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1 – 10 of over 8000
Article
Publication date: 1 June 2002

Alain d'Astous and Karim Chnaoui

This article reports the results of an experimental study in which four factors were manipulated in the context of an evaluation of two sports garments by 172 consumers: t-shirts…

1213

Abstract

This article reports the results of an experimental study in which four factors were manipulated in the context of an evaluation of two sports garments by 172 consumers: t-shirts and athletic shoes. These factors were intended usage situation (sport versus pleasure), brand name (national versus private brand), price (discount versus no discount), and store name (sports shop versus department store). Some significant interactions were obtained between some of the manipulated factors suggesting the necessity of qualifying the brand name, store name, and price discount effects on consumer perceptions. The results of the study are discussed in light of the existing marketing literature and the implications for sports marketing practice.

Details

International Journal of Sports Marketing and Sponsorship, vol. 4 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 21 July 2022

Doyeon Won, Weisheng Chiu and Hyun Byun

The current study extends the technology acceptance model (TAM) and information system success model (ISSM) to the context of branded sport applications. Specifically, the study…

1803

Abstract

Purpose

The current study extends the technology acceptance model (TAM) and information system success model (ISSM) to the context of branded sport applications. Specifically, the study examined the influences of app system success dimensions and TAM determinants on branded sport app usage intention. Moreover, the current study examined the gender differences regarding the relative importance of the drivers and predictors of usage intention.

Design/methodology/approach

Data collection (n = 256) was conducted using convenience sampling in South Korea. The data were primarily analyzed via partial least squares structural equation modeling (PLS-SEM), multi-group analysis and importance–performance map analysis (IPMA) using SmartPLS 3.0.

Findings

App users who viewed branded sport apps as having a higher level of system and information quality were likely to have stronger perceptions of enjoyment, usefulness, and ease of use. Among the TAM determinants, perceived enjoyment most significantly influenced their usage intention, followed by perceived usefulness and perceived ease of use. Multigroup analysis revealed that some relationships between app system success dimensions and TAM determinants were significantly different by gender. In addition, IPMA indicated that perceived enjoyment and system quality of branded sport apps were relatively more important than the other predictors.

Originality/value

The current study contributes to the literature by incorporating both TAM and ISSM and extending the TAM with the perceived enjoyment construct to examine the key determinants of usage intention in the context of branded sport apps.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 35 no. 5
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 4 January 2016

Mónica Sousa, Maria João Fernandes, José Soares, Pedro Moreira and Vítor Hugo Teixeira

The purpose of this paper is to analyse differences in sociodemographic and sporting characteristics, health-behaviours, and food intake of athletes using and not using…

1054

Abstract

Purpose

The purpose of this paper is to analyse differences in sociodemographic and sporting characteristics, health-behaviours, and food intake of athletes using and not using nutritional supplements (NS).

Design/methodology/approach

High-performance Portuguese athletes from 13 sports completed a NS usage questionnaire, assessing information on sociodemographic (sex, age, height, weight, athlete’s, and parental education level), health-related (smoking, daily time of sleeping, walking, and sitting), and sporting (type, number of international performances, weekly hours of training and weekly hours of gym) characteristics; and a semi-quantitative food-frequency questionnaire (86 items), regarding the previous 12 months.

Findings

From the 241 athletes (66 per cent males, 13-37 years), 64 per cent reported NS use. Supplement usage was associated with age 18 years (odds ratio (OR) 2.57, 95 per cent; confidence interval (CI) 1.17-5.65), performing individual sports (OR 5.45, 95 per cent; CI 2.49-11.93) and > 2 h gym/week (OR 2.42, 95 per cent; CI 1.15-5.11), a higher consumption of meat (OR 2.83, 95 per cent; CI 1.36-5.90), eggs (OR 2.53, 95 per cent; CI 1.07-5.96), and yogurt (OR 2.24, 95 per cent; CI 1.08-4.62), and a lower intake of processed meat (OR 0.32, 95 per cent; CI 0.15-0.72), vegetable oils (OR 0.35, 95 per cent; CI 0.17-0.74), margarine (OR 0.37, 95 per cent; CI 0.18-0.76), chips (OR 0.22, 95 per cent; CI 0.10-0.48), and fast food (OR 0.42, 95 per cent; CI 0.19-0.91).

Originality/value

Athletes using NS had different characteristics from non-users, and seemed to have healthier and more sports-oriented food choices. Our findings may help sport and health professionals to identify an alleged or future NS user, enabling the development of a timely and self-directed supplement scheme.

Details

British Food Journal, vol. 118 no. 1
Type: Research Article
ISSN: 0007-070X

Keywords

Article
Publication date: 3 August 2021

Markus Buser, Herbert Woratschek and B. David Ridpath

In this paper, Fantasy Sports (Hereafter FS) is conceptually classified as a concept of gamification for professional sport leagues. From a sporting perspective, FS is often…

Abstract

Purpose

In this paper, Fantasy Sports (Hereafter FS) is conceptually classified as a concept of gamification for professional sport leagues. From a sporting perspective, FS is often criticized because such online activities may be at the expense of physical activities. Otherwise, gamification can ultimately lead to economic advantages for sport leagues. To further empirically analyse this supposed juxtaposition, an empirical study is presented.

Design/methodology/approach

In the empirical study, participation and non-participation in a sport league-related FS league are analysed and the study uses a divided sample (N = 319) for a one-factor Welch-ANOVA. FS effects on sport practice (engaging in doing sport) and usage (engaging with sport) of FS players as well as on gaining and retaining fans are investigated.

Findings

Results demonstrate that participating in gamified FS experiences increases sport usage while not harming general sport practice. Furthermore, FS participation increases consumption capital as well as sport fans' loyalty and word of mouth (WOM) towards the league brand. Building on the results, league brands should foster gamified FS applications to retain their fan base and acquire new fans.

Originality/value

The authors’ theoretical contribution indicates the importance of FS as a gamified application and essential marketing tool for professional sport leagues. By introducing the terms sport practice and usage, the authors bridge the traditional logic of sport consumption with innovative approaches around engagement in and with sports. The results refute the prejudice that FS leads to less physical activity due to time substitution or displacement.

Details

Sport, Business and Management: An International Journal, vol. 11 no. 5
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 7 August 2017

Jae-Pil Ha, Sun J. Kang and Yukyoum Kim

With the ever-increasing popularity of smartphones, it has become one of the most important medium to increase sport fan engagement. However, very little attention has been paid…

1226

Abstract

Purpose

With the ever-increasing popularity of smartphones, it has become one of the most important medium to increase sport fan engagement. However, very little attention has been paid to understand how fans use smartphones to follow sport. With that in mind, the purpose of this paper is to investigate specific factors that influence the use of smartphones in the sport consumption context.

Design/methodology/approach

This research empirically examined theoretical relationships between three categories of variables (perceptions toward smartphones, sport-specific factors, and smartphone-specific factors) and intention to use the smartphone in following sports.

Findings

Of the 11 proposed hypotheses, eight hypotheses were supported. Approximately 79.4 percent of variance in the usage intention was explained by the three categories of the variables.

Originality/value

As one of the first to take a holistic approach toward understanding sport consumption behaviors using smartphones, results of the current research can be employed as a base for studies examining other multi-functional technology medium in various sport settings.

Details

International Journal of Sports Marketing and Sponsorship, vol. 18 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 April 2012

Youngjin Hur, Yong Jae Ko and Cathryn L. Claussen

This study empirically tested the Sport Website Acceptance Model (SWAM), proposed by Hur, Ko and Claussen (2007). The SWAM added Perceived Enjoyment (Davis et al, 1992) and…

Abstract

This study empirically tested the Sport Website Acceptance Model (SWAM), proposed by Hur, Ko and Claussen (2007). The SWAM added Perceived Enjoyment (Davis et al, 1992) and Perceived Trustworthiness (Belanger et al, 2002) to the two factors Perceived Ease of Use and Perceived Usefulness used in the Technology Acceptance Model (TAM) (Davis, 1989). This study proposes a competing model to the original SWAM and compares this by incorporating two additional constructs, Sport Involvement (Shank & Beasley, 1998) and Psychological Commitment to a Team (Mahony et al, 2000). Structural equation modeling analyses revealed acceptable model fits, both in the original SWAM and in the competing model. Subsequent analyses led the authors to conclude that the competing model was the better version of the SWAM.

Details

International Journal of Sports Marketing and Sponsorship, vol. 13 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 5 February 2018

Jonathan A. Jensen, Patrick Walsh and Joe Cobbs

The achievement of a requisite return on investment (ROI) from a brand’s investment in sponsorships of sport events is becoming increasingly important. Consequently, evolving…

1405

Abstract

Purpose

The achievement of a requisite return on investment (ROI) from a brand’s investment in sponsorships of sport events is becoming increasingly important. Consequently, evolving trends in the consumption of the live television broadcasts of such events (e.g. increased usage of second screens by consumers) are an important consideration. The purpose of this paper is to examine the impact of second screen use during sport broadcast consumption on important marketing outcomes (i.e. brand awareness and the perceived value and intrusiveness of sponsor brand integration), and whether effectiveness is dependent on the consumer’s level of identification with the sport being broadcast.

Design/methodology/approach

A 2×2 (experimental/control and high SportID/low SportID) between-subjects experimental design featuring the broadcast of a sport event as the stimuli was utilized to examine a potential interaction effect between sport identification and second screen use on three dependent variables important for sport sponsors.

Findings

Results confirmed that those with a high level of sport identification realized significantly higher levels of brand awareness for sponsors integrated into the broadcast. However, when consumers were asked to engage in second screen use, the experiment revealed a moderating effect of sport identification on the impact of second screen use, for both brand awareness and the perceived value of the brand integration.

Originality/value

Consumers with higher levels of sport identification are an important target of sport sponsorship activities by brand marketers. Given this, the implication that second screen use can reduce the effectiveness of important sponsorship-related outcomes such as brand awareness is a sobering result for marketers expecting a positive ROI from sponsorships of sport events.

Details

International Journal of Sports Marketing and Sponsorship, vol. 19 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 April 2015

Jae-Pil Ha, Sun J Kang and Jaehyun Ha

This study proposes a conceptual model to comprehensively understand how sports fans perceive and accept smartphones and applications in a sport consumption context by developing…

Abstract

This study proposes a conceptual model to comprehensively understand how sports fans perceive and accept smartphones and applications in a sport consumption context by developing a series of propositions. Theoretically based on the Technology Acceptance Model (TAM) and the Sport Website Acceptance Model (SWAM), this study provides fundamental groundwork to better conceptualise sports fans' decision making processes involving the latest technology used to consume sport.

Details

International Journal of Sports Marketing and Sponsorship, vol. 16 no. 3
Type: Research Article
ISSN: 1464-6668

Article
Publication date: 11 April 2023

Maowei Xu, Bo Li, Olan K.M. Scott and Jerred Junqi Wang

This study aims to investigate how sports customers adopted over-the-top (OTT) services to consume sport content. Inspired by the technology acceptance model (TAM), the study aims…

Abstract

Purpose

This study aims to investigate how sports customers adopted over-the-top (OTT) services to consume sport content. Inspired by the technology acceptance model (TAM), the study aims to understand users' behavior when consuming sporting events and users' perceptions toward OTT services.

Design/methodology/approach

The participants of the study are Chinese sports consumers that use streaming services to watch live sport content. An online survey was distributed through HUPU Sports, a Chinese online communication community where sports fans can share opinions. To make sure all responses qualified to take part in the study, skip logic questions were added at the beginning of the questionnaire to ask participants to answer whether they used streaming services for watching sports. A total of 352 responses were received and there were 327 useable questionnaires.

Findings

The results revealed that viewing convenience, free of commercials and viewing quality were the main reasons impacting them to adopt OTT services. In terms of users' perceptions, paid users rated higher in perceived enjoyment, perceived value, perceived usefulness (PU) and ease of use than nonpaid users. OTT users' fandom and PU could predict the time the users spent on using these services, while the users' fandom and perceived value are positively related to the money users spent on these services. In addition, this study also found that users' fandom, perceived value, content quality, and ease of use are positively associated with users' intention to continue to use the service.

Originality/value

The study is one of the first attempts to explore how sports audiences adopted OTT services to consume sport content and explore the audiences' perceptions toward OTT usage. Previous studies have already investigated how users adopted music streaming services (Fernandes and Guerra, 2019) and other online streaming services (Shin and Park, 2021), but little attention has been given to sports streaming services specifically. Therefore, the findings of the study fill the gap in the extant knowledge of sport consumers' behavior and provide more insights to their online behaviors. Moreover, the authors also contribute to the growing digital media literature by advancing our understanding perceptional differences between paid users and unpaid users. The streaming services literature has primarily focused on general users (Fernandes and Guerra, 2019), but the services neglect to understand the differences in between paid and unpaid users.

Details

International Journal of Sports Marketing and Sponsorship, vol. 24 no. 4
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 April 2011

Youngjin Hur, Yong Jae Ko and Cathryn L Claussen

The purpose of this study is to develop a Sport Website Acceptance Model (SWAM) based on the Technology Acceptance Model (TAM; Davis, 1989). To better explain sports fans'…

Abstract

The purpose of this study is to develop a Sport Website Acceptance Model (SWAM) based on the Technology Acceptance Model (TAM; Davis, 1989). To better explain sports fans' decision-making processes in using sports websites, we incorporated salient consumer variables as sports involvement and psychological commitment and added trustworthiness and enjoyment to the TAM. The paper concludes with implications for future research and for application to online sports business.

Details

International Journal of Sports Marketing and Sponsorship, vol. 12 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

1 – 10 of over 8000