Search results

1 – 10 of over 1000
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: 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: 9 October 2023

Sven Laumer and Christian Maier

The purpose of this study is to investigate the impact of the COVID-19 pandemic on the beliefs and attitudes toward the use of information and communication technology (ICT). The…

Abstract

Purpose

The purpose of this study is to investigate the impact of the COVID-19 pandemic on the beliefs and attitudes toward the use of information and communication technology (ICT). The study examines the challenges of implementing ICT-based training and provides insights for promoting the acceptance of online training in volunteer sports communities.

Design/methodology/approach

The study uses an action design research methodology that combines the implementation of ICT-based training, interviews, and a survey of 523 participants to examine the influence of online training on beliefs and attitudes.

Findings

The study shows that before the COVID-19 pandemic, soccer referees had negative beliefs about the use of ICT for learning. However, the experience of being forced to use ICT for training during the pandemic led to a positive shift in their beliefs about ICT.

Research limitations/implications

The study offers four lessons learned for promoting the use of ICT-based training in voluntary sports. Future research should investigate the influence of blended learning approaches on affective, cognitive, and skill-based learning outcomes.

Practical implications

The study has practical implications for those responsible for implementing ICT-based training in voluntary sport. The findings suggest that design features such as usefulness, ease of use and enjoyment should be emphasized to increase the acceptance of online training.

Originality/value

The study contributes to the literature by providing insights into the challenges of implementing ICT-based training in voluntary sport contexts. The findings suggest that the experience of being forced to use ICT can promote the acceptance of online training in volunteer sports communities.

Article
Publication date: 12 January 2024

Mathew B. Fukuzawa, Brandon M. McConnell, Michael G. Kay, Kristin A. Thoney-Barletta and Donald P. Warsing

Demonstrate proof-of-concept for conducting NFL Draft trades on a blockchain network using smart contracts.

Abstract

Purpose

Demonstrate proof-of-concept for conducting NFL Draft trades on a blockchain network using smart contracts.

Design/methodology/approach

Using Ethereum smart contracts, the authors model several types of draft trades between teams. An example scenario is used to demonstrate contract interaction and draft results.

Findings

The authors show the feasibility of conducting draft-day trades using smart contracts. The entire negotiation process, including side deals, can be conducted digitally.

Research limitations/implications

Further work is required to incorporate the full-scale depth required to integrate the draft trading process into a decentralized user platform and experience.

Practical implications

Cutting time for the trade negotiation process buys decision time for team decision-makers. Gains are also made with accuracy and cost.

Social implications

Full-scale adoption may find resistance due to the level of fan involvement; the draft has evolved into an interactive experience for both fans and teams.

Originality/value

This research demonstrates the new application of smart contracts in the inter-section of sports management and blockchain technology.

Details

International Journal of Sports Marketing and Sponsorship, vol. 25 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 23 December 2020

Bomin Paek, Alan Morse, Minjung Kim and Hoyoon Jung

Due to the increased growth of Internet users, the examination of compelling online shopping behavior has emerged as a vital topic in developing positive consumer behaviors…

1208

Abstract

Purpose

Due to the increased growth of Internet users, the examination of compelling online shopping behavior has emerged as a vital topic in developing positive consumer behaviors. However, there is a dearth of studies into how consumers of sport merchandise in the online setting spend their time and what types of factors contribute toward their positive shopping experience. To fill this gap, the purpose of this current study is to investigate the impact and complexity of sport commerce websites by providing the precondition of flow (e.g. convenience, content, aesthetics, interactivity and customization), as well as the consequences of flow (e.g. website satisfaction and shopping well-being).

Design/methodology/approach

This study examines relationships among perceived website quality, flow, web satisfaction, and shopping well-being by using structural equation modeling. This current study is based on online sport fans who have recent online shopping experiences of licensed sport products (n = 331).

Findings

Results of this present study show that flow plays a mediating role between perceived website quality and web satisfaction, which in turn is positively associated with consumers' shopping well-being.

Originality/value

This current study supports a mediating role of flow state in sport consumer perceptions of website quality and satisfaction; it expands existing knowledge through determining the factors that facilitate flow state and website satisfaction in online shopping. This empirical finding offers important implications regarding the function of flow as an essential factor via the optimization of website services and sport consumers' attitudes.

Details

International Journal of Sports Marketing and Sponsorship, vol. 22 no. 4
Type: Research Article
ISSN: 1464-6668

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: 2 April 2020

Armin Marquez, Beth A. Cianfrone and Timothy Kellison

The paper investigates the factors influencing spectators’ adoption of digital (mobile) ticketing by expanding the Technology Acceptance Model (TAM; Davis, 1989) to include two…

Abstract

Purpose

The paper investigates the factors influencing spectators’ adoption of digital (mobile) ticketing by expanding the Technology Acceptance Model (TAM; Davis, 1989) to include two variables overlooked in previous ticketing research: (1) trust of digital ticketing and (2) willingness to pay convenience fees. The study provides information on consumer behavior that may aid sports managers’ decision-making.

Design/methodology/approach

Through a paper-and-pencil survey of high school American football spectators (N = 523) over 12 games, the study examined perceived ease of use, perceived usefulness, the trust of digital ticketing, willingness to pay convenience fees and their effects on spectators’ intention to use digital ticketing.

Findings

Trust of digital ticketing, willingness to pay a convenience fee and the perceived ease of use were found to influence the perceived usefulness of the technology, which, in turn, had a significant effect on the intention to use. Willingness to pay fees also had a direct effect on intention.

Research limitations/implications

Although every intention was made to ascertain a diverse sampling of schools (urban vs. suburban, large vs. small), it is worth noting that the sample location may be a limitation for the overall applicability.

Practical implications

The manuscript includes practical applications for marketers and ticket sales staff. Digital (mobile) ticketing is on the rise. As segments like high school athletics adopt the technology, spectators’ evaluation of digital ticketing must be considered, given its impact on intentions to use.

Originality/value

The findings support the use of willingness to pay convenience fees and trust of digital ticketing as considerations in the TAM for understanding digital ticketing.

Details

International Journal of Sports Marketing and Sponsorship, vol. 21 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 21 February 2022

Antonio Andrés Gómez-Ruiz, Pablo Gálvez-Ruiz, Moisés Grimaldi-Puyana, Alejandro Lara-Bocanegra and Jerónimo García-Fernández

This study aims to identify the variables that could influence the intentions to use fitness apps based on the attractiveness of the fitness apps.

Abstract

Purpose

This study aims to identify the variables that could influence the intentions to use fitness apps based on the attractiveness of the fitness apps.

Design/methodology/approach

The technology acceptance model (TAM) was used in this study. For this purpose, an online questionnaire was sent to 200 sports consumers of a fitness center (117 women and 83 males) to find out their perceptions regarding attractiveness, usefulness, ease of use, enjoyment, trust and intention to use of the fitness app of the fitness center. Exploratory factor analysis, confirmatory factor analysis and structural equation modeling were conducted.

Findings

The results showed that the variables analyzed have a positive influence on the intention to use fitness apps, with the attractiveness and usefulness and the ease to use and intention to use having the strongest relationship.

Originality/value

These findings show the importance of these variables for the use of fitness apps in fitness centers. Furthermore, the findings represent advancement and help in the design and development of apps in fitness centers, as well as in the field of sports management.

Details

Sport, Business and Management: An International Journal, vol. 12 no. 4
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 17 August 2018

Taejung Kim and Weisheng Chiu

The purpose of this paper is to investigate consumers’ acceptance and use of sports and fitness wearable devices based on technology readiness (TR). In addition, the technology…

2563

Abstract

Purpose

The purpose of this paper is to investigate consumers’ acceptance and use of sports and fitness wearable devices based on technology readiness (TR). In addition, the technology readiness and acceptance model (TRAM) will be used to investigate consumers’ intention to use sports wearable devices (for simplicity, sports wearable devices will be simplified to the term “sports wearables”).

Design/methodology/approach

Convenience sampling was conducted from Korean consumers (n=247). Data were analyzed by partial least squares–structural equation modeling using SmartPLS 3.0.

Findings

The results found that positive TR has a positive influence on perceived ease of use (PEOU) and perceived usefulness (PU), and negative TR had a negative influence on PEOU and PU. PEOU had a positive influence on perceived usefulness (PU). Both PEOU and PU led to intention to use sports wearable devices. Also, the multi-group analysis found a positive correlation between TR and PEOU for especially male users.

Originality/value

The findings of this study provide a better understanding of consumers’ behavioral intent to use sports wearables. Particularly, it also provides evidence that the TRAM is an appropriate framework for predicting users’ intention to use sports wearables. This study also stresses the important role of TR in consumers’ psychological processes leading up to the actual use of novel sports wearables.

Details

International Journal of Sports Marketing and Sponsorship, vol. 20 no. 1
Type: Research Article
ISSN: 1464-6668

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

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