in the market.
The purpose of this chapter is to examine the place of the sport product in the
marketing mix, and illustrate the importance of service provision of the sport
product. As can be seen from the Headline Story, the sport product comes in
many sizes, shapes and configurations, complicating the capacity to apply
standard solutions.
Sport as a service
A common theme among authors writing about sport marketing (Mullin, 1980,
1985a, 1985b; Mullin et al., 2014; Shilbury, 1989, 1991) has been their agreement
about how the unique characteristics of sport require marketing personnel to
adopt different strategies from those traditionally espoused. This is a critical point
in the difference between marketing in other industries and sport specifically.
While many of these works have been devoid of specific references to service
marketing, the discussions pertaining to these unique characteristics align sport
with the attributes of a service.
Zeithaml et al. (2017) presented four key features that distinguish goods from
services that are also useful in conceptualising sport as a service:
Intangibility. Services cannot be seen, tasted, felt or smelled before they are
bought. Services are performances rather than objects. For example, is it
possible to describe what product benefits people take home with them after
playing sport? Or the benefits derived from watching a baseball game?
There is no tangible take-home product in this example.
Simultaneous production and consumption. Services are simultaneously
produced and consumed. The product cannot be put on the shelf and bought
by the consumer. The consumer must be present during production – for
example, attending a sporting contest. You cannot stop and come back to the
product later on as you would with goods; you need to attend during the
process.
Heterogeneity. Services are potentially variable in their performance.
Services can vary greatly depending on who performs them. Many different
employees can come into contact with the consumer; therefore, consistency
becomes an issue. Few sporting contests are the same from one week to the
next, and the consistency of service delivery by people working at sport
events can also vary.
Perishability. Services cannot be stored. Hotel rooms not occupied, airline
seats not purchased or tickets to a sporting contest not sold cannot be
reclaimed. They represent lost revenue, indicating the importance of
understanding that services are time-dependent.
Perhaps the most significant difference between a good and a service is the
simultaneous production and consumption element. A service, then, is
predominantly any activity or benefit that is intangible and does not result in
ownership. Both spectators and participants take from the game a series of
experiences, none of which is physically tangible. Students of sport marketing
should be careful not to confuse some of the tangible products that can be bought
as a consequence of the game or sport (product extensions) with the game or sport
itself (core product). Without the sport, the merchandise would not exist.
Classification of services
When classifying services, we need to determine the extent to which the customer
must be present. To assist in making this determination, Wirtz and Lovelock
(2016) use a four-way classification scheme involving:
Table 5.1 illustrates Wirtz and Lovelock’s (2016) schematic with examples.
Considering the classification used in Table 5.1, where would sport be placed?
This is an interesting question as the answer might depend on whether we are
being specific about physical participation or attendance. Physical participation
could be classified as a people-based service directed at people’s bodies.
Attendance at sporting events could more accurately be classified as a people-
based service directed at people’s minds (and their hearts). The context of
participation in sport is important in framing marketing strategies. The most
obvious example is the formation of marketing strategies aimed at attracting
players to participate in a competition or sport, and the marketing strategies
required to attract people to attend a sporting event. In either case, it is necessary
to ask why such a classification scheme is important. This question can also be
answered using the work of Wirtz and Lovelock (2016):
Table 5.1 The nature of services
What is the nature of Who or what is the direct recipient of the service?
the service act? People Possessions
Services directed at Services directed at goods and
people’s bodies other physical possessions
Health care Freight transportation
Passenger
Industrial equipment repair
Tangible actions transportation
Beauty salons Janitorial services
Exercise clinics Laundry and dry cleaning
Restaurants Landscaping/lawncare
Haircutting Veterinary care
Intangible actions Services directed at Services directed at intangible
people’s minds assets
Education Banking
Broadcasting Legal services
What is the nature of Who or what is the direct recipient of the service?
the service act? People Possessions
Information services Accounting
Theatres Securities
Museums Insurance
Source: Lovelock (1991, p. 26). Reprinted with the permission of Prentice Hall,
Inc., Upper Saddle River, NJ.
1. Does the customer need to be physically present: (a) throughout the service;
(b) only to initiate or terminate the service transaction; or (c) not at all?
2. Does the customer need to be mentally present during service delivery? Can
mental presence be maintained across physical distances via mail or
electronic communications?
3. In what way is the target of the service act ‘modified’ by receipt of the
service, and how does the customer benefit from these ‘modifications’?
If, as is the case in sport, customers need to be present to play or watch a live
event, they must enter the service factory, returning us to the importance of
simultaneous production and consumption: when spectators or participants enter
the ‘sport factory’, otherwise known as the sport facility. The major implication
of the consumer entering the sport factory or facility is that sport spectatorship in
particular is a service experience.
In sport, it is hard to overcome the winning (I had a good day/night) or losing
(I had a bad day/night) syndrome. Although this special range of emotions will
never be removed from the sport product, their importance can be diminished by
ensuring that the overall product is very good. To do so requires organisations and
marketers to look introspectively when they are developing their product from the
outset.
Product development
It is also important for marketers to recognise how the product they are dealing
with develops and changes over time so they can strategically adapt (Armstrong
et al., 2018). Every product, including sport products, experience what is known
as the product life-cycle (PLC). Typically, a life-cycle involves some form of
birth or inception of the product, a period of growth and maturation, followed by
death, usurped by new and improved products that satisfy the needs of
consumers. There are some differences specific to the sport product, however. In
general, it is unusual for a sport product to die completely. It is possible to trace
the history of many sports worldwide and note how the majority have stood the
test of time (e.g., ice hockey, basketball, American football). However, while
some sports are not successful, they continue to exist and have varying levels of
success. Instead of a sport completely disappearing, competitions, events,
tournaments and clubs/teams tend to disappear or require marketing strategies
designed to extend their own life-cycles. Relocation of teams, rule changes,
mergers and the provision of new facilities all constitute ways in which various
forms of the sport product endeavour to avoid decline. The other major difference
is that sporting organisations do not release new products often, unlike the car and
computer industries do. Whereas those industries are subject to large shifts in
consumer attitudes and technological innovations necessitating new products on
an annual basis, the sport product is reasonably stable and does not experience as
many radical changes (Slack & Parent, 2006).
Figure 5.1 illustrates the product life-cycle. The typical PLC curve is S-shaped
and characterised by four phases:
To further investigate how the PLC manifests with the sport product specifically,
let’s dissect each stage using the Australian National Basketball League (NBL) as
a contextual backdrop.
Introduction
The introductory stage is characterised by the need to communicate the existence
of the product to potential consumers. This can be very expensive, and accounts
for the high start-up costs for a new product. The principal objective in this stage
is to build awareness. This was also the primary objective for organisers of the
NBL. As the league was only formed in 1979 and basketball was not a traditional
Australian sport, it was challenging to obtain a significant market share. As a
result, sport products in their introductory stage typically experience low or
negative profitability, with very limited (near zero) sales. Attracting 190,000
spectators in the first year of the NBL competition, compared with just over a
million in 1995, illustrates the initial difficulties of developing basketball in
Australia.
Growth
As the product gains recognition and is embraced by consumers in the market, it
is said to be in its growth period. As awareness began to build for basketball in
Australia, so, too, did its profitability. NBL attendances grew to 242,022 by 1984,
to just over 800,000 by 1990 and to over 1 million in 1995. In this period,
considerable growth was achieved as many clubs moved to larger playing
facilities. During the growth stage, the range of product offerings tends to widen,
and refinements are made to the way in which the product is offered. The NBL
found it necessary to provide large, comfort-focused facilities, as well as quality
product extensions. It was through product extensions that the NBL made its
greatest change to product offerings. Merchandise and licensing programmes
emerged, associated television programming appeared, and basketball began to
open up new market segments. To overcome the high cost of enticing new
consumers to NBL games, clubs began to recognise the importance of retaining
their members and loyal supporters.
Maturity
The maturity stage is characterised by a plateau in sales – in the NBL’s case, sales
in the form of attendance, memberships, sponsorships and merchandise. As has
already been discussed in this section, action needs to be taken to extend the PLC.
For the NBL, attendance figures were peaking in the mid-1990s with roughly 80
per cent of stadium capacity. Additionally, sponsors’ interest was levelling off,
and television ratings could be conceived as subpar. However, the maturation
phase also presents an opportunity for marketers and organisers to revitalise the
product. The NBL also experienced this feature, contemplating a shift to its
competition schedule to be more favourable to broadcasters and move it out of
direct competition with high-profile Australian sports like football and rugby
league.
Decline
The final stage of the PLC is reached when a product suffers such a drop that the
product becomes ostensibly obsolete. As previously mentioned, this is not a phase
that is a frequent occurrence in sport, but it is possible. Thankfully for the NBL,
there has not been a significant period of time, mostly attributable to organisers
and marketers taking advantage of the revitalisation opportunity presented to
them. Today, the NBL has emerged as a highly popular sport product in Australia,
and has gained international renown with high-profile athletes like the US
National Basketball Association (NBA) star LaMelo Ball and ownership groups
such as former NBA executive Bryan Colangelo.
Once a product is developed and experiences various stages of the PLC, it is the
responsibility of the sport marketer to enhance the viability and awareness of the
product. One way in which marketers can achieve this is through branding and
licensing. In this next section, we will look at these concepts in terms of where to
distribute the sport product, having a strong, well-defined brand to license
outward and generate revenue thereafter.
Branding
We can all identify with the practical application of the brand concept. Powerful
brands are immediately associated with the product or service they represent.
Coca-Cola is a soft drink, McDonald’s sells hamburgers, Manchester United is a
global football giant, and the Daytona 500 is a major motorsport event. But these
are not the only brands in their respective categories, so why do consumers
gravitate towards these brands? As de Chernatony et al. (2010) expressed, brands
seek ‘to create value and promise a unique, welcomed experience for the
consumer’ (p. 31). In this capacity, brands are a combination of the core product
and consumer perceptions about the product and the unique value provided.
Figure 5.2(a) shows what distinguishes a brand from the core product. In Figure
5.2(b), this is applied to a sport example.
In order to offer consumers those unique, welcomed experiences, firms must
engage in branding activities. Branding involves the use of a name and/or symbol
to identify a product (Perreault et al., 2013). Club Atlético Boca Juniors and Club
Atlético River Plate represent two global football (soccer) brands within the
Argentinean Primera División, and the Guyana Amazon Warriors and Barbados
Royals (formerly Tridents) represent brands in the Caribbean Premier League
(cricket). Brands are important to their owners/members as they help consumers
identify a company and its products. If brand recognition and acceptance are high,
the potential for high brand loyalty exists. In sport, it is through team and club
loyalty that prominent brand recognition is achieved. Typically, there are four
forms of brand development, the following two of which are more directly
relevant to the sport product:
Line extensions: existing brand names extended to new forms, sizes and
flavours of an existing product category; for example, Coca-Cola’s versions
of its soft drinks – regular, diet, caffeine, caffeine-free and Coke Zero. In
sport, Test cricket, one-day cricket and Twenty20 cricket, or indoor
volleyball and beach volleyball, could be considered line extensions.
Brand extensions: existing brand names extended to new product categories.
For example, Sony uses its company name to cover such different products
as televisions, DVD/Blu-ray players, cameras, laptop computers, radios,
Bluetooth audio and data projectors. In sport, league shops/retail fronts,
auction sites and travel agencies are all examples of brand extensions.
Licensing
Licensing as an activity involves a licence, a licensor and a licensee: ‘A licence is
first and foremost the granting of an intellectual property right from the licensor
to the licensee’ (Wilkof, 1995, p. 5). This means that the intellectual property
right of a licensor must be valuable enough for a licensee to use and pay a royalty,
which is a fee paid for usage of the intellectual property, often calculated as a
percentage of the sales of licensed products.
In the sport industry, we are most familiar with the usage of names and/or
logos (as the licensed property) of sporting teams or organisations printed on
apparel (such as baseball caps and T-shirts) or other merchandise (pens, mugs,
umbrellas, etc.). These activities build upon an organisation’s sporting
achievements and popularity (such as the case with the Toronto Raptors), or the
general monetary investment in promoting the name, logo or colour scheme in
efforts to create an additional, significant revenue stream.
Not all sporting organisations, however, are in a position to license their name,
logo or other properties to third parties. The name of the sporting organisation, or
more broadly the brand, must be strong enough to generate interest and attention.
For instance, Basketball England, the governing body for the sport in that
country, exists to support elite national competitions and improve participation
among youth, women and girls, and underserved communities. However,
Basketball England does not maintain a strong, recognisable brand within or
outside the country. Thus, affixing its logo to a variety of products would not
necessarily entice consumers to purchase a product. Potential licensees are
interested only if the name or logo can generate extra interest in, and demand for,
the products to which the name or logo is attached.
Baghdikian (1996) revealed the following key factors that a sport marketer
needs to consider with respect to licensing.
Organisational objectives
Licensing should serve the broader purpose of achieving the marketing goals of
the organisation, which in turn should support the achievement of overall
strategic goals. In sport, licensing an organisation’s marques for merchandising
purposes often aims to raise funds or to increase brand awareness. If these goals
fit the marketing strategy, the organisation can pursue a licensee or licensees.
Choice of licensee
Potential licensees should be capable of satisfying specific standards outlined by
the licensing organisation, and should maintain the function of identifying the
source of the products. From an organisational perspective, it is important for the
sporting organisation to find reputable partners with an ability to deliver quality
goods on time and with regular payments.
Commitment
Rather than leaving the work to the licensee and simply ‘licensing’ it to use the
sporting organisation’s trademark, the sport organisation should commit itself to
doing the preliminary market research and financial analysis. Baghdikian (1996,
p. 38) states that:
the San Jose Sharks, during their first season, compiled the worst on-field
record in the NHL. However, due to the organisations spending 13 months
on consumer research, and planning a name and design that would create an
exciting image in the market, the Sharks outsold all other NHL team-
licensed products.
Resources
In investigating sport and collegiate licensing programmes, Irwin and Stotlar
(1993) conclude that ‘with nearly half of all colleges assigning program
administrators less than 10% of their time to licensing, the complex
administrative tasks associated with a licensing program cannot effectively be
addressed’ (p. 15). Although the resources invested in managing a sport licensing
programme might be high, the resulting benefits are likely to be proportionately
higher than the investment.
Communication
Although licensing agreements should serve as the basis for business
communication, regular and open channels of communication should be
established. A clear understanding of both parties’ goals, the early detection of
problems and effective quality control are the results of open and frequent
communication between licensor and licensee.
Relationships
The more formal business communication described above can be complemented
by more informal communication (for example, between the two chief executive
officers). An afternoon on the golf course with the aim of fostering personal
relationships has often proven vital to the maintenance of business relationships,
and ensures trust and goal congruence between licensor and licensee.
The major aim of the sporting organisation in this process is to use its established
brand to raise funds for the organisation. A bonus is the widespread attention
given to its brand name through the promotional efforts of licensees. This is why
careful selection of licensees is important: the established sport brand should not
be associated with a wrong or inferior product or organisation.
Summary
This chapter defined and described sport as a product. A product is anything that
satisfies a need or want, and is acquired to do so. In relation to sport, two
important concepts have implications for sport marketing. The first is the core
product, defined as the actual game, over which the sport marketer has no control.
The sport marketer must be very careful not to over-promise in terms of how
good a game will be or how well specific athletes may perform. The second
concept is the importance of product extensions to the overall marketing effort. It
is here that the marketer can ensure that acceptable levels of quality are achieved.
Discussion in this chapter also focused on the importance of brand, the act of
branding and the benefits of having a strong brand vis-à-vis the ability to license
the sport product to generate new revenue streams. Specifically, brand and line
extensions were discussed, and considerations for licensing were illuminated.
Issues of strategy were also considered when discussing the product life-cycle.
In this circumstance, the PLC allows the marketer to assess the relative standing
of a product through its phases of growth or decline. The chapter utilised various
examples from around the world, including the KHL and NHL, the NBA and the
NBL. The latter was specifically used to illustrate the application of the product
life-cycle, which revealed some interesting challenges confronting the NBL in its
quest to arrest the plateau in the fortunes of its competition.
CASE STUDY
Setting up a licensing programme
[This case study is purely fictional and updated from an original piece written
by Eddie Baghdikian. Any resemblance to actual persons, organisations and
events is purely coincidental.]
In January 2020, Juan Garcia, director of business development at the South
American Lacrosse Federation (SALF), was approached by ALEGG
Interdomestic Pty Ltd with a proposal promising to generate substantial revenue
for the SALF with no financial outlay required. ALEGG was proposing a
licensing agreement under which the SALF logo would be used to brand a wide
variety of merchandise, and those products would be marketed to SALF
members.
The role of the SALF, as the central administrative body, is to manage,
coordinate and unify the diverse facets of the sport of lacrosse in South
America. This includes overseeing the development of grassroots programmes,
managing competitions and tournaments, and promoting lacrosse at all levels.
As the representative body of all affiliated clubs and associations throughout
South America, the SALF ensures the commercial viability of lacrosse, and
seeks out and encourages sponsorship for lacrosse events on a national level.
The core product of the SALF is essentially the development of the game of
lacrosse. Until the approach by ALEGG, the SALF had never undertaken any
product or brand extension strategies. ALEGG’s proposal to enter into a
licensing agreement with the SALF promised to develop and market a range of
lacrosse merchandise and accessories aimed at SALF members.
The basis for the relationship
Over the next four months, ALEGG would develop a range of SALF
merchandise known as the SALF Members’ Collection. The range of licensed
products would be entirely up to the SALF. ALEGG would source the selected
product line through its ‘worldwide’ manufacturing and supplier network,
which was concentrated predominantly in Southeast Asia. All sourced products
would be ‘branded’, as well as displaying the SALF name and logo. The list of
products included tracksuits, hoodies, shirts and sport duffel bags, as well as
branded coaching items such as lacrosse balls, whiteboards and official game
sheets. ALEGG would primarily be responsible for the promotion and
distribution of all agreed merchandise, including a SALF Members’ Collection
brochure and other advertising material such as posters for all clubhouses.
Coinciding with the marketing campaign, ALEGG would also have the entire
range of goods made available at all major South American lacrosse
competitions, and have a salesperson to service this area. The SALF would not
be responsible for holding and purchasing stock.
The SALF agreed to assist in the promotion of the merchandise through:
So far, the negotiations for the SALF’s licensing programme were going well.
Estimating the projected income from the marketing programme was not as
important to Juan Garcia as the ability to make money out of something
requiring no financial expenditure and a minimal amount of resources. In
addition, the programme would lift the profile of the organisation in the
marketplace through the promotion of the SALF name and logo, building equity
in the brand and revitalising the product. These were the broad objectives Juan
set for the licensing programme. In ALEGG’s final proposal, Juan was also told
that anticipated income in the first formative year would be exceeded
significantly in subsequent years as the promotion programmes gained
momentum and the SALF name and logo grew in recognition.
The agreement
The ‘exclusive licensing/marketing/manufacturing agreement’ between the
SALF and ALEGG was drafted and arrived on Juan’s desk. From this time
onwards, ALEGG’s normal printed letterhead was no longer used, and
communications were now with ALEGG’s international marketing director and
not the SALF’s usual ALEGG contact, the South American general manager –
who seemed to have vanished.
ALEGG was to become the sole and exclusive producer, manufacturer,
wholesaler and marketing representative of the SALF. The agreement stated that
the appointment of ALEGG was verbally formalised and agreed to on Thursday,
9 January 2020 in order to permit ALEGG to incur expenditure in time and
money to set up the logistical, administrative and initial manufacturing and
marketing requirements of the project. However, the three-year term of the
agreement was to officially start on 1 January 2021, with a three-year option
commencing on 1 January 2023 – the three-year option being automatically
renewable except for either party cancelling the agreement.
Cancellation could be done only during the 30-day period in the month prior
to the expiration of any three-year term of the agreement by giving 18 months’
notice in writing. Alternatively, cancellation could be effected, by the SALF
only, during the 30-day period in the month prior to the expiration of any three-
year term of the agreement by giving 90 days’ notice in writing and purchasing
and paying the freight-on-board (FOB) price for all goods and/or services
and/or work in stock and/or in progress for and on behalf of ALEGG in relation
to ALEGG fulfilling its obligations and undertakings as part of the agreement.
Payment then would have to be made prior to the expiration of the 90-day
notice period. In fact, whether or not the SALF or ALEGG breached any of the
conditions of the contract and cancelled, the SALF would still be obliged to pay
the FOB price under the terms of the agreement, a licensing fee equal to 15 per
cent of the manufactured cost, paid at the end of each calendar month. ALEGG
would also conduct the reconciliation and monitoring of all royalty payments.
Disjointed proceedings
The SALF did not hear directly from ALEGG for some time. During the period
up to May 2020, Juan Garcia heard that ALEGG had only made a few
approaches at different SALF-affiliated clubs. At this point, he started to believe
that the project had basically ended.
It was at this juncture that the SALF changed its trading name to Lacrosse
South America and embraced a brand identity featuring a new logo, colour
scheme and font. With the proliferation of initialled identities in the business
world, the use of ‘SALF’ was continually being confused. The decision to adopt
this new identity also brought the organisation in line with Lacrosse
International, the controlling body at the international level. Lacrosse South
America, realising the importance of the role of marketing to its organisation
and in line with the identity change, appointed a marketing and media officer in
April 2003. This position, which reported to Juan, had as its primary objective
the task of lifting the profile of the sport through the media and business world.
Juan, who was now the director of development and marketing, decided to
inform ALEGG of the changes.
On receiving the news, ALEGG advised Juan that it had more than
US$400,000 of SALF-logoed goods on order and approaching delivery, and
further advised that the SALF should consider not changing its name until 2024
to allow a stock rundown without financial loss to all parties concerned. In the
same communication, ALEGG conveyed that in the last few months it had been
gearing up for sales, through the 2931 affiliated clubs, to the 1.1 million SALF
members.
The situation did not improve. The SALF name change went ahead, and
ALEGG kept struggling for credibility – without success. Juan saw no evidence
of any prospect of progress, now or in the future. Lacrosse South America
informed ALEGG in writing that it wished to terminate the proposed agreement
and would deal with ALEGG only on a non-exclusive basis, as required by
Lacrosse South America, the exclusive nature of the agreement also being part
of the reason to terminate.
In the meantime, ALEGG argued that the SALF proposal to change its name
to Lacrosse South America was being done with insufficient prior notice given.
As a result, more capital investment and greater time allowance were now
required. ALEGG also debated that it had outlaid in excess of US$1.2 million in
time and money, all with a view to completing at least the first three years of the
programme, with the intention of ensuring success so that the relationship
would go beyond this initial three-year period.
ALEGG was determined to represent itself as a dedicated organisation with
the right intentions to implement the letter of agreement, and to represent the
SALF/Lacrosse South America as the main cause of the current state of the
project through its lack of cooperation, commitment and communication.
Nevertheless, ALEGG continued to have dialogue with Lacrosse South America
on the ‘new’ line of merchandise and the ‘new’ 2023–24 catalogue/brochure
incorporating the Lacrosse South America logo. ALEGG also discussed new
club member updates and marketing strategy, and looked forward to receiving
Lacrosse South America’s positive response and full support.
Questions
1. Discuss the risks and rewards to an organisation of licensing its brands.
2. How well does the strategy of extension, through licensing, fit the
corporate objectives of the SALF?
3. Identify the reasons why the licensing activity between the SALF and
ALEGG failed.
4. What factors should Juan Garcia have considered in making his decision
on whether or not to enter into the licensing agreement with ALEGG?
5. Juan felt that the SALF logo had no inherent appeal or value. On what
criteria should the marketer judge the value of a brand and its suitability
for licensing?
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CHAPTER 6
DOI: 10.4324/9781003270522-9
Chapter objectives
Chapter 6 introduces price as one of the marketing mix variables. Pricing
strategies are discussed in this chapter in relation to overall organisational and
marketing goals. Pricing as a process is defined as setting or adjusting a price
charged to a customer in exchange for a good or a service. The techniques used
to determine price, as well as the role of price in the marketing mix, form the
basis of the chapter. As well as providing a framework to assist with
determining price, the macro-perspective of achieving positive overall outcomes
for sport organisations is discussed. As will be shown, the ‘big picture’ cost–
benefit analysis should always be the overriding measure of pricing
effectiveness.
After studying this chapter, you should be able to:
Headline story
The relative ‘price’ of hosting major sporting events
If you believe the protestations of the ‘Save Albert Park’ group, a committee
that vehemently campaigned against the location of the Australian Formula 1
Grand Prix at the Albert Park circuit in Melbourne, a city would be unwise and
irresponsible to consider attracting and hosting an international sporting event.
In 2013 the group commissioned a cost–benefit analysis of the 2011 Grand Prix
for its own purpose. The report concluded that the race made a conservative net
loss of between A$39.9 million and A$57.7 million. This contentious amount
did not take into consideration the non-market values of noise and park amenity,
media exposure and benefits to the State of Victoria. Opponents argue that the
race consistently reduces the welfare of Victoria by tens of millions of dollars
each year (Economists at Large, 2013).
On the other hand, the socio-economic conservationists are continually
overwhelmed by the mass public and political appeal forged by hallmark events.
In addition to the economic stimulus, research on hallmark events tends to
reveal that their social impact is often positive, providing a normative glue
fastening parochial sport fans and even the less frequently interested sport
theatregoers with a vast bonding of collective identity and vicarious experience.
However, the increasing operating deficit that is subsidised by Victoria’s
state taxpayers remains a bone of contention. According to the Australian Grand
Prix Corporation (AGPC, 2019), in recent years these taxpayers have subsidised
the event to the value of A$60.15 million (2019), up from A$56.5 million in
2018 and A$34.63 million in 2007. With attendance figures recorded at 320,000
in 2019, they have remained relatively stagnant (and disputed) since 2006. After
intense discussions and competitive bids from rival nations in the Asia Pacific
region to host the event, the AGPC contract has been renewed until 2025,
making it a 30-year agreement to stage a premier event. However, the million-
dollar question lingers: is the event worth the relative price to the host city
(Dwyer et al., 2020)?
Most innovation
If an organisation aims to be an innovative company, the pricing goal may be to
skim the market. Nike, as an athletic footwear and apparel manufacturer,
establishes a price high enough for a small segment of the market to buy its
products. Design and technology drive the competition to develop athletic
footwear to suit the needs of all types of active consumer. As soon as competitors
introduce similar products, Nike lowers the price to sell to the segment below the
‘early adopters’. Nike skims the market by receiving the maximum price from the
different segments of the market. Nike can adopt this strategy because it ensures
that it is the first to introduce a new, trendy, high-quality product.
Highest-quality products
If an organisation aims to deliver the highest-quality products, a premium pricing
strategy may be an alternative pricing goal. In order to communicate the high
quality of the product, a correspondingly high price is set. Momentous sporting
events such as a world title fight or NBA final allows the organisers to charge a
premium ticket price as customers perceive the high-quality features of the event
as priceless. In 2017, the showdown fight between Floyd ‘Money’ Mayweather
and Connor McGregor commanded an outrageous US$110,000 for a ringside seat
(Kavakos & Calver, 2021). Thus, the temptation for organisations to seek an
above-average return on ticketing as a consequence of perceived customer value
is very high.
Community accessibility
Not-for-profit organisations, government organisations and many sporting
organisations often set pricing goals such as partial or full cost recovery.
Community sports teams may set membership prices in order to recover their
costs because they do not need to make a profit, their main goal being to provide
sport and leisure activities that serve the community. National sport governing
bodies can price their products in order to break even, incorporating funding from
the federal government (partial cost recovery). The London Olympic Games
Organising Committee proposed a stated community goal regarding its pricing
strategy, summarised as ‘Everybody’s Games’. This goal saw that half of the 8
million tickets for the 2012 London Olympics were sold at £20 in order to create
‘shared value’ between local ‘Londoners’ and revenues for the Games (Bertini &
Gourville, 2012). Ticket sales for the 2016 Rio Olympics also considered
affordability issues. With 28 sports and 717 events, over half the total tickets (3.8
million) were made available for 70 Brazilian real (about A$18) (Wright, 2014).
Setting or adjusting the price depends not only on the goals of the organisation
but also on the other elements of the pricing process. This will become clear in
the following sections.
Demand
The quantity demanded of the product by potential customers depends on the
price assigned to the product. In general terms, the higher the price of a product,
the lower the quantity demanded. Figure 6.2(a) shows that, for a certain product,
a demand curve can be drawn demonstrating the linear relationship with the price.
The quantity demanded also depends on the prices of other factors, such as
product (substitutes and complements), income of customers, expectations of
future prices and the size of the population.
Figure 6.2 Demand, supply and market equilibrium.
Substitutes are products that can be used in place of other products (e.g., spectator
tickets to a football match and a basketball match). If the price of a product
(football tickets) rises, the quantity demanded of the substitute (basketball tickets)
is likely to rise as well because consumers may elect to purchase the cheaper
substitute. During the 2020 COVID-19 pandemic most sport activity, whether it
was a community-based junior competition or international mega event such as
the Tokyo Olympic Games, was cancelled. The economic implications for sport
entities, sponsors and the media alike during adverse scenarios such as this are
potentially financially catastrophic. Sport organisations must seek out substitute
programmes to maintain some sort of income for the financial year. So, for
example, US broadcaster ESPN turned to alternative and somewhat bizarre sports
such as cherry pit spitting, Stupid Robot Fighting and sign spinning to attract
sport enthusiasts to its network. Maintaining advertising revenues and a
connection with television audiences is central to this substitution strategy (Koop,
2020).
Complements are products used in conjunction with other products (e.g., golf
clubs and a golf course membership). If the price of a product (golf course
membership) falls, the quantity demanded of this product and its complement
(golf clubs) will rise.
Generally, when the income of customers rises, demand for most goods will
also rise. Expectations of higher prices in the future may prompt customers to buy
now, and hence demand will rise. In general, the larger the population, the greater
the demand will be for products.
Supply
When a product is providing attractive returns to producers, more organisations
will be inclined to supply the product to the market than when the price is
relatively low. In general terms, the higher the price of a product, the greater the
quantity supplied. Figure 6.2(a) shows that, for a certain product, a supply curve
can be drawn demonstrating a linear relationship with the price. The quantity
supplied also depends on resource prices, technology, the number of sellers and
expectations about future prices.
In general, when resource prices rise, the quantity supplied will fall. Similarly,
technological improvements and increasing efficiency will result in a rise in the
quantity supplied because a greater quantity can be produced at the same cost.
The more sellers there are, the greater the quantity supplied. Expectations about
future prices are a more complicated issue. With the near shutdown of sport
activity in 2020 globally, and the expectation for members of all societies to
isolate from others in the community, there was a significant spike in demand for
active leisurewear, home gym equipment and bicycles. Manufacturers and online
retailers were able to set a premium price for these products as demand exceeded
supply during this time. However, manufacturers of sporting goods specifically
used in competition, such as tennis racquets or sports uniforms, saw a significant
decline in demand which greatly affected the organisational ‘bottom line’.
Market equilibrium
In relation to tennis racquet purchases, Figure 6.2(a) shows that, at the point
where demand equals supply, the market is in equilibrium (E). This point
represents the price that the market is prepared to pay, given the quantity
supplied. Figure 6.2(b) shows that at a price of $120 there will be a supply of
120,000 racquets, but demand for only 80,000. There will therefore be an excess
supply of 40,000 racquets. Figure 6.2(c) shows that the reverse will occur at a
price lower than the equilibrium price (here $80). Therefore, in that situation
there will be an excess demand of 40,000 racquets.
If the demand for tennis racquets after a Grand Slam rises, the demand curve
will move to the right. This will result in a rise in the quantity supplied (that is, a
movement along the supply curve) because the price will go up to establish a new
equilibrium. Let us assume that people keep demanding the new quantity. With
this increase in demand, new producers will be lured to the market because of the
higher price, supply will go up and the supply curve will move to the right. This
again will result in a fall in price. Equilibrium will return to the point where it is
not attractive enough for new suppliers to enter the market. At the end of this
process, the only change will be that the total quantity supplied has risen. It goes
beyond the scope of this book to further elaborate on demand and supply issues.
Figure 6.3(b) shows that if the fall (%) in the quantity demanded equals the rise
(%) in price, the elasticity of demand is 1 (unit elastic demand). This means that
total revenue will not change.
In Figure 6.3(c) it is also shown that if the fall (%) in the quantity demanded
exceeds the rise (%) in price, demand is considered to be elastic. In this case, the
organisation will benefit from the reducing price because the gain in number of
customers will be greater than the loss in revenue. For example, the number of
customers will vary greatly (that is, rise) when the price of a golf course
membership is lowered.
SPORTVIEW 6.1
Capturing and monetising value for sport franchises
Nader Chmait and Hans Westerbeek
Most sport franchises are continually seeking opportunities to increase
revenues while simultaneously maintaining or improving the fan experience.
Franchises often tread a fine line when setting pricing strategies that both
enhance the competitive position of the franchise and do not damage the
relationship with fans. The value of any sport experience can vary from event to
event, and even within the same event. For example, the purchasing of food,
merchandise and other products and services throughout a game fluctuates
according to breaks in the game or the intensity of the game. Yet many such
products/services are seen as fixed price commodities throughout the event or
the entire season.
Dynamic pricing is a strategic means of exploiting a ‘moment of value’.
Moments of value are those points in time throughout a game or a season when
customers are willing to pay a little more for a product or service as
circumstances heighten their purchase decision making. Club merchandise
immediately prior to and at the start of a season should be set at a premium
purchase price. Innovators and early adopters wish to be recognised as the first
buyers of new merchandise and, importantly, drive the wider sport community
to adopt. As a season progresses pricing can be adjusted to encourage the
majority of fans to make the same product purchases. Should the team then
make the finals, pricing can return to a premium.
The key to being more flexible with the organisation’s pricing strategies for
traditionally fixed priced products and services is in understanding both those
moments: when the team’s value changes and what the consumer is willing to
pay at different stages of the sport experience. The use of analytics enables sport
franchises to collect and make sense of ‘big data’ about fan behaviour. A model
for dynamic pricing as suggested by analysts at Deloitte Consulting proposes
dynamic pricing centring on yield management. It requires the sport franchise to
better harness complex data, mine customer behaviour information and identify
the areas where flexibility in pricing can occur. Implementing solutions via
technological data-mining innovations and then integrating them into the
franchises business model is a more predictable method for capitalising on
revenue streams.
Non-price factors
Non-price factors influence buying situations and reduce the importance of price
in the buying process. Non-price factors include an intangible perception of a
product or the influence of socialisation agents, resulting in a perceived value
being shaped. In other words, some customers may be willing to pay a higher-
than-average market price (premium price) to receive product benefits. Other
customers may be willing to forgo those benefits in return for a lower-than-
average market price. For marketers, it is therefore important to understand key
product attributes in order to enhance the perceived value and hence charge a
premium price. In sport, a consumer may place a final value on an entry ticket
contingent upon a number of variables that influence their enjoyment, such as an
event’s or product’s attractiveness, its uniqueness or the fact that the event
involves an opportunity to share the experience with friends or colleagues. The
Melbourne Cricket Ground (MCG) is identified as the ‘spiritual’ home of sport in
Australia. MCG management is therefore able to create a perceived high-value
product to consumers simply because of its history and capacity to stage a
multitude of sport and entertainment events.
In the sport industry, non-price factors are very important. The rules of
demand and supply, and price elasticity, can be applied to a sport’s core product
and extensions. In addition, different combinations of core and extensions can
enhance the perceived value of the total product, justifying extra expenditure for
customers. The core product cannot be remixed; but, in combination with
different product extensions, the perceived value of the total package can be
increased (for example, the AFL’s mobile app in partnership with Australian
telecommunications company Telstra).
Furthermore, the more important the product is to the consumer, the less
important price will become. For example, a $100 repair on a $2000 bicycle will
enable a cyclist to ride the bicycle again. The perceived value of the $100
expenditure is likely to be higher than that of another $100 expenditure on
something less important to the cyclist (such as a television repair).
If the marketer is able to enhance the perceived value of the product,
customers will become less sensitive to price (that is, elasticity will decrease) and
the organisation will benefit from raising the price. This also applies to the
reverse situation. If the marketer is able to filter out costly product attributes that
are less valued by customers (for example, cushioned seats or undercover seats in
a sport stadium), customers will become more sensitive to price (that is, elasticity
will increase) and the organisation will benefit from lowering the price.
It is clear from these examples that different segments of customers are
targeted as part of the pricing strategy. The next section shows the impact of the
cost–volume–profit relationship.
selling prices
volume of sales
unit variable cost
total fixed cost, and
sales mix.
The first four factors are discussed in this section, with sales mix left to the
section on constraints by other marketing mix variables (product mix).
In general terms, the total costs of production represent the minimum financial
figure (that is, the break-even point) that needs to be recovered from sales in
order to at least break even (total costs = total revenue). Total costs are made up
of a fixed cost and a variable cost component. Fixed costs are the costs that an
organisation has to incur in order to operate (for example, costs of plant and
equipment, taxes, insurance), regardless of the level of production. Variable costs
fluctuate in direct proportion to changes in the activity of the organisation. The
cost of direct materials like leather for shoes is a good example. Pertaining to the
goals of the organisation, the break-even point may vary. For an organisation with
a partial cost-recovery goal, this point is relatively lower than for a full cost-
recovery organisation. Both organisations, however, need to be able to ascertain
their cost of production, enabling the organisation to arrive at a minimum price
for its products by dividing the cost of production by the (estimated) number of
products sold.
For a large athletic footwear manufacturer, total costs are made up of a fixed
and variable component. In order to produce 10,000 pairs of shoes a day, for
example, a certain infrastructure needs to be evident. Plant, equipment and labour
are needed in order to start operations and thus represent the fixed costs of
operation, which are independent of the output level. The raw material to
manufacture the shoes is the major component of the variable costs, which vary
with the output of the plant. Although certain levels of production will be more
efficient, in this example it is assumed that the variable cost per unit of
production is the same. In Figure 6.4, a break-even chart is shown.
Figure 6.4 Break-even chart.
It can be derived from Figure 6.4 that the higher the total costs, the lower the
average fixed cost in each unit of production (here, pairs of shoes). In other
words, the fixed cost component will decrease with volume of production. If a
factory with building costs of $10 million produces 100 million pairs of shoes
over its productive lifetime (say, ten years), the fixed cost component in every
pair of shoes is $0.10. The relationship between total fixed costs, price and unit
variable cost can be shown in the break-even formula:
The formula shows that, with a variation in the unit price, the number of shoes
sold to break even varies. This relationship is shown in Table 6.2. When we turn
our attention to service products – and many sport products are service products –
the unit variable costs in the break-even formula are much harder to determine.
Many costs are both fixed and shared across different services. In a large stadium,
the building, its equipment (indoor courts, tennis nets, computers, etc.) and labour
(most of which is often multi-skilled in order to deliver different services) are all
needed to provide the total mix of services offered by the facility. The variable
costs per unit are therefore hard to determine. What, for example, are the variable
costs of providing basketball spectator services when one extra ticket is sold?
Most costs have to be incurred, irrespective of the number of customers on the
day or over a longer period.
Table 6.2 Relationship between unit price and break-even point
Unit Break-even point (pairs of Unit variable Total fixed costs (per
price shoes) cost year)
10 2 000 000 5 10 million
100 105 264 5 10 million
200 51 282 5 10 million
We can state that most costs are fixed. This is why it is very attractive to entice
that one extra customer: with little to no extra (variable) cost, the revenue from
one extra customer is almost pure profit. This explains why, in the health and
fitness industry, competition is based primarily on price. An organisation has to
incur little extra cost in order to gain a substantial increase in revenue.
This also indicates the importance of managing the non-price factors in the
sport industry. Because we know that most costs are fixed, it becomes a matter of
sophisticated marketing to enhance the perceived value of the sport product. This
should lead to sufficient and sustainable market share to at least cover the costs of
operation. More recently, with the rise of big data computing, the concept of
dynamic pricing is becoming more popular in the sport industry. Dynamic pricing
allows for both profit maximisation and lowering the break even point of sales.
We will return to this concept later in the chapter.
Product mix
Prices in supermarkets are based on the overall mix of products rather than the
individual products. Some products are priced at an attractive level (for example,
soft drinks during summer) in order to entice customers to do the rest of their
shopping in the same supermarket. A strategy adopted by expansion clubs in the
AFL in Sportview 6.1 demonstrates the importance of looking at the overall
product mix before pricing individual products. The AFL’s admission prices are
low compared to other sporting bodies – particularly in new markets where there
is a high substitutability of the AFL product by rugby league and rugby union.
These prices attract larger crowds, enhancing the atmosphere for attractive
television coverage; as a consequence, they have an impact on the attractiveness
of the total product for media sponsors. The AFL can offset the loss of income
from gate receipts against the increase in income from media rights, sponsor
contracts and other in-stadium purchases.
The AFL extended its product mix in 2016 with the first season of a women’s
league (AFLW) hosted in 2017. Concerns were raised prior to the inaugural
season that by not charging fans to attend AFLW matches in 2019 the product
offering would be perceived as of lesser quality. However, this turned out not to
be the case. Initial interest in women’s football at the elite level was so strong that
many fans were turned away as stadium attendances reached capacity. Overall
though, the ‘non’-pricing strategy became a stroke of genius for the AFL as
consumer support grew throughout the season, culminating in an astonishing
53,000 fans attending the AFLW Grand Final. Television broadcaster Channel 7
created a sport broadcast with crowd atmosphere that also attracted a large
television audience. In 2020 the AFLW attracted further teams to the competition,
and the AFL implemented a flexible pricing strategy whereby minor round games
remained free but other matches – such as the Bushfire Appeal fundraising game
or marquee (leading) AFL/AFLW double-headers – were ticketed (TWG Staff,
2019).
Place dependence
The majority of sport products are produced and consumed in a facility
specifically designed to produce those sport products. The capacity of the facility
limits the number of customers that can be serviced at a certain point in time, and
consequently the maximum total income. The location of the facility determines
the catchment area of potential customers, and hence partly determines the profile
of the customer. In general terms, dependence on the place of distribution further
limits the possible pricing range of the organisation’s products. Place dependence
is discussed in more detail in Chapter 7. Sportview 6.2 further extends the
concept of dynamic pricing, and introduces how admission ticket pricing can
differ dependent on a number of variables that (may) alter the perceived value of
the ticket.
SPORTVIEW 6.2
Variable and dynamic pricing in Major League Baseball (MLB)
Nader Chmait and Hans Westerbeek
The distinction between variable and dynamic pricing is that the former
refers to a set of predetermined prices for different ticketing options, whereas
the latter consists of a demand-based, real-time adjustment to prices. The
influence of variable and dynamic ticket pricing has been investigated in
different areas of sports. One of the first sports teams to instigate variable ticket
pricing was MLB’s Colorado Rockies. The Rockies adjusted admission ticket
prices according to factors such as the day of the week and the specific
competing teams, among others; but, once set, these prices remained constant
throughout the season. Furthermore, Rascher et al. (2007) analysed the MLB’s
variable ticket pricing approach and showed that an optimal variable pricing
strategy would have delivered a large increase in revenue for certain MLB
teams.
Dynamic pricing models are different from variable pricing models as prices
are updated (almost) continuously in real time, and usually all the way to the
start of the event. Notably, dynamic or real-time pricing is widely implemented
in the travel industry, although under different terms such as revenue
management or yield management. The concepts underlying revenue
management have also been recognised as being applicable to sport where a
demand-based approach to pricing helps maximise profit while allowing
different types of fans to purchase tickets at favourable prices. To this end, in
2010, the MLB’s San Francisco Giants reported a 7 per cent increase in profit
through using a day-by-day Dynamic Ticket Pricing (DTP) model adapted from
flight and hotel room pricing models.
MLB data has also been used to investigate the determinants of ticket prices,
and therefore fan responsiveness to pricing changes in a DTP setting. For
instance, this applied to the increased willingness of Giants fans to pay a
premium for seats associated with weekend sessions, key opponents and/or
winning teams. Factors influencing pricing were also aligned with available
promotions as well as marquee players. Other research found some managerial
considerations and guidelines for implementing a demand-based approach to
pricing in sports (using the San Francisco Giants’ DTP as an example),
identifying potential advantages and limitations of using DTP. Again, the
player/team (performance) factor was present as one of the criteria that
explained the fluctuations in consumer preferences to pay for sport event
tickets. Further, factors related to team and individual performance, ticket types
and time of release were significant determinants of price, while other aspects
were shown to be more market-specific
Promotion mix
The promotion mix – that is, the means by which communication with the target
markets will take place – can be constructed after product, price and place
information is available. A low price strategy often needs an intensive
promotional effort in order to sell as many units as possible. If the tools for
intensive promotion are not available due to limited funds, the organisation will
be limited in pursuing a low price strategy. The promotion mix constrains the
pricing strategy. A pricing strategy never stands on its own as it needs to be
backed by adequate promotional efforts. One of the characteristics of services is
that they cannot be stored as services are time-dependent.
Summary
In this chapter price, as one of the variables of the marketing mix, was discussed
in the context of setting or adjusting the price of a sport product. In order to arrive
at a final price, a strategic pricing model was introduced. To enable the sport
marketer to set appropriate prices, it is important to set pricing goals in concert
with the overall organisational and marketing goals. Then the sensitivity of
markets to changes in price can be determined and, as a consequence, the
elasticity of demand established. This information, combined with marketing data
such as the size of the market and the number of competitors, is used to estimate
cost–volume–profit relationships, leading to the creation of a break-even chart
with an emphasis on a cost-based pricing strategy. When the organisation is able
to base its pricing on the demand in the market – in other words, when this is
powerful enough to lead the way in setting price – the emphasis will be on
demand-based pricing. It may, however, be more important to find out about the
pricing strategies of competitors and to determine constraints (legal, social, other
marketing mix variables) on pricing behaviour in the industry. This can lead to a
competitor-based pricing strategy. When taking into consideration the time-
dependence of many sport products, a combination of cost-based, demand-based
and competitor-based pricing will often be exercised in setting the final price or
adjusting the current price.
CASE STUDY
The impact of star players on demand for sports
Nader Chmait and Hans Westerbeek
Fan engagement is one of the major targets of professional sport (event)
organisations since much of their income relies on consumer demand for their
products and services. Sport stars tend to have a positive impact on audience
sport-event consumption (Lewis & Yoon, 2016). Examples of the superstardom
phenomenon in sports include:
Questions
1. Describe how you would use your knowledge of star players when
pursuing a revenue maximisation strategy?
2. How would this change if you were to pursue a profit maximisation
strategy?
3. Considering the concept of price elasticity of demand, explain how this
applies to having the top player in the world in your tournament draw.
4. What will change in your pricing strategy if the highest ranked player in
your draw is number 20 in the world?
5. You are the organiser of a WTA tournament. Explain how you would use
knowledge of the impact of players on social media engagement in your
decision to pay appearance fees to certain players.
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CHAPTER 7
DOI: 10.4324/9781003270522-10
Chapter objectives
Chapter 7 introduces the facility as the most important means by which sport
services are distributed. Place as an element of the marketing mix is discussed
in terms of preparing for and delivering quality service to visitors to the facility
or venue. Where to focus attention in relation to preparation for the sporting
contest (planning and physical evidence) and actual delivery (people and
process) are the central concepts discussed in this chapter. The practice of
blueprinting is introduced to assist in this analysis, supported by frameworks to
understand the role of the sportscape variables and the servuction processes.
The chapter also examines different channels of distribution in sport.
After studying this chapter, you should be able to:
Headline story
Venues for now and the future
The regeneration of East London was a central component of the legacy of the
2012 Olympic Games. East London suffered from long-standing problems of
multiple deprivation, and as a result was historically one of the poorest parts of
the United Kingdom, struggling to keep pace with many of the socio-economic
advances experienced elsewhere in London. The Games provided a unique
opportunity to tackle these issues, and as such the focus was placed on:
ensuring that the Olympic Park could be developed after the Games as one
of the principal drivers of regeneration in East London, maximising the
investment in venues, infrastructure, utilities and the environment
securing a socio-economic legacy from the Games in the host boroughs so
that, ‘within 20 years, the communities which host the 2012 Olympic and
Paralympic Games will enjoy the same social and economic chances as
their neighbours across London’ (Grant Thornton, 2012).
London successfully bid for the event in Singapore in 2005, based on a vision to
‘Inspire a Generation’, and as such was heavily dependent on sustainability and
legacy themes. For London and the UK as a whole, the Olympics served as a
tool to reach an aspirational future as much as being a global hallmark event.
Even more visionary and transformational are the plans put forward by the
Los Angeles 2028 Committee and the City of Los Angeles. Los Angeles Mayor
Eric Garcetti even boasted that ‘we could do the Olympics probably two months
from now’, in order to explain how most facilities that are required to host the
Games are already there. Having organised the Olympic Games twice already,
they will now be truly used as an accelerator of wide-ranging urban
transformation efforts in and around Los Angeles. Doubling the size of the mass
transportation network and expanding LA International airport are just two of
‘28 by 2028’ projects that have been targeted to be completed by the time the
Olympic Games come to town (Pacheco, 2019). Planning for the sport-specific
requirements and upholding the promises for future needs of sport facilities and
sport precincts are important in the strategic sport marketing process.
facility planning
physical evidence
process
people.
The variable components are presented in Figure 7.1 and are discussed in more
detail in following sections of this chapter. The variables are presented in the
sequence shown in Figure 7.1 because decisions made at a higher level (such as
facility planning) dictate decisions at the lower levels.
Beyond the sportscape that is specifically designed for spectator sport are those
that people use to play sport or engage in exercise for their own pleasure and
benefit. Although similar principles apply, it pays to consider some recent
research. Lee (2017) found that the level of service quality in sports centres
positively influences both customer loyalty and their intention to adhere to
exercise. Lee used ‘quality of facilities’ and ‘quality of instruction’ as the
subfactors that define service quality. Lee also found that with increased customer
loyalty, the intention of adhere to exercise also increased. In other words, much
like the facilities designed for spectator sport, community sports centres are also
more successful places of sport consumption when the facilities and staff service
on offer are of high(er) quality.
Now that we have established the importance of the inanimate and permanent
structure that is the sport facility, and its impact on sport fans’ and users’ response
to the distribution of sport products, it is time to introduce the first variable
element of place. The case study looking at the London Olympic Games at the
start of this chapter further serves as an example of the first important
consideration pertaining to planning the sport distribution system: facility
planning.
Facility planning
Planning of facilities for mega-events like the Olympic Games, or facilities for a
professional basketball club or the local community sports centre, should involve
a long-term perspective of the prospective usage of the facility. With production
and consumption of the sport products taking place in the facility, both current
and future provisions need to be taken into consideration. It is extremely costly to
redevelop and redesign existing facilities. Figure 7.2 also shows that those
elements that directly derive from how we plan for the development of the facility
affect the purchase behaviour of sport consumers. In that regard, does the sport
facility as it currently is significantly determine opportunities and limitations for
sport product provision? For example, due to its size and design, the Olympic
Park rectangular (football) stadium in Melbourne is not able to host a cricket or
Australian Rules football match. The physical conditions of Olympic Park (poor
drainage, flooding and limited seating) meant the facility was below standard for
staging elite events. As a result, the state government of Victoria, in conjunction
with the Melbourne and Olympic Parks Trust, redeveloped Olympic Park at a cost
of A$268 million as AAMI Park, a purpose-built rectangular stadium. The
stadium was perceived to be the ‘missing link in Melbourne’s sport
infrastructure’. The Johan Cruijff Arena (formerly Amsterdam ArenA) in the
Netherlands, on the other hand, can host soccer matches at any time of the year.
Opened in 1996, it was the world’s first ‘real grass’ soccer stadium with a
retractable roof. Excessive rainfall is therefore not a potential limitation. Since the
opening of the arena, other sport providers have followed suit. For example,
Marvel Stadium in Melbourne has a retractable roof, allowing for soccer, ‘indoor’
cricket, National Rugby League (NRL) and Australian Football League (AFL)
matches through its unique Australian design. It must be noted that the
Amsterdam’s arena in particular has had problems ensuring that the ‘real grass’
playing surface is of sufficient quality (due to limited daylight exposure) for
premier league soccer matches. This just shows that when you plan to solve one
problem, another may arise.
Many sporting arenas around the world were originally developed and built to
host sporting events and enable a certain number of spectators to watch the game.
Few of the older arenas, however, were built to host guests in corporate boxes.
With many sporting organisations dependent on corporate dollars, an old stadium
can become a severe competitive disadvantage. In other words, the ability to cater
for a range of sport products is highly dependent on the planning and design of
the sport facility. The state of Victoria in Australia proudly communicates its
building of a wide range of international standard stadiums and sport facilities for
horse racing, tennis, football (all codes), basketball, cricket, netball and the
Commonwealth Games, with the intention of attracting more sports fans and
revenues to the city. Sportview 7.1 further discusses the importance of the sport
facility and its physical environment.
SPORTVIEW 7.1
The importance of physical and technological infrastructure of the
sportscape for repeat sport participation and visitation
In the case of leisure services, it is more than just the perceived quality of the
service rendered (such as whether a meal was delivered in a timely fashion) that
influences whether consumers are satisfied with the service experience. For
example, the purpose of going to an amusement park, a theatre or a sporting
event would seem to be for the excitement and stimulation of the experience.
This kind of situation differs from a trip to the dry-cleaner, in which the
customer is not likely to have any expectation of emotional arousal.
Because the sport product is generally purchased and consumed
simultaneously, and typically requires direct human contact, customers and
employees interact with each other within the organisation’s physical facility.
Ideally, therefore, the organisation’s environment should support the needs and
preferences of both service employees and customers simultaneously. Even
before purchase, consumers commonly look for cues about the organisation’s
capabilities and quality. The physical environment is rich in such cues, and may
be very influential in communicating the organisation’s image and purpose to its
customers. This was true in the past, but is even more so in the present when
digital technologies and augmented reality applications allow for the
presentation of physical venues in a variety of ways – prior to visiting and also
during the visit.
Jang et al. (2020) extended the traditional sportscape model by including
emotions and behaviours of attendees at four US-based major leagues. Beyond
the spatial layout and functionality of the facility, and the elements related to
aesthetic appeal, the authors add that positive emotional and behavioural
intentions of sport fans can boost attendances at facilities through the strategic
use of sportscape elements. The ways in which seats, aisles, hallways and
walkways, food-service lines, restrooms, and entrances and exits are designed
and arranged influence fan comfort, while the external environment, the
architectural design, facility upkeep and cleanliness, use of decorative banners
and signs, and personnel appearance all influence the ambience of the place.
Beyond the ‘hard’ infrastructure environment, sport fans increasingly engage
with each other and with the spectacle through purpose-designed apps on their
smartphone, or augmented or virtual reality technology on offer by the event
organisers. Spectator sport venues and health and fitness centres alike have also
become ‘smart’, with Wi-Fi, sensor and tracking technology providing useful
management- and customer-directed information and insights. Providing such
information and insights will not only enhance the entertainment and
engagement value but will also contribute to safety and security measures as
important sub-dimensions of customer satisfaction. Stadiums and fitness centres
are not in competition with other stadiums or centres as such, but in competition
with people who would seriously consider staying at home. Ioannou and
Bakirtzoglou (2016) and Oman, Pepur and Arnerić (2016) also noted that
respondents who felt crowded were less excited about the servicescape and
perceived the servicescape to be of lower quality.
These research findings have direct implications for those who have
investments in stadium projects, especially in post-COVID times. A return on
investment from increased gate receipts or membership fees might be expected
on the back of building new stadiums or following renovations. More spacious,
smart, technology-integrated stadiums and community fitness centres will be the
norm, not the exception, if people are still to attend venues to watch others play
sport or, indeed, engage in their own physical activities.
Physical evidence
As described in Chapter 1, the sport product itself is intangible and subjective,
making it harder for the sport marketer to sell the sport product as a commodity,
standardised in quality and physical shape. Hogg and Gabbott (2013) reacquaint
the reader with the three major areas of concern that customers face when
purchasing services, as originally identified by Legg and Baker (1987):
Stated differently, it is hard for the customer to judge the quality of the product
and then compare it with other products (providers) to arrive at a final purchase
decision. If the sport marketer is able to make the sport product more tangible for
the customer prior to purchase, the customer is more likely to buy it. Physical
representation, if unique and attractive, can ‘tangilise’ the facility, giving it brand
identity and inducing strong mental images (Mittal, 2002). Hence the sport
marketer has to provide the sport product with physical evidence.
Physical evidence should support the quality characteristics of the product
because the majority of customers will judge the product on its quality. Physical
evidence can be enhanced by optimising:
Promotion
Because of the intangibility of the sport product, promotion is another way to add
to the physical evidence. Adding this physical evidence is not specific to
distribution through the facility, and examples are therefore not necessarily linked
to facility. The quality image and brand name of a sporting organisation can be
enhanced through either advertising or promotion, distributed among potential
customers or by direct mail or social media to selected markets. Any marketer
worth their salt would suggest that advertisements should be vivid, using relevant
tangible objects, concrete language and/or dramatisation. Photographs of past
events, listings of services and explanations of different product offerings will
materialise intangible services offered by the organisation. Multi (social) media
channels are another important consideration. Satisfied customers prepared to
participate in these promotions can be used to endorse the different products,
communicating their satisfaction. Celebrities, including star athletes, can also be
used in this process as an influential and forceful communication channel. As
noted in the previous chapter, the star quality of certain athletes can significantly
boost consumer interest in events hosted in the stadium environment. In 2006 the
US National Football League’s (NFL) Miami Dolphins was one of the first sports
teams to introduce technology into the stadium for their fans. This enabled each
fan to view network broadcasts of Dolphins games and fantasy statistics while at
the stadium ‘to improve the fan experience’ (Dolphin Stadium, 2006). This
opened the door for sport organisations to embrace digital technologies as an
augmentation to the ‘live’ spectator experience. It is now the norm in major sports
facilities, such as Real Madrid’s Santiago Bernabéu Stadium, to have high-speed
wireless network capability to allow for the fans’ second screen (mobile, tablet,
laptop) to engage in a personalised ‘fan experience’ and deliver other live scores,
replays and statistics. As noted earlier, virtual- and augmented-reality technology
is the next-generation digital progression to engage with sport fans. Digitising the
sport stadium, entertainment and atmosphere is now a priority function of
delivering the definitive sport experience. The 2018 FIFA World Cup used social
media effectively to engage billions of fans worldwide through temporary selfie-
filters and other augmented-reality tools. These developments are only scratching
the surface of possible transformations for stadium management to embrace. The
new Tottenham Hotspur Stadium in London (opened 2019) has brought in
scalable wireless infrastructure to enhance the facility’s life expectancy for
decades to come.
Irrespective of the media channel used, the sporting organisation should try to
link pictorial (posters, merchandise, advertisements) and written physical
evidence (brochures, flyers, advertisements) to the name of the organisation.
Licensing strategies (team merchandise) used by the Los Angeles Lakers, Cricket
Australia (CA) and Manchester United Football Club are excellent examples of
sporting organisations adding to their physical evidence and making money with
their marketing promotions. These organisations also show that the fit between
the name of the organisation and physical evidence is very important when
considering a licensing and merchandising strategy. This topic is discussed in
Chapter 5.
Process
So far, only the variables that can be manipulated when preparing for the
customer to come to the facility to buy and consume the product have been
discussed. Purchase and consumption involve the process by which the sporting
organisation actually distributes the product to the customer. Sport marketers
heavily involved in this sport service delivery process can influence and optimise
the contacts between the customer and the sporting organisation. Westerbeek and
Shilbury (2003) recognise the importance of convergence of the marketing and
operating functions of sport facility.
The sport servuction system model portrays the invisible and visible parts of the
organisation. In the invisible part, facility management and the two basketball
clubs’ managements combine to organise and plan for game night. This can be
classified as the traditional marketing department role. The visible part of the
organisation consists of the facility itself, the inanimate environment (physical
evidence) and the service providers (contact people). The importance of the
inanimate environment was described earlier in this chapter. Contact people –
ticket sellers, ushers, and food and beverage sellers, but also the basketball
players – provide the different services to the customers. This accumulation of
services represents the customer’s overall perception of their interaction with
other customers, facility staff and players.
It is in the invisible part of the organisation that managers put together the
service delivery process. Questions about issues like where merchandising stands
are located, how many ticket sellers and ushers are needed, how ticket sellers and
ushers are expected to approach customers, or how many food and beverage
stands will be operated are asked in the cause of optimising the service-delivery
process. Digital data-collection technology about customer movements has
greatly enhanced the ability of facility planners to make such decisions. Later in
this chapter, the sport service-delivery system is blueprinted based on the sport
servuction system model. First, however, it is necessary to include people as the
final variable component of place.
People
Staff are responsible for the delivery of the product, and as a consequence are the
main distinguishing quality factor in the consumption process. The outcome of a
basketball game cannot be guaranteed; therefore, consistency in service delivery
is of the utmost importance in determining a customer’s overall perception of the
quality of the sport product. In Chapter 10 five criteria that customers use to
evaluate service quality are discussed further. These are:
tangibles
reliability
responsiveness
assurance, and
empathy.
These five criteria show the importance of marketing function personnel in the
delivery of quality service. Apart from tangibles (partly personnel) and security,
all the criteria are fully dependent on the training, skills and abilities of people in
delivering high levels of service quality. The selection and training of human
resources for service delivery in sport are tasks in which the sport marketer
should have strong involvement. The level of training, skills and abilities of
potential employees of the sporting organisation become ‘people variables’ that
will make the difference between mediocre and excellent service provision.
SPORTVIEW 7.2
Post-2020 pandemic: the blueprint for recovery in sport stadiums
Lynley Ingerson
In early 2020 sport facilities were placed in lockdown due to the global
COVID-19 pandemic. Competitions were cancelled, players were forbidden to
compete in any sport that required contact and spectators were banned from
entering sport facilities. By mid-2020, as pandemic conditions tapered, sport
facility managers began the process of creating strategies to support the
reintroduction of competitive sport. The focus from there was on facility
cleanliness and hygiene, including all surfaces that were touched, sat on or
passed through. Facility managers had to consider crowd limits and social
(physical) distancing as part of their safety strategy. Systems to check the
temperature of all attendees (staff, fans and players) prior to entering the
stadium were considered as part of normal practice; and consideration of
medical advice has also become an important aspect of decision making for
managing events at facilities.
The global sport shutdown has had enormous implications for delivering and
experiencing the sport product in and around facilities. Initially some sports
bodies, such as football and basketball, locked spectators out of league
competitions in an attempt to resume seasons and maintain televised events.
Other sports, such as outdoor netball or swimming, had their competitions
delayed further. In Australia, junior and elite sport training was the first sector
allowed to return to post-pandemic regimes, followed by adult community-level
competition. Much of the decision making around when and where sport could
be delivered depended upon government intervention and the nature of the sport
product.
However, knock-on effects were initially ill-considered. In Australia the
winter sport season (Australian Rules football, basketball and netball) affects
the traditional commencement date of summer sports (cricket and soccer) and
shared use of multi-sport facilities. AFL and NRL seasons aimed to complete in
late October, but this overlapped with scheduled T20 cricket and other state-
based competitions. Preparing facilities for a quick turnaround creates
additional problems for the facility manager. World events such as the 2020
Tokyo Olympic Games, marathons, Grand Slam tennis, Formula 1 and golf
have suffered from both financial and operational repercussions of a disruptive
game changer such as the pandemic. It is estimated the postponement of the
Tokyo Olympics until 2021 would incur a loss of US$6 billion and the US
Major Leagues a loss of US$5 billion (Aljazeera.com, 2020).
In Australia, the strategy to reignite sport competition has been a cautious
process, with facility managers testing one sport after another for the impact of
crowds to venues, on-field contact and management of the entire competition.
Stadiums have been designed to use every bit of spectator space as seating; but
the managers now need to look at ensuring that there is sufficient social
distance, which effectively means they have to reduce capacity. Boutique
stadiums such as the Adelaide Oval, where open grassed areas exist, are able to
spread the crowd out more easily. As mentioned below, in June 2020 football
resumed in Vietnam’s V-League in a match that entertained 10,000 spectators,
which is about a third of the stadium’s capacity. The South Australian
government approved the Adelaide Crows and Port Power AFL showdown
game in June 2020 but only allowed 2250 spectators in the 55,000-seat
Adelaide Stadium venue.
In order for competitions to resume safely and for the pandemic to be kept at
bay, clear, relevant and precise communication by sport organisations and
facility management was and remains paramount. Trust between facility
management, medical advisors, government decision makers and other
stakeholders in sport is necessary if sport competitions are to remain safe. Fans
and ground staff in particular need reassurance that they will not be vulnerable
at a facility. Research on the connection between sportscape factors and fan
experience highlights the necessity for cleanliness and safety (Ioannou &
Bakirtzoglou, 2016; de Carvalho et al., 2015).
Galante (2020) proposes seven areas to consider for future facility
management, including: planning for future exposure; monitoring and managing
entry requirements; regular infection-control supplies and cleaning; control of
refrigeration, air conditioning and heating services; integrating supply-chain and
third-party needs and wants; supporting the well-being of customer contact,
cleaning and maintenance staff; and capitalising on down-time for deep-clean
practices. Rethinking the business plan and devising a ‘new’ blueprint for
managing facilities post-pandemic are the next steps in uniting sport fans and
sport competitions.
Facility planning and physical evidence directly affect all visible operations. The
design of the facility determines how easy it is for customers to move between
their seats, restrooms, and food and beverage stands. Physical evidence such as
signage not only tells customers where to go and what is going on in the facility
during their visit, but can also be used to advertise or communicate upcoming
events. Poster and video displays of past events can increase the customers’
perception of being in a place where the product is, in this case, basketball
entertainment.
Facility planning has an equally important influence on invisible operations.
How monitoring, maintenance and television operations take place is highly
dependent on provisions made in the design and construction of the facility.
Figure 7.3 showed that the planning and preparation of the service delivery
system took place in the marketing department (an invisible part of the
organisation). This involved process and people issues, such as how to approach
customers, how to supply them with information or food, how many employees
would be needed on game night and for which functions (ushers, food and
beverage sellers, ticket sellers) and how often and when to clean restrooms. With
larger crowds, parking issues and crowd flow to and from the facility become
important. The blueprint tracks the customer, from entering the facility to exiting
the facility, and maps all possible interactions with the sporting organisation and
its personnel. The blueprint identifies where the sport marketer can influence and
vary the different components of place. A blueprint is therefore a vital instrument
for the sport marketer in optimising the service experience. It is, however, only a
start. As described at the beginning of this chapter, the actual delivery of service
is the key to success.
In the final section of this chapter, traditional marketing channels are discussed
– again using the basketball example to relate these channels to the distribution of
sport products.
A trade-off between costs and benefits will decide whether channel intermediaries
are necessary to perform some of these channel functions. Figure 7.5 shows
different marketing channels for sport products.
Figure 7.5 Marketing channels for sport products.
Channels A and B are the most important marketing channels for sport products.
The majority of sport service products will be delivered through those channels,
as discussed earlier in this chapter. Channel A shows the delivery of the sport
product through the sport facility. Because the facility is usually owned and
operated by a third party, the facility provider is the channel intermediary.
Channel B shows the distribution of televised sport and distribution through a
facility provider. Both the television station and the facility owner are channel
intermediaries at the same level in the channel. They depend on each other to get
the product to the consumer.
Channels C and D are more applicable to sporting goods. Manufacturers of
sporting goods will often use wholesale organisations, or even agents (persons
selling to wholesale organisations), to channel their product from the
manufacturing plant to the retailer, and ultimately to the final consumer.
Manufacturing organisations use other organisations in the marketing channel to
concentrate on what they do best – namely, manufacturing. Overall costs will
become too big for the manufacturing organisation if it has to fulfil all marketing
channel functions (for example, marketing and sales to the final consumers of the
product). The manufacturing organisation therefore hires other organisations to
perform those functions.
The longer a marketing channel, the less control an organisation has over
delivery of the product to the final consumer. Because actual service delivery is
critical to consumer satisfaction, sport service organisations should aim to keep
their marketing channels as short as possible, as shown in channels A and B of
Figure 7.5.
In this chapter’s headline story, the organising committees of the London
Olympic Games used all described marketing channels to distribute the variety of
sport products. Olympic sport events were distributed through newly built
facilities or existing/renovated government-owned facilities. Some events were
not shown on television (channel A). The majority of events, however, were
broadcast throughout the world on television (channel B). Huge amounts of
licensed Olympic merchandise were produced by many different manufacturers
around the world, using channel C or D as their means of distribution. After the
Games, ownership of the facilities and actual users were largely separated, and
the distribution of sport products now predominantly takes place through
channels A and B. Both before and during the distribution process, facility
planning, physical evidence, process and people are all place variables to consider
in the short and long term. Quality service delivery both during and after the
Games was, and will continue to be, of the utmost importance.
Summary
This chapter described and explained the unique characteristics of the sport
distribution system. Identifying sport products primarily as service products, it
was explained how layout accessibility, facility aesthetics, seating comfort,
electronic equipment and displays, service providers in the facility and facility
cleanliness all have a significant influence on how sport fans and participants
perceive the quality of the stadium or sport centre. In turn, the perceived quality
of the sportscape affects the sport consumer’s satisfaction with the sportscape.
And if sport consumers are more satisfied, they are likely to become loyal users
and/or stay at the stadium for a longer period, spend more money and return to
the stadium or the club more often.
Following the importance of the inanimate stadium or sport centre, the chapter
continued by discussing the four variables of place: facility planning, physical
evidence, process and people. Sport product delivery can be enhanced by
planning and designing the facility to suit customer and management needs.
Providing physical evidence to the intangible sport service product can enhance
distribution of the sport product and the actual service delivery process, and the
people involved in this process are crucial to the success of the sporting
organisation. Where and when to intervene, and how to influence the service
delivery process, were highlighted by introducing the blueprint, or an overview of
the sport service delivery system. The chapter finished with a discussion of
distribution systems, or marketing channels, used to distribute sport products.
CASE STUDY
The future of the sportplace: build it and they will come?
As observed as early as 2003 by Westerbeek and Smith (p. 114):
Although the trend in international sport business is for the importance of gate
receipts as a component of the overall revenue picture to decline, a comparison
of the top three football clubs in Europe shows how important this income
stream still is. According to the Deloitte Football Money League (Jones, 2020),
both Barcelona and Real Madrid, numbers one and two on the list of richest
clubs in the world, still depend on matchday income for 19 per cent of their
overall revenue. For Manchester United (ranked 3) this is 17 per cent. The
compound annual growth rate (CAGR) for matchday income for the top 20
football clubs in Europe still stands at 4 per cent; however, this less than the
CAGR for commercial (8 per cent) and broadcast income (11 per cent).
In the last ten years Premier League average attendance has been on the
increase, peaking in the 2017–18 season with 38,484 fans (Gough, 2019), while
capacity utilisation increased to 96.5 per cent for the 2016–17 season (Lange,
2019).
In the United States, stadium development projects have in a way turned
back the clock. At least on the field, there seems to be a push towards re-
establishing single-purpose stadia – particularly in soccer and baseball. Off-
field, multi-purpose space allocation (office space, restaurants, retail, etc.) does,
however, remain the norm. Baseball teams in particular have recognised the
value of the past, and have embarked on redeveloping existing ballparks or
building new ones that reflect the history and tradition of the game, ensuring
that the architecture blends in with the early 1900s’ inner-city buildings yet
incorporating the latest technology that the modern-day fan requires to enjoy the
game to the fullest: better views; in-seat interactive video screens; multiple
replay screens in the stadium; comfortable seats; automated payment systems at
concession stands; and interactive (augmented reality) technology and games
for kids and adults alike before, during and after the match.
Questions
1. Comment on how the variables ‘facility planning’ and ‘physical evidence’
apply to the different sections of this case study.
2. Comment on how the variables ‘people’ and ‘process’ apply to the
different sections of this case study.
3. Can you think of other standards that may replace ‘cost per seat’ as a better
way to account for facility construction costs? Justify your answer.
4. Assume you are tasked with building a new stadium. What new features
would you include, and how would this open up new opportunities for
sport marketers?
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CHAPTER 8
DOI: 10.4324/9781003270522-11
Chapter objectives
Chapter 8 examines the sport–media nexus and the distribution of sport
content to audiences. Specifically, it describes how content providers and
distributors can generate revenue through advertising and audience
subscriptions, and how this revenue determines the level of media rights
acquired by sport organisations. We outline in this chapter both the nature of
demand for sport media content and the central mix of platforms by which
consumers access sport content. This considers traditional models as well as
emerging platforms for content delivery, and the business models of each. From
a consumer view, consumption patterns, interactivity and engagement are
focuses of sport media distribution. Finally, this chapter describes how sport
programming is measured, and the link between this system of measurement
and how commercial partners assess the value of their investment.
After studying this chapter, you should be able to:
Headline story
The fragmented sport media experience
In 2013 Football Federation Australia (FFA) commenced a seven-year broadcast
deal with Fox Sports and SBS. For soccer fans in Australia, the deal ensured
that all soccer content – including coverage of many popular overseas leagues
(such as the English, Spanish and Italian leagues as well as the UEFA
Champions League) – was available across pay-TV network offerings and SBS
(a free-to-air broadcast channel). All these leagues were already shown on Fox
Sports and, therefore, one subscription to the sole pay-TV provider in the region
allowed access to all soccer viewing needs.
Fast forward to the end of this deal, and the fragmentation seen globally in
broadcast rights could not be clearer. For coverage of soccer in Australia in
2021, fans can choose from:
Network 10 (free-to-air) and Paramount+ (streaming service) for A-League
(men’s and women’s) and all Socceroos and Matildas (men’s and women’s)
matches outside of World Cups
Optus Sport (streaming service) for the English Premier League (EPL) and
the FA Women’s Super League, as well as the 2023 Women’s World Cup
Foxtel (pay-TV) and Kayo Sports (streaming service) for England’s
Carabao Cup (League Cup) and English Football League (EFL)
Championship, Italy’s Serie A, France’s Ligue 1, Germany’s Bundesliga,
the Scottish Premiership and North American Major League Soccer (MLS)
Nine Network (free-to-air) and Stan (streaming service) for Europe’s
UEFA Champions League
Sports Flick (streaming service) for the K-League, Chinese Super League,
Austrian Bundesliga and the Women’s UEFA Champions League.
For fans wanting access to all platforms, it can cost over $80 a month to watch
the game’s most popular leagues and tournaments across multiple platforms
(Samios & Rugari, 2021). As well as the cost, this potentially presents a
complex offering for a consumer to manage. Payments, logins and apps are
needed for all; and this is not to mention local and regional competitions in
Australia, such as the National Premier League, which can be streamed on
additional platforms.
Fundamentally, some components remain the same from the pre-2000s’ structure
of the commercial television industry, where the key value to media rights was
the sale of airtime to advertisers in order to reach consumers. In many cases, the
advertising agency shown in Figure 8.1 acts as a broker, or ‘middleman’, between
corporate clients purchasing advertising time or broadcast sponsorships and the
networks. The price at which airtime or access is sold is a function of a number of
factors, the most important of which are the number of television viewers and the
price and availability of advertising space on suitable alternative media.
Commercial television as the traditional component of the mix uses programming
to influence the size and profile of its viewing audience, which is measured by
independent ratings. What now also exists are new players or buyers in the
market (i.e., streaming platforms that enter the market for sport rights) and new
forms of relationships or flows between broadcast stakeholders (e.g., sport
leagues and teams that package and stream their own media content direct to
audiences).
The principal profit equation for these relationships is to ensure that the
revenue-generating capacity of programming sufficiently exceeds both its cost of
production or acquisition and associated overheads to produce a reasonable return
on investment for the media partner. The models for revenue are discussed later in
this chapter (as they can be different for different formats or platforms) but can
be, for example, subscription- or advertiser-based revenue models. In some
settings, a combination of these models can be offered.
In any setting, to achieve a reasonable return on investment, networks rely on
programming that has the ability to capture and captivate an audience. The series
of relationships shown in Figure 8.1 is driven by the middle circle – the system of
measuring the number of people watching specific programmes. The audience
therefore is the currency used to measure the success of television and media
programming. This figure determines the success or failure of programming and
investment in sport rights and, as a consequence, profitability.
In determining business outcomes like profitability, and aligned with the
‘interest intensity’ that can be applied to situations, stakeholders in the sport
media setting will seek to act in ways to protect their own interests (Turner,
2012). This creates a range of critical issues which are a continuing part of
industry practices and tensions. For example, to ensure that networks and rights
buyers maximise their revenue and profits, programme directors and media
executives are increasingly influencing the scheduling of games and events. The
balance between playing at times conducive to optimum athletic performance and
playing at times best suited to optimise ratings is one aspect of the sport–media
relationship that creates tension and has the potential to upset the mutually
beneficial relationship currently in existence.
At its best, television sports is the finest programming television can offer. In
many respects, sports may be the quintessential television program format,
taking fullest advantage of the role TV plays in our daily lives. Sports on TV
have visually attractive elements – splashy colors, attractive locations,
motion and movement galore. They have expansive vistas, exquisite details,
and larger-than-life images … There is drama, tension, suspense, raw
emotion, real anger, unvarnished joy, and a host of other responses. Most of
all you are watching real people compete for real, as unsure of the outcome
as the viewer. In sports TV the ‘bad guy’ of the script often wins, unexpected
things happen, virtue doesn’t necessarily triumph, and goodness is not
always rewarded. (Klattell & Marcus, 1988, p. 4)
Distribution platforms for sport programming: from free-to-air to
digital streaming
More than 30 years after Klattell and Marcus articulated why sport and television
were such a good match, sport programming remains in demand and is a ratings
winner. However, there is now a mix of platforms by which consumers access
sport content. Figure 8.1 provides a framework to explore the changing role and
power of stakeholders, and new ways in which entrants are engaging in rights
markets. In line with this, consumption patterns – such as how viewers access and
watch a broadcast, as well as how they engage with sport and media channels
beyond a match-day broadcast – are also important. There are also implications
for valuation and measurement (i.e., how popularity is measured) as well as
regulation and sport media contracts. Ultimately, at the heart of this change and
innovation is technological change, which has driven a shift from linear, satellite
and free-to-air television towards a plethora of digital channels. Much of the
technology associated with this change has been dependent on the increasing
bandwidth or the capacity to distribute content. In short, digitised information can
be made to take up much less space than analogue signals, and therefore
transferred and received much more effectively (Todreas, 1999). As well as
increased digitalisation and technology, the business models for underpinning
different sport and media provisions have shifted, as discussed below.
Digital channels
Such individual-level consumption via pay-per-view provided a window to the
future. The late 2010s saw the widespread adoption of streaming platforms or
‘over-the-top’ (OTT) digital delivery of media and entertainment content
globally. This led to many viewers switching their media and entertainment
consumption to a range of streaming and digital television services for sport as
well as for other entertainment genres. In some markets, this led to the process of
‘cutting the cord’ for many consumers (or the movement away from cable or pay-
TV forms, to be replaced by digital streaming). This change has had major
implications for sport. The first is in delivery, where information and content is
passed or distributed digitally via internet services or protocols to provide secure
and reliable delivery of entertainment video and related services to subscribers.
This provided new ways and new models for not only sport matches and games
but also a range of associated sport content to be created, distributed and
consumed with greater ease and efficiency. Second, major structural changes have
occurred in broadcast markets. This has seen existing providers of free-to-air or
pay-TV operations create streaming platforms, or new streaming platforms enter
the market for sport rights. For example, Amazon and Twitter (NFL) and
Facebook (FA Cup) are among platforms that have broadcast live sport events.
Direct distribution by sport organisations, where leagues and teams package and
stream their own media content direct to audiences, is also evident. Media
channels can focus heavily or exclusively on one sport (e.g., the Golf Channel or
Ultimate Fighting Championship (UFC) Platforms), one league (e.g., NFL
Network or NBA League Pass) or a single team (e.g., Yankees Entertainment and
Sports in the USA or Real Madrid TV in Spain). Likewise, media companies and
platforms such as DAZN, ESPN and Kayo (Australia) have arrived in global or
domestic markets.
The major impact of the digitalisation of sport media content is platform
fragmentation, where the landscape is changing substantially due to the growing
number of ‘niche’ channels. It should be noted that digitalisation has also driven
the proliferation of sport media where the match, game or event is only one focus
of value. With the advent of many channels and platforms, the focus on additional
magazine-type shows, segments, highlights, interviews and short-form content
about or related to the sport has swelled. This has provided not only additional
content from promotion of the sport, but also more opportunities to brand or
commercialise the content generated for such platforms. Previously, free-to-air
and pay-TV platforms did not provide scope for additional content to be used or
broadcast alongside or in addition to match broadcast. However, the ‘on-demand’
or ‘24/7’ nature of digitalised streaming services and the presence of social media
as communication platforms provide more scope to generate a wider range of
content for different audiences.
SPORTVIEW 8.1
Interactive sport and the ‘second-screen’ experience
It is emerging as common practice for sport fans to engage with additional
mobile devices as they watch sport on television. Research states as many as 70
per cent of people watching TV simultaneously use a second screen to keep
themselves occupied or entertained (Hallbäck, 2020). Whether used for
communicating with friends, engaging with statistics and data, playing fantasy
sport or browsing merchandise, this practice represents an emerging form of
behaviour for many sport fans.
This is known as the ‘second-screen’ phenomenon, where another device
becomes an interactive part of regular television viewership (Blake, 2016).
Permeating life, apps are available for many needs, with smartphone and mobile
use an established part of daily life for many. For evidence that sport is a
primary candidate for second screening, look no further than the traffic on social
media channels when sport is broadcast. This provides a clear indication of the
opportunity and scope for wider engagement than the primary screen, with
opportunities for interactive sport experiences greater than ever.
Pfeffel et al. (2016) note that the activities of second-screen using sport fans
could be classified as functional (e.g., involving statistics, commenting and
discussion) or social (talks or discussions, including expert Q&As), or related to
gaming and competition (quizzes, voting, raffles). Each of these areas is aligned
with the idea of consumer engagement (Brodie et al., 2011, 2013), with
affective, cognitive and behavioural dimensions prominent in the consideration
of such activities. Put simply, these features, used alongside sport, can be
designed to provide enjoyment or hedonic value, a way to learn and process
relevant information, and a way to impact or extend consumer behaviours
linked to a sport event.
Apps from sport organisations, leagues or teams are prominent settings
where sport organisations design second-screen experiences to complement
broadcasting. Formula 1 presents an advanced example. Here, the apps and
platforms allow viewers to customise their experience with alternative audio
and visual streams (for example, the choice of multiple driver cameras or
alternative commentary), access differing levels of statistics and technical data,
and engage with other fans via voting, competitions and discussions.
As well as more customised experiences that allow the viewer to ‘co-create’
and extend their media experience, the second screen is evolving towards more
immersive experiences. For example, integration with other connected devices
and embedding media experiences with augmented and virtual reality provide
examples of a transition towards deeper forms of engagement and interaction
beyond the primary screen.
Digital distribution, and the enhanced scope for engagement and interactivity
(evidenced in Sportview 8.1), provides significant implications for sport media
groups and consumers. Further, the opportunities arising from technological
developments such as digital television need to be considered carefully by sport
marketing managers. These implications extend beyond the value of television
rights, and include: an understanding of where control and rights within contracts
start and stop (for example, audio-visual content rights vs. data rights); how to
structure and commercialise new assets such as apps and interactive experiences
with sponsors and partners; and how to most effectively provide a setting or
platform through which consumers can actively create, and engage with, the sport
experience they desire.
In discussions of audience enjoyment, and as noted above, interest in sport as a
media product now extends well beyond the matchday. As well as the 90 minutes
of a football match or the three or five sets of a tennis Grand Slam, media
platforms, advertisers and consumers have greater collective interest in more
forms of content. While highlights shows, detailed analysis, injury reports and
lifestyle shows leveraging sport assets are more common, this can even extend to
reality shows. For example, The Ultimate Fighter, a US reality show channelling
the fortunes of a group of mixed martial artists, has exceeded two dozen seasons
and provided a platform to successfully grow UFC audiences. Cricket and
Australian Rules football have done the same. As well as audio-visual content or
shows, the emergence of data rights has seen sport statistics and athlete data
become viable rights assets on their own. Clearly, there is an emerging demand
for enhanced data and statistics, be it the heart rate of an archer, the speed of a
wide receiver, the distance covered by a soccer player or the speed or velocity
generated by a baseball pitcher. This in itself leads to some questions. For
example, who owns this data, and how is it best used?
In addition, traditional broadcast aspects can provide new opportunities when
transitioning to a digital media setting. The perimeter advertising common at
sport events is one example. While sponsor or advertiser branding around a
soccer or hockey pitch is not new, virtual advertising – made possible by digital
technology – highlights the concurrent opportunities and complexities new
technologies create for sport managers and media executives. For example,
virtual advertising can be incorporated into a telecast without disrupting the
spectators’ view, and can be customised to communicate a different message or
brand in different markets, or to different customers. For example, those watching
a game in Europe may see different brands than fans watching in Asia. Equally,
viewers known to be older may see different advertising from that shown to a
household or on a device known to be watched by younger viewers. Hyper-
customisation in sport media is yet to fully evolve, but a lens to a data and digital
future projects a setting for more customised advertising, and unique and targeted
messages to be sent from organisations to consumers. Ultimately this should add
further value to commercial partners looking to leverage associations with sport.
In sum, specific to digital considerations, we see a proliferation of content
options and providers, all of which are relatively easier for consumers to access
via apps and smart devices. With less reliance on terrestrial or linear television as
the only platform for sport consumption, the ability of fans in diverse
geographical markets to access platforms and content is more fluid than ever.
While providing wider coverage of major sports may secure higher rights fees,
comparatively lower production costs for content creation and distribution also
create opportunities for non-commercial sports to secure a platform to
communicate their content with fan bases, even if those fan bases are small.
SPORTVIEW 8.2
Super Bowl: still the jewel in the advertising crown
The pinnacle of the NFL, the Super Bowl, continues to be the flagship event for
advertising in annual sport events. In 2021, the CBS network generated a record
US$545 million in advertising spending (Dang, 2021). This utilised 57 minutes
of commercial time, with a 30-second ad costing an estimated US$5.5
million/A$7.11 million (Pash, 2021). While experts may differ in their views
about the value of advertising during the Super Bowl, the fact the annual
amount paid to be part of the advertising mix has doubled since 2010 (Gough,
2021) suggests that the event remains a premium opportunity, punctuated with
mass audience numbers of around 100 million.
The Super Bowl used to be a fairly simple event for marketers. A brand
would purchase a spot, develop a high-impact commercial, run it and hope that
all worked well. Apple’s ‘1984’ spot is a perfect example of this approach:
Apple secured a space, developed a remarkable piece of advertising and ran it.
But the concept of Super Bowl advertising has changed fundamentally; it is
now far more complex and challenging. Overcoming distraction presents one
issue, with smartphones and other devices fighting for attention during
commercial breaks in telecasts. The fragmentation of audiences and social
media platforms are also providing new opportunities to communicate broadly
and engage with other people and with brands, providing further competition for
audience attention.
Responding to such factors, the recipe for Super Bowl advertising has gone
from being a central part of a single television event to being part of a wider or
extended campaign. Effectively, branding alongside the Super Bowl is now
about managing an entire multimedia campaign, not just one TV spot.
Brands now focus campaigns on the weeks leading up the Super Bowl. There
is also increasing interest after the event, with additional engagement with
content on social media channels following the airing of the game. In addition,
digital and social media campaigns are becoming part of an integrated approach
to Super Bowl advertising. Brands will often seek to extend the advertising
impact by stimulating or generating discussions and conversations and running
competitions and contests, often utilising large social media accounts and
followings.
The Super Bowl has a strong record of propelling effective impacts for
brands in cases where creative aspects are well developed and have been well
received. Counter to this, poorly received advertisements can damage brands.
The Super Bowl as an annual window for brands is more popular than ever for
advertisers and their agencies; but the execution, as part of wider and more
integrated campaigns, is also more complex than ever.
Issues in measurement
Methods that have been used in linear measurement commonly involve a
relatively small sample, posited to be representative, and have been widely
adopted as the major focus on television audience measurement. However,
mirrored in global markets, despite developments in analogue and early digital
measurement, there have long been limitations to these systems. The need for,
and issues related to, manual entry was over time mollified; but limitations on
accuracy, as well as understanding how digital streaming and mobile devices
could be integrated, have long presented a need for disruption of the system.
Some issues of accuracy have been enhanced when audience measurement is
considered in digital or streaming settings. Digital behaviours are by nature more
measureable, and the ability to accurately see the number of people watching,
viewing and engaging in real time or on delay, is comparatively easier. It does not
require sampling as complete behaviours of subscription bases are, in theory,
much easier to track. As such, digital tracking provides a much more robust and
reliable form of audience measurement.
There are other benefits and metrics within digital settings that can be
considered advantageous. Demographic data on the subscriber or consumer,
accurate data on what other programming viewers watch, how they concurrently
engage with connected devices or other apps, and how they respond to click-
through offers or supplementary content are examples. Further, more accurate
data on how much of a programme an individual watched and when they entered
and exited a programme is available via digital streaming measurement. In short,
a greater level of individual-level data can be utilised to measure and report sport
audience and leverage and shape the offerings of the platform, as well as the sport
and commercial partners. In the same way, digital sign-ups as part of a
subscription process offers similar potential to capture, use and report high levels
of quality and in-depth data on subscribers. A sport organisation or streaming
platform may sell access on an annual or weekly basis, but the nature of knowing
who the customer is and what other digital behaviours the subscriber undertakes
are obvious advantages.
However, while the accuracy provided by digital measurement presents
advantages, there remain limitations. Specifically, the nature of fragmented
audiences for sport viewing is potentially problematic. For example, if a sport has
free-to-air and streaming platform measures, are they adequately comparable?
One may use ratings or share, while the other might use streamed minutes.
Therefore, ensuring accuracy between and across measurement forms is
important until such a time as digital streaming is fully adopted. Further, where a
household may share logins, this can cloud the accuracy of individual-level
demographic data. Despite these issues, there is ample confidence that digital
processes represent an advance on audience measurement of decades past.
Summary
This chapter positioned as critical the nature of the sport–business–media
relationship. Media rights to sporting events are one of the most visible and
talked-about components of sport marketing; and media networks and platforms
across the world pay huge sums for the exclusive rights to broadcast events such
as the Olympic Games and World Cup soccer. The stakeholders in sport–media
relationships included rights holders, media organisations and advertisers, as well
as consumers. The complexity of stakeholders is amplified by the growth of
media/broadcast platforms and the fragmentation of modern consumption
options. Specifically, OTT and streaming platforms have joined free-to-air and
pay-TV as prominent distribution forms. For these, business models can be
differentiated, but are generally dependent on subscriptions and/or advertising,
both of which are functions of, or closely related to, audience size.
Relevant economic factors were introduced, and characteristics impacting
demand for sport content were discussed. It is critical to embed understanding
that sport has much value as a live product, but that the value in sport content,
particularly in the digital setting, extends beyond just the live match or game.
Further, while revenue is one important factor, there is a wide range of
promotional and marketing considerations and opportunities for sport
organisations, media bodies and advertisers. These include other major marketing
benefits such as promotion, exposure and scope to enhance the interactions and
engagement of consumers. Indirectly, televised sport has the potential to attract
viewers to the live event or other forms of consumption, and is therefore an
important consideration when framing marketing and promotion mix decisions.
Finally, aspects of measurement and legislation remain critical considerations.
Given fragmentation in broadcast channels, measurement is inherently more
difficult than in previous years as consumers now use a combination of linear and
digital channels to access sport content. However, the digital environment does
provide opportunities for deeper and more accurate capture of audiences, and
more nuanced understanding of their engagement. Therefore, the way digital has
impacted sport distribution is similar to the impact that will be seen in the various
forms of sport-marketing promotion in the following chapters.
Case Study
Regulation of sport rights: televised sport as a social good?
Sport rights represent major revenue streams for many organisations, and are
primarily how most people engage with commercial or professional sport.
However, despite the commercial growth of sport, sport broadcasts have long
been seen as public goods, or as goods of public interest. This is particularly
true when considering the role of sport for national audiences, where it can play
a defining role in the formation of national identity and collective interest. As
such, we can see how it can be of interest to sports and governments to
maximise access and availability of sport rights to public audiences. In fact,
there is evidence of some rights holders even selling rights for less money to
keep their sports on free-to-air channels (rather than accept more lucrative pay-
TV deals that would limit the availability and visibility of the sports).
Related to this, national broadcasting rights and television licensing markets
are often heavily regulated. In the case of Australia (as well as other global
markets), sport media rights are vastly impacted by tough anti-siphoning rules
designed to ensure sport remains accessible. Concurrently, those laws prevent
pay-TV and pay-for-service platforms from making consumers pay for what is
deemed nationally relevant content.
The Australian Communications Minister has the power to ‘declare’ a
sporting event be listed as a ‘Tier A’ or ‘Tier B’ event. Tier A events include
‘nationally iconic’ events that must be televised live, while Tier B refers to
‘regionally iconic and nationally significant’ events that must be shown within
four hours of kick-off/start time, allowing them to schedule coverage to
maximise audience capture. Protected events on the Australian Anti-Siphoning
List include:
By legislating the protection of these events and ensuring they are transmitted as
free-to-air broadcasts, the scheme lowers the risk of subscription broadcasters
obtaining exclusive rights to televise events of national importance and cultural
significance. Inherently, this significantly advantages free-to-air TV networks
and audiences. It also limits the potential pool of buyers for sport rights. For
example, listed sport leagues or events will be limited in the number of
broadcast platforms they can buy rights to, and thus fully showcase their games.
The legislation dates to 1992 when the Broadcasting Services Act detailed
the Australian anti-siphoning rules. Initial rules stated that pay-TV licensees
were unable to acquire rights to televise listed events until such rights have first
been acquired by the Australian Broadcasting Corporation (ABC), the Special
Broadcasting Service (SBS) or commercial free-to-air broadcasters who reach
more than 50 per cent of the Australian population.
The ABC was one group that benefited from this arrangement, as noted in a
2001 position paper:
As a relatively small and young nation competing against economically
and politically powerful countries with long histories and strong cultural
traditions, sport is one area where Australia has been able to demonstrate
some superior abilities and consolidate a sense of national spirit. Free-to-
air television has helped foster this and the ABC believes audiences should
continue to be offered a wide variety of sporting events on free-to-air
television, particularly events of national significance. (Australian
Broadcasting Authority, 2001)
Over time, the list attracted arguments as to its role and its scope. In 2015,
subscription TV group ASTRA suggested there was scope to remove some events
and sports without significant ‘impact’. ASTRA CEO Andrew Maiden stated in
the Sydney Morning Herald (Mason, 2016):
Aligned with this view, changes to the list have been evidenced. For example,
the English FA Cup Final, finals of the Wimbledon Championships and the US
Open, international netball matches and a number of golf events were removed
from the list in recent years.
However, pending further changes, the current broadcast anti-siphoning list
will remain in effect until April 2023, and perhaps well beyond this time. In
announcing the extension, the Hon Paul Fletcher MP gave a commitment to
continue to review the list ‘as part of its reforms to support broadcasters and
enhance the quality of services and content available to all Australians’. Further,
he noted:
We recognise that many Australians have strong views about being able to
watch culturally significant events for free. It is clear that the current anti-
siphoning list requires review to make sure that it continues to meet the
expectation of Australian audiences. We also need to consider the impact
that COVID-19 has had on how live sporting events are broadcast and the
associated changes in deals negotiated between broadcasters and rights
holders. (Fletcher, 2021)
The ongoing preservation of the list presents a number of issues and potential
conflicts. There are questions around its impact and the parity it offers to buyers
within sport rights markets. For example, does it unfairly restrict the market for
larger sports, or benefit some broadcasters (e.g., free-to-air) more than other
narrowcasting platforms or OTT buyers. Further questions concern the scope of
the list in terms of whether streaming platforms, given their increasing use and
accessibly, should be considered similarly to free-to-air platforms. In many
cases, major commercial networks have both a commercial free-to-air licence
and a streaming option (e.g., Nine Network and Stan or Network Ten and
Paramount+). This provides some flexibility in terms of how they might buy
and broadcast content that is listed.
Finally, the scope of listed events commonly raises questions as to whether
the listed events are the right ones. Do they represent programmes of national
importance or cultural significance? Who should make this decision, and how?
Questions
1. Do you support the idea of legislating sport rights to ensure sport is visible
and accessible for public audiences? Do you believe it is necessary in the
current environment?
2. Consider the stakeholders of sport media as presented in Figure 8.1.
Controlled media rights may have unintended consequences for some of
these parties. What might some of these be, and how might the view of
different stakeholders differ?
3. Consider other markets you may be familiar with or have access to
research for. Can you find evidence of similar or related legislation? Is
there evidence of how markets or sports are advantaged or disadvantaged
based on the approach they take?
4. Access and consider the current version of Australia’s anti-siphoning list
(or a similar list in your region). Are there any changes you might
recommend in terms of the listed events and how they are structured? What
are the key variables you might consider when assessing whether a sport or
event is of national importance or cultural significance?
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CHAPTER 9
Sport promotion
DOI: 10.4324/9781003270522-12
Chapter objectives
Chapter 9 introduces sport promotion as a tool used in an integrated manner
to achieve communications objectives and stimulate demand. It begins by
defining communication and providing a model of communication that
underpins the promotions process. It then considers the development of
promotions, including trends influencing the current promotions landscape. The
importance of an integrated mix is then discussed before the components of the
sport promotions mix are introduced. Traditional elements include advertising,
public relations and publicity, and sales promotions. Digital marketing in sport
is also discussed, enhancing the ways in which marketers engage fans. This
chapter concludes with focus on a process for selecting and developing a sport
promotions mix.
After studying this chapter, you should be able to:
Headline story
BBQs and superheroes: the changing face of cricket promotion
The case of promoting shorter formats of cricket to the modern Australian
audience highlights changes in the communicated messages over different time
periods, as well as different promotional mix options available to sport
marketers. While traditional forms of the game were limited to basic white
uniforms and matches that would span a few days, formats such as 50-over
One-Day International (ODI) and 20-over (Twenty20/T20) have emerged which
have enabled new, innovative opportunities to promote the sport.
In Australia, the governing body and custodians for the sport, Cricket
Australia (CA), began to promote the 50-over game with the ‘Summer’s Biggest
Dress-Up Party’, which focused on the Australian summer themes of barbecues
and backyard sport. Distinct from previous promotions that emphasised the on-
field product, this specific campaign did not show match highlights and barely
featured athletes. Instead, it emphasised a house party with enthusiastic guests,
DJs, drinks and a few recognisable players warming up for a backyard game for
good measure. The success of this promotion was in its clearly defined
communication of the social experience of the sport event, and a movement
away from the sport and its athletes as its core.
However, T20, a faster, more high-powered variant, arrived on the global
cricket scene and change was required to frame this new offering to fans.
Specifically, the cricket calendar was now saturated with multiple products –
Tests, ODIs, T20 – and Cricket Australia had a keen opportunity to promote the
game to a new demographic, families and kids. The resulting promotional
campaign was named the ‘League of Heroes’, focusing on the extraordinary
abilities of athletes playing in Australia’s T20 format, the Big Bash League
(BBL). Unlike the Dress-Up Party, the League of Heroes emphasised a family-
friendly environment full of colour, music and fun. The ensuing television
campaign focused on youth fans in the crowd, painted faces, wigs and
noisemakers, as well as images of lightning, electricity and pyrotechnics.
In short, these campaigns send very different messages to fans in the market.
Cricket Australia targets young professionals looking to enjoy the summertime
environment and themes associated like barbeques, drinking and engaging with
friends with its 50-over product. Conversely, the organisation focuses on the
next generation of fan through its T20 product, highlighting the family fun at
this short-form product. In both cases, Cricket Australia is able to connect
different products to two entirely different groups, expanding its core base of
consumers.
Defining promotion
Promotion is the way sport marketers communicate with potential consumers to
achieve communication objectives such as informing, reminding and persuading.
Promotional campaigns like those in the cricket example above commonly utilise
many integrated tools to contribute to awareness, image, consideration or sales
goals that ultimately contribute to organisational success and sustainability.
Promotional goals can focus on a wide range of outcomes: from encouraging
consumers to become aware of product or service offerings, to communicating
features and benefits of new or enhanced products, to articulating competitive
advantages. Further, promotion can reinforce the position of a brand or
organisation; it can make customers aware of important information, such as
distribution channels; or it can be used to help develop favourable opinions with
the intention of stimulating consumers to purchase or use a product or service.
As such, promotions must communicate a distinct and clear ability to fulfil
customer needs, with a view to ultimately creating demand for consumption
within a market. A promotional strategy is defined as an integrated programme of
communication activities to present an organisation and its products or services to
customers (Belch & Belch, 2021). This may be focused on creating generic
demand for a particular product category (for example, an industry-wide focus on
communicating health and fitness benefits) or brand demand relevant to a more
specific organisational unit (a specific club, programme or association).
Additionally, a manufacturer may promote one element of a product, which might
stimulate demand for that component, and indirectly stimulate demand for a
particular brand. For example, Lycra manufacturers promote the attributes of
Lycra, which indirectly stimulates demand for products made using the fabric,
such as fitness and cycling apparel.
Irrespective of the type of demand, the audience targeted by the promotion
strategy invariably remains the same. Current and future customers, stockholders,
the public at large and special-interest groups are all existing or potential
consumers. However, responses to promotion strategies will vary based on
myriad consumer behavioural factors and models of response to messages. Given
such differences, sport promoters need to tailor marketing strategies in order to
attract specific consumer groups. This is achieved by fully comprehending the
stages of promotion-strategy development, and then manipulating the promotion
mix to suit target segments.
There are many kinds of promotional activities that can be used
simultaneously as part of a promotion or integrated marketing communication
(IMC) mix. Well-planned and executed promotional strategies should comprise a
range of ‘seller-initiated efforts’ that can access channels to inform and persuade
(Ray, 1982). The controlled and integrated nature of a promotional strategy
requires careful consideration of aspects such as alignment with wider marketing
objectives and message and strategic integration, as well as timeframes, cost or
budgets and quality of message and creative elements.
It is important from the outset to differentiate between the wider marketing
strategy and the promotional strategy. The latter is only one of many of the ‘Ps’ of
marketing, and is limited to the communication strategies inherent in a wider
marketing strategy. Marketing objectives of a sport organisation may include
increasing market share, participation or revenue. While promotional objectives
should be aligned, they should be focused on specific communication objectives
that can help deliver these broader, higher-level outcomes. Although promotion is
impacted by price, place and product, the aim of promotion – to inform, persuade
and remind – clearly demonstrates that it is a communication tool within the
wider strategic marketing mix.
Communications model
In order for promotional strategies to have their desired impact, they must
successfully transfer messages through a communication process. An
understanding of how a message is transmitted and the processes by which the
consumer receives and processes communication is required in order to
adequately develop relevant strategies. Communication is said to have taken
place once information processing has occurred – that is, once an individual
attends to a message and attributes importance to it (Cravens & Piercy, 2012).
The key components in the sport communication process are the source, the
message, the channel and the receiver (Pedersen et al., 2021). The process begins
with the sender or source, which may be an organisation or individual. Once the
context has been established, any resulting message is encoded by its source and
decoded by its receiver. Messages do not always need to be verbal, as non-verbal
cues are often just as prevalent. The use of visual scenes containing previous elite
performance or competition to promote an upcoming event is an example of a
non-verbal message.
The message or content is executed and communicated via a channel.
Channels can be any kind of medium, ranging from personal, customised
communications delivered face to face, to digital means such as email and social
media platforms; or physical forms such as letters, brochures or sales tools. In this
sense, the communication can take the form of a one-to-one or one-to-many
interaction. Considering message, often the more effective sport promotions use
simple, non-confrontational, unambiguous messages to highlight a service or
product. Nike’s ‘Just do it’ is an example of this. Likewise, Indian Premier
League (cricket) team Rajasthan Royals use Halla Bol (‘Raise your voice’), a
basic but powerful message around which to centre fan communications
campaigns.
The final element – the receiver’s perception following decoding – may then
be shared or transmitted further. While the complexity in communication arises in
the encoding and decoding processes, the components remain the same for a
variety of communication examples. In a traditional advertising context, the
message may be delivered to the consumer through radio, television, billboards
and print media. As a further extension, an original recipient of a message may
also become a source – for example, if the recipient were to share the message
within their own network. The message can be transmitted and received by
individuals or networks in the same manner, either through word of mouth or via
digital means (for example, through social networks). Thus messages originating
from trustworthy sources – whether they are brands or individuals (friends or
endorsing athletes) – can play a big role in the success of the communication and
its reception.
Consumers are often faced with highly cluttered markets, and are exposed to
multiple brands, products and messages each day, or even each hour. The greatest
inhibitor or source of interference to successful message conveyance is noise.
Noise can be physical or psychological, or simply an unintended interpretation or
decoding of a message. There is therefore a need for targeted placement, as well
as for clear, consistent, reinforced messages that will be received in the best
possible way by consumers.
SPORTVIEW 9.1
Endorsements: athletes as communication sources
Endorsements are an increasingly common form of promoting products and
services through leveraging the popularity of a sportsperson or athlete. Similar
to sponsorship and product placement, an athlete is retained as the spokesperson
or ‘face’ of a brand. The process seeks to gain attention and awareness, and to
transfer the goodwill and image of the individual to the brand itself. As such, fit
or congruence between the two parties – either in product or brand traits – is
sought.
As an example, BioSteel, a sports nutrition brand, has been endorsed in
Canada by a range of athletes and personalities (past and present), including ice
hockey legend Wayne Gretzky, perennial basketball all-star Andrew Wiggins
and double Olympic gold medallist in trampoline, Rosie MacLennan. Specific
products from BioSteel’s five-category range (hydration, proteins, everyday
essentials, stackables and merchandise) have been aligned with relevant
athletes, such as MacLennan (a notable vegan) and its plant-based protein
supplements, with mass media advertising used to leverage the endorsement
strategy. These campaigns have helped propel BioSteel as a major player in a
highly competitive space with incumbents like Pepsi-Co (Gatorade) and Coca-
Cola (Powerade). In this case, the athlete is a communication source, and
delivers a message that seeks to raise awareness, details the product benefits and
encourages consumers to purchase.
The use of an athlete to convey messages about a product seeks to create a
more memorable communications experience, ideally leveraging the source’s
credibility and value as a brand ambassador. But what are the characteristics
that drive this connection? Organisations need to consider the choice of athlete
carefully, as the arrangement can quickly turn negative if the athlete is involved
in a scandal or exhibits poor behaviour. Commonly, organisations use the
dimensions of awareness, likeability, trust and appeal to consider how an athlete
might influence brand affinity, consumer behaviour and purchase intent.
advertising
public relations and publicity
sales promotions
personal selling
direct marketing
promotional licensing
digital marketing.
Advertising
Advertising represents the obvious form of sport and event promotion, and is
defined as a form of one-way communication where a marketer pays someone
else to have their product, brand or organisation identified. In its traditional form
it is a non-customised, one-to-many, mass media promotion tool (that is, all
consumers receive the same message), the success of which is heavily reliant on
brand identification, clarity of message, visual or audio stimulants, and generating
impact and reach through media decisions about placement.
Common examples of advertising include television commercials, magazine
and newspaper advertisements, radio spots, website pop-ups or static adverts,
social media advertisements and outdoor advertisements such as on billboards or
public transport vehicles and shelters. Traditionally, TV or other media have
garnered the largest share of advertising spend; however, as a promotional tool
and revenue stream, digital advertising now generates the largest growth rates,
with considerable spend through Google and Amazon services.
While the sport organisation, event or brand may choose to advertise its
products or services through any of these means, venues and other physical
locations also provide opportunities for sport organisations to generate revenue
through the sale of advertising opportunities. Specific to sport, some of these
include advertising opportunities through scoreboards and the playing field. For
instance, in Der Klassiker – the name given to football matches between the
German teams Bayern Munich and Borussia Dortmund – multiple advertisers are
displayed on the LED banner signage set up at field level (around the perimeter of
the pitch), and some even paint their brands in three-dimensional perspectives,
targeting fans in the stadium and watching on television.
Sales promotions
A sales promotion is a short-term activity with the primary objective of providing
an enticement or incentive to purchase, or of stimulating a short-term or
immediate increase in sales. Consumer-focused promotions include samples,
coupons, premiums, contests, sweepstakes, refunds and rebates, bonus packs,
price-offs, loyalty programmes and event marketing. They can involve the
creation of value through either price or non-price approaches.
Sales promotions based on price can include two-for-one deals, group or
packaged discounts, or free product trials. Often these are directed towards
children, which influences family attendance and consumption, or other segments
of new or casual users. For example, sport teams or leagues may reduce ticket
prices for games later in the season or for those with lower demand in order to
attract new fans or people who only attend sporadically. Such a strategy seeks to
communicate affordability and added perceived value while giving the
organisation opportunities to use other strategies within the game experience to
convert such fans into relational customers.
The use of giveaways – such as caps, drink bottles, posters or, the most
popular modern giveaway, bobbleheads – is an example of non-price promotions,
where additional value is offered to attendees. Other examples of sales
promotions include the chance to enter a draw or win a prize, which can double as
at-ground entertainment. For instance, it is common for one lucky attendee to
have a chance to win cash or prizes by making a half-court shot in basketball or
kicking a field goal in American football from 50 yards (46 metres) out.
In these instances, integration becomes possible as a brand or sponsor may
partner the promotion. For example, in US collegiate basketball, a particular
sponsor will cover a student’s tuition if they can make a half-court shot during
half-time. Additionally, sales promotions can be activated by non-sport brands
and products – that is, a case of marketing through sport. A successful example of
this is the case of the Budweiser goal lights that were given away with purchases
of the brand’s beer during the 2018 PyeongChang Winter Olympic Games. The
lights, mimicking the ice hockey lights that turn on to signal a goal is scored,
were integrated with Canada’s ice hockey teams such that they would light up
when a goal was scored in real life. Sales of Budweiser products spiked during
the Games, which was especially important as the company was not an official
supplier or sponsor of Team Canada. Sales retuned to par in subsequent parts of
the year, demonstrating that a sales promotion’s primary effectiveness is as a
short-term transactional tool that requires more attention to turn product trials into
sustainable revenue or sales sources.
While sales promotions are most commonly used to target consumers as an
incentive, bonus or additional value-add to buy the sport product, they can also be
relevant for retailers or trade partners within the distribution network. This makes
sales promotions effective tools at multiple points of the marketing distribution
channel. Trade-oriented promotions include contests and dealer incentives, trade
allowances, provision of point-of-purchase/sale displays, training programmes,
trade shows and cooperative advertising. In fact, sales promotions – particularly
for sporting goods – often need the assistance of retail or distribution partners to
be effective. For example, a two-for-one purchase of items such as shoes or packs
of tennis balls needs to be activated in-store or at the point of purchase, requiring
the support of retail partners.
SPORTVIEW 9.2
A promotion a day: promotions in Minor League Baseball
Consider the job of marketers for Major League Baseball (MLB) clubs. Each
team plays 162 games in a regular season, with 81 home games spread
throughout weekdays and weekends, and afternoon and evening affairs. Even
when factoring in the most loyal fan bases and attendees, it becomes necessary
to focus attention on a wide range of fan segments to generate crowds for each
game. As such, a creative range of sales promotions becomes a key tool to
deliver additional value and incentives that keep bringing fans to ballparks.
Looking at many team schedules, many home stands are highlighted by a
specific promotional event. The event might be linked to giveaways or special
offers for a certain number of attendees; it may celebrate a historic figure,
anniversary or cultural heritage; or it may be targeted at a specific fan group or
sponsor.
Additionally, at the Minor League level of baseball (MiLB), there is a similar
need to use promotions for the same outcomes. Here, the quality of play is
lower than in MLB games, and many teams reside in smaller markets. The
challenge of developing creativity in promotions at this level has been met by
teams’ marketers, resulting in some innovative concepts. Among them have
been ‘Silent Night, where fans were encouraged not to talk or cheer creating a
silent atmosphere, and ‘Second Chance Night’, which allowed traffic violators
or those with fines to purchase two-for-one tickets. This night also included free
entry for probation officers, and mug-shots and holding cells as part of the
entertainment. Finally, ‘George Costanza Night’ was held in honour of an
episode of the TV show Seinfeld in which a character does everything opposite
to the way he would normally, with great success. As a tribute, everything at a
particular game was done backwards. This included use of the scoreboard; fans
being rewarded rather than paying for parking; tiers of seating prices being
inverted; players wearing opposite home and away uniforms; and the night
concluding with players asking for fans’ autographs.
In all these cases, from sponsor-engaged nights to other themed events, the
characteristics of sales promotions are visible and consistent. Organisations seek
to induce short-term responses or impacts on sales by temporarily offering
additional value or incentives.
In both the consumer and trade sense, sales promotions are a good example of an
integrated form of promotion in that they are generally supported through other
areas of the promotions mix. Here, advertising, personal selling, PR and publicity
may form part of the process of building awareness and distributing coupons or
physical vouchers that facilitate sales. This represents one of the advantages of
sales promotions: measurability of the investment made in sales promotions
through the inbuilt ability to track respondents and their resultant behaviour. By
recording the number of vouchers or coupons used, or the number of times a
promotional code is entered, organisations can track customer response, and
ideally determine future promotions for customers. As such, while sales
promotions are generally temporary in nature, measurement can provide evidence
of developed long-term customer relationships as a result of introductory
approaches.
Personal selling
Personal selling involves selling through individual and personal communication,
usually over the phone, face to face or through an internet portal. It is explained
as a systematic process of identifying prospects and needs, determining and
communicating a strategy, and evaluation (Evans & Berman, 1987).
Personal selling to consumers is most relevant in certain circumstances and for
certain forms or types of goods and services – for example, where product
purchase is a complex or highly involved decision, or where features may require
demonstration, trial or a greater level of information than delivered in advertising.
Personal selling is also appropriate in situations where aspects of the product can
be customised, or where price is flexible or negotiated. Some examples of
appropriate uses of personal selling may involve expensive equipment such as
golf clubs (where trial is important) or high-involvement products such as season
tickets (which require both consumers’ money and time), where there may be a
need to explain benefits to new consumer or acquisition targets.
While personal selling is an important aspect of promotion, it is often linked
with other IMC activities to maximise its impact – for example, it can be
combined with advertising campaigns or PR to generate leads, initial awareness
or interest. The direct and interpersonal communication aspects of personal
selling often make it a resource-heavy component of promotion. Developing trust
and effective relationships can require much time and effort; however, this can be
offset by the benefits of direct and immediate interpersonal communication,
which enable the customisation of the marketing message and provide immediate
feedback on the sales target as well as on the product and service. For example, a
telemarketer selling a product can adapt the sales message to suit the motivations
of the consumer, or can adjust the positioning of product benefits or
communications to better handle objections.
In the context of sport, personal selling is also commonly associated with
business-to-business (B2B) activities such as sponsorship, corporate hospitality
and trade or licensing arrangements. In particular, sponsorship – as a mutually
beneficial partnership – is heavily reliant on face-to-face presentation and
communication, at the selling and negotiation stages as well as in servicing and
renegotiation. Examples can be found in corporations such as India’s Hero Honda
and China’s Vivo and their relationships with the Board of Control for Cricket
(BCCI) in India, the Pro Kabbadi League and both the Indian Super League and
the I-League (global football). Such organisations make significant investments in
sport, and are engaged in often very complex relationships requiring a high level
of negotiation and personal communication.
As personal selling is usually stimulated through accessing an existing data
set, a knowledge base exists about consumption patterns. Therefore, there are
opportunities to upgrade or upsell to existing consumers, or to target lapsed ones.
In some cases, the outcome may not always be sales; but, in line with
communications objectives, personal communication with a consumer may
initiate interest or increase consideration. Additionally, personal communication
can help a data-collection process acquire information about positive and negative
experiences, guide future intentions and barriers to purchase, understand
motivations for disengagement or become aware of service issues – all useful
insights with which to frame future marketing strategies.
Direct marketing
Direct opportunities to sell to consumers may be through personal selling
scenarios, but can also take the form of direct marketing through other media.
Direct marketing is defined as one-to-one communication of a personalised
message to a consumer, with the purpose of eliciting a direct response or sale. As
opposed to mass media advertising, such as a television advertisements or
billboards, after identifying the consumer as a relevant part of a target market, the
message is directed towards that specific consumer. It therefore removes the third
party from the communication process, directly communicating messages to
consumers and allowing detailed and customised interaction to communicate
information about products and services that may satisfy identified consumer
needs.
The media by which direct marketing approaches are communicated are not
channel-defined, and are more diverse than in past decades, largely as a result of
changes to marketing theory and improved technology and database capacities.
Previously, door-to-door or telemarketing (overlapping with personal selling) and
direct mail campaigns (using physical brochures and mail order) represented the
dominant forms of direct marketing. These were complemented with home
shopping channels and text messages, also known as short message services or
SMS. Today, direct marketing also involves a suite of activities including
database communications and email marketing, direct-response advertisements,
and the use of internet and broadcast platforms such as websites and forums (e.g.,
reddit).
While the channels that support digital marketing are constantly evolving, the
principles or conceptual approach of direct marketing practice remain the same. It
is defined by communications that are personalised, data- or research-led and
highly measurable (Direct Marketing Association, 2011) and that seek to elicit a
direct response (Kotler & Armstrong, 2017). Direct marketing has seen a recent
surge in growth in its share of marketing spend, given the importance of digital
platforms and its high return on investment.
In the case of direct marketing, email approaches can be facilitated through
CRM platforms. Such tools, commonly used to manage customers, are now
essential for modern organisations to record, track and communicate with their
customers, and to generate database-led promotions. Such databases provide past
consumption and behavioural data to complement segmentation, and can be
combined with interfaces that produce and distribute high volumes of automated
communications that are delivered via email or other platforms (Green, 2019).
Thus targeted approaches can be made to consumers to generate activation or
reactivation, retention and promotion.
Most commonly, CRM programmes have been embraced by organisations
with regular users or buyers – for example, fitness centres, teams and associations
– to manage their member bases. However, the use of database or CRM platforms
should not be limited to subscription services, and should represent both
transactional and relationship customers. Additionally, direct marketing should be
seen as only one function of CRM, with service, support, measurement, planning
and tracking also highly relevant. Further, CRM can seek to better understand
consumer bases to appease and support sponsors, help conduct and record survey
responses and feedback, and help develop and facilitate rewards and loyalty
programmes.
Promotional licensing
Promotional licensing involves granting another party permission to use a
marque, name, symbol or likeness (Irwin et al., 2008). It is defined by a
partnership, and driven by marketing and promotional goals between licensors
and licensees with regard to the contractual right to use the name or logo of a
sporting organisation. The partnership seeks benefits in provision of exposure,
revenue for the organisation and its licensing agent, and opportunities to leverage
and build the brand equity of the sport. Licensing strategies as a form of
promotion date back to the 1920s, with major growth seen in the late 1990s.
Globally, licensed product revenue accounts for approximately 15 per cent of all
sport revenue, with the segment’s worth estimated to reach around $48 billion in
2024.
The success of licensing is dependent on the equity of a sporting brand as well
as fan identification and emotional attachment. As discussed in a previous
chapter, one aspect of psychological attachment defined by Funk and James
(2004) is the ‘sign’. This refers to the behaviour of sport consumers in identifying
with their favourite teams through display of merchandise and clothing. Items
such as caps, shirts, jackets, scarves and key-rings are examples of ‘signs’; but the
array of licensing products is extremely diverse, with supermarkets, gas/petrol
stations and even home-improvement stores often providing consumers with
options to purchase licensed products. For example, organisations such as the
National Football League can have hundreds or thousands of licensed products,
requiring the management of several complex contracts and partnerships.
Licensing programmes provide substantial opportunities and risks for both the
licensee and the licensor, so need to be managed carefully.
Digital marketing
As previously indicated, there is now a stream of possibilities for sport marketers
to promote through digitalised formats. In many cases, digital marketing options
are championed over other promotional forms for their ability to be interactive,
engaging consumers with personalised or customised content. While digital
marketing schemes can include real-time, synchronous engagements, they can
also target consumers when they themselves are seeking content, such as
commute periods in the early morning and evenings (Naraine et al., 2019). This
behaviour coincides with the ‘second-screen’ phenomenon, where sports fans
consume sport live or via television but simultaneously engage with digital
products like fantasy sports, social media and other mobile apps.
The content that consumers can access through these various digital products
ranges from additional highlights, a choice of camera angles to support or
customise viewing, statistics, news and interviews, all of which can be packaged
and delivered on demand. These content pieces could also serve as a source of
interactivity between consumers and the team or sport organisation, through the
products mentioned above. Specifically, Naraine and Parent (2016a) outlined the
‘RIP’ method – reporting, informing and promoting – for social media content.
Reporting refers to content that provides news and updates to fans; informing
content contains scores, standings and related pieces; and promoting content
refers to sponsored posts, charity events and other similar B2B functions.
Additionally, content marketing pieces may also manifest through fantasy –
the consumer activity (predominantly played on a second screen) where
participants manage a fictional team of chosen or assigned players and make the
decisions of a coach or manager. These fictional teams compile points based on
the performance and statistics of the actual players. Fantasy sport has developed
into a wildly popular complement to traditional forms of sport consumption, and
has become a great way for leagues, teams and brands to promote their products
to consumers. Fantasy sport participants are avid consumers (Dwyer, 2011), thus
making them ripe for other brands to target. For instance, sports gambling has
increased its digital marketing presence (Stadder & Naraine, 2020), and the
alignment with fantasy could be one way to drive consumer traffic to those
services.
However, digital marketing does not necessarily require a second screen. The
role of e-commerce in sport is large and complex, swelled by increased access to
the internet through Wi-Fi, 4G/5G technology and high-speed fibre networks
(Naraine et al., 2020). Major e-commerce sites like Amazon generate billions in
revenue specific to sport, and other players such as JD Sports, Nike and Dick’s
Sporting Goods have also been able to generate billions of dollars in revenue.
This growth has led marketers to target consumers via these sites, and digital
advertising spend is expected to be $517 billion worldwide by 2023 (Enberg,
2019). What makes modern e-commerce and digital advertising unique is how
tailored these ads have become for consumers. A decade (or two) ago, consumers
would be subjected to a range of digital advertisements that did not meet their
needs or fit their target demographic. Today, digital advertisements are built on a
foundation of algorithms, selectively targeting consumers as they navigate
through the online space. For example, a consumer in New Zealand planning a
trip to Norway might Google search for various Norwegian activities, including
visiting fjords, snowshoeing and skiing. Because of their search for ‘skiing’, it is
possible that digital ads might appear on certain webpages featuring local ski
clubs in New Zealand as well as ski-equipment shops in Norway. In turn, the
consumer could potentially click on those targeted advertisements and begin to
shop on those e-commerce sites. Additionally, searches for the trip to Norway
might appear as digital advertisements later on while the consumer is casually
shopping for groceries and clothing on Amazon.com.
Situation analysis
Building on the work done as part of the situation analysis for the overall
marketing plan, the promotional process requires an understanding of the internal
and external factors that allow an organisation to leverage its internal capacities
within its market. These stages include a review of the internal and external
environments and marketing plan to determine the strengths, weaknesses,
opportunities and threats (SWOT) that may be particularly relevant to the
organisation’s promotional efforts. Some examples might include: identification
of financial and skill-based resources and gaps within the organisation or
marketing team; consumer insights relevant to message and communication
planning; particular technologies or existing partnerships that may be leveraged
for promotion gain; identification of current promotional efforts; and any
successful or non-successful impact of past programmes.
Objective development
The processes of setting objectives are vital to the strategic development of a
promotional campaign. Objective setting represents specific statements about
what the IMC programme aims to accomplish at a given point in time. While
promotional or IMC goals should reflect the broader organisational marketing
goals of an organisation, promotional objectives are much narrower and more
focused than higher-level marketing and organisational objectives. Promotional
objectives traditionally focus on stimulating interest, awareness and purchase
(Mullin et al., 2014) through communicating, informing and reminding
consumers of the benefits of products or services. They should be linked to a
particular target market or markets; they should state clearly what the IMC
programme should accomplish in terms of communication strategies; and they
should include measurable targets.
Summary
Given the importance of the marketing function, the sport marketer not only
needs to be fully conversant with the components of the promotions mix, but also
needs appropriate skills to develop and operationalise a comprehensive
promotional campaign relevant to a given situation and its objectives. To this end,
the establishment of promotion or IMC programmes, while complex and
challenging, is an important, creative and rewarding task (Naraine & Parent,
2017). The carefully planned deployment of advertising, public relations and
publicity, sales promotion and personal selling – as well as direct marketing,
promotional licensing and digital marketing – is crucial to the success of any
sport organisation. Use of a greater range of such tools is now encouraged as part
of a shift away from mass media as the dominant promotional category, and more
emphasis is now placed on direct and interactive marketing tools. The
presentation of a promotions framework to conclude this chapter was structured
around developing communication objectives consistent with broader marketing
plans and the strategic selection of tools that are integrated and can deliver
consistent messages to enable organisational outcomes. As sport marketing
continues to develop, sport marketers should also acknowledge how the
promotions mix is being affected by new developments such as blockchain
(Naraine, 2019b) and artificial intelligence (Naraine & Wanless, 2020).
CASE STUDY
Applying the promotions mix to fan development strategies
Fan development has become a popular term for sport marketers in the last
decade, increasingly used by teams and organisations to articulate, plan and
measure elevations towards more loyal and consistent segments of customers.
The broad aim of fan development is for an organisation to understand its
market size and the behaviours of current consumers, and to develop activities
for users or attendees with varying levels of commitment and consumption. As
well as data and insights, segmentation tools exist that comprise attitudinal or
behaviour variables to help determine groups or segments. Examples may
include elements of the Psychological Continuum Model from Chapter 3 (Funk
& James, 2004) and the Attendance Frequency Escalator (Mullin, 1985).
Conceptually, such frameworks can be applied not just to the sport spectator,
but to varying products and users such as health and fitness participants who
may indulge in their activity of choice from levels of infrequently to daily.
However, fan development in many professional team markets has evolved
towards a much more complex approach than these previous frameworks
represent. For example, the Mullen framework conceptualises groups of non-
aware, aware, indirect or media consumers as well as consumers of varying
levels of consumption. It provides a base for fan development, but is limited
given that modern fan development approaches are about much more than just
encouraging attendance, and seek to incorporate a range of additional
experiences and engagement mechanisms. Additionally, given new
consumption modes, large groups of consumers may be heavily committed but
may do the majority of their consumption through media sources, generating
segments of media-dominant consumers not represented by previous
behavioural frameworks. So, while suggested movement up the escalator
remains conceptually relevant, knowledge of how fans connect and consume
sport team products can be combined with club-specific data to allow much
more specific targeting and strategies.
When applied to professional teams, fan development seeks to widen the
number of consumers who are engaged at each level, requiring the elevating of
involvement levels of existing consumers while at the same time introducing
new consumers to products and services. The fan development approach is in
line with a focus on developing transactional consumers into relationship
customers, and seeks to create greater loyalty, connection and attachment while
contributing to the long-term goals of a team through growth and sustainability.
Fan development for a professional sport organisation may refer to a wide
range of promotional activities, inclusive of those that drive sales and
communication outcomes. They may include, but are not limited to:
increasing attendances and ticket revenue through sales promotion
sampling and product trial
building awareness and experiences of products and services such as
attendance and membership
focusing on enhancing the customer experience at games
seeking to develop deeper connections through communications and
interactivity via digital or content marketing strategies
introducing the sport to new players, and increasing the fan base by
developing and executing grassroots programmes
direct engagement with communities through activities such as family
days, festivals and team events.
Questions
1. Summarise the concept of fan development. What are specific short- and
long-term benefits for organisations of undertaking such strategies?
2. List what information marketers might require: (a) prior to the
development of a fan development strategy; and (b) after its execution in
order to assess the effectiveness of the activities.
3. Choose a professional team with which you are familiar, and develop and
describe a range of segments they may target in fan development activities.
4. Choose a segment or segments, and design a programme of activities that
incorporates as many elements of the promotions mix from this chapter as
possible.
5. What might some SMART objectives of such a campaign be?
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CHAPTER 10
Sport services
Service quality and satisfaction
DOI: 10.4324/9781003270522-13
Chapter objectives
Chapter 10 introduces service quality and customer satisfaction, two
constructs central to customer loyalty and retention, and therefore important to
organisational success. With sport incorporated as part of the experience
economy, the chapter details why sport organisations should provide high-
quality service to consumers (spectators and participants alike), focusing on the
importance of both core and peripheral aspects of the sport product. It describes
a relational approach to customer management and defines service quality and
satisfaction, providing information on how to model and apply both. The
chapter concludes by looking at the management and measurement of service
quality and satisfaction in organisations.
After studying this chapter, you should be able to:
Headline story
Satisfaction and sport experience design
One of the original and most innovative sport marketers was American Bill
Veeck, a leader in sports promotion in the 1960s. His view was that the sport
experience for consumers should focus on three areas: the fans, the game and
the periphery areas, with the overarching idea that, to be satisfied, consumers
should be immersed in conversation about the game and the sport experience.
As well as a winning team – something over which marketers have little control
– Veeck argued that the game itself had to be attractively packaged and
aggressively promoted, and that the comfort and satisfaction of the fan should
be paramount.
As part of this, he offered ‘the money back guarantee’ (Veeck & Linn, 1962),
providing a range of resources and product extensions to add value to the event
experience. Decades later the ‘money back’ concept is still used as a sales
promotion to attract consumers. In the last decade, the Phoenix Suns of the
National Basketball Association (NBA) and the Gold Coast Titans of
Australia’s National Rugby League (NRL) have held ‘Satisfaction Guaranteed
Night’, whereby consumers could acquire a refund on the purchase price of the
game ticket if the experience did not satisfy, or offered a ‘home-win guarantee’,
with fans receiving free entry to the next game if the team lost an early season
game (NBA, 2012; Pierce, 2012).
Strategic direction of Tennis Australia and the Australian Open also aligns
with this approach, where the design and execution of satisfying sport
experiences for the customer or fan is central. Within these organisations, new
techniques and philosophies are influencing the design, measurement and
communication of sport experiences, aiding their delivery of one of the largest
global experiential sports events. The use of human-centred research and design
techniques, technology, data, insights and storytelling, as well as the ‘voice of
the customer’, is shaping future direction and decision making, aiming to help
better understand customer needs and perceptions of what makes a high-quality
and satisfying experience (Cameron, 2019).
SPORTVIEW 10.1
Technology and sport experiences: changing delivery and
evaluation
Many of the ideas and frameworks presented in this chapter are based on or
adapted from long-established ideas around the value that services can create
and deliver. However, the modern sport experience, as part of an experience
economy, is increasingly impacted by technological trends creating new ways to
influence the design and improvement of sport consumer experiences.
Additionally, in the sport setting, the days when experiences were solely
based on what transpired on the field have passed, with a central need now to
position and consider the customer when delivering experiences. As well as
changing the ways consumers experience sport, new technologies and
augmented experiences create new ways to monitor experiences, gather
feedback and execute improvements to consumer experiences – albeit within the
established tenets and frameworks of service quality and satisfaction.
The Sacramento Kings of the NBA are one example of the worlds of sport,
technology and entertainment mixing. The Kings, who play in a new stadium –
Golden 1 Center, in a revitalised downtown area of the Californian city – have a
strong commitment to technology as part of their facility and fan experience.
Since their move to the new venue in 2016, they have been named the ‘most
innovative company in sports’ by US business magazine Fast Company and
‘Most Tech-Savvy Team’ by media company SportTechie.
Many of these innovations focus on the at-venue experience, using
infrastructure in the stadium to improve the experience of customers. For
example, fans are provided with a ‘hyper-personalised arena experience’ where
additional on-demand information and advanced statistics are delivered via the
Sacramento Kings + Golden 1 Center digital app (Hernández, 2021).
Additionally, the Royalty Pass technology allows fans to purchase food and
drinks using a digital wallet, amplifying fan engagement and delivering real-
time personalised benefits through discounts and promotions (NBA, 2020).
Finally, when fans are not in the stadium, the app offers distinct game-day
benefits, including access videos, games and promotions, and opportunities to
interact with other fans and game-day experiences.
In line with current trends, the Kings demonstrate the ability of digital
technology to unlock opportunities for growth and the potential for increased
volumes of ‘innovative and customised experiences’ (Georgio et al., 2018).
Such examples of technology are changing the ways fans access tickets, transact
with concessions in the arena and provide feedback on their experiences.
Therefore, to understand and measure service delivery, organisations need to
consistently be aware of the customer journey and adopt tools to measure
service quality as well as its impact on fan experiences and satisfaction.
Defining and differentiating service quality and customer
satisfaction
As both service quality and customer satisfaction are attitudes or types of
consumer evaluation, they are often referred to interchangeably. However
differentiation between the two is important: customer satisfaction is most easily
defined as satisfaction being experience-dependent, while service quality is not
experience-driven but rather led and formed by consumer perceptions. Distinctly,
perceptions of service quality can result without actual experience of the product.
As an example, individuals must experience a sport product to be either satisfied
or dissatisfied with it; but no experience is necessary to develop perceptions of
quality. Therefore, satisfaction can be posited as a higher-order construct,
depending on the perceptions of service quality, and specifically on consumer
expectations prior to the consumption experience.
Service quality is defined in terms of a judgement about how excellent a
service or service component is (Lovelock et al., 2001; Parasuraman et al., 1988).
For example, the more closely the spectator’s or participant’s perception
approximates excellence, the higher their evaluation of service quality will be.
Parasuraman et al. (1988, p. 13) suggest that service quality is an ‘abstract and
elusive construct because of three features unique to services: intangibility,
heterogeneity, and inseparability of production and consumption’. Adding to their
complexity, services are ‘dominated by experience qualities, attributes that can be
meaningfully evaluated only after purchase and during production-consumption’
(Berry & Parasuraman 1991, p. 7). Therefore, customers do not evaluate service
quality purely on the outcome, but also consider the process of the service that is
delivered (Zeithaml et al., 1990).
Satisfaction is an overall evaluation occurring post-consumption, as opposed
to service quality, which is a multi-dimensional appraisal of aspects of the
product offering (Iacobucci et al., 1995). Within this, research demonstrates that
sport customers evaluate a plethora of service components, with customers’
summary or overall satisfaction and perception of quality being a function of
many different, ‘smaller’ evaluations. Satisfaction is said to occur as inevitably as
purchase and consumption (Oliver, 2010), and can be viewed as an end state of
the overall consumption experience. In line with earlier distinctions, service
quality can then be presented as an antecedent to satisfaction, with satisfaction
moderating the relationship between service quality and future consumer
intentions.
Service quality
Despite a strong history of service quality research, there remains limited
agreement on its conceptualisation (Cronin & Taylor, 1992; Rust & Oliver, 1994),
such that ‘there is no universal, parsimonious, or all-encompassing definition or
model of quality’ (Reeves & Bednar, 1994, p. 436). Most commonly, service
quality is viewed as the customer’s perceptions of excellence defined by
impressions of service levels provided (Berry et al., 1988).
The concept of quality in marketing was first considered in the manufacturing
sector, where quality originally looked solely at the end-product (that is, the
finished good). Later, the focus would transition to broader production processes
and then further to provide a starting point for understanding service quality.
Admittedly, the concepts were not immediately transferable to service
organisations, given differences such as inseparable production and consumption
and variation in service delivered across consumption periods.
Adding to this complexity, sport organisations do not control the core sport
product (on-field performance), which has resulted in marketers focusing more on
delivering product extensions relevant to the sport product. In doing so, much
more can be done to shape the experience of a consumer. For example, while a
marketer of professional sports cannot guarantee that a particular team will win or
lose, they can develop processes and achieve high perceived quality ratings for
extensions such as entertainment, entry to the stadium or facility, ticketing,
service and merchandise. Delivering these elements seeks in some ways to
provide a ‘barrier’ to on-field performances and a high-quality experience
regardless of what happens on the field.
It is important that marketers are familiar with these potential gaps and how they
contribute to spectators and participants getting what they expect. Expectations,
whether driven by communication, service charters or past experiences, will
impact consumers’ evaluations of service quality. Sport marketers will be able to
improve the quality of services by identifying and then closing each of the
knowledge, standards, delivery and communication gaps. More on understanding
and measuring consumers’ attitudes and these gaps is provided in the following
section.
Satisfaction
As noted earlier, there are important distinctions between service quality and
satisfaction, including ongoing attention regarding how customer satisfaction and
service quality are linked to customer service and wider aspects of relationship
and service marketing. Service quality can be viewed as an antecedent of
customer satisfaction in that it influences but does not fully predict satisfaction
levels (Theodorakis et al., 2013; McDonald et al., 2014). Further, satisfaction was
developed as requiring experience of the product, as opposed to service quality
being perception-led.
As an overall measure, satisfaction represents a desirable end-state of
consumption, and can facilitate a sense of achievement and reaffirmation of the
decision-making competence of a consumer. Satisfaction occurs as an inevitable
result of purchasing or consuming a good or service, with variants of satisfaction
including ‘interim’ and overall ‘end-state’ forms – that is, attitudes can be
assessed both during and at the conclusion of a consumption experience (Oliver,
2010). Considering sport, and a complete consumption experience, dimensions or
‘variants’ may include satisfaction with events or elements during consumption
(waiting in line, seat comfort, noise and surrounds), satisfaction with the final
outcomes (enjoyment, entertainment, emotions) and satisfaction with the level of
satisfaction received (inadequate, adequate, excessive). As such, the level of
satisfaction can be viewed either in terms of singular event(s) leading to an
outcome or as a collective impression (Oliver, 2010).
Satisfaction should be viewed as an important measure, considering that
ongoing customer interactions are a prerequisite of an organisation’s success.
Satisfaction has a viable link to primary variables like profitability and market
share (Anderson & Mittal, 2000; Kotler, 2000) and secondary impacts like word
of mouth and fewer complaints. While it is known that attitudes correlate with
repurchase in the case of satisfied customers, dissatisfaction can result in negative
word of mouth, complaining or other dysfunctional behaviours. Therefore,
understanding what drives satisfaction for a range of products or services is
important.
From a theoretical view, the DEM and subsequent interactions and rationalisation
of performance versus expectation can produce three outcomes: negative
disconfirmation (performance falls short of expectations); zero disconfirmation
(or confirmation of what was expected); or positive disconfirmation (which
results in a satisfied consumer). Therefore, expectations can be met, they can be
exceeded (resulting in consumer delight) or the experience can fall short of
expectations. Understanding the expectations of consumers emerges as a critical
component for managers, in particular when considering growth and servicing of
new consumers.
SPORTVIEW 10.2
Managing expectations of new consumers
The ability to retain consumers and convert them into loyal, long-term
supporters has been shown to be a key to business success. However, figures
from major Australian and US professional sports teams suggest that high
numbers of first-year season ticket-holders will ‘churn’, or not renew, their
ticket (Karg et al., 2021). Such behaviour – particularly when teams have
limited numbers of consumers from which to draw – can create significant
hurdles to growing season ticket-holder bases. Even in high-demand cases
where waiting lists exist, season ticket-holders have been shown to churn at
high rates, even if customers have spent many years waiting for the chance to
acquire tickets. As in many industries, the non-renewal rate slows significantly
once a season ticket-holder has been a constant customer for a few years,
meaning positive first-year experiences are vital for retaining consumers and for
growing season ticket-holder bases over the long term. For many of this first-
year group, a core reason for churn is the lack of satisfaction with the purchase
decision, or a lack of perceived value – which in many cases is driven by
unrealistic expectations of what a season ticket will offer.
Research has shown that consumers can have very different expectations
from what may actually eventuate post-purchase. For example, season ticket-
holders may think that their purchase will allow them automatic allocation of
premium seating, access to free tickets for family and friends, the ability to meet
players or attend functions, devoted account managers on hand for handling
enquiries, or free merchandise. While many of these may not be unrealistic
expectations, or they could be met for very small season ticket-holder bases,
delivering these benefits for season ticket-holder bases that exceed 40,000 or
50,000 people can be very difficult. Additionally, it is common for first-time
season ticket-holders to lack accurate knowledge about aspects such as the cost
of parking and concessions, and ticket about resale or allocation policies that
can add significantly to the financial outlay of owning a season ticket.
Therefore, the first-year experience will be one that, even if delivered
impeccably by the team or club, will have aspects that do not meet the first-
timer’s expectations.
Professional teams across a range of sports undertake sophisticated research
to better understand season ticket-holder expectations. One outcome of this
process has been specific induction and communication programmes to help
integrate first-time season ticket-holders into the consumer base. Such
programmes provide first-year members with: a specific contact person within
the organisation; better information on activities and matchday access; functions
specifically for first-year members to meet and socialise; and specific actions
where the club contacts them during the season to check on their progress and
experiences to date. All these activities represent basic service actions – relevant
to professional sport teams as well as other subscription organisations – to better
integrate and manage expectations so consumers will have more positive
experiences and perceptions when the next purchase decision arrives.
Summary
This chapter has explored service quality and customer satisfaction as outcomes
of sport experiences. The importance of developing a relational approach to
service management framed the chapter, with the provision of high-quality and
satisfying sport services linked to organisational success through a number of
positive consequences for the sport organisation. Customer satisfaction and
service quality were described as distinct types of evaluation. It was noted that
these evaluations can be of the overall spectator or participant service, as well as
of individual aspects or components. A number of factors need to be managed
successfully in order for customers to enjoy the sport experience, and thus
evaluate it positively. Due to the uncontrollability of the core product, sport
marketers must realise that they have minimal influence over perceptions of
quality and feelings of satisfaction arising from the game or sport experience
itself. As such, sport organisations must focus on ensuring that the product
extensions are of the highest possible standard.
Discussion of management and measurement of service quality and
satisfaction closed the chapter. Sport marketers must understand those factors that
influence the expectations held by spectators and participants, and learn to
manage them successfully. Through identifying, understanding and managing
expectations, sport organisations will be better placed to provide high-quality and
thus satisfying sport services, which in turn may provide them with a competitive
advantage and related benefits. When measuring customer satisfaction and
service quality, proactive actions and responses can provide opportunities to turn
around poor levels or cases of customer satisfaction and service quality, leading
to improved and sustainable business outcomes.
CASE STUDY
Member satisfaction in Australian professional sport clubs
Adam Karg, Heath McDonald and Tom Benetti-Baker
In 2018 and 2019, over 1 million memberships (or season tickets) for
Australian Football League (AFL) clubs were sold across the country. While
member growth in the AFL is one example where teams have increased their
numbers, likewise National Rugby League, A-League (soccer), Big Bash
League (cricket), Super Netball and National Basketball League clubs in
Australian are among those that have increased their focus on acquiring and
retaining members.
When achieved, rapid growth in member numbers raises a range of problems
for clubs, as it would for any organisation. On the practical front, managing a
database of, for example, 25,000 members is far more complex and time-
consuming than running one for 5000. Significant investment in infrastructure,
technology and staff is needed. Additionally, the ‘member experience’ changes
as teams increase member numbers: where once it may have been possible for
fans to mingle freely with players after games, with tens of thousands of
members such casual arrangements are no longer possible. Often the
membership departments of professional teams could typically be staffed by
only one manager and several part-time or volunteer staff; but they now require
larger teams with specific roles and functions for staff.
In the Australian setting, for nearly two decades sport clubs have also been
systematically researching member perceptions of service quality and
satisfaction with membership products. This member satisfaction (MEMSAT)
research, conducted annually by teams in more than six major sport leagues in
the country, utilises surveys to identify the level of member satisfaction and
provide guidance to the clubs on how satisfaction levels can be managed.
Across the leagues, well over 150,000 responses are received each year, with
many teams incorporating progressive surveys or multiple rounds of data
collection each year.
Table 10.1 shows the overall results of a combined sample of sport teams
from four leagues, highlighting member satisfaction with different aspects of
sport membership service in 2019. Two major components of member
satisfaction are measured: the perceived performance of services and the
importance of those services to overall satisfaction. Satisfaction is measured on
a scale of 0–10, and covers the main areas of the membership product,
including:
TABLE 10.1 MEMSAT satisfaction scores and drivers of Australian sport
teams
Area of Member Services Ave Score (0–10) Ave Importance of Factor (%)
Arrangements and Ticketing 7.9 29
Personal Involvement 7.5 22
Administration 7.7 13
On-field Performance 6.6 13
Home Ground 8.1 10
Communication 8.1 7
Service to Members 8.3 6
In addition to the specific aspects in Table 10.1, overall satisfaction scores and
outcomes such as value perception and intention to renew as a member are part
of the survey tool. Satisfaction scores for sports teams generally range from as
high as 8.6 out of 10 to lows of 6.4, with most leagues averaging between 7.5
and 8.0.
Also shown in Table 10.1 is the relative importance of each aspect of the
membership product to overall satisfaction. This is determined using regression
analysis. The results show that, on average, perceptions of membership
arrangements contribute 29 per cent towards overall member satisfaction,
making it the most important factor when members assessed performance.
Personal involvement and administration were the next most important
contributors to satisfaction. It is noted that importance levels vary between clubs
as well. For some clubs, team communication or administration is not important
at all, while for others they contribute strongly towards overall satisfaction. This
variation can result from members’ past experiences and expectations. For
example, if members expected to have regular communications from the club
and that did not occur, then communications were likely to have a stronger
impact on satisfaction than if they had been delivered as expected.
The results may also be surprising in that they suggest that winning (on-field
performance) is less important than providing good service quality and making
members feel involved. In line with the understanding that satisfaction can
result from more than just on-field results, this is good news for clubs: they can
be assured that if they manage the service components of their membership
offering well, their membership numbers should not rise and fall dramatically
with on-field results. Members, it seems, can still be satisfied with the
membership product even if the results of the games do not please them.
Questions
1. Based on this research, what are the areas on which you would recommend
that club membership managers focus? Give some specific
recommendations of actions they could undertake to improve member
satisfaction.
2. Why might on-field performance not be the most important thing to
members when they determine how satisfied they are with their
membership?
3. How else could a sporting club measure the quality of the service it is
offering its members? Or what extensions could be used in addition to the
survey process?
4. In even the best-managed leagues churn can be a problem, with many
sports club members not renewing their memberships each year. What
relationship would you expect between service quality, member
satisfaction and member renewal? Why would a satisfied club member not
renew, and what might be the implications of this for marketers?
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CHAPTER 11
Sport sponsorship
DOI: 10.4324/9781003270522-14
Chapter objectives
Chapter 11 introduces the concept of sponsorship, one of the most visible
elements of the sport promotion mix. Initially, sponsorship is defined and the
various aims and objectives for sponsorship are introduced before we address
the stages of sponsorship management including presentation of a sponsorship
management framework. Also in this chapter, we introduce the way sponsorship
works and the different methods that can be used to evaluate the effectiveness of
sponsorship, considering its effects with regard to the goals set by the sport
sponsor. Sponsorship of individual athletes, ambush marketing and future trends
are also considered in the chapter.
After studying this chapter, you should be able to:
Headline story
Building global sponsorship portfolios
Each year a report titled Football Money League, published by Deloitte, reports
on the growth and status of revenue streams of the top Association football
(soccer) clubs in the world. At the top of the list are large global powerhouses
that often have large and increasing revenue bases related to broadcast, ticketing
or matchday and commercial streams. Despite the cited global power of media
and broadcast rights for professional sport, it is commercial revenue that is the
dominant contributor for teams atop this annual list. For example, in 2021 the
Football Money League top four teams (Barcelona, Real Madrid, Bayern
Munich and Manchester United) generated between 47 and 57 per cent of their
revenue via commercial streams (see Jones, 2021).
Local and traditional forms of sponsorship assets play a major contributing
role in these figures. Player shirt and kit sponsorship, stadium naming rights and
at-game signage pour millions into club accounts each year. Increasingly though
clubs have been looking beyond their domestic markets to further grow and
commercialise fan bases in a more pronounced and deliberate way. While each
of the four teams cited above have always been global brands, the last decade
has seen further development of specific international strategies to build,
globalise and commercialise football teams as brands.
Such deals have often been seen as category- or region-specific. For
example, a team may sign a technology or telecommunications partner in one
region, a milk or dairy company in another region and a car tyre brand in yet
another. In recent structural shifts to global rights, teams have transitioned
towards larger partners or brands, taking ownership of a product category
globally.
In each example such brand partnerships are strategic and linked to particular
objectives and outcomes for both the sport team (sponsee) and the brand or
sponsoring organisation (sponsor). Agreements often include the rights to
associate with the team, as well as leveraging of brand components such as
player, stadium and team assets in campaigns. Increasingly, leveraging digital or
online rights to extend reach to global markets and fans provides further value
to sponsors.
What is sponsorship?
Historically, sponsorship was often associated with charity and altruism.
However, as it evolved towards a modern business environment, including the
sport setting, sponsorship as a concept changed significantly and is now an
important marketing tool for many organisations. Meenaghan (1991, p. 36)
defined sponsorship as: ‘an investment in cash or kind, in an activity, in return for
access to the exploitable commercial potential associated with that activity’.
Critical to sponsorship are key characteristics that differentiate it from other
partnerships between or across organisations. The first is the presence of a
reciprocal business relationship where, under the premise of exchange theory, one
party contributes something of value and the other party returns the favour. The
second is a commercial advantage sought by one or both parties as part of the
sponsorship arrangement. Collectively, these characteristics seek to differentiate
sponsorship from a range of other organisational partnerships (Seitanidi & Ryan,
2007). These include differentiation from aspects such as philanthropy or
patronage, where an asymmetric relationship exists (i.e., one party does not
expect, or receive, a benefit). Rather, such arrangements are motivated by
altruism, where perhaps public recognition is expected in return for a donation
from an organisation or individual whose support serves the public good. In
addition, there are other forms of partnerships where sport organisations may be
involved, including cause-related marketing, corporate social responsibility and
community-orientated partnerships (Rowe et al., 2018). However, these will often
not meet the criteria for sponsorship, given the aspects of exchange and
commercial benefit inherent in its definition.
Within the concept of sponsorship many options, or assets, can be the feature
of the arrangement. Sport is particularly prolific as a form of sponsorship, with
the largest segment of sponsorship revenue flowing to sport organisations. While
sponsorship broadly involves the ‘right to associate’, individual sports, events,
competitions or leagues, athletes or individual performers can also be considered
as assets of value. Coaching, development and educational programmes,
broadcasts, stadia and trophies and awards likewise have been part of sponsorship
arrangements. Perhaps well aligned with this diversity, there are a range of
objectives that organisations seek to elicit from sponsorship, and a range of
benefits that can accrue – some more measurable than others. Such breadth in its
application is one of the key reasons sponsorship has become a prominent asset in
sport marketing.
SPORTVIEW 11.1
The rise and value of digital sponsorship assets
It is argued that global, highly engaged audiences make sport and its
sponsorship properties unrivalled as a marketing platform (Stephan, 2019). This
remains true even as new and digital media are evolving as a base for
communication and commercialisation for sport organisations. Entities
including clubs, athletes and governing bodies are increasing their use of new
media platforms, including websites, direct channels and social networking
sites, to deliver customised messages to consumers and fans.
While useful for an organisation’s own promotions and operations, such
transition – as well as often large, passionate fan bases as assets – creates a new
and highly valuable range of digital assets for sport rights-holders. This is
particularly the case as the last few years has seen more people watching digital
platforms than linear TV (Zenith, 2018), combined with markets where digital
spend from brands exceeds other forms of global advertising expenditure
(Dentsu, 2021).
While rights-holders have traditionally been seen to significantly undervalue
their audiences, and digital communications with audiences (Greenroom
Digital, 2021; Stephan, 2019), sports rights-holders are now faced with
increasing opportunities to proactively package digital rights, assets and
inventory for sale to sponsors. For example, brands that are focused more on
technology-enabled direct-to-consumer communications, e-commerce sales
channels and sophisticated data strategies can work with sport organisations and
a professional sports team can instantaneously reach a specific market segment
within the team’s fan base with a targeted message. Such digital rights for
sponsorship have often been an ‘add on’ for sponsors, and undervalued as sport
rights-holders struggled with the positioning and conversion of digital assets
and rights into value. In a modern setting, such digital rights and
communication opportunities for partners can be delivered via content
platforms, digital apps, direct email or SMS or social media platforms, as well
as through a wide range of campaign or content marketing strategies.
As such, digital rights and assets represent a main growth area of
sponsorship. Organisations that can package, communicate and demonstrate the
value of their data and digital assets can begin to command a greater share of
sponsors’ budgets. Further, while physical assets may come at additional costs,
digital branding or communications have limited such costs outside of the
original sponsorship agreement. They can also deliver tangible and measurable
benefits. As noted by Stephan (2019): ‘Using the right data and evaluation
products, rights-holders can measure and guarantee the number of engagements
and impressions a brand will receive through digital channels, and as a result,
show how that is shifting brand awareness, purchase intent or leads generated.’
Managing sponsorship
As sponsorship has increased in its scope and resourcing, it has required deeper
consideration of the management practices used to drive value from investment.
For some time, researchers noted that increases in the sophistication of
management techniques was not parallel with the growth of sponsorship
(Chadwick & Thwaites, 2004; Séguin, 2008). Certainly, the volume of spend and
subsequent accountability aligned with spend has seen evidence of improving
processes. When considering the stages of sponsorship management, multiple
frameworks exist that detail their components (Arthur et al., 1998; Chadwick &
Thwaites, 2005; Cornwell, 1995). The elements in each are noted as overlapping
in both the areas defined and their order or progression (Karg, 2007). Strategic
considerations of planning, strategy and objectives are common foundations,
often inclusive of the alignment of sponsorship with corporate and marketing
strategy as well as the target market it seeks to impact. Selection and decision-
making processes, implementation of the sponsorship (inclusive of leveraging and
integration with other marketing operations) and evaluation or measurement are
other well-supported categories of sponsorship management.
While much of the work considering sponsorship management has been
conducted via a linear understanding of the management components, the
viewing of sponsorship as part of a cyclical framework provides an alternative,
and arguably more realistic and integrated, way to consider the stages of
sponsorship measurement (Karg, 2007). Figure 11.1 provides a summary of such,
presenting a cyclical framework under which the stages of sponsorship can be
considered. This is aligned with a view that sponsorships are assessed and
managed by companies on a cyclical basis, allowing them to be considered as
broken into multiple years or cycles. Further, the cyclical nature links the start
and end of the process, and promotes ‘application of learning’ and ongoing
improvement to organisation practices.
Sponsorship measurement
When the complete sponsorship programme is put into action, it is important for
both sponsor and sponsee to measure its effectiveness. Aligned with Figure 11.1,
objectives and measurement can be interrelated, with early practices proposing
objectives should facilitate the establishment of evaluation criteria for selection as
well as contributing towards the foundations of post-event measurement or in a
manner that allows for future evaluation (Irwin & Asimakopoulos, 1992; Karg,
2007). However, given the diversity of objectives that can be yielded from
sponsorship (essentially covering a wider ‘buyer-readiness continuum’) or
categories of corporate, marketing, sales and media objectives (Hansen &
Scotwin, 1995), challenges can exist in isolating and measuring the individual or
cumulative effects of these objective and activities. Most clearly, the major
distinction in objective forms is between direct (sales) and indirect (exposure)
marketing objectives.
Commonly, exposure is the broadest measure of sponsorship effectiveness.
Usually a function of monitoring external media, it measures how many times (in
seconds on television, or number of columns and photographs in print media) an
organisation or brand is observable (Breuer & Rumpf, 2012). Analysis of
demographics and audiences is included in calculations, and often a final figure is
in impressions or a dollar value of coverage. Television exposure, for example, is
measured by multiplying seconds by the number of viewers, and therefore
expressed as ‘exposure per 1000 viewers in 30 seconds’. New techniques use
artificial intelligence (AI) and eye-tracking software to complement the above
inputs by measuring the sponsor’s exposure (size of screen share) and
‘exclusiveness’ (lack of other sponsors in the same screen shot) (Breuer &
Rumpf, 2012). This technique differentiates the value of sponsorships – for
example, between a jersey sponsor (large exposure and exclusive position in
frequent player close-ups during telecast) and ground or digital signage
(infrequent and small exposure in a cluttered space with other sponsors during
telecast). Recent approaches have sought to quantify more closely the intellectual
property (IP) and brand benefits and their value as part of this exchange.
Exposure value can be compared with advertising value by multiplying
seconds (30) by advertising rates for 30-second commercials. The resulting value
presents the sponsor with the money figure that would have been paid had the
sponsor invested the money in 30-second commercials. However, there are
significant problems with these measures of effectiveness. For example, how do
we know that viewing a 30-second commercial equals the value of viewing 30
seconds of scattered brand exposure throughout an event broadcast? This problem
is compounded when one realises how hard it is to accurately measure the
number of viewers, given the fragmentation and proliferation in broadcast and
content platforms. These problems relate to the fact that exposure is one thing,
but what really matters is the impact of the exposure.
However, volume of exposure is only the start of measuring the effect of
sponsorship, and commonly is accepted as a ‘lower-order measurement’. A better
measure of impact is how much attention people pay to a brand or an
organisation. Attention can be measured in terms of changes in recall or
recognition by individual members of the target market (McDonald & Karg,
2015). Recall is the more powerful measure of effectiveness in that research
subjects are not aided in recalling sponsors’ names. In recognition, subjects are
asked to choose from a list of possible sponsors. The benchmark for measuring
attention has to be the recall or recognition measure before entering the
sponsorship agreement. This may be achieved through pre-testing; otherwise,
changes in recall or recognition cannot be measured. Cognitive effects also can be
measured in individuals who are part of the sponsor’s target market(s). For
example, the association between a car manufacturer and a car-racing event
evokes a stronger cognitive effect than the association between a car
manufacturer and a tennis event. The car manufacturer–car-race link is logical,
and requires little explanation. The car manufacturer–tennis event link is expected
to evoke a more general association, and tries to link the image of the event to the
image of the car.
Both effects are often measured in associative tests, with various consumer
tracking and survey mechanisms used to assess various cognitive impacts. For
example, given the Australian Open tennis championships, the question ‘Which
sponsors do you associate with this event?’ can be asked. One can even consider
using research techniques that compare people’s attitudes about different brands,
including brands that compete with the sponsor’s. Tracking studies, where factors
such as brand image are examined over an extended period of time, also fit the
category of measuring cognitive effects. Cognitive tests are better described as
qualitative research techniques because they deliver information that allows the
researcher to explain consumer behaviour rather than the quantified measures that
result from media monitoring. Cognitive research becomes more important
towards the ‘desire’ and ‘action’ stages of buyer readiness – where brand
attitudes, consideration and consumer intentions become more prominent. While
often the focus of research that seeks to capture attitudes and intentions to
purchase or support a sponsor based on sponsorship exposure, there are
challenges as to how reliable such measures are when it comes to actual
consumption or purchase of the sponsor’s brand (Zaharia et al., 2016). In addition
to the potential lack of reliability, one limitation of cognitive analysis is that it can
give ad hoc or limited results of effects for markets beyond consumers.
Logically, the most direct measure of sponsorship effectiveness is buying
behaviour. In short, what are the effects of the sponsorship on attitudes to buying,
or even on the direct sales figures or turnover of the organisation or the sales
figures of certain product lines? In this case, the benchmark for measurement has
to be set before the sponsorship. However, the delay between sponsorship
activation and consumer buying response may be lengthy. Behavioural
measurement of sponsorship has often been criticised because of the difficulties
involved in isolating the effects of sponsorship on sales and turnover from those
of other promotion mix tools. Experimental research designs or historical tracking
of prior promotion and non-promotion impact may help the researcher isolate the
impact of sponsorship investment. However, difficulties in isolating effects
remain, and often little formal measurement is conducted outside of sales
analysis.
As alluded to above, there are limitations to measuring sponsorship
effectiveness at each of the levels here. As such, effectiveness is a difficult issue,
and is often the least resourced and targeted component of sponsorship
measurement. How effectiveness is measured depends on the sponsor’s goals, and
even then many variables can influence effectiveness. Further, it can be difficult
to measure and isolate discrete effects of sponsorship from other areas. We
mentioned earlier that integration with sponsorship and other promotional
mediums (i.e., advertising or digital campaigns) are encouraged, but this can lead
to overlapping effects. How can a sponsor be sure that gains in consideration or
sales are coming from sponsorship as opposed to concurrent advertising or PR
initiatives? Further, effects of sponsorship are not time-bound. For example,
while the value of sponsorship may occur immediately for some consumers, in
other instances awareness and consideration benefits take time to be fully
realised. Further, benefits may be felt long after a sponsorship agreement and
contract benefits end or expire. In sum, while measurement should be encouraged
as a critical activity, effects can be difficult to attribute to an activity or time
period. Such issues can see managers ignoring results or measurement aspects, or
placing less focus on measurement of sponsorship effects.
SPORTVIEW 11.2
Sport and celebrities: a whole new ball game
Jonathan Robertson and Tom Benetti-Baker
There are few sports celebrities who can consider themselves truly global.
For a start there are few ‘global’ sports that have high appeal in all
economically significant countries. And, with the exception of football (and
maybe basketball), truly global sports are often individual sports such as tennis,
golf, Formula 1 racing and boxing. Therefore, the pool of celebrity athletes that
a global brand can leverage often comprises only a few dozen individuals.
Specifically, over the past 20 years there have only been six celebrity athletes at
the top of the Forbes highest-paid list, and from four sports: boxing (Floyd
Mayweather, 2018, 2015, 2014, 2012); golf (Tiger Woods, 2013, 2011–2001);
tennis (Roger Federer, 2020); and soccer (Lionel Messi, 2019; Cristiano
Ronaldo, 2017–2016) (Anderson, 2020).
It’s quite amazing that Federer was able to top the list for the first time for
any tennis player at the age of 38 years in 2020. According to Forbes
(Badenhausen, 2020a), Federer was able to earn $100 million from
endorsements and appearance fees alone, with those endorsement fees coming
from the 13 brands in his portfolio, including Uniqlo, Rolex, Mercedes-Benz
and Wilson. Like basketball star Michael Jordan before him, the article stated
that Federer has benefited in endorsement dollars from his ability to ‘command
a sport with a global audience for years; appeal to both men and women; stay
out of trouble; add in a dose of swagger and a dash of charisma’. In 2018,
Federer signed a contract to partner with Uniqlo for $300 million over 10 years,
splitting from Nike, which he had endorsed for 20 years. Uniqlo were attracted
to Federer because of his on-court status as the greatest of all time as well as the
parties’ shared belief in bringing positive change to the world.
Despite Roger Federer being the first tennis player to top the Forbes highest-
paid athletes list since its inception in 1990, in 2020 the top nine in the list of
highest-paid female athletes were all tennis players. Naomi Osaka earned $37.4
million from her endorsement deals in 2020, finishing ahead of Serena Williams
and Ashleigh Barty in total earnings. Osaka’s earnings were the highest in
history for a female athlete, and in tennis only Roger Federer made more money
through endorsements in 2020 (Badenhausen, 2020b). Osaka currently endorses
15 brands, including Nissan, Shiseido, Yonex and Nike, the latter having agreed
to pay her $10 million per year to endorse their brand through to 2025
(Newcomb, 2019). Osaka’s success in terms of brand endorsement deals could
be attributed to her propensity to speak her voice and advocate for social
change. Nielsen Sports found that when athletes post on social media
advocating for social change they receive 63 per cent more engagement for
brands: ‘This underlines the potential benefits for brands who partner with
athletes prepared to take a stand or voice their opinion on a cause that resonates
with fans’ Nielsen Sports (2021).
Ambush marketing
Ambush marketing is where an organisation or brand (that is not an authorised
sponsor) attempts to leverage the goodwill, reputation and popularity attributed to
a sport event by seeking to create an association with it, without permission to do
so. Attitudes to the practice have been mixed, with Chadwick et al. (2014) noting
views of ambush marketing as ‘illegal, unauthorized and immoral practice, while
in other cases it is regarded as legal, imaginative and an associative marketing
activity’ (p. 63). Ambush marketing can include examples such as where a small-
town butcher uses sausages to replicate the shape of the Olympic rings in his shop
window, through to where major apparel brands release global advertising
campaigns using the name of an event’s host city in the advertisements. In each
case, the brand does not hold the rights to promote or use trademarks of an event
but seeks to promote or use such trademarks for benefit. Abeza et al. (2021) note
that social media provides new opportunities for ambushing brands to undertake
creative marketing initiatives to establish associations with events.
As well as incursion, obtrusion and association (Burton & Chadwick, 2018),
other examples of ambush marketing can include:
This is a limited and certainly not complete list of actions to prevent ambushers
from taking advantage of a sponsorship relationship. Although ambush marketing
can never be eliminated, preparation can help sport marketers serve the sponsor to
the best of their ability. It needs to be noted that ambush marketing, in the context
of ‘ethics’ in sport marketing, increasingly is an activity that is viewed as
unethical. Consumers are increasingly aware of and sensitive to ‘corporate
abusive practices’, with ambushing being an obvious example.
Summary
This chapter showed the strategic importance of sponsorship and its measurement
for sport organisations. The market for sponsorship has undergone exponential
growth and continues to develop, with sponsorship dominated by sport and still
growing in popularity. This growth is generally attributed to the view that
sponsorship is a cost-effective way to achieve communication goals among large
and emotionally committed audiences. Further, sponsorship offers a wide range of
potential assets, and presents sport organisations or rights-holders with
developing opportunities to cultivate valuable digital rights and assets which,
while previously undervalued, can be attractive to potential partners.
There are various stages to the management of sponsorship, which can be
viewed in a cyclical or ongoing structure. For both sponsors and rights-holders or
sponsees, sponsorship can be used to satisfy a wide range of goals and objectives
– particularly media, marketing, corporate or sales goals for the sponsor, and
revenue- or fundraising-related goals for the sponsee. Effective use of leveraging
and implementing the sponsorship were presented, with best practice suggesting a
need for sponsors to support the association with the sport property through a
range of additional investments. A comprehensive set of sponsorship support
activities and tie-in promotions is required to optimise the sponsorship effort and
make the sponsorship as successful as possible in the overall marketing initiative.
The chapter offered a framework to demonstrate how sponsorship is said to
work. This allowed the presentation of differing effects that could be measured,
spanning cognitive, affective and behavioural (or sales-related) outcomes.
Measurement of effectiveness, while difficult, is an important component of the
management process. Ultimately, sponsorship effectiveness is a combination of
choosing a suitable sponsorship property, setting specific objectives and linking
these to the appropriate qualitative or quantitative effectiveness measures. In
order to further protect sponsorship rights, ambush marketing opportunities need
to be detected to prepare for potential ambushers taking advantage of a sponsor’s
rights.
CASE STUDY
Return on objectives: attracting and maintaining a major sponsor
Note: This case study (including all persons and organisations involved) is
purely fictional.
Frank Smith – a player at Nets District Basketball Club – had been at the
club for 12 years. In the lead-up to the 2021 season he was approached by club
president, Sandra O’Conner, to sit on the board as a communications and
sponsorship officer for the following season. Sandra explained to Frank, who
was a corporate expert in the field of marketing, the difficulties they were
having maintaining relationships with their sponsors.
For six of the nine years that I have been here we have been able to get
$5000–$10,000 from a local business; however, only SportsDrink Inc. –
our most recent sponsor – stayed with us for more than one season.
Nevertheless, at the end of last season they informed us that they would not
be continuing the sponsorship for the upcoming season. The relationships
are difficult to maintain. While the financial support from our sponsors is
vital for us as an organisation, our financial return on investment is not
very high for our sponsors. Therefore, while they enjoy being associated
with us, they often cannot justify the financial investment required to be a
major sponsor.
Frank and Sandra agreed that this would be a good idea, and developed a
sponsorship strategy to present at the following week’s board meeting.
community goodwill
public awareness of the firm
employee morale
brand image
product demonstration
entertainment of key clients
reaching new market segments
blocking competition, and
generating new sales.
executive summary
organisation/event/athlete history and present situation – what is the
organisation about?
target audiences (for sponsor and sponsee) – who is the sponsor targeting?
sponsorship track record – what is the organisation’s sponsorship history?
period of association for the proposed sponsorship – how long? Are there
extension options?
benefits on offer – what does the sponsor get out of the relationship?
benefit valuation (capitalisation) – how much will the sponsor need to
invest?
packages – what is the total offer?
sponsorship-activation activities – are there any publicity, advertising or
marketing activities?
ambush-prevention strategy – how is the organisation ensuring exclusivity?
effectiveness measurement – what are the measures of effectiveness?
Questions
1. Given your knowledge of sponsorship after reading this chapter, can you
detect any information explaining why the previous sponsor decided to
cease the agreement? What else do you think would make it difficult for
local sport clubs to attract sponsors?
2. Given your knowledge of sponsorship situations, how could these
relationships have been improved?
3. Why do you think ‘return on objectives’ is a common term in sports
sponsorship?
4. Consider the context of a local sports club you are familiar with.
Contribute examples in the context of your organisation for every heading
in Frank’s draft proposal.
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Part IV
Measuring and managing sport
marketing strategy
DOI: 10.4324/9781003270522-15
CHAPTER 12
Implementation, ethics and future trends in sport marketing
CHAPTER 12
DOI: 10.4324/9781003270522-16
Chapter objectives
Chapter 12 revisits some important concepts introduced throughout this book
and how they are operationalised. It does so by reviewing the role of the control
function in coordinating and implementing the selected marketing strategies vis-à-
vis feeding forward, concurrent and feedback activities and performance
outcomes of sport marketing strategies. The role of the modern sport marketer is
also discussed in the context of different types of sport organisational models.
Sections discussing sport marketing structures, ethics in sport marketing and sport
marketing trends and their impact on the strategic sport marketing process are
included to provide a source of reflection on the current and future role of sort
marketing.
After reading this chapter, you should be able to:
Headline story
RBI: relationships batted in
The Toronto Blue Jays are no strangers to their commitment to grassroots baseball
in Canada and, specifically, Southern Ontario, one of the most populous regions
in the country. Their corporate social responsibility arm, the Jays Care Foundation
(JCF), has existed for more than two decades, providing important investments in
infrastructure and sport programming. In 2020, the JCF contributed C$7.5 million
to various initiatives, including more virtual programming to maximise their
engagement with more young people across the country.
However, the Jays have also focused attention on urban youth through their
Reviving Baseball in Inner Cities (RBI) programme. This development
programme works with inner-city schools in key underserved areas like the
Greater Toronto Area (located in Southern Ontario) to develop important team-
building skills for life, as well as a passion for the sport of baseball. Once a school
signs up to the programme, the JCF provides trained coaches, equipment, and
replica uniforms so that youth are able to participate in a structured, organised
format and feel like professional athletes playing for the Toronto Blue Jays. RBI
games are also filled with various other activities, music and engagement to create
a holistic setting of fun. Moreover, youth from Toronto can also attend Blue Jays
games at a discounted rate and enjoy special experiences (e.g., meet a player).
What makes this unique is that the demographic composition of RBI programmes
is more varied, representing both previous waves of immigration (e.g., Black, East
Asian) and new waves (e.g., Middle Eastern, South Asian) to urban Canadian
centres. Through the RBI programme, a large majority of the underserved youth
feel more confident in themselves and, more importantly, want to continue
playing and following baseball (Jays Care Foundation, 2019).
The RBI programme is a critical extension of the Blue Jays’ marketing plans.
Certainly, there is an important social impact created by this type of
programming, providing important life-skills through teamwork and organisation;
but the relationships being cultivated and fostered here are also important for the
organisation to develop and maintain as they seek the next generation of fans. As
Canada and many other advanced economies experience shifts in their
demographic landscape, especially in urban settings, it is important to maintain
relevance in the market and forge new relationships that can reveal a new pipeline
for growth and sustained success.
The Jays’ need to engage the community brings us to the last theme of this
book: managing marketing strategies. Thus far, the book has considered the
marketing mix and all the variables the sport marketer can manipulate to ensure
that a sport is able to identify and sustain a competitive advantage. The Jays’
decision to strengthen their commitment to grassroots baseball in underserved
urban communities is an example of combining marketing mix variables to form a
marketing strategy. How these strategies are implemented is part of the
management aspect of marketing.
feed-forward
concurrent, and
feedback.
Feed-forward control
This takes place before production and operations begin, and commences at the
early stages of the strategic sport-marketing planning process (SSMPP).
Determining the operating procedures and setting standards for the operation of a
facility prior to a season commencing is an example of feed-forward control. As
part of this review of operational procedures, appropriate staff training will be
provided consistent with service quality policies. For instance, the sport
organisation may want staff to wear a uniform on game-days to maintain brand
standards and emphasise the promotional mix for certain activities. This form of
control ensures brand consistency, and all inputs are of the highest quality for
optimum spectator enjoyment.
Concurrent control
Concurrent control occurs during sport – in other words, while the plans are being
carried out. Often, the context of concurrent control will be a major sport event or
the weekly games in a given season. In the sport facility, monitoring the quality of
service delivery exemplifies concurrent control. Supervisors will be responsible for
checking that staff carry out their jobs in a manner consistent with the
organisation’s policies. In some cases, it is possible to fine-tune the activity as it
occurs or to rectify problems immediately, which are other examples of concurrent
control in practice. For instance, imagine signage at a sport facility is subject to
inclement weather, jeopardising the relationship between the sport property and
advertising brand. With concurrent controls, the sport organisation can have
consistent checks throughout the match to ensure the signage is not distorted and
remains fully intact for maximum visibility by spectators and the television
audience. Additionally, concurrent control can occur when monitoring attendances.
If these are lower than expected, same-day advertising may need to be intensified or
altered, or sales promotions implemented, to return the organisation to a satisfactory
level of performance. Determining acceptable levels of performance requires the
identification of appropriate measures during the SSMPP.
Feedback control
Feedback control focuses on the final performance measured against previously
ordained standards or targets. The sport marketer looks at the final result post-event
and, upon review, determines whether change or modification is necessary to ensure
that the intended, defined performance standards can be achieved at the next game,
event or even season. For example, if at the end of the Major League Baseball
(MLB) season a sport marketer for the Los Angeles Dodgers was not happy with
attendance figures at Dodger Stadium, then feedback could be used to refine their
marketing scheme and overall SSMPP in the off-season for the following season.
This type of post hoc reflection is important for sport marketing as not all controls
can be pre-planned, proactively determined or changed in real time; sometimes it is
best for the sport marketer and his/her organisation to let the situation unfold in its
entirety, without change, and allow for refinement thereafter. By doing so, sport
marketers are able to conceptualise sport events, games and seasons as whole units
instead of making ad hoc changes that are more difficult to pinpoint and ascertain
for their failure to meet the performance standards sought. Figure 12.1 displays the
link between the stages of the control process and the measures typically used to
ascertain success in a sporting organisation.
Club membership
Club membership, too, is an important measure. As discussed in Chapter 10, the
satisfaction of season ticket holders or club members is important as these
individuals represent consistent attendance and associated consumption behaviours
(e.g., purchasing concessions, merchandise), equating to a significant source of
revenue for the sport organisation. What makes these groups even more important
as a measure of success is that the revenue generated from season ticket and
membership sales often derives from a period in the off-season when no games
taking place. This is a critical point as when matches are being played the sport
organisation can generate weekly income through ad hoc (i.e., one-off) ticket sales,
sponsorships and local media broadcast rights. However, this is not the case in the
off-season. Thus, to ensure the financial viability of the sport organisation during
those ‘lull’ periods in a calendar year, marketing programmes should be designed to
reward longevity and minimise defection or cancellation of season ticket
holder/membership status.
Sponsorship
Sponsorship is another key measure of success in the marketing programme, for
large, global teams as well as for small or local sport organisations and clubs. In
fact, sponsorship has been considered so important that many sports have
developed unidimensional marketing programmes aimed at attracting sponsorship
revenue. In the long term, this myopic view is detrimental to the sporting
organisation for two reasons:
It negates the extent to which the sporting organisation can devise a full range
of marketing-related benefits that can be provided to the sponsor.
It concentrates the success of the marketing programme on one objective.
Revenue from licensing income becomes the main measure in determining the
success of such a programme. Clearly, this revenue can easily be measured, and can
be utilised to demonstrate success (or lack thereof) for a sport organisation.
Service quality
Another important, though less tangible, measure is service quality, which was
developed and specifically discussed in Chapter 10 as providing the basis for
establishing a competitive advantage. It also indirectly affects everything that is
concerned with attracting spectators, members and sponsors, contributing to the
likelihood of repeat purchase. Strategically, it is significant because it has the
capacity to even out the fluctuations in enjoyment governed by winning or losing.
An enjoyable night out at a basketball game, for example, may to some extent
offset the disappointment of losing.
This raises the critical question, in relation to this intangible area, of assessing
how much participants and spectators enjoy the sport experience. Equally, this
question relates to winning. Sport clubs, associations and leagues are increasingly
realising that their marketing programmes should be designed to build loyalty –
loyalty that has the capacity to withstand periods of poor on-field performance. The
reality of most sporting competitions is that it is in their own interest to ensure that
winning is shared by all, and therefore mechanisms will be put in place to even out
the competition – also known as ‘competitive balance’. Clubs will experience
periods during which they are successful and those when they perform poorly.
Success on the field does not guarantee success off the field; but poor on-field
performance almost certainly guarantees poor off-field results based on the
measures discussed above. Reducing the impact of these periods of poor on-field
performance enhances the likelihood of achieving financial stability.
Financial stability
Despite an earlier statement in this chapter that profit is not the sole goal of sporting
organisations, it has grown in importance over the past 30 years. Many sporting
organisations once typified the extreme position, where debt could be freely
incurred without considering the consequences. Fortunately, this culture is
changing, reinforcing the importance of control in the implementation of marketing
activities. Modern sporting organisations now more readily understand the balance
between on-field success and sound off-field success.
Most of the measures of success discussed in this section contribute to the
income-generating potential of the organisation. The ability to rein in costs is the
subject of broader texts in the management domain, covering the issue of control in
more detail.
Unsurprisingly, professional sport has offered the greatest range of career options in
sport marketing; and, with the continued focus on increasing revenues, the number
of roles and positions has multiplied markedly over the last 30 years. For example,
Collingwood Football Club, one of the largest professional sport organisations in
Australia, typically employed over 20 staff (in the pre-COVID-19 era) to run its
commercial operations; this includes staff responsible for digital media, commercial
partnerships, membership and merchandise, sales and media/public relations. These
staff members are responsible for the implementation and coordination of all the
club’s various marketing activities (big and small), all of which are covered through
the marketing mix variables discussed in this book.
The Collingwood example is just one of many Australian professional sport
clubs; but it is not representative of the widespread growth of the marketing
function in other, more global sport entities. The variance in sport marketing roles
can be discovered through the case of teams in the National Basketball Association
(NBA), for example. As a collective, teams in the NBA employ an average of 31
staff for marketing functions, 19 of which are focused on digital media content.
There has also been a rise in the number of speciality marketing positions in the
league. In 2019, the top three in-demand roles for NBA teams were in the areas of
digital marketing, creative services, and marketing research and analytics. In this
context, digital marketing could range from website and digital advertising to email
marketing and social media promotion; creative services would involve creating
engaging, producing stunning visuals for use in content pieces, promotional
campaigns or other team communications (e.g., brochures, sponsorship proposals);
and marketing research and analytics would involve roles that dive deeper into fan
demographic and behavioural data, websites, apps and social media metrics, and
analysing customer relationship management databases.
An overview of the NBA landscape reveals the differences between professional
sports in different markets, as well as team-to-team variations in how sport
marketing structures function in practice. For example, the Portland Trail Blazers, a
small-market team by media market standards, employ just 27 staff members for
sport marketing roles within the organisation – fewer than the league average. The
team has some unique sport marketing roles, particularly at senior levels, including
Manager, Digital Marketing, Director, Creative Services and Senior Strategy
Analyst. Teams like the Toronto Raptors operate in a larger market and from a
structural perspective are ‘medium-sized’, employing 55 staff members across the
sport marketing function. However, this team is unique in that it is part of a much
larger professional sport portfolio. The umbrella sport organisation, Maple Leaf
Sports & Entertainment (MLSE), owns and operates the Raptors in addition to
other professional teams, including the Toronto Maple Leafs, Toronto FC, Raptors
905, the Toronto Argonauts and the Toronto Marlies. To maximise efficiencies,
MLSE has created three working groups known as Team Blue (overseeing the
Leafs, Marlies and Argonauts), Team Red (overseeing the Raptors, Raptors 905 and
Toronto FC) and Team Noir (overseeing their community foundation, retail
operations, food and beverage and other special projects). Naturally, this structure
breeds some unique sport marketing roles within the senior ranks at MLSE. With
more umbrella organisations in sport and entertainment popping up in North
America, Europe and Asia, it is vital that the next generation of sport marketer
recognise that their responsibility might be spread across multiple franchises
simultaneously.
Larger still is the case of the NBA’s Miami Heat, a team in a major market by
media broadcast standards as well as organisational depth. The franchise employs
79 sport marketing staff across three major sub-departments: (1) creative and
digital; (2) retail, broadcasting and corporate social responsibility; and (3)
traditional marketing. Per previous chapters, the team provides strong examples of
modern sport marketing positions in professional sport. For instance, the Vice
President, Creative and Digital Marketing oversees all branding and creative
campaigns, including uniform design; unifying social, web and app messaging; and
ensuring a streamlined design for the team’s ‘brand culture’. Meanwhile the
Director, Digital Content is more focused on partnerships, ensuring the successful
execution of agreed key performance indicators, selling team-branded content
across digital media and liaising with third-party sport marketing agencies. There is
also a Senior Director of Interactive Marketing, who oversees automation, e-
commerce and esports/video gaming through the NBA’s licence with the NBA 2K
series. This role is particularly interesting given it oversees the team’s presence in
China, an important market for sport organisations (like Miami Heat) seeking to
grow their presence on a global scale.
In sum, at the professional ranks, sport marketing has evolved to have significant
variance in the number of staff, the types of roles and the overall focus of the
department and its sub-departments. In particular, professional sport has evolved to
accept digital advancements (e.g., social, web, apps), as well as the need to be more
creative and streamlined across brands. At the amateur sport level, organisations are
also incorporating an increased focus on sport marketing. Thus, the complacency
that existed at the turn of the 21st century, fraught with a slow pace of change, has
been shifting in a positive direction, indicating that sport marketing is important
and growing.
Interestingly, the pace of change has become more urgent as sporting
organisations realise the capacity of a skilled marketing team’s potential to
contribute to the full range of revenue-earning possibilities via marketing
programmes. It is true that, in some instances, it is necessary to spend money up
front to ensure that revenue-earning potential is maximised. Advertising, public
relations launches and staff training in terms of service delivery are examples of
this sentiment. However, they are also the means of communicating with a public
that is increasingly subject to an attractive range of recreation and leisure pursuits
capable of detracting from interest in sport. The past 30 years in particular have
seen a rapidly intensifying range of competitive forces within the recreation and
leisure industry. In many ways, this has been a positive indicator as sports have
been forced to professionalise their operations and modernise the way they deliver
the overall sport package.
Growing sport globally and locally: new markets and products, fewer
barriers
One of the major changes to sport has been the reduction in barriers to consumption
and the increased access and ability of sport marketers to develop and grow brands
and products. This can be evidenced in the breadth of products and content for sport
fans. Compared to past decades, accessibility not only of matches and games in
overseas leagues and events but also access to athletes and to non-matchday content
has rapidly expanded. By using mobile and connected devices, watching live sport
or accessing audio, video or statistical content is more accessible than ever. As a
result of digital technology, the processes needed to create, share and commercialise
content are easier, and the costs lower than ever for organisations.
Part of this is related to globalisation. The FIFA World Cup, the Olympics and
the Formula 1 calendar present truly global events. Further, sports such as netball
and rugby continue to report international growth (in participation and elite
performance) as a success factor. Bodies like the English Premier League and the
National Football League are among those hosting games or pre-season tours in
non-traditional markets to grow their brands and interest. The Australian Open
tennis event was rebranded as the ‘Grand Slam of the Asia-Pacific’, and the
country’s V8 Supercars Championship has taken races to multiple new continents.
Commonly, Asia presents as a sought-after international market with massive scope
for growth given its position as one of the world’s fastest-growing economic
regions. FIFA World Cups, Winter and Summer Olympics and Rugby World Cups
have all been scheduled in the region in recent years, while China and India present
rapid growth cases for relatively new professional leagues. As with all globalisation
though, these examples present implications for stakeholders and marketers, with a
need to understand various social, ethical and cultural differences across markets.
While the global examples are prominent, similar growth and opportunities can
be considered for local or smaller sport organisations. In short, what works in terms
of growth via new channels and new offerings is just as relevant for local clubs as
global ones. The ability to efficiently produce and disseminate live or other forms
of sport content is more accessible than ever. As such, it is not uncommon for
amateur sport teams or leagues to live stream games or share and promote their
offerings in new and innovative ways using new media channels. Fewer barriers,
and access to new communication forms and digital practices, provide a recipe for
marketers to develop strategies to communicate with new and existing audiences in
cost-effective ways.
Social considerations
Finally, and perhaps to balance the innovation and technologically focused
discussion above, understanding that sport remains a social good is a critical
component. Ethical practices for sport marketers were introduced earlier in this
chapter. In addition, sport’s ability to show social leadership and align with
consumer expectations and values remains critical for sport managers, with
marketers having a key role. Sport, as a high-profile product associated with well-
known brands, has the capacity to show leadership for the greater good, develop
social connection and drive social change.
In recent settings, inclusion and equality present as part of sport’s agenda for
social leadership spanning gender, racial and other equality issues. While clubs,
leagues and events have shown support and led change in different ways, what is
clear is an enhanced focus and expectation for sport organisations to embed and
show social leadership. Clearly marketers have a role to play here. From the
development and centralisation of inclusive philosophies, developing strategies and
managing and promoting campaigns, there are important considerations of how new
and existing components of an organisation’s marketing mix might be impacted.
Above all, authenticity is critical. Inclusive practices and strategies must be well
embedded in organisational and marketing planning and execution – not mere add-
ons.
An ongoing focus on a range of health, community and environmental issues is
also prominent here in strategy design. Sport is seen as a vehicle for change and
impact, whether the driver is a league, event, team or athlete. From disaster
recovery to social connection, community skill-building or mental health awareness
campaigns, or organisations’ sustainability efforts, leadership and impact can occur
when opportunities are embraced. Corporate social responsibility (CSR) and
community-oriented practices are growing illustrations of how sport brands can
play a critical and central role (Rowe et al., 2018). This can be evident at local
through to elite, professional levels of sport. Product, service and campaign
strategy, brand use, messaging, positioning and execution are all marketing mix
considerations.
Finally, in balancing the multiple needs and objectives presented at the start of
this chapter – from social or participant through to commercial goals – sport has an
inherent but complex responsibility to balance tensions between the commercial
and social outcomes of a sport organisation. This can be evident at the elite level
from the failed effort to create a European Super League (ESL) in 2021. Major
global teams in Europe’s top football leagues that indicated interest in a breakaway
competition were swiftly met with a consumer and public backlash amid fears of a
perceived loss of sporting, cultural and historical ties should the plan progress. Such
challenges are met by many sport marketers at all levels, from decisions to invest
marketing budgets in promotions at the expense of development programmes, to
decisions to accept a corporate or commercial sponsorship that will rebrand a
stadium or pavilion. A nuanced understanding of markets, consumers, brands,
products and promotional options, and the strategic process provided in this book,
is necessary to manage such complexity now and in the future.
Summary
As the final component of this book this chapter has focused on the management
and implementation of sport marketing strategy. A key component is how the
strategy is managed, including the three control mechanisms, and consideration of
links to marketing and performance outcomes. How the marketing function is
operationalised was introduced, including examples of the design of marketing
functions in both smaller and larger markets. Such examples provide a basis for
readers to continue to explore the development of the marketing function in
different organisations, as well as roles and careers that each can provide.
Finally, ethical considerations and a number of trends and considerations within
the current sport marketing environment were discussed. While all components of a
traditional environmental analysis (legal, economic, social, demographic and
technological) were noted, our focus (based on the nature of the earlier chapters)
was on the social, technological and innovation aspects that will most critically
impact the development and execution of strategic sport marketing strategies.
Returning to our core definition of sport marketing centred on the development and
exchange of value, organisations and marketers who best develop and implement
strategies while cognisant of these themes, and who develop operational functions
and structures that can embrace them, are best placed to develop competitive
advantage.
CASE STUDY
Analysing sport marketing structures and futures
In this chapter, we have identified the hierarchal structures for different sport
organisations, with a spotlight on some of the unique roles in each. Now it’s your
turn to do some external research.
Questions
1. From your research in Part 1, do you see lots of variance in marketing
functions and structures, or are they very similar? Why do you think teams
are operating with different or similar sport marketing roles?
2. From your research in Part 2, what does this position entail? Is it a new role
or is it more traditional in nature? What type of experience (e.g., education,
internships/practicums) would be needed for someone to take on this
position?
3. Consider your personality, likes/dislikes and general interests, and how they
might impact your pathway selection. Are you on the right track to attain a
position along this pathway? If not, what activities or factors are missing,
and how do you plan on incorporating them in the next few years?
4. Finally, how are the emergent trends discussed in this chapter impacting (or
how might they impact) the structures you found within sport organisations
and the roles you explored within the sport industry?
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Index
Note: Page numbers in italics refer to figures. Page numbers in bold refer to
tables.
Activision Blizzard 90
Adelaide Oval 158
Adidas 6
advertiser-based revenue models 173
advertising 201–202
AFL Grand Final 152–153
A-League competition 27, 39
Amazon 209
ambush marketing 19, 259–260, 261
analytics software, marketing information system (MIS) 77–78
Andreescu vs. Kerber 101
announcers 175
anti-siphoning legislation 174, 177
anti-smoking policy 230
armchair selector syndrome 10–11
artificial intelligence (AI) 87, 254, 277, 292
assurance 229
athlete sponsorship 258
‘Athletes Unlimited’ competitions 290
athletic apparel sponsorship 257
athletic endeavours 54
attendance: and membership 41
and participation 275
sporting clubs 32
attitudes 54, 81, 259–260
attractiveness 17, 258
attribute-based rules 60–61
audience: enjoyment 181
mass 258
measurement 184–186
target audience rating points (TARPs) 185
audio-visual content: distribution 172
rights vs. data rights 181
augmented reality (AR) 277
AusPlay Survey 79
Australia: advertising industry 79
football community 44
telecommunications company 132
Australian Anti-Siphoning List 188–189
Australian Broadcasting Corporation (ABC) 189
Australian Bureau of Statistics (ABS) 78–79
Australian Communications Minister 188
Australian Cricket Board (ACB) 15–16, 34
Australian Football League (AFL) 31, 123, 171, 224, 260
Australian Grand Prix Corporation (AGPC) 122
Australian Institute of Sport, mission statement 35
Australian Open 61, 101, 153
Australian Rugby League (ARL) 33, 272
Australian Rules football (AFL) 55, 92
Australian Sport Commission 50, 79
Australian Super League 272
narrowcasting 177
National Basketball Association (NBA) 14, 107, 152–153, 171, 220,
282–283
National Basketball League (NBL) 5
national broadcasting rights 188
National Football League (NFL) 14, 114, 171, 208
National Hockey League (NHL) 14, 100, 276
National Rugby League (NRL) 18, 92, 220, 272
National Soccer League (NSL) 92
national sport governing bodies 126
negative disconfirmation 232
New South Wales competition 33
New South Wales Rugby League (NSWRL) 38
New Zealand Football 44
Nexon Arena 74–75
Nike 6, 125, 197
non-compensatory rule 60–61
non-price factors, market sensitivity 132
non-profit entities 35–36
non-profit sport organisations 35
non-sport enterprise 101
non-verbal message 196
North Queensland Fury 93
not-for-profit organisations 125–126
racial equality 52
Rajasthan Royals 197
Raptors 905 282–283
rationalisation strategy 18
reach, audience measurement 185
rebranding 109, 111
relationship marketing 223
reliability 229
responsiveness 229
retail partners 204
revenue 125
-earning 283
-generation opportunity 284
stream 201
rewards and loyalty programmes 208
Rio Olympics, 2016 107, 126
Riot Games 90
Rugby Australia (RA) 26
rugby union (Super 15) 92
Rugby World Cups 289–290
Russian sport landscape 100
tangibles 229
target audience rating points (TARPs) 185
target market selection 88–90
team merchandise 154
telemarketing 81, 206, 207
television: licensing markets 188
ratings 141
televised sport product 13
Telstra 132
Test matches 29
30-second commercials 255
threats 35
3G/4G networks 277
TikTok 291
time-shifted viewing 185
Tokyo Olympic Games 126–127, 172
TOP see Olympic Partner Programme, The (TOP)
Toronto Argonauts 282–283
Toronto FC 282–283
Toronto Maple Leafs 282–283
Toronto Marlies 282–283
Toronto Raptors 110
Toronto’s Indy Car race 285
Tottenham Hotspur Stadium 154, 164
trade 204, 206
trademarks 260
Trade Practices Act 1974 (TPA) 260
tradition/traditional 32
4Ps of marketing 7
consumer goods marketing 154–155
marketing department 156
training programmes 204
Tri-Nations Series 27
T20 194
Twenty20: BBL 7
cricket 5, 17, 40
World Cup 16
Twitter 17, 55, 291
UK Sports Council 29
Ultimate Fighter, The 181
Unibet 284–285
unidimensional marketing programmes 276
unit elastic demand 129
unpredictability 11–12
unprogrammed decisions 60
usage rate, behavioural segmentation method 84–85
US collegiate basketball 203–204
users: behaviour tracker 78
status, behavioural segmentation method 85–86
U SPORTS 280–281
Valve 90
viability 31
Victoria Health 79
Victorian Football League (VFL) 5, 13
video screen signage 101
Virgin Group 6
virtual advertising 182
virtual game worlds 17
virtual Grand Prix series 17
virtual reality (VR) 277
virtual social worlds 17
volume of exposure 255
Wallabies 28
Wanderers and Ellis Park Stadium in Johannesburg 13
weaknesses 35
websites 55
Wembley Stadium in London 13
West Coast Eagles Football Club 14
Wi-Fi connectivity 277
Wikipedia 17
Wimbledon Championships 189
win/lose phenomenon 234
winning games 31
Winter and Summer Olympics 289–290
Women’s National Basketball League in Australia 5
World Athletics (2020) 35
World Cup soccer 187
World Series Cricket (WSC) 16
World Wrestling Entertainment (WWE) 114