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Article
Publication date: 14 November 2016

Reinhard E. Kunz, Franziska Elsässer and James Santomier

The purpose of this paper is to introduce a conceptual model of branded entertainment into sport marketing and highlight Red Bull’s strategy as a “best practice”. Branded…

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Abstract

Purpose

The purpose of this paper is to introduce a conceptual model of branded entertainment into sport marketing and highlight Red Bull’s strategy as a “best practice”. Branded entertainment, the full integration of advertising into entertainment content, is an innovative marketing strategy that can provide sport enterprises and sponsors with consumer attention and engagement.

Design/methodology/approach

Branded entertainment was theoretically framed and conceptualised. Using an inductive approach Red Bull’s portfolio of self-generated action/extreme sport content as well as its production, distribution and viral processes were analysed.

Findings

A communication model of sport-related branded entertainment was developed to distinguish actors such as athletes, sponsors, and co-operating companies, traditional and new (sport) media as well as sport consumers and prosumers and analyse their actions and relationships.

Research limitations/implications

This study is limited to Red Bull’s branded entertainment activities. However, a thorough conceptualisation and analysis of branded entertainment and findings of unique characteristics and anomalies related to branded sport entertainment allows academics and professionals to understand and apply the concept.

Practical implications

The research theme triggers a dialogue and encourages marketing practitioners to consider alternative ways to engage their target audiences and expand their integrated communication strategies via a unique and dynamic promotional tool.

Originality/value

This paper contributes to the sport value framework by addressing “value co-creation” in a sport media and marketing context. By highlighting the Red Bull phenomenon as an innovative approach a successful integration of branding and sponsorship activities into sport entertainment content production, distribution and viral marketing is presented.

Details

Sport, Business and Management: An International Journal, vol. 6 no. 5
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 14 August 2019

Alice Aguiar-Noury and Pedro Garcia-del-Barrio

The purpose of this paper is to accomplish several goals. First, it studies the relevance of the sports sector as part of the entertainment industry. Second, it identifies…

Abstract

Purpose

The purpose of this paper is to accomplish several goals. First, it studies the relevance of the sports sector as part of the entertainment industry. Second, it identifies promising markets within the sports industry, paying special attention to the relative importance of soccer in the context of team-sport leagues. Finally, the paper helps entrepreneurs to recognized market opportunities in the sports industry by identifying the soccer clubs that were found to be low-risk global brands.

Design/methodology/approach

To evaluate the relevance of the entertainment and sports industries, both in the USA and EU-28, the authors rely on their respective contribution to the domestic product and to employment. Two procedures are proposed for establishing the status of global sport leagues: one is based on the annual revenues and the other on the degree of interest that the public shows for each professional sport league. (The latter is performed by comparing the intensity with which internet users search for contents related to each of the Top-10 sports leagues worldwide.) Finally, by estimating the fixed effects of a model in which sport performance is filtered out, we calculate the expected low-risk revenues that clubs generate due to their heterogeneous brand value.

Findings

This paper reaches some few relevant results. First, we find that the greater employment opportunities in the European sport industry are concentrated in the UK, Spain, France and Germany, which may orientate entrepreneurs to start projects in promising sport markets. Then, data on annual revenues is used to rank the main team-sport leagues worldwide: NFL, MLB, NBA, Premier League and NHL. Another rank is based on the degree of interest of fans (as captured by Google Trends) yields a different result, where the NFL, NBA and the UEFA Champions League are, respectively, at command. Besides, the paper also ranks clubs as valuable assets by identifying which of them are low-risk soccer brands. The empirical study provides insights to select business opportunities by targeting the less-risky clubs or leagues, by calculating the expected annual revenues of clubs regardless of their recent sports performances.

Originality/value

This paper is innovative in two ways. First, it develops an analysis based on Google Trends to establish the comparative status of team-sport leagues worldwide. Second, by adopting an original empirical approach, it identifies markets and brands to carry out low-risk entrepreneurial projects. The expected potential revenues derived from this procedure are not contingent to the risk due to poor sport achievements in a particular season. To our knowledge, researchers have not computed in the past such calculations as that we name here low-risk revenues.

Details

Journal of Entrepreneurship and Public Policy, vol. 8 no. 1
Type: Research Article
ISSN: 2045-2101

Keywords

Article
Publication date: 1 October 2006

Paul Kitchin

Stick Cricket is a website visited by more than 2 million unique users every month, with each user averaging more than 20 minutes per visit. The website is positioned outside the…

223

Abstract

Stick Cricket is a website visited by more than 2 million unique users every month, with each user averaging more than 20 minutes per visit. The website is positioned outside the sporting website category by internet research firms, and this oversight does not consider the valuable consumer segments that these types of websites may hold. This case study describes the business decisions of the Stick Cricket developers in taking a flash-based computer game and creating a website that has been transformed into a sporting portal. The factors that contribute to this success are discussed and provide useful tips for website developers and sports marketers.

Details

International Journal of Sports Marketing and Sponsorship, vol. 8 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 September 2003

Keith A. Willoughby and Chad Mancini

The Xtreme Football League began play in 2001, but lasted for only a single season. It combined the marketing savvy of the World Wrestling Federation with NBC's broadcasting…

Abstract

The Xtreme Football League began play in 2001, but lasted for only a single season. It combined the marketing savvy of the World Wrestling Federation with NBC's broadcasting expertise to produce a distinctive sports entertainment product. This case study describes the events that lead to the introduction of the new league, and the league's only season. The factors that contributed to the demise of the XFL are discussed. Some implications of this short “experiment” with a new sports-entertainment league to sports marketers are provided.

Details

International Journal of Sports Marketing and Sponsorship, vol. 5 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 2 April 2020

Joana César Machado, Carla Carvalho Martins, Frederico Correia Ferreira, Susana C. Silva and Paulo Alexandre Duarte

Social network sites are key marketing tools that allow brands to connect and engage with consumers. However, there is still a lack of evidence of their value for football brands…

2548

Abstract

Purpose

Social network sites are key marketing tools that allow brands to connect and engage with consumers. However, there is still a lack of evidence of their value for football brands. This research aims to understand the motivations for fans to engage with their favourite football brands on Facebook and Instagram.

Design/methodology/approach

An online survey was performed, resulting in 214 valid responses. As the social media strategy followed by the football brand analysed was built around games, the authors divided fans into two groups based on the main method in which the club's games are watched: in stadium versus mediated. Multiple linear regression analysis was used to explore the relationship between motivations and fans' engagement, through content consumption and contribution, on Facebook and Instagram. Analysis was performed first with the whole sample and then by group (stadium attendance vs mediated attendance fans).

Findings

The findings show that social influence, entertainment, searching for information and rewards are the most relevant motivations for consumers to engage with brand-related content on Facebook. Entertainment, rewards and social influence are the main motivations influencing consumer interactions on Instagram. Group moderation was only confirmed in the impact of social influence on Facebook page content consumption.

Originality/value

The results provide valuable insights into the social media marketing activities of sports brands, which will assist brand managers to develop strategies for effectively stimulating engagement with the different groups of fans.

Details

International Journal of Sports Marketing and Sponsorship, vol. 21 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 26 October 2012

Jens Blumrodt, Douglas Bryson and John Flanagan

Brand management is a central issue for the sports industry in general, and professional football clubs (usually called soccer teams in the USA) are the archetypal branded sport

9083

Abstract

Purpose

Brand management is a central issue for the sports industry in general, and professional football clubs (usually called soccer teams in the USA) are the archetypal branded sport in that industry; the brand is their most important asset. Match attendance equates with financial return; patently it is a preoccupation of senior management. Metrics of brand performance need be up to date, and include contemporary issues such as corporate social responsibility (CSR) as a reflection of consumer expectations. This paper aims to address these issues.

Design/methodology/approach

The methodology aims to evaluate consumers' perceptions and purchase behaviours. A sample survey of consumers' brand evaluations has been collected and factor and regression analyses have been employed.

Findings

Recent models based on Keller's conceptual approach have not emphasized the evolution of societal concerns. Brand management in the football industry has to change to meet customer expectations better.

Practical implications

This research demonstrates that professional football clubs may be different from other businesses. The research method used enables the evaluation of customer‐based brand equity. Findings suggest clubs' involvement in community activities influences brand image and customer behaviour. The sport entertainment industry requires a specific type of brand management and customer perceived ethicality has to be an integral part of the approach.

Originality/value

Brand theories tend to stem from marketing and they are inclined to emphasize the same kind of product‐oriented concerns. However, customers expect more than watching an exciting game in a pleasant environment; they are affected by clubs' community involvement which impacts on the affect towards the brand. This is demonstrated through purchase behaviours of spectators. This research determines and evaluates these issues for the cases of two professional football clubs.

Article
Publication date: 1 October 2006

Yongjae Kim and Stephen D. Ross

This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor…

1051

Abstract

This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor analysis. Through a rigorous scale development procedure, seven motivation dimensions were identified - knowledge application, identification with sport, fantasy, competition, entertainment, social interaction and diversion. The results also suggest that the pattern of sport video game use is more purposeful and active than uses of more traditional media. Future research opportunities and managerial implications for using video games in developing a more creative and interactive communication tool are also discussed.

Details

International Journal of Sports Marketing and Sponsorship, vol. 8 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 July 2004

Dimitra Papadimitriou, Artemisia Apostolopoulou and Ilias Loukas

This study is one of the first efforts in sports marketing literature to assess sports fans' evaluation of brand extensions introduced by a professional sports team. Using…

Abstract

This study is one of the first efforts in sports marketing literature to assess sports fans' evaluation of brand extensions introduced by a professional sports team. Using measures of perceived fit between the parent brand and the extensions, it is hypothesised that increased fit will result in more positive fan evaluations and higher intention to purchase the team's extension. Results from correlation and regression analyses provide support for this hypothesis.

Details

International Journal of Sports Marketing and Sponsorship, vol. 6 no. 1
Type: Research Article
ISSN: 1464-6668

Article
Publication date: 1 July 2003

J.D. Pratten

Professional wrestling is a multi‐million pound industry. Loyal fans watch events and buy merchandising. However, even the participants admit that the results are pre‐arranged…

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Abstract

Professional wrestling is a multi‐million pound industry. Loyal fans watch events and buy merchandising. However, even the participants admit that the results are pre‐arranged, with writers producing the stories and the characters for those involved. In other words, the whole phenomena is manufactured. The spectators are aware of this, and still continue to offer their support. This study looks at the ways in which the industry seeks to entertain these fans and offer them the product that will maintain their interest and their attention and ensure that they will continue to pay regularly so as to maintain the industry’s profitability.

Details

Management Research News, vol. 26 no. 5
Type: Research Article
ISSN: 0140-9174

Keywords

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