21 research outputs found

    Antecedents and outcomes of sponsorship in the context of Esports

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    This chapter is based on a case study which explores characteristics of esports consumption, the profile of esports viewers and the factors that determine sponsorship effectiveness in esports. It comprises of three sections. The first section explores boundaries of esports sector and types of esports consumers, while establishing a link to the concept of leisure involvement. The second section considers approaches to evaluation of sponsorship effectiveness and outlines main sponsorship outcomes. In the third and last section descriptive results of the case study are presented, followed by discussion. Our findings suggest that opportunities in up-and-coming segments are very promising for brand sponsorships and advertising. The growing segment of females open up new doors for sponsors who are willing to make holistic business decisions and focus on improving sustainability of the esports industry

    Testing the relationships among involvement, sponsorship perceived fit and intention to purchase sponsors’ products: The case of esports tournament viewers

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    Purpose: Despite fast developments in esports sponsorship, limited research exists in the area of sponsorship evaluation in the esports context. The purpose of the present study was to test the relationships among esports involvement, sponsorship perceived fit, and viewers’ intention to buy the sponsor’s products, and examine the degree to which perceived fit mediates the relationship between the involvement dimensions and intention. Design/methodology/approach: The study draws on the theoretical model of sponsorship effects proposed by Wakefield et al. (2020) and obtained quantitative data from sampling esports viewers (n=285). Statistical analysis was carried out in three steps. Beyond the descriptive statistics, confirmatory factor analysis (CFA) was conducted to assess the goodness of fit of the measurement model. The mediation analysis was performed at the end of the study. Findings: The results supported the impact of one of the esports involvement dimensions (i.e., self-expression) on both perceived fit and esports viewers’ intentions to buy sponsors’ products. Involvement (self-expression) was found to have both direct and indirect relationships, through perceived fit, on purchase intentions. The study provided support for the associations among esports involvement dimensions, sponsorship perceived fit and purchase intentions. Originality/value: It is the first study to test a sponsorship evaluation model in the context of esports users. It does so by including a more detailed measurement of involvement (with threedimensions) in the hypothesized model. Practical implications: The practitioners should first consider the involvement profile of esports viewers. The more involved viewers will be more likely to have positive perceptions about the fit between the esports tournament and the sponsor

    Barriers to Repeat Patronage: The Impact of Spectator Constraints

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    Purpose – The reason patrons cease to attend sporting events is not well understood. The purpose of this paper is to examine how factors motivate and inhibit patronage from continuing. Design/methodology/approach – A random sample of a sport franchise’s fan database (n ¼ 308) is drawn. First, respondent data refines measures and tests a structural equation model of direct and indirect links to patronage. Next, content analysis classifies spectators according to self-stated barriers to continuance. These groupings then check the moderating role constraints have on patron attitude and behaviour. Findings – Structural work confirms both direct and indirect links but notes that consumption primarily took an indirect route, with motivational desires rousing fan involvement and media use before increasing attendance. Group differences verify constraints and limit patronage but do not dampen product-related attitude. Research limitations/implications – The study helps clarify the connection between media use and attendance, describing how constraints impede spectator consumption. Study limitations include a focus on one hedonic service setting and the use of cross-sectional data to examine ongoing phenomena. Practical implications – Negotiating barriers to repeat purchase remains largely overlooked as a foundation for guiding strategy. Practical implications consider integrating both motives and constraints when marshalling efforts that build continuance. Originality/value – Despite early interest from marketing practitioners, factors that inhibit patronage have drawn little attention. This study employs content and path analysis to address the matter

    Segmenting Fitness Center Customers: Leveraging Perceived Ethicality for Enhanced Loyalty, Trust, and Word-of-Mouth Communication

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    In an era marked by a growing emphasis on business ethics and sustainability, fitness centers face a compelling need to align their practices with their members’ perceived ethical values. To explore the role of ethics in the fitness industry’s expanding business landscape, this study draws upon established theories in consumer-perceived ethicality (CPE), business ethics, and customer segmentation strategies. The paper’s objectives were to adapt and validate the CPE scale for the Greek context and categorize fitness center members based on their perceived ethicality and to examine the impact of perceived ethicality on loyalty, word-of-mouth communication, and trust towards fitness centers. The research involved 286 fitness center members who completed a questionnaire measuring CPE, loyalty, trust, and word-of-mouth communication. Utilizing clustering analysis, two distinct consumer segments emerged, each demonstrating unique patterns of perceived ethicality. Intriguingly, both the high- and low-CPE groups assigned considerable importance to word-of-mouth communication, followed by trust and loyalty. These findings provide valuable insights for businesses in the fitness industry seeking to enhance their ethical reputation and bolster customer retention. Furthermore, the translated CPE scale holds the potential to contribute significantly to the ongoing discourse on consumer behavior regarding business ethics and sustainability within the fitness sector

    Sport Tourism as Driving Force for Destinations’ Sustainability

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    Sport tourism is a fast-growing segment of tourism offering new perspectives and supporting travelers’ behavior shift towards active living that is a boost for sustainable destinations. These interrelations between active living, active travelling, and sport tourism have a powerful environmental, economic, and social impact. Based on the recognized contribution of sport tourism in sustaining destinations, the current paper aims to (a) explore the state of sport tourism in the Adriatic–Ionian Region by identifying existing sport tourism initiatives, (b) analyze the current and future potentials of sport tourism in the area’s sustainable growth, and (c) draw policy recommendations for sport tourism development in the region with a view to support the wider vision of sustainability. The review of existing sport tourism cases, revealing an existing investment towards this tourism form, was followed by a qualitative survey of the area’s tourism stakeholders (Greece, Italy, Slovenia, Croatia, Albania, Montenegro, Serbia). Results reveal that sport tourism is estimated to help in building a unique identity closely linked to sustainability goals—the area represents a great natural and cultural beauty that can be emphasized by sport initiatives, while, once such efforts are incorporated in wider sustainability plans, the destinations’ profiles can be significantly upgraded

    Esports gender diversity: A leisure constraints perspective

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    Esports are a leading form of digital leisure. Esports offer salient career opportunities, ranging from professional players to roles in science, technology, engineering, and mathematics, fields where women have been traditionally underrepresented. Yet women are also underrepresented at the professional level in esports. This is particularly problematic as high-level competitors provide visible representation to inspire others, foregoing opportunities to leverage esports broad appeal. We employ the hierarchical model of leisure constraints to understand what limits individuals from engaging in leisurely pursuits. The purpose of our study is to compare leisure constraints to esports participation by gender. Data were collected from male and female esports participants (N = 402) via online survey. Results show that female esports participants had significantly higher interpersonal and intrapersonal constraints. This likely influences their desire to work in esports and related fields, thereby partially explaining the lack of female representation in the upper echelons of esports
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