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44 Int. J. Sport Management and Marketing, Vol. 7, Nos. 1/2,
2010
The dynamics of brand equity, co-branding and
sponsorship in professional sports
Howard Frederick* and Sandeep Patil
Unitec New Zealand
Auckland, New Zealand
E-mail: [email protected]
E-mail: [email protected]
*Corresponding author
Abstract: Globalisation has been one of the most significant
determinants of
growth in the sports industry worldwide, especially with the
increasing
importance of brand creation, brand awareness, brand image,
brand identity
and brand equity. Professional sports teams have become top
sports brands
through leverage with major company sponsors. Sports
marketers have had
to become much more entrepreneurial to create competitive
advantage for
sports organisations and deliver relationship value to
consumers. Company
sponsorships are prominent drivers of brand strategy around the
world. They
help create an extended consumer experience and are becoming
a strategic
vehicle for creating co-branding partnerships between sports
organisations and
multinational companies.
This study reports data from a survey of the top marketing and
communications executives in sports and company organisations
in New
Zealand and as well as a qualitative content analysis of core
documents and
websites. The study provides insights for sports marketers
seeking to:
• use sponsorship as a prominent driver of brand strategy
• employ co-branding as a strategy to create an extended
consumer experience
• build strong brands through efficient co-branding articulation
strategies.
The study also provides recommendations for sports
organisations and
companies to formulate their marketing communications and
brand strategies
from the perspective of a co-branding relationship.
Keywords: brands; co-branding; brand equity; sponsorship;
professional
sports; sport management; marketing.
Reference to this paper should be made as follows: Frederick,
H. and Patil, S.
(2010) ‘The dynamics of brand equity, co-branding and
sponsorship in
professional sports’, Int. J. Sport Management and Marketing,
Vol. 7, Nos. 1/2,
pp.44–57.
Biographical notes: Howard Frederick is a Professor of
Entrepreneurship
Education at Deakin University in Melbourne, Australia.
Sandeep Patil received his Master of Business from Unitec New
Zealand
in 2008.
Copyright © 2010 Inderscience Enterprises Ltd.
The dynamics of brand equity, co-branding and sponsorship
45
1 Introduction
Playing sports not only imparts physical skills but it also
contributes an abundance of life
skills such as team building, leadership, challenge, triumph,
failure, humanity,
sportsmanship, fragility, belonging, and comradeship (Kahle
and Riley, 2004). The
unique relationship that we have with sports is one of the
reasons that teams are able to
attract huge sponsorship deals and has led to keen competition
for the sports consumer
dollar. In the USA alone, sports is the 11th largest industry
estimated at US$30 billion
and growing at 9% annually (Bathgate, 2005).
Consequently, sports companies must become more proactive
and entrepreneurial in
the marketplace in order to achieve competitive advantage.
Entrepreneurial marketing is
“the proactive identification and exploitation of opportunities
for acquiring and retaining
profitable customers through innovative approaches to risk
management, resource
leveraging and value creation” (Morris et al., 2002). For sports
marketers it all comes
down to relationships. In relationship marketing, emphasis is
placed on building longer
term relationships with customers rather than on individual
transactions. It involves
understanding the customers’ needs as they go through their life
cycles with a sporting
enterprise (e.g., Bejou and Palmer, 2006; Buttle, 1996;
Hougaard and Bjerre, 2002).
This study draws generalisations to the entire sporting world by
focusing on football
(also known as soccer), now played in 205 countries. This is a
sport with huge economic
and business dimensions, and sponsorship is widely used as a
central driver of company
brand strategy through co-branding partnerships (Beech et al.,
2000; Morgan and
Summers, 2005; Cliffe and Motion, 2005).
Sports marketing is about “buying and selling audiences”
(McDaniel, 2002; Trail
et al., 2003). Sports marketers create, develop and articulate
targeted advertising themes
and promotional campaigns in order to persuade consumers to
increase their consumption
of sports products and services. Sports market researchers have
had to develop
sophisticated market segmentation techniques for two reasons:
Sports fans have
consumption profiles that are different from the general public;
and different sports also
have different fan profiles (James and Ross, 2004; Kwon and
Trail, 2001).
In this study we examine co-branding relationships in one
‘sports-crazy’ country,
New Zealand, known particularly for its rugby and cricket.
Rather than choosing to
survey rugby or cricket managers and executives, we picked
New Zealand football. It is a
growing sport and it is a manageable research topic. It is also
not yet distorted by the
mega-deals in rugby and cricket. We believe that narrowing
down the topic nonetheless
allows for generalisation about the global sports branding
environment. New Zealand and
its sporting environment are similar to patterns elsewhere, yet
its scale allows for more
granularised examination.
2 Objectives and hypotheses
The purpose of the research is to evaluate the concept of co-
branding equity and its
strategic articulation. We focus on the marketing
communication strategies used by New
Zealand professional football (soccer) teams to build equity and
to maximise brands in a
co-branding relationship with business partners. We seek to
understand what underpins
co-branding arrangements and how brand values are leveraged
and promoted to the
46 H. Frederick and S. Patil
benefit of both partners. We seek as well to examine the sources
of co-brand equity and
particularly how its components are enhanced in the
relationship between sporting and
business organisations. As this is an exploratory study in an un-
researched area in New
Zealand, we wanted to see if New Zealand business and sports
marketing managers
described the same phenomenon found in the literature. We also
wanted to see whether
these findings might generalise to other world contexts.
3 Literature review
Drawing upon previous authors (Ferkins and Garland, 2006;
Meerabeau et al., 1991;
Sleight, 1989; Walliser, 2003), we define sports sponsorship as
having five components:
Sports sponsorship is a business relationship between a sports
team and a company in
return for rights used for commercial advantage. Summarising
the literature (Dolphin,
2003; Ferkins and Garland, 2006; Liu et al., 1998; Sleight,
1989; Walliser, 2003),
sponsorship can be seen as a ‘flexible and diverse’ medium that
enables company to:
• build brands and increase brand awareness
• enhance company image and leverage company reputation
• stimulate sale of products and services to increase sales
• reinforce advertising and media exposure
• address new target audiences and markets and community
relations
• entertain clients and customers
• reward company personnel
• undertake corporate social and responsibility and hospitality.
Sponsorship and advertising should be distinguished from one
another since they deliver
their messages in different ways to different market segments
(Mason, 2005; Meenaghan,
2001a). Advertising messages are generally more direct, explicit
and more easily
controlled (Cornwell et al., 2005) and ads have a shorter-lived
effect (Cornwell et al.,
2005; Dolphin, 2003; Meenaghan, 2001b). Sponsorships are
more cost-effective, have
longer-term impacts, provide material support to sports teams,
and generate community
goodwill. There are two kinds of sponsorship. On-the-field
sponsorship includes
placement of logo on sports equipment and/or clothing or
billboards at the scene of the
event as well as endorsements of players. Broadcasting
sponsorship includes
advertisements in print, radio, television and/or the internet
(Liu et al., 1998; Mason,
2005; Schaaf, 2004; Sleight, 1989).
Entrepreneurial marketing processes can be strategically
employed by a sporting
enterprise to create, discover, assess, and exploit
entrepreneurial opportunities more
effectively and efficiently. Entrepreneurial marketing is the
pursuit of opportunity, the
obsession with the customer, and a focus on relationships. In
addition to brand
recognition and market share, the entrepreneurial marketer
concentrates on relationships
(Gumpert, 2002). Given the unpredictable behaviour of some
athletes and sporting
companies, entrepreneurial marketing means learning how to
balance risk against
The dynamics of brand equity, co-branding and sponsorship
47
visibility and exposure (Miles and Darroch, 2006; Miles, 2008).
Sports marketers must
constantly unveil bold, provocative marketing campaigns
without breaking too far from
marketing approaches of the past. As we moved into the
research, it was important to
define our other concepts:
• A brand is a company asset (typically a name, a word, a sign,
or symbol) that
communicates meaning and identity and that differentiates a
product or services from
competitors (Kotler, 2003, p.418) (Aaker, 1991; Couvelaere and
Richelieu, 2005;
Keller and Lehmann, 2006).
• A company brand is a representation of an organisation’s
identity and value system
(Balmer, 2001; de Chernatony and Riley, 1998; Motion et al.,
2003).
• Brands have core values intrinsic to the core ideology
(Balmer, 2001) and extended
values, which create depth and texture across global markets
(Uggla, 2006).
• Brand equity is a set of assets that add value to the product or
service (Aaker, 1991,
p.15). The two components of brand equity (Cornwell et al.,
2005) are brand
awareness and brand image.
• Brand leveraging can be defined as the strategy of
capitalising, exploiting or
enhancing established brand equity (Keller and Lehmann, 2006;
Uggla, 2006).
• Co-branding is a collaboration of two (or more) brands with
significant customer
recognition to promote an existing or new product or service to
the benefit of both
partners (Blackett and Boad, 1999; Motion et al., 2003;
Washburn et al., 2000).
Co-branding builds and maintains the competitive advantage of
participant brands
(Leuthesser et al., 2003).
Constructing a co-branding association or relationship between
a sports team and a
company begins by identifying a common ground between
participant brands (Lebar
et al., 2005; Motion et al., 2003). The articulation of the
anticipated new merged outcome
needs to be planned and needs to occur simultaneously for both
partners at ideological,
strategic, tactical and emotional levels (StrategicDirection,
2002; 2004) across a range of
media. It is important that possible previous associations be
disarticulated and that the
new association is clearly articulated to the consuming public.
Shared value is the critical
aspect of a co-branding association (Motion et al., 2003). The
greater the core values that
partners share, the bigger is the potential increase in equity of
any co-branded product or
service (Jones, 2004).
Sponsorship provides an ideal platform from which co-branding
can be leveraged
(Cliffe and Motion, 2005) by adding value through intrinsic
feel-good benefits or
extrinsic benefits such as televised broadcasts and print
exposures (Hill and
Vincent, 2006).
In this study we borrowed heavily from Young and Rubicam’s
Brand Asset Value
(BAV) measure. BAV operationalises ‘Shared Value Creation’
by looking at the key
components of brand equity, namely differentiation, relevance,
esteem, and knowledge.
BAV is the most extensive worldwide study of brands and their
relationships and has
proven validity and reliability (Kotler and Keller, 2006).
48 H. Frederick and S. Patil
4 Research methodology and design
We used content analysis of texts as well as an expert survey in
order to understand the
context in which co-branding relationships are formed and how
they are inter-related. We
collected data on the following organisations.
• Sports organisations from New Zealand included Rugby
Union, Golf, Netball,
Cricket, Football (Soccer), Bowls, Tennis, and Touch Rugby.
• Sponsors came from the electronics, bank/finance, apparel,
automobile, beverage,
airline, telecomm, and broadcast industries.1
Content analysis examined 80 newspaper articles and several
dozen websites. Using
NVivo-7, we analysed images and texts depicting the vision,
mission, values,
brand principles and giving guidelines of companies involved in
a sports
co-branding relationship.
Our sample of survey respondents was selected from popular
football teams and their
sponsors that had a base in New Zealand. All chosen companies
were involved in
co-branding with a sports team, and all sports organisations
supported elite and popular
sports teams in New Zealand with significant business
sponsorships.
A 21 question survey was distributed to 45 marketing and
communication managers
of 9 sports organisations and 36 multi-national companies based
in New Zealand whose
contact details we gleaned from public sources. We had an 80%
response rate to the
survey, which we believe significantly covers the area of
research in question.
5 Findings
From this sample of New Zealand organisations, rugby had
eleven sponsoring
companies. In second place were netball and football (soccer),
each with five sponsors.
Examined the other way around, insurance/finance companies
sponsored five sports each.
Consumer electronics, apparel, and airline companies had on
average four sports
sponsorships each. Telecommunication companies sponsored
only one sport (the largest,
rugby). Those willing to reveal the size of their sponsorship
clustered around
US$1–US$5 million annually. The time period of the co-
branding relationships examined
was typically about five years.
Asked to name the top reasons for starting and maintaining their
co-branding
relationships, 35% of respondents (combined company and
sports managers) indicated
that ‘strategic value’ was the most important. ‘Emotional value’
rated at 20%, ‘financial
value’ was 17%, while ‘ideological value’ rated 15%.
‘Innovation and creativity’ was seen as the most important core
synergistic brand
value in a co-branding relationship (Table 1). Other highly rated
core synergistic values
were ‘culture and tradition’ and ‘entertainment and fun’.
Interestingly, ‘integrity’ had the
lowest frequency of mention.
When asked to pick the top benefit of co-branding (Table 2),
two groups of values
emerged as themes:
1 media coverage and advertising, increased sales or popularity,
increased
radio/TV audience
2 profile enhancement and brand dimensions.
The dynamics of brand equity, co-branding and sponsorship
49
Table 1 Core synergistic values in a co-branding relationship
Values Percentage (%)
Innovation and creativity 100
Culture and tradition 75
Entertainment and fun 75
Commitment 67
Passion 67
Excellence 50
Inspiration 50
Community focus 50
Challenge and competition 42
Integrity 33
Table 2 Top benefit from a co-branding relationship
Benefits Percentage (%)
Media coverage and advertising 14
Profile enhancement 14
Brand dimensions 14
Increased sales or popularity 13
Increased radio/TV audience 12
Product development 9
Stakeholder relations 9
Hospitality 8
Promotion 3
Internal marketing or employee relations 3
Others 1
When asked to pick the one most important strategic goal of
such a relationship
(Table 3), respondents focused on brand awareness (31%)
followed by brand experience
and brand image.
Table 3 Strategic goals of co-branding
Goals Percentage (%)
Brand awareness 31
Brand experience 25
Brand image or personality 20
Goodwill 12
Brand loyalty 10
Other 2
50 H. Frederick and S. Patil
Asked to pick the key brand equity component that would
compel a partner to enter
a co-branding relationship (Table 4), esteem and differentiation
were the most
important components.
Table 4 Key equity component compelling a co-branding
relationship
Equity component Percentage (%)
Differentiation 34
Esteem 34
Knowledge of the brand 16
Relevance 9
Other 7
Asked which types of promotional events were most preferred
(Table 5), sporting events
are most often mentioned (44%) to articulate co-branding
associations. Another current
trend is to sponsor business events (28%).
Table 5 Types of promotional events
Event types Percentage (%)
Sporting events 44
Business events 28
Trade events 14
Community events 14
Others 0
Respondents were asked what they believed were the main
sources of equity leveraging
in a co-branding relationship (Table 6). About two-thirds picked
either access to the
brand strategy of the partner or marketing communication
strategy as the main sources of
co-branding equity.
Table 6 Sources of co-brand equity leveraging
Sources Percentage (%)
Access to the brand strategy of co-branded partner 36.54
Marketing communication association 32.69
Alignment of company brand values 17.31
Reach of the co-brand 11.54
Others 1.92
We were interested to hear the respondents’ views on the
preferred type of sponsorship
arrangement in a co-branding relationship. The leading
preference is to be the
main or official team sponsor. However, commercial and media
partnership were also
frequently mentioned.
The dynamics of brand equity, co-branding and sponsorship
51
Table 7 Preferred sponsorship arrangement
Arrangement Percentage (%)
Main or official sponsor 36.17
Commercial partners 31.91
Media or broadcast sponsor 17.02
Others 6.38
Technical sponsors or supplier 4.26
Premium, classic or gold partners 4.26
The computer-assisted qualitative content analysis examined
hundreds of newspapers
articles and website pages. Our purpose was to examine
manifest content in these
documents that depicted the vision, mission, values, and brand
principles of companies
involved in a co-branding relationship. Paraphrasing in their
own words, here are the
themes that emerged from our documentary analysis.
• We articulate our brand through sponsorship of fine sports
organisations.
• We concentrate on brand values to build brand portfolio.
Brand value emerges in our
statements about performance, passion, integrity, and diversity.
• Through these relationships we define who we are and what
we strive to be each day.
We are honest and ethical businesses that harness diverse ideas
and strengths.
• Our joint brand equity is the value of our brand names.
Through brand equity we
seek to show how we are associated with the world’s most
recognised sports teams
and to increase that awareness in our home countries and
abroad.
• Celebrity endorsements are the driving force for any game. We
thank our celebrities
for their efforts to promote the game.
• Money has changed the landscape of sports forever. Naming
rights for sports venues
is an important form of brand exposure
• Embracing diversity, doing creative things and maximising
potential expresses what
we do.
• Sports sponsorship works across the globe. It can improve a
region’s image (e.g., the
Gulf), drive tourism and alleviate dependency on oil and natural
gas.
• Sports sponsorship has an impact on share price. (For
example, Sports Direct’s
shares dived 16% after England’s failure to qualify for the 2008
European
soccer championship.)
• Like our business, we want our teams to win at all costs.
6 Discussion
Our findings may have sampled New Zealand teams and
sponsors, but we venture
that the results can be generalised more broadly because of their
resonance with the
literature. New Zealand is a ‘sports-crazy’ country. It is
relatively wealthy, has huge
52 H. Frederick and S. Patil
sports attendance, has numerous companies interested in
leveraging their brands
nationally and internationally, is highly competitive in world
sports, and extensively uses
co-branding and sports sponsorships.
Strategic value is the key to entering into a co-branding
relationship; with innovation
and creativity seen as the most important core synergistic brand
values. Brand
dimensions, enhancement of brand profile and media coverage
and advertising are
principal benefits and/or objectives of a co-branding
relationship. Differentiation of the
brand through sponsorship of sports gives a competitive
advantage. Brand profile
awareness coupled with access and reach of the marketing
communication is the strategy
used by most companies within a co-branding association.
Sponsoring a national team or
being the main sponsor of an event gives maximum utility to the
resources invested in a
co-branding relationship. Qualitative analysis shows the
importance of brand
communication, brand value, brand value (equity and global
appeal), celebrity brand
image, money influencing sport, overseas sports investment, and
winning at all costs.
Looking at the survey as a whole, the top benefits of co-
branding are:
• Brand dimensions
• Media coverage and advertising
• Increased broadcasting audience
• Profile enhancement
• Increased sales and popularity.
7 Company-team nexus
To corroborate our results, we looked at the phenomenon of
sports sponsorship
and co-branding around the world as of late 2007. In this
section we outline events that
provide external validation for our findings so that we can
generalise beyond the
New Zealand circumstance.
• It is clear that many companies (American International Group
(AIG), Hyundai,
Emirates, Carlsberg, Sony and Adidas, to name a few) intend
further to globalise
their brand recognition to sports co-branding (Rothacher, 2004).
• Carlsberg’s philosophy of sponsorship is to get consumers
involved and engaged in
the brand. To Carlsberg, sports is the unique medium through
which consumers are
exposed to the brand in an entertaining and pleasant
environment (Carlsberg, 2007).
• Sony Corporation believes their products deliver dreams and
new forms of
enjoyment to customers and that sports sponsorship heightens
awareness and respect
for the Sony brand (Sony, 2007).
• Emirates and Hyundai emphasise that their co-branding
association with football
associations such as FIFA (Fédération Internationale de
Football Association)
and Union of European Football Associations (UEFA),
respectively, has not
only boosted their brand awareness but also helped create a
brand character and
association that generate real passion and emotion from
consumers (Emirates, 2007;
The dynamics of brand equity, co-branding and sponsorship
53
Hyundai, 2007). In addition, through its deal with FIFA from
2007 to 2014, Emirates
benefits from enhanced global media exposure at FIFA’s special
events and
development initiatives.
• Heineken has extended its sponsorship association with the
UEFA Champions
League due to the fact that with over 4 billion viewers per
season in 227 nations
around the world, the premier sporting event has become truly
global and fits
perfectly with the Heineken brand (Heineken, 2007; Wilson et
al., 2007).
• Emirates, Sony Ericsson and Westpac look at getting closer to
the community
through their contribution of funds to stadium building, and
they visualise that sports
sponsorship is especially a great way of doing it.
• Qantas airline regularly takes 50 frequent flyers on ‘changing
room tours’ at the
Wallabies home matches in Australia (South, 2007) with the
groups given replica
Wallaby jumpers and walked around the atmospheric changing
room to create a
passion for their team and long-term association within the next
generation.
• The New Zealand Rugby Union along with their sponsors
Adidas set up an
innovative example in brand leverage by arranging an hour-long
autograph session
that attracted thousands of fans before their departure to the
World Cup in France
(Drinnan, 2007).
• Sony Corporation’s global partnership programme contract
with FIFA running from
2007 to 2014 with a contract value of US$305 million enables
Sony Corporation to
exercise various rights as an official sponsor of over 40 FIFA
events (Sony, 2007).
• As a FIFA partner, Sony will be able to exclusively promote
advertising and
marketing activities; with other rights include advertising
boards in stadiums, TV
sponsor credits and preferential negotiation rights for TV
commercial spots.
• Nike believes in the power of sports to develop a new
approach to philanthropy
and it intends to invest a minimum of $315 million in grants,
product donations and
in-kind support through 2011 to resurface old playing fields,
fund community-based
programmes and help young people create their own
communities (Nike, 2007).
• Vodafone (2007) believes that sports and music are the two
passions of life that cut
through all barriers and understood in unique ways and invest
heavily in events and
sports teams throughout the world.
• The humiliating defeat of England against Croatia for the Euro
qualification is
estimated to cost British retailers £600 million ($1.2 billion).
• Shares in Umbro, which also acknowledged that its sales of
replica England shirts
would be severely hit, slumped by 3.7% in midday trading in
London. Another
sports retailer JJB Sports share fell by 3.3%.
• In New Zealand, All Blacks shirt and principal sponsor Adidas
expected a substantial
loss in its balance sheets in the year 2007 due to the All Blacks
loss at the
quarterfinals of the Rugby World Cup 2007.
54 H. Frederick and S. Patil
8 Conclusion
The main objectives that underpin a co-branding relationship
and/or association with the
context of sports sponsorship are brand portfolio (brand
dimensions and profile
enhancement) and media exposure (advertising and
broadcasting). Community awareness
and creation of goodwill are also considered important for a
long-term relationship. A
combination of innovative and flexible leverage options depend
on the market segment.
Differentiation and esteem are the key components of brand
equity. The longer the
duration of a co-branding association, the greater would be the
impact on brand image.
Access to brand strategy as well as the extent and reach of the
marketing communication
platform are seen as key sources of co-branding equity.
We believe this study adds to the body of academic studies on
co-branding,
sponsorship and brand leverage. It also adds to the emerging
literature linking
entrepreneurship to sports marketing. Future research needs to
investigate as many sports
as possible because different sports have different audiences
and thus require different
types of co-branding and sponsorship. The cultural aspect could
be significant to the
alignment of brand values in a co-branding association. In
addition, we believe that
the present study provides valuable information on the role of
business sponsorship in a
co-branding relationship and the strategies of articulation to
build a strong sports brand.
The study should also be useful to companies in formulating
their marketing
communications and brand strategies with a co-branding
relationship perspective.
Sports marketers must be ‘fleet afoot’ within the business
environment. Perhaps
future research can sports sponsorship from the entrepreneurial
perspective within a
large sporting organisation. In this sense sports marketers are
more like ‘intrapreneurs’, a
term used to describe the entrepreneurial behaviour of people
within large firms
and organisations.
9 Limitations
The present research study provides insights for sports
marketers to use sponsorship as a
prominent driver of brand strategy, to have co-branding as a
strategy to create an
extended consumer experience and to build strong brands
through efficient articulation
strategies. However, the main limitations of this study are
sample constraints,
generalisations and first-hand information, due to the fact that
primary research across all
sports is prohibitive. In addition, some of our analysis was
dependent on a range of
secondary sources available in the public domain.
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Note
1 They included: LG Electronics, National Bank, Nike, Ford,
Coca-Cola, Air New Zealand,
Telecom, Television New Zealand, Nestle, Fisher & Paykel,
ASB Bank, Adidas, Hyundai,
Heineken, Qantas, Vodafone, Sky, McDonalds, Samsung,
Westpac, Basics, Kia Motors, Lion
Breweries, Emirates, O2, TV3, Cadbury, Benq Mobile, ABN
Amro, W-star, Volvo, Export
Gold, Lufthansa, T.com, Century Radio, Travelex, Tower,
Umbro, Honda, Pepsi, Air Asia,
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Telefonica, Sky City, State, Renault,
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Tui.
A Conceptual Framework of Influences . . . . Roy and Goss
Marketing Management Journal, Fall 2007 96
INTRODUCTION
While estimations concerning the exact size and
scope of the fantasy sports industry vary, its
status as a growing industry connected to large
portions of leisure time and activity, escalating
numbers of participants, and increasing
marketplace fertility remains unchallenged
(Janoff 2005). Janoff (2005) and Fisher (2007)
estimated fantasy sports to be a $2 billion
industry in 2005, including website fees, game
add-on features, videogames, etc. Less well
known are the underlying dynamics of the
unique market of fantasy players and the major
transformations occurring within the fantasy
sports business (Russo and Walker 2006). The
explosion of popularity in fantasy sports
participation and the dearth of research about it
create a need for investigation in this relatively
new form of sport spectatorship (Davis and
Duncan 2006), not to mention new challenges
for marketers, media companies, and others
within the sport industry who wish to capitalize
on the fantasy sports audience (Russo and
Walker 2006).
The purpose of this paper is to propose a
conceptual framework for marketers to utilize
in their examinations of influences on the
consumption of fantasy sports by postmodern
sports fans. The framework is based on
literature from psychology, sociology, sport
management/marketing, general management/
marketing, and consumer behavior.
FANTASY SPORTS BACKGROUND
History
Fantasy sports leagues, first known as rotisserie
leagues, were started using the sport of baseball
in the United States during the early 1980s by
American journalists Glen Waggoner and
Daniel Okrent (Hu 2003). Like modern fantasy
sports, rotisserie owners drafted teams from
active players, tracked season-long statistics,
and declared winners based on statistical
performances. High-speed computers and the
Internet revolutionized statistical calculations
for rotisserie leagues, which now operate on
elements such as fixed spending allowances or
round-robin drafts, trades, waivers, and lineup
changes (Fantasy Baseball n.d.).
Fantasy sports competition now exists for
nearly every major sport, including football,
baseball, basketball, hockey, soccer, stock car
racing, and golf, as well as variations of
competition for several sports (Birch 2004).
Most of these games are offered by seven major
providers (see Table 1), which averaged 8.307
million unique visitors who spent an average of
28 minutes, 38 seconds on their websites for the
The Marketing Management Journal
Volume 17, Issue 2, Pages 96 - 108
Copyright © 2007, The Marketing Management Association
All rights of reproduction in any form reserved
A CONCEPTUAL FRAMEWORK OF INFLUENCES
ON FANTASY SPORTS CONSUMPTION
DONALD P. ROY, Middle Tennessee State University
BENJAMIN D. GOSS, Missouri State University
The explosion of fantasy sports and the dearth of research about
it create a need for investigation in
this relatively new form of sport spectatorship (Davis and
Duncan 2006). This paper proposes a
conceptual framework for marketers to utilize in their
examinations of influences on the consumption
of fantasy sports by postmodern sports fans. The framework is
based on literature from psychology,
sociology, sport management/marketing, general
management/marketing, and consumer behavior
and leads to the proposition that fantasy sports consumption is
impacted by the interplay of
psychological characteristics internal to consumers, social
interactions, and external influences
controlled by fantasy sports marketers.
A Conceptual Framework of Influences . . . . Roy and Goss
97 Marketing Management Journal, Fall 2007
month of April 2006, and the websites of
professional sports leagues (Fisher 2006c).
Demographics
Market Sizes. From 2003 to 2006, an estimated
15-18 million people per year engaged in
fantasy sports participation (Birch 2004; Janoff
2005; Fisher 2006d; Fisher 2007). In football,
widely regarded as the most popular fantasy
sport, estimates include nine million unique
fantasy users in October 2005, as well as an
estimated ten million fantasy players for all of
2005, including offline players (Russo and
Walker 2006); this market was estimated to
grow to more than 11 million for 2006 (Fisher
2006b).
Spending. An August 2006 estimate indicated
that approximately 12 million people spent
more than $1.5 billion on fantasy sports per
year, with some players spending $265 a year
as the industry grows 7-10 percent annually.
Participant Profile. Combined data reveals that
the typical profile for a fantasy sports
participant is that of a young, married, well
educated, White, relatively affluent man with a
high household income who spends profusely,
including fantasy sports expenditures (Weekley
2004; Levy 2005; Klaassen 2006). In 2006, the
average age of players was 36 years; these
players, who spent 3.8 hours per week
managing teams, possessed undergraduate
degrees and received an annual income of
$89,566 (Klaassen 2006).
Growth. Numerous sources predict sizeable
future growth for the fantasy sports industry.
The total number of fantasy players is expected
to reach 30 million by the end of the decade
(Fisher 2006d), with a prediction of more than
6 million fantasy baseball players alone for
2006, up from 5 million in 2005 (Fisher 2006e).
More than 30 percent of 2005 fantasy football
players were first-timers; NFL.com indicated
that nearly 50 percent of its 2005 fantasy
audience consisted of first-timers (Russo and
Walker 2006). Fantasy sports participation has
become such a phenomenon that numerous
websites exist as independent fantasy sports
arbitrators that examine disputes for a fee
(Thompson 2007).
Gender. Though described by Thompson
(2007) as “an outlet for misdirected
testosterone, fueled by ego and trash talk” (p.
A1), growth segments in fantasy sports may not
TABLE 1
Major Fantasy Sports (FS) Providers, April 2006
Source: Fisher 2006c
Fantasy
Football
Provider
Number of Unique
Website Visitors
(millions)
Time Spent on
Website
(Minutes:Seconds)
Major Attraction,
Addition or Renovation
AOL Sports 5.44 16:46 FS: critical component that scores well
among
hardcore fans
ESPN.com 14.5 42:03 King of sports Internet landscape relies
heavily
on FS
The Sporting News .669 20:57 promotes paid FS leagues to
engaged, high-
income base of sports fans through heavy
community aspect
Fox Sports 10.47 22:25 Technical malfunctions marred its 2005
fan-
tasy football season
Sports Illustrated 6.49 17:03 Enhanced all FS offerings; made
“Fantasy
Plus” section a larger, permanent component of
magazine; added fantasy football column by
Peter King
Yahoo! Sports 11.35 45:30 Early establishment as FS
powerhouse placed
it far ahead of late-arriving competition
CBS SportsLine 9.23 33:56 Deep base in FS
A Conceptual Framework of Influences . . . . Roy and Goss
Marketing Management Journal, Fall 2007 98
be limited to males. Though numerous studies
indicate that several different media (including
fantasy sports) offer opportunities to emphasize
masculine ideals in sport by providing viewing
pleasure for males (Duncan and Brummett
1989); emphasizing empowerment through
sports knowledge (Duncan and Brummett 1989;
Gantz and Wenner 1995; Kennedy 2000); and
reinforcement of masculinity through
hypermasculine sport fanship choice (Messner,
Dunbar and Hunt 2000; Sargent, Zillman and
Weaver 1998; Sullivan 1991), one source
indicated that 25 percent of fantasy football
players in 2004 were women (Weekley 2004).
Another source indicated a major upswing in
female fantasy sports participation related to a
sports property long known to boast a female
fan base of approximately 40 percent: the
National Association of Stock Car Automobile
Racing (NASCAR). According to an April
2007 study released by the Fantasy Sports
Association, 33 percent of the more than 1.2
million people who play NASCAR fantasy
games are females, far higher than the female
participation rates of other fantasy sports games
and much larger than had been assumed (Fisher
2007). According to industry experts, these
findings showed considerable demographic
expansion for the fantasy sports industry, since
female participation in other fantasy sports
hovers in single-digit or low double-digit
percentages (Fisher 2007). Of additional
importance were data indicating that NASCAR
fantasy participants, who spent an average of
4.49 hours per week playing and researching
the sport online, were almost as engaged time-
wise as fantasy football players (5.05 hours per
week) and fantasy baseball players (4.97 hours
per week) (Fisher 2007).
Marketing
With the increased growth in fantasy sports
participation, marketing dynamics surrounding
the industry have heightened organizational
restructuring and reformulation of marketing
initiatives related to it. Advertisers may
currently fear a close association with user-
generated content because of the lessened
guarantees of quality controls and variable
standards of practice (Fisher 2006e). Another
way in which the fantasy sports boom has
permanently impacted marketing tied to event
consumption patterns in sport lies within the
subsequent diminished fan focus on the success
of teams and the increased notoriety of
individual performances (Birch 2004). This
heightened focus on individual performances
has spurred interest in even the most mundane
games, thereby increasing the value of
sponsorships because of the decreased
likelihood of waning fan interest.
However, perhaps the largest seismic shift in
the fantasy sports marketing landscape has
occurred offline with the advent of numerous
fantasy season preview magazines, advertising
across all forms of media, and numerous
promotional offers to join leagues (Fisher
2006b). Such increased emphasis on fantasy
team draft parties, introduction of new, simpler
games, and sharp rises in TV programming
devoted to fantasy football (Fisher 2006a;
Fisher 2006b; Welch 2007) has led to expanded
marketing initiatives due to increased
competition among fantasy sports game
providers.
Despite the apparent soundness of these
opinions, a more complete view of fantasy
sports consumption is warranted given
explosive growth in participation with little
inquiry about forces that influence individuals
to become fantasy sports players.
A CONCEPTUAL FRAMEWORK
OF FANTASY SPORTS CONSUMPTION
A person’s decision to play fantasy sports
games is influenced by several variables. As is
the case with any purchase decision,
consumption of fantasy sports can be driven by
a combination of internal and external
influences. A review of relevant literature leads
to the conceptual framework illustrated in
Figure 1, which depicts that fantasy sports
consumption is impacted by the interplay of
psychological characteristics internal to
consumers as well as social interactions and
A Conceptual Framework of Influences . . . . Roy and Goss
99 Marketing Management Journal, Fall 2007
marketer-controlled influences that are external
to consumers but can affect consumption
decisions. These three factors are discussed in
the following sections.
Psychological Influences
One set of influences on fantasy sports
consumption resides within individual
consumers. These variables, labeled
psychological influences, are individual
characteristics of consumers that could affect
one’s decision to participate in fantasy sports.
Psychological influences identified as having a
potential impact on the fantasy sports
consumption decision are: the ability to exert
control; the desire to escape from reality; and
the feelings of achievement experienced after
success in competitive play.
Control. A strong psychological influence on
fantasy sports consumption is the feeling of
control created through participation in fantasy
sports games. Owning a team in a fantasy
sports league allows a person to participate
vicariously in professional sports (Bernhard and
Eade 2005). Such decisions as drafting players
for a team, acquiring players from other fantasy
teams via trades, and claiming players from free
agent pools provide fantasy team owners
opportunities to experience a measure of the
careers of certain sport management
professionals (Birch 2004; Davis and Duncan
2000). Development and application of sports
knowledge is highly correlated with the control
experienced by fantasy team owners. The more
knowledge one has about players’ statistics,
injuries, or other variables that can impact
individual players’ performances that are on
FIGURE 1.
Influences on Fantasy Sports Consumption
Social
Influences
• Community
• Socialization
Psychological
Influences
• Escape
• Control
• Achievement
Marketer-Controlled
Influences
• Product
• Price
• Promotion
Fantasy
Sports
Consumption
A Conceptual Framework of Influences . . . . Roy and Goss
Marketing Management Journal, Fall 2007 100
his/her fantasy team roster, the stronger the
feelings of control and confidence in decision-
making become for fantasy team owners. For
example, fantasy football players with more in-
depth knowledge about National Football
League (NFL) players and events that could
affect players’ performances may experience a
stronger sense of exerting control and have
greater confidence in selecting players in their
league’s draft and selecting their weekly line-
ups than fantasy players with less knowledge.
Fantasy game marketers recognize consumers’
desires to experience feelings of control as team
owners. Advertising campaigns for fantasy
sports games have utilized messages of
individuals exerting control as appeals to
participate (Shipman 2001). Similarly,
marketers of support products for fantasy game
players often appeal to the desire for control in
their marketing efforts. For example, the
website of one fantasy baseball information
provider promotes its 2007 draft products with
such copy as “Start preparing to dominate your
fantasy baseball league” and “Get a huge leg-up
on the rest of your league and sign up today
with Big Dawg Baseball” (Big Dawg Baseball
2007).
Escape. Sports offer people an opportunity to
forget their worries and briefly escape into
another world (Wann, Melnick, Russell and
Pease 2001). Escape is central to the notion of
consumption as a form of play (Holt 1995).
The escape motive cuts across all demographic
groups and is not limited to particular age
groups, income levels, or occupation categories.
Regarding fantasy sports, consumers who feel
the need to get away from daily routines or
relieve stress regardless of their demographic
characteristics can find refuge in the simulated
world of professional sports executives. The
get-away-from-it-all ability provides fantasy
sports players with an outlet to release tensions
and engage in play with others while immersing
themselves in a particular sport. Escape
attained via fantasy sports participation is
congruent with the motives of hedonic
consumption, which is driven by consumers’
need to engage in experiences filled with fun
and pleasure (Holbrook and Hirschman 1982).
Based on their premises of allowing one to use
fantastic imagery to assume the role of a sports
team owner, fantasy sports games are ideal
vehicles for enabling consumers to fulfill their
desire to escape. Fantasy team owners become
involved in professional sports in the only way
most of them could ever possibly experience:
assuming a role as a sports team executive in a
simulated league in which performance is based
on statistics of actual professional players.
Research into feelings experienced in fantasy
game play, and online gaming points to the
importance of escape among consumers of
these games. Escape from the everyday world
is an important part of consumption experiences
for many fantasy game players, as are
preparation rituals conducted before engaging
in game play such as devising game strategies
(Martin 2004). Another way fantasy sports
provide escape is by offering consumers a
means to expend energy and recharge energy
(Kim, Park, Kim, Moon and Chun 2002). In
addition to providing a getaway outlet, players
benefit from fantasy sports games by
strengthening analytical skills and problem-
solving abilities (Bernhard and Eade 2005).
Thus, the escapes that consumers experience
when engaged in fantasy sports may be more
than mere diversions from reality; they may
become means of sharpening intellectual skills
that can benefit them upon return to reality.
Achievement. Another internal motive that
influences fantasy sports consumption is
achievement. Achievement motivation is “the
striving to increase, or keep as high as possible,
one’s own capability in all activities in which a
standard of excellence is thought to apply and
where the execution of such activities can,
therefore, either succeed or fail” (Heckhausen
1967, p. 4). The need for achievement can be
met through the competitive nature of fantasy
sports in which the goal is to outperform other
fantasy teams in certain statistical categories.
While casual consumers of fantasy sports are
unlikely to be drawn to fantasy games because
A Conceptual Framework of Influences . . . . Roy and Goss
101 Marketing Management Journal, Fall 2007
of competition, most highly involved fantasy
game players are thought to engage in fantasy
sports because of their desires to engage in
competitive activity. This need to achieve
success and outperform other league players
motivates players to invest time and money in
acquiring and analyzing information that could
improve their fantasy teams’ performances.
Fantasy sports meet consumers’ need for
competition through frequent competitive
experiences such as weekly match-ups against
other team owners in a fantasy football league
(Davis and Duncan 2006). Fantasy game
marketers recognize that some consumers can
be motivated to play fantasy sports due to
opportunities to compete and achieve success
through victories over other fantasy teams and
even winning league championships.
Advertising strategies for some fantasy sports
games have been based on the suggestion that
successful players (i.e., fantasy league
champions) can enjoy public recognition of
their sports knowledge (Shipman 2001).
Another factor widely supposed to drive the
growth of fantasy sports participation is the
possibility of extrinsic rewards, which may
involve provider- or sponsor-offered cash or
other prizes for winners, not to mention
wagering among participants (Birch 2004;
Thompson 2007).
Social Influences
Fantasy sports can be viewed as a form of
consumption that is based on playful interaction
with other people. Holt (1995) described
“consumption as play” as a type of
consumption practice in which a desire exists to
interact with fellow consumers. Two forms of
playing identified by Holt are communing and
socializing, which are apparent influences on
consumers’ decisions to participate in fantasy
sports as discussed below.
Community. Fantasy sports games provide a
forum for people with shared interests to
interact with one another. Fantasy game
players who play in public leagues are joining a
group of people with whom they have had no
prior interactions. In a public league, the group
of team owners brought together to compete
have only one known shared interest when the
league is formed: a supposed interest in the
sport upon which the fantasy game is based.
Fantasy game tools such as live online drafts,
message boards, and e-mails between team
owners facilitate community building among
fantasy consumers. Davis and Duncan (2006)
posit that fantasy sports provide a venue for
male bonding, a particular form of community
building, and point to the male majority of
fantasy sports consumers, creating “men’s
clubs” that are platforms for reaffirming
masculinity.
Participation in fantasy sports not only provides
a means of communing with other players in
one’s league, but it enables communing through
shaping one’s identity. Just as people may
define themselves in part through identification
with a sports team or athlete (Wann et al.
2001), fantasy sports participation fosters
identity development through identification
with fantasy sports play in general (e.g., the
ability to identify one’s self as a fantasy
football player). Also, sport identification can
be enhanced through fantasy sports
consumption. For example, fantasy baseball
consumers may develop a stronger
identification with Major League Baseball
(MLB) as a result of closely monitoring game
scores, league standings, players’ statistics, and
other information used to make decisions in
fantasy game play. Identification with fantasy
sports in general or a particular sport through
fantasy games can become an element in one’s
identity and aid in gaining acceptance among
communities with similar interests.
Socialization. A strong influence on the
decision to consume fantasy sports is the
opportunity to socialize with family, friends,
co-workers, or other people within previously
established social networks. Fantasy sports
participants can create private leagues, which
allow those players to control the league’s other
participants. Whereas public league players are
brought together through shared interest in the
sport, private leagues are formed by dual
A Conceptual Framework of Influences . . . . Roy and Goss
Marketing Management Journal, Fall 2007 102
influences of prior social interaction and sport
interest, and social connections can even
outweigh sport interest in some private leagues.
For example, participation in a private fantasy
football league created for a group of former
college classmates may be motivated more by
social affiliation (i.e., connecting with old
friends) than members’ interest in football.
Researchers investigating consumer behavior of
sport and gaming have identified socialization
as a prime motive for consumption. Desire for
group affiliation and spending time with family
are key reasons why people consume sport
(Wann et al. 2001). The rapid evolution of
fantasy sports as a mass-market product has
enabled more consumers to meet these needs
through sport. A negative stereotype of fantasy
sports players that emerged in its early years
was one of a group of dedicated players who
were viewed as “an enthusiastic but socially
disconnected cult” (Bernhard and Eade 2005, p.
32). This stigma has been removed largely
through easy access to games via the Internet,
making fantasy games a more common,
attractive vehicle for social interaction.
Marketer-Controlled Influences
In addition to psychological and social factors
that influence consumers’ choices to consume
fantasy sports, marketers of fantasy games can
impact consumer behavior through their
selection of marketing mix elements. Potential
for influencing consumers via the marketing
mix is greatest through product, price, and
promotion decisions.
Product. The product element of fantasy sports
games includes game branding, game formats,
and design of the user experience. Branding of
fantasy games can impact perceived value of a
particular game. The branding strategy used by
a game marketer can affect consumers’
perceptions about the quality and credibility of
a game. For example, the primary fantasy
game offered by the NFL on its website during
the 2006 season was “NFL Fantasy 2006” with
a shadow endorsement “Powered by CBS
SportsLine.com.” This strategy allows the NFL
to leverage the equity its brand possesses.
Football fans who have never played fantasy
football previously may consider fantasy
consumption through their knowledge of the
NFL brand. Conversely, the NFL is able to
promote its association with CBS SportsLine,
which is recognized by regular fantasy players
as a well established, leading fantasy games
provider. Similarly, Major League Baseball’s
fantasy games are co-branded with The
Sporting News, a media outlet historically
recognized for its coverage of baseball. These
co-branded game offerings can enhance the
perceived value of the games among baseball-
savvy consumers.
Offering multiple types of fantasy game
formats for a given sport can enhance the
product offering of fantasy games. Consumers
can choose from a variety of fantasy game
formats to find games that match their
preferences. In the case of fantasy baseball
games offered by Major League Baseball/The
Sporting News, players can choose to play
games using the classic roto-scoring system in
which fantasy teams earn points based on their
league rank in statistical categories or a head-
to-head scoring system in which pairs of teams
compete in terms of their players’ statistical
performances. Another game format offered by
MLB is a salary cap game in which team
owners select a team with players who have
variable salary values; owners must draft
rosters whose total salaries do not exceed the
salary cap. This format is noteworthy because
MLB does not have a salary cap in reality.
Many baseball fans believe a salary cap is
needed to promote payroll equity among teams,
and engaging in a fantasy baseball game with a
salary cap format allows them to experience
that concept. Other variations of fantasy
baseball games are available, too, generating
many options for finding appealing game
formats.
A third element of the fantasy game product
that can influence consumption of fantasy
sports is the design of the user experience,
which was essentially a non-issue in the early
days of fantasy sports, since game play
A Conceptual Framework of Influences . . . . Roy and Goss
103 Marketing Management Journal, Fall 2007
occurred via face-to-face interactions among
players. The advent of online fantasy sports
games predicates the importance of the user
experience design, which becomes the epicenter
of fantasy sports play. Just as sportscapes
(physical environment in which sport is
contested) influence consumers’ patronage of
spectator sports (Wakefield and Blodgett 1994,
1995; Wakefield, Blodgett and Sloan 1996), the
environment in which fantasy sports players
interact with competitors and make game
decisions can influence consumption decisions
and re-patronage intentions.
Since the development of a fantasy game’s
physical environment can be influential in
creating a positive user experience, game
marketers therefore employ a variety of tools to
enhance user experiences. Many fantasy game
offerings enable team owners to select a team
logo and/or color scheme that is represented
graphically on a football helmet or baseball
jersey, creating tangibility for an owner’s
fantasy team. Another element that enhances
the product offering is the group message board
that allows team owners within an individual
league to interact with one another by posting
messages about player trades, strategy or rules
questions, and even engaging in various forms
of banter with opponents. In addition to a
message board for players within a single
fantasy league, many fantasy game providers
offer a general message board that players from
all leagues can use to ask other players for
advice and opinions on player drafts, trade
proposals, or other strategy decisions. Message
boards not only serve as a means of information
exchange, but they provide a channel for
facilitation of meeting players’ communing and
socializing needs, too.
Another way that the user experience design
can influence fantasy sports consumption is the
availability of statistics. Fantasy team owners
with high involvement are particularly
interested in accessing player statistics to make
better decisions about roster changes and to
monitor performance of their team and others in
their league. Fantasy game marketers
recognize that differing needs exist among
fantasy game players regarding player statistics.
For example, Yahoo!’s fantasy football game
offering has basic NFL player statistics and is
available for free, but it also offers other
features for high involvement fantasy team
owners such as in-depth NFL player and team
reports and analysis that can be purchase for a
one-time fee of $19.99.
Price. Opportunities for consumers to engage
in fantasy sports consumption has been
impacted greatly by pricing tactics employed by
fantasy game marketers. Widespread adoption
of fantasy sports play has occurred largely
through free fantasy games offered by
mainstream media companies such as ESPN
and Yahoo! as well as free games offered on
professional sports leagues’ websites. MLB,
NFL, National Basketball Association (NBA),
National Hockey League (NHL), and NASCAR
all offer free fantasy games on their league
websites. These free games allow consumers to
engage in fantasy sports consumption without
incurring financial risk. Free game offerings
are important for attracting new fantasy sports
consumers, enabling them to try the product at
no cost.
In addition to free games that appeal to casual
and price-conscious fantasy sports consumers,
fantasy game marketers typically also offer
fantasy games for which consumers must pay to
participate. Consumers who participate in these
pay fantasy leagues often have higher
involvement and are more experienced fantasy
sports players. Many pay fantasy leagues offer
cash or other prizes for league winners, with
team owners subsidizing the rewards through
their payments to play in the league. Pricing of
pay fantasy sports products is often structured
to encourage more involvement and
consumption. For example, ESPN’s pricing for
its pay fantasy football product in 2006 was
$29.95 for one team, $49.95 for three teams,
and $69.95 for five teams (ESPN.com 2006).
The pricing structure of fantasy sports games
enables marketers to appeal to various market
segments in terms of product usage rate, with
free games for light-to-moderate users and pay
games for heavy users.
A Conceptual Framework of Influences . . . . Roy and Goss
Marketing Management Journal, Fall 2007 104
Promotion. Consumption of fantasy sports can
be influenced through promotion programs,
particularly the use of incentives to encourage
or reward game play. In addition to pricing
incentives that were described in the previous
section, fantasy game marketers use sales
promotion methods intended to persuade
consumers to play fantasy sports games. For
example, in 2006, CBS SportsLine.com offered
a $20 discount and a premium item (a free cap)
for consumers to purchase Fantasy Basketball
Commissioner, a fee-based fantasy basketball
league product.
Other promotional tactics involve special
events driven by marketing objectives that
attempt to add to the realism of the fantasy
sports team-owner experience, including
organized draft parties, opening day
promotions, and special celebrity athlete
appearances. The marketing objectives driving
these events include product placements, cross-
promotions, and traffic-drivers established
either by fantasy providers in conjunction with
their marketing partners or with brands seeking
to independently buzz market through fantasy
sports (Fisher 2006b; Fisher 2006e).
Rewarding performance is another incentive
used to influence fantasy sports consumption.
The types and value of incentives vary
depending largely on whether the league is a
free league or pay league. Some free leagues
do not offer any rewards for their champions.
Other free leagues and some pay leagues offer
prizes of nominal value such as a t-shirt or
banner denoting the recipient as a fantasy
league champion. While low in financial value,
these rewards can be a source of pride for
recipients. Cash rewards are typically restricted
to pay fantasy games. The amount of cash
awarded and the number of teams per league
receiving cash prizes varies and often is
correlated with the cost required to play in the
pay league. For example, CBS SportsLine.com
offers four different levels of pay fantasy
football leagues, ranging in cost from $14.95 to
$499.99. Prizes awarded to the league
champions for the games range from $200 to
$3,500 (CBS SportsLine 2006). Offering
different levels of risk and reward through
different price and prize amounts allow fantasy
game marketers to segment the fantasy player
market and appeal to a broad group of
consumers.
Another element of fantasy game marketers’
promotional mix is the use of interactive
marketing tactics, particularly e-mail
marketing. As consumers sign up to play free
or pay fantasy games, their contact information
typically is fed into a game provider’s database.
This information can be used to influence
customer loyalty to a fantasy game provider by
cross-selling other fantasy sports games. For
example, consumers who sign up to play a free
fantasy baseball game on The Sporting News
web site might receive e-mails containing
information for fantasy games in other sports
(e.g., NFL, NASCAR, or Professional Golfers
Association [PGA]). Such cross-selling tactics
could increase visits to game providers’
websites beyond time periods of initial fantasy
games, thus increasing the value of sites to
advertisers that support free fantasy games.
DISCUSSION
Empowerment of the Sports Fan
Ultimately for marketers, the major implication
of the growth of the fantasy sports industry is
that its evolution is another unambiguous signal
of the emergence of an increasingly empowered
consumer, in this case, the empowered sports
fan. This empowerment of postmodern sports
fan stems greatly from two growing elements of
the sports universe: fantasy sports and sports
talk radio (Fisher 2006c). However, unlike
sports talk radio, the fantasy sports industry
affords its participants unparalleled
opportunities for bonding (Davis and Duncan
2006). Such opportunities have further spurred
empowerment as fantasy sports providers
through their expanded game offerings and
marketing/promotional initiatives have begun to
accommodate the burgeoning fantasy sports
market as its movement tracks from online
elements to offline elements that create
movement from an individualized linear
A Conceptual Framework of Influences . . . . Roy and Goss
105 Marketing Management Journal, Fall 2007
experience to participation in an engaged
community.
Transition From Linear Experience to
Engaged Community
The expansion of the fantasy sports universe is
likely due to a demonstrated existence of
fantasy sports participation as a pleasurable
social experience (Davis and Duncan 2006).
As users increasingly desire connections to true
online communities with social networking for
quality levels of engagement, fantasy sports
providers must ensure that associative
opportunities become critical components of
the entire user experience (Fisher 2006c).
Those providers who are able to offer users
such community-based connectivity through
enhanced participative experiences will
generate greater percentages of Internet page
views, wireless data consumption, etc.,
providing more viable, safe platforms for
marketers and their initiatives. (Oliver 2005;
Fisher 2006b)
Dynamics of Transition
Russo and Walker (2006) identify two chief
dynamics that will benchmark successful
transition of the fantasy sports industry from
the linear experience model to the engaged
community model.
First, movement will occur away from
subscription models to ad-supported models
that position fantasy sports games as
multidimensional marketing vehicles. Strong
engagement metrics (page views, visits, and
time spent on the site) and large numbers of
new players in 2005 suggest strong future
growth for ad-supported models and more
limited niches for subscription-based
products/services (Russo and Walker 2006).
Approximately 63% of fantasy football users
recalled seeing an ad from one of five major
fantasy advertisers, and those who recalled
fantasy advertising had a better impression (15-
20 percent) than users with no recall/association
(Russo and Walker 2006).
Second, further development and evolution of a
wide range of offline fantasy sports products
and services to complement online games must
be generated. The increased marketing
potential inherent in such offline activity
surrounding fantasy sports must be embraced
with greater creativity by marketers. According
to Russo and Walker (2006), sponsors are
presently included in online game headers and
banners, but site providers rarely create custom
interactive features that incorporated the
sponsors, nor do most sponsors effectively
leverage fantasy football in offline marketing.
Klasseen (2006) postulates that game providers
have historically had so little trouble selling
fantasy sports advertising packages until little
incentive existed to move past basic banner ads
and sponsor buttons. However, Klasseen
(2006) notes movement toward the design of
more creative marketing packages in 2006 to
drive sponsor initiatives.
Keys to Unlocking Potential of Engaged
Fantasy Sports Communities
Given the estimated number of players and
monetary volume of the industry, the stability
and viability of fantasy sports as a marketing
platform is no longer questionable.
Tremendous potential to leverage fantasy
football as a marketing property apparently
exists, but marketers and fantasy game
providers must work together to develop more
creative, high-impact programs, promotions,
and executions in both online and offline
elements. This development must be tempered
by the realization that such engaged fantasy
sports communities exist at the intersection of
television viewing and fantasy play (Russo and
Walker 2006). The pending transformation
must involve brand marketers embracing
fantasy sports, as well as fantasy providers
developing new products and services that
extend fantasy sports beyond merely online
games (Russo and Walker 2006). According to
Clay Walker, chairman of the Fantasy Sports
Association and senior vice president of Players
Inc. (the commercial arm of the NFL Players
Association), advertisers have not yet
determined how to maximize their investments
A Conceptual Framework of Influences . . . . Roy and Goss
Marketing Management Journal, Fall 2007 106
in fantasy sports, and such maximization will
not occur until leagues and/or providers have
“significantly better, richer data to bring to
market” (Fisher 2006d, p. 6). As with all
social-network advertising, marketers take care
not to disrupt consumers’ experiences
(Klaassen 2006).
Fueled by the discovery of fantasy NASCAR
racing’s considerable female base, the
apparently increasing numbers of women make
fantasy sports a fertile ground for marketing
investment. Marketers should explore
initiatives that encourage women who do not
currently participate to sample fantasy sports
participation and to drive those who already
participate to more involved levels of the
engaged community by designing marketing
camp ai gns th a t o f fe r i ncen t iv es ,
encouragement, and acceptance.
Creation and dissemination of meaningful
statistical information will be important to
attract fantasy participants who crave and
attempt to utilize even the smallest fragment of
statistical data to their advantages, much as
general managers and coaches do in actual
sport franchises. According to Dick Glover,
NASCAR’s vice president of broadcasting and
new media, growth of NASCAR’s overall and
female fantasy participation rates can be
directly attributed to NASCAR’s specific
conjunctive efforts with Stats Inc. to
create/disseminate more statistical data and
concrete performance data (Fisher 2007).
Another important implication, particularly for
fantasy sports providers, is the emergence and
growth of games/contests that apply fantasy
sports game principles to Hollywood awards,
reality television shows, cover appearances on
national lifestyle magazines, and other
entertainment elements (Fisher 2007). Internet
portals may find these to be particularly salient
streams of new revenue if developed well.
REFERENCES
Bernhard, Bo J. and Vincent H. Eade (2005),
“Gambling in a Fantasy World: An
Exploratory Study of Rotisserie Baseball
Games,” UNLV Gaming Research & Review
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Big Dawg Baseball (2007), “2007 Fantasy
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http://www.bigdawgbaseball.com/?gclid=CI
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Birch, Donna (2004, August 25), “Fantasyland.
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CBS SportsLine.com (2006), “CBS
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44 Int. J. Sport Management and Marketing, .docx

  • 1. 44 Int. J. Sport Management and Marketing, Vol. 7, Nos. 1/2, 2010 The dynamics of brand equity, co-branding and sponsorship in professional sports Howard Frederick* and Sandeep Patil Unitec New Zealand Auckland, New Zealand E-mail: [email protected] E-mail: [email protected] *Corresponding author Abstract: Globalisation has been one of the most significant determinants of growth in the sports industry worldwide, especially with the increasing importance of brand creation, brand awareness, brand image, brand identity and brand equity. Professional sports teams have become top sports brands through leverage with major company sponsors. Sports marketers have had
  • 2. to become much more entrepreneurial to create competitive advantage for sports organisations and deliver relationship value to consumers. Company sponsorships are prominent drivers of brand strategy around the world. They help create an extended consumer experience and are becoming a strategic vehicle for creating co-branding partnerships between sports organisations and multinational companies. This study reports data from a survey of the top marketing and communications executives in sports and company organisations in New Zealand and as well as a qualitative content analysis of core documents and websites. The study provides insights for sports marketers seeking to: • use sponsorship as a prominent driver of brand strategy • employ co-branding as a strategy to create an extended consumer experience • build strong brands through efficient co-branding articulation strategies. The study also provides recommendations for sports organisations and companies to formulate their marketing communications and brand strategies from the perspective of a co-branding relationship. Keywords: brands; co-branding; brand equity; sponsorship; professional
  • 3. sports; sport management; marketing. Reference to this paper should be made as follows: Frederick, H. and Patil, S. (2010) ‘The dynamics of brand equity, co-branding and sponsorship in professional sports’, Int. J. Sport Management and Marketing, Vol. 7, Nos. 1/2, pp.44–57. Biographical notes: Howard Frederick is a Professor of Entrepreneurship Education at Deakin University in Melbourne, Australia. Sandeep Patil received his Master of Business from Unitec New Zealand in 2008. Copyright © 2010 Inderscience Enterprises Ltd.
  • 4. The dynamics of brand equity, co-branding and sponsorship 45 1 Introduction Playing sports not only imparts physical skills but it also contributes an abundance of life skills such as team building, leadership, challenge, triumph, failure, humanity, sportsmanship, fragility, belonging, and comradeship (Kahle and Riley, 2004). The unique relationship that we have with sports is one of the reasons that teams are able to attract huge sponsorship deals and has led to keen competition for the sports consumer dollar. In the USA alone, sports is the 11th largest industry estimated at US$30 billion and growing at 9% annually (Bathgate, 2005). Consequently, sports companies must become more proactive and entrepreneurial in the marketplace in order to achieve competitive advantage. Entrepreneurial marketing is “the proactive identification and exploitation of opportunities for acquiring and retaining profitable customers through innovative approaches to risk management, resource leveraging and value creation” (Morris et al., 2002). For sports marketers it all comes
  • 5. down to relationships. In relationship marketing, emphasis is placed on building longer term relationships with customers rather than on individual transactions. It involves understanding the customers’ needs as they go through their life cycles with a sporting enterprise (e.g., Bejou and Palmer, 2006; Buttle, 1996; Hougaard and Bjerre, 2002). This study draws generalisations to the entire sporting world by focusing on football (also known as soccer), now played in 205 countries. This is a sport with huge economic and business dimensions, and sponsorship is widely used as a central driver of company brand strategy through co-branding partnerships (Beech et al., 2000; Morgan and Summers, 2005; Cliffe and Motion, 2005). Sports marketing is about “buying and selling audiences” (McDaniel, 2002; Trail et al., 2003). Sports marketers create, develop and articulate targeted advertising themes and promotional campaigns in order to persuade consumers to increase their consumption of sports products and services. Sports market researchers have had to develop sophisticated market segmentation techniques for two reasons: Sports fans have consumption profiles that are different from the general public; and different sports also have different fan profiles (James and Ross, 2004; Kwon and Trail, 2001). In this study we examine co-branding relationships in one ‘sports-crazy’ country,
  • 6. New Zealand, known particularly for its rugby and cricket. Rather than choosing to survey rugby or cricket managers and executives, we picked New Zealand football. It is a growing sport and it is a manageable research topic. It is also not yet distorted by the mega-deals in rugby and cricket. We believe that narrowing down the topic nonetheless allows for generalisation about the global sports branding environment. New Zealand and its sporting environment are similar to patterns elsewhere, yet its scale allows for more granularised examination. 2 Objectives and hypotheses The purpose of the research is to evaluate the concept of co- branding equity and its strategic articulation. We focus on the marketing communication strategies used by New Zealand professional football (soccer) teams to build equity and to maximise brands in a co-branding relationship with business partners. We seek to understand what underpins co-branding arrangements and how brand values are leveraged and promoted to the
  • 7. 46 H. Frederick and S. Patil benefit of both partners. We seek as well to examine the sources of co-brand equity and particularly how its components are enhanced in the relationship between sporting and business organisations. As this is an exploratory study in an un- researched area in New Zealand, we wanted to see if New Zealand business and sports marketing managers described the same phenomenon found in the literature. We also wanted to see whether these findings might generalise to other world contexts. 3 Literature review Drawing upon previous authors (Ferkins and Garland, 2006; Meerabeau et al., 1991; Sleight, 1989; Walliser, 2003), we define sports sponsorship as having five components: Sports sponsorship is a business relationship between a sports team and a company in return for rights used for commercial advantage. Summarising the literature (Dolphin, 2003; Ferkins and Garland, 2006; Liu et al., 1998; Sleight,
  • 8. 1989; Walliser, 2003), sponsorship can be seen as a ‘flexible and diverse’ medium that enables company to: • build brands and increase brand awareness • enhance company image and leverage company reputation • stimulate sale of products and services to increase sales • reinforce advertising and media exposure • address new target audiences and markets and community relations • entertain clients and customers • reward company personnel • undertake corporate social and responsibility and hospitality. Sponsorship and advertising should be distinguished from one another since they deliver their messages in different ways to different market segments (Mason, 2005; Meenaghan, 2001a). Advertising messages are generally more direct, explicit and more easily controlled (Cornwell et al., 2005) and ads have a shorter-lived effect (Cornwell et al., 2005; Dolphin, 2003; Meenaghan, 2001b). Sponsorships are more cost-effective, have longer-term impacts, provide material support to sports teams, and generate community goodwill. There are two kinds of sponsorship. On-the-field sponsorship includes placement of logo on sports equipment and/or clothing or
  • 9. billboards at the scene of the event as well as endorsements of players. Broadcasting sponsorship includes advertisements in print, radio, television and/or the internet (Liu et al., 1998; Mason, 2005; Schaaf, 2004; Sleight, 1989). Entrepreneurial marketing processes can be strategically employed by a sporting enterprise to create, discover, assess, and exploit entrepreneurial opportunities more effectively and efficiently. Entrepreneurial marketing is the pursuit of opportunity, the obsession with the customer, and a focus on relationships. In addition to brand recognition and market share, the entrepreneurial marketer concentrates on relationships (Gumpert, 2002). Given the unpredictable behaviour of some athletes and sporting companies, entrepreneurial marketing means learning how to balance risk against
  • 10. The dynamics of brand equity, co-branding and sponsorship 47 visibility and exposure (Miles and Darroch, 2006; Miles, 2008). Sports marketers must constantly unveil bold, provocative marketing campaigns without breaking too far from marketing approaches of the past. As we moved into the research, it was important to define our other concepts: • A brand is a company asset (typically a name, a word, a sign, or symbol) that communicates meaning and identity and that differentiates a product or services from competitors (Kotler, 2003, p.418) (Aaker, 1991; Couvelaere and Richelieu, 2005; Keller and Lehmann, 2006). • A company brand is a representation of an organisation’s identity and value system (Balmer, 2001; de Chernatony and Riley, 1998; Motion et al., 2003). • Brands have core values intrinsic to the core ideology (Balmer, 2001) and extended values, which create depth and texture across global markets (Uggla, 2006).
  • 11. • Brand equity is a set of assets that add value to the product or service (Aaker, 1991, p.15). The two components of brand equity (Cornwell et al., 2005) are brand awareness and brand image. • Brand leveraging can be defined as the strategy of capitalising, exploiting or enhancing established brand equity (Keller and Lehmann, 2006; Uggla, 2006). • Co-branding is a collaboration of two (or more) brands with significant customer recognition to promote an existing or new product or service to the benefit of both partners (Blackett and Boad, 1999; Motion et al., 2003; Washburn et al., 2000). Co-branding builds and maintains the competitive advantage of participant brands (Leuthesser et al., 2003). Constructing a co-branding association or relationship between a sports team and a company begins by identifying a common ground between participant brands (Lebar et al., 2005; Motion et al., 2003). The articulation of the anticipated new merged outcome needs to be planned and needs to occur simultaneously for both partners at ideological, strategic, tactical and emotional levels (StrategicDirection, 2002; 2004) across a range of media. It is important that possible previous associations be disarticulated and that the new association is clearly articulated to the consuming public. Shared value is the critical
  • 12. aspect of a co-branding association (Motion et al., 2003). The greater the core values that partners share, the bigger is the potential increase in equity of any co-branded product or service (Jones, 2004). Sponsorship provides an ideal platform from which co-branding can be leveraged (Cliffe and Motion, 2005) by adding value through intrinsic feel-good benefits or extrinsic benefits such as televised broadcasts and print exposures (Hill and Vincent, 2006). In this study we borrowed heavily from Young and Rubicam’s Brand Asset Value (BAV) measure. BAV operationalises ‘Shared Value Creation’ by looking at the key components of brand equity, namely differentiation, relevance, esteem, and knowledge. BAV is the most extensive worldwide study of brands and their relationships and has proven validity and reliability (Kotler and Keller, 2006).
  • 13. 48 H. Frederick and S. Patil 4 Research methodology and design We used content analysis of texts as well as an expert survey in order to understand the context in which co-branding relationships are formed and how they are inter-related. We collected data on the following organisations. • Sports organisations from New Zealand included Rugby Union, Golf, Netball, Cricket, Football (Soccer), Bowls, Tennis, and Touch Rugby. • Sponsors came from the electronics, bank/finance, apparel, automobile, beverage, airline, telecomm, and broadcast industries.1 Content analysis examined 80 newspaper articles and several dozen websites. Using NVivo-7, we analysed images and texts depicting the vision, mission, values, brand principles and giving guidelines of companies involved in a sports co-branding relationship. Our sample of survey respondents was selected from popular football teams and their
  • 14. sponsors that had a base in New Zealand. All chosen companies were involved in co-branding with a sports team, and all sports organisations supported elite and popular sports teams in New Zealand with significant business sponsorships. A 21 question survey was distributed to 45 marketing and communication managers of 9 sports organisations and 36 multi-national companies based in New Zealand whose contact details we gleaned from public sources. We had an 80% response rate to the survey, which we believe significantly covers the area of research in question. 5 Findings From this sample of New Zealand organisations, rugby had eleven sponsoring companies. In second place were netball and football (soccer), each with five sponsors. Examined the other way around, insurance/finance companies sponsored five sports each. Consumer electronics, apparel, and airline companies had on average four sports sponsorships each. Telecommunication companies sponsored only one sport (the largest, rugby). Those willing to reveal the size of their sponsorship clustered around US$1–US$5 million annually. The time period of the co- branding relationships examined was typically about five years. Asked to name the top reasons for starting and maintaining their co-branding
  • 15. relationships, 35% of respondents (combined company and sports managers) indicated that ‘strategic value’ was the most important. ‘Emotional value’ rated at 20%, ‘financial value’ was 17%, while ‘ideological value’ rated 15%. ‘Innovation and creativity’ was seen as the most important core synergistic brand value in a co-branding relationship (Table 1). Other highly rated core synergistic values were ‘culture and tradition’ and ‘entertainment and fun’. Interestingly, ‘integrity’ had the lowest frequency of mention. When asked to pick the top benefit of co-branding (Table 2), two groups of values emerged as themes: 1 media coverage and advertising, increased sales or popularity, increased radio/TV audience 2 profile enhancement and brand dimensions.
  • 16. The dynamics of brand equity, co-branding and sponsorship 49 Table 1 Core synergistic values in a co-branding relationship Values Percentage (%) Innovation and creativity 100 Culture and tradition 75 Entertainment and fun 75 Commitment 67 Passion 67 Excellence 50 Inspiration 50 Community focus 50 Challenge and competition 42 Integrity 33
  • 17. Table 2 Top benefit from a co-branding relationship Benefits Percentage (%) Media coverage and advertising 14 Profile enhancement 14 Brand dimensions 14 Increased sales or popularity 13 Increased radio/TV audience 12 Product development 9 Stakeholder relations 9 Hospitality 8 Promotion 3 Internal marketing or employee relations 3 Others 1 When asked to pick the one most important strategic goal of such a relationship (Table 3), respondents focused on brand awareness (31%) followed by brand experience and brand image. Table 3 Strategic goals of co-branding Goals Percentage (%)
  • 18. Brand awareness 31 Brand experience 25 Brand image or personality 20 Goodwill 12 Brand loyalty 10 Other 2 50 H. Frederick and S. Patil Asked to pick the key brand equity component that would compel a partner to enter
  • 19. a co-branding relationship (Table 4), esteem and differentiation were the most important components. Table 4 Key equity component compelling a co-branding relationship Equity component Percentage (%) Differentiation 34 Esteem 34 Knowledge of the brand 16 Relevance 9 Other 7 Asked which types of promotional events were most preferred (Table 5), sporting events are most often mentioned (44%) to articulate co-branding associations. Another current trend is to sponsor business events (28%). Table 5 Types of promotional events Event types Percentage (%) Sporting events 44 Business events 28 Trade events 14 Community events 14
  • 20. Others 0 Respondents were asked what they believed were the main sources of equity leveraging in a co-branding relationship (Table 6). About two-thirds picked either access to the brand strategy of the partner or marketing communication strategy as the main sources of co-branding equity. Table 6 Sources of co-brand equity leveraging Sources Percentage (%) Access to the brand strategy of co-branded partner 36.54 Marketing communication association 32.69 Alignment of company brand values 17.31 Reach of the co-brand 11.54 Others 1.92 We were interested to hear the respondents’ views on the preferred type of sponsorship arrangement in a co-branding relationship. The leading preference is to be the main or official team sponsor. However, commercial and media partnership were also frequently mentioned.
  • 21. The dynamics of brand equity, co-branding and sponsorship 51 Table 7 Preferred sponsorship arrangement Arrangement Percentage (%) Main or official sponsor 36.17 Commercial partners 31.91 Media or broadcast sponsor 17.02 Others 6.38 Technical sponsors or supplier 4.26
  • 22. Premium, classic or gold partners 4.26 The computer-assisted qualitative content analysis examined hundreds of newspapers articles and website pages. Our purpose was to examine manifest content in these documents that depicted the vision, mission, values, and brand principles of companies involved in a co-branding relationship. Paraphrasing in their own words, here are the themes that emerged from our documentary analysis. • We articulate our brand through sponsorship of fine sports organisations. • We concentrate on brand values to build brand portfolio. Brand value emerges in our statements about performance, passion, integrity, and diversity. • Through these relationships we define who we are and what we strive to be each day. We are honest and ethical businesses that harness diverse ideas and strengths. • Our joint brand equity is the value of our brand names. Through brand equity we seek to show how we are associated with the world’s most recognised sports teams and to increase that awareness in our home countries and abroad. • Celebrity endorsements are the driving force for any game. We thank our celebrities for their efforts to promote the game. • Money has changed the landscape of sports forever. Naming
  • 23. rights for sports venues is an important form of brand exposure • Embracing diversity, doing creative things and maximising potential expresses what we do. • Sports sponsorship works across the globe. It can improve a region’s image (e.g., the Gulf), drive tourism and alleviate dependency on oil and natural gas. • Sports sponsorship has an impact on share price. (For example, Sports Direct’s shares dived 16% after England’s failure to qualify for the 2008 European soccer championship.) • Like our business, we want our teams to win at all costs. 6 Discussion Our findings may have sampled New Zealand teams and sponsors, but we venture that the results can be generalised more broadly because of their resonance with the literature. New Zealand is a ‘sports-crazy’ country. It is relatively wealthy, has huge
  • 24. 52 H. Frederick and S. Patil sports attendance, has numerous companies interested in leveraging their brands nationally and internationally, is highly competitive in world sports, and extensively uses co-branding and sports sponsorships. Strategic value is the key to entering into a co-branding relationship; with innovation and creativity seen as the most important core synergistic brand values. Brand dimensions, enhancement of brand profile and media coverage and advertising are principal benefits and/or objectives of a co-branding relationship. Differentiation of the brand through sponsorship of sports gives a competitive advantage. Brand profile awareness coupled with access and reach of the marketing communication is the strategy used by most companies within a co-branding association. Sponsoring a national team or being the main sponsor of an event gives maximum utility to the
  • 25. resources invested in a co-branding relationship. Qualitative analysis shows the importance of brand communication, brand value, brand value (equity and global appeal), celebrity brand image, money influencing sport, overseas sports investment, and winning at all costs. Looking at the survey as a whole, the top benefits of co- branding are: • Brand dimensions • Media coverage and advertising • Increased broadcasting audience • Profile enhancement • Increased sales and popularity. 7 Company-team nexus To corroborate our results, we looked at the phenomenon of sports sponsorship and co-branding around the world as of late 2007. In this section we outline events that provide external validation for our findings so that we can generalise beyond the New Zealand circumstance. • It is clear that many companies (American International Group (AIG), Hyundai, Emirates, Carlsberg, Sony and Adidas, to name a few) intend further to globalise their brand recognition to sports co-branding (Rothacher, 2004).
  • 26. • Carlsberg’s philosophy of sponsorship is to get consumers involved and engaged in the brand. To Carlsberg, sports is the unique medium through which consumers are exposed to the brand in an entertaining and pleasant environment (Carlsberg, 2007). • Sony Corporation believes their products deliver dreams and new forms of enjoyment to customers and that sports sponsorship heightens awareness and respect for the Sony brand (Sony, 2007). • Emirates and Hyundai emphasise that their co-branding association with football associations such as FIFA (Fédération Internationale de Football Association) and Union of European Football Associations (UEFA), respectively, has not only boosted their brand awareness but also helped create a brand character and association that generate real passion and emotion from consumers (Emirates, 2007;
  • 27. The dynamics of brand equity, co-branding and sponsorship 53 Hyundai, 2007). In addition, through its deal with FIFA from 2007 to 2014, Emirates benefits from enhanced global media exposure at FIFA’s special events and development initiatives. • Heineken has extended its sponsorship association with the UEFA Champions League due to the fact that with over 4 billion viewers per season in 227 nations around the world, the premier sporting event has become truly global and fits perfectly with the Heineken brand (Heineken, 2007; Wilson et al., 2007). • Emirates, Sony Ericsson and Westpac look at getting closer to the community through their contribution of funds to stadium building, and they visualise that sports sponsorship is especially a great way of doing it. • Qantas airline regularly takes 50 frequent flyers on ‘changing
  • 28. room tours’ at the Wallabies home matches in Australia (South, 2007) with the groups given replica Wallaby jumpers and walked around the atmospheric changing room to create a passion for their team and long-term association within the next generation. • The New Zealand Rugby Union along with their sponsors Adidas set up an innovative example in brand leverage by arranging an hour-long autograph session that attracted thousands of fans before their departure to the World Cup in France (Drinnan, 2007). • Sony Corporation’s global partnership programme contract with FIFA running from 2007 to 2014 with a contract value of US$305 million enables Sony Corporation to exercise various rights as an official sponsor of over 40 FIFA events (Sony, 2007). • As a FIFA partner, Sony will be able to exclusively promote advertising and marketing activities; with other rights include advertising boards in stadiums, TV sponsor credits and preferential negotiation rights for TV commercial spots. • Nike believes in the power of sports to develop a new approach to philanthropy and it intends to invest a minimum of $315 million in grants, product donations and in-kind support through 2011 to resurface old playing fields, fund community-based
  • 29. programmes and help young people create their own communities (Nike, 2007). • Vodafone (2007) believes that sports and music are the two passions of life that cut through all barriers and understood in unique ways and invest heavily in events and sports teams throughout the world. • The humiliating defeat of England against Croatia for the Euro qualification is estimated to cost British retailers £600 million ($1.2 billion). • Shares in Umbro, which also acknowledged that its sales of replica England shirts would be severely hit, slumped by 3.7% in midday trading in London. Another sports retailer JJB Sports share fell by 3.3%. • In New Zealand, All Blacks shirt and principal sponsor Adidas expected a substantial loss in its balance sheets in the year 2007 due to the All Blacks loss at the quarterfinals of the Rugby World Cup 2007.
  • 30. 54 H. Frederick and S. Patil 8 Conclusion The main objectives that underpin a co-branding relationship and/or association with the context of sports sponsorship are brand portfolio (brand dimensions and profile enhancement) and media exposure (advertising and broadcasting). Community awareness and creation of goodwill are also considered important for a long-term relationship. A combination of innovative and flexible leverage options depend on the market segment. Differentiation and esteem are the key components of brand equity. The longer the duration of a co-branding association, the greater would be the impact on brand image. Access to brand strategy as well as the extent and reach of the marketing communication platform are seen as key sources of co-branding equity. We believe this study adds to the body of academic studies on co-branding, sponsorship and brand leverage. It also adds to the emerging literature linking entrepreneurship to sports marketing. Future research needs to
  • 31. investigate as many sports as possible because different sports have different audiences and thus require different types of co-branding and sponsorship. The cultural aspect could be significant to the alignment of brand values in a co-branding association. In addition, we believe that the present study provides valuable information on the role of business sponsorship in a co-branding relationship and the strategies of articulation to build a strong sports brand. The study should also be useful to companies in formulating their marketing communications and brand strategies with a co-branding relationship perspective. Sports marketers must be ‘fleet afoot’ within the business environment. Perhaps future research can sports sponsorship from the entrepreneurial perspective within a large sporting organisation. In this sense sports marketers are more like ‘intrapreneurs’, a term used to describe the entrepreneurial behaviour of people within large firms and organisations. 9 Limitations The present research study provides insights for sports marketers to use sponsorship as a prominent driver of brand strategy, to have co-branding as a strategy to create an extended consumer experience and to build strong brands through efficient articulation strategies. However, the main limitations of this study are sample constraints,
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  • 41. Herald, 24 November, p.C6. Note 1 They included: LG Electronics, National Bank, Nike, Ford, Coca-Cola, Air New Zealand, Telecom, Television New Zealand, Nestle, Fisher & Paykel, ASB Bank, Adidas, Hyundai, Heineken, Qantas, Vodafone, Sky, McDonalds, Samsung, Westpac, Basics, Kia Motors, Lion Breweries, Emirates, O2, TV3, Cadbury, Benq Mobile, ABN Amro, W-star, Volvo, Export Gold, Lufthansa, T.com, Century Radio, Travelex, Tower, Umbro, Honda, Pepsi, Air Asia, Bwin, American Exp, ACC, Mercedes-Benz, Carlsberg, Telefonica, Sky City, State, Renault, Budweiser, Orange, Tamoil, Chrysler, Mahou, Pirelli, Audi, and Tui. A Conceptual Framework of Influences . . . . Roy and Goss Marketing Management Journal, Fall 2007 96 INTRODUCTION
  • 42. While estimations concerning the exact size and scope of the fantasy sports industry vary, its status as a growing industry connected to large portions of leisure time and activity, escalating numbers of participants, and increasing marketplace fertility remains unchallenged (Janoff 2005). Janoff (2005) and Fisher (2007) estimated fantasy sports to be a $2 billion industry in 2005, including website fees, game add-on features, videogames, etc. Less well known are the underlying dynamics of the unique market of fantasy players and the major transformations occurring within the fantasy sports business (Russo and Walker 2006). The explosion of popularity in fantasy sports participation and the dearth of research about it create a need for investigation in this relatively new form of sport spectatorship (Davis and Duncan 2006), not to mention new challenges for marketers, media companies, and others within the sport industry who wish to capitalize on the fantasy sports audience (Russo and Walker 2006). The purpose of this paper is to propose a conceptual framework for marketers to utilize in their examinations of influences on the consumption of fantasy sports by postmodern sports fans. The framework is based on literature from psychology, sociology, sport management/marketing, general management/ marketing, and consumer behavior.
  • 43. FANTASY SPORTS BACKGROUND History Fantasy sports leagues, first known as rotisserie leagues, were started using the sport of baseball in the United States during the early 1980s by American journalists Glen Waggoner and Daniel Okrent (Hu 2003). Like modern fantasy sports, rotisserie owners drafted teams from active players, tracked season-long statistics, and declared winners based on statistical performances. High-speed computers and the Internet revolutionized statistical calculations for rotisserie leagues, which now operate on elements such as fixed spending allowances or round-robin drafts, trades, waivers, and lineup changes (Fantasy Baseball n.d.). Fantasy sports competition now exists for nearly every major sport, including football, baseball, basketball, hockey, soccer, stock car racing, and golf, as well as variations of competition for several sports (Birch 2004). Most of these games are offered by seven major providers (see Table 1), which averaged 8.307 million unique visitors who spent an average of 28 minutes, 38 seconds on their websites for the The Marketing Management Journal Volume 17, Issue 2, Pages 96 - 108 Copyright © 2007, The Marketing Management Association All rights of reproduction in any form reserved A CONCEPTUAL FRAMEWORK OF INFLUENCES ON FANTASY SPORTS CONSUMPTION
  • 44. DONALD P. ROY, Middle Tennessee State University BENJAMIN D. GOSS, Missouri State University The explosion of fantasy sports and the dearth of research about it create a need for investigation in this relatively new form of sport spectatorship (Davis and Duncan 2006). This paper proposes a conceptual framework for marketers to utilize in their examinations of influences on the consumption of fantasy sports by postmodern sports fans. The framework is based on literature from psychology, sociology, sport management/marketing, general management/marketing, and consumer behavior and leads to the proposition that fantasy sports consumption is impacted by the interplay of psychological characteristics internal to consumers, social interactions, and external influences controlled by fantasy sports marketers. A Conceptual Framework of Influences . . . . Roy and Goss 97 Marketing Management Journal, Fall 2007 month of April 2006, and the websites of professional sports leagues (Fisher 2006c). Demographics Market Sizes. From 2003 to 2006, an estimated 15-18 million people per year engaged in fantasy sports participation (Birch 2004; Janoff 2005; Fisher 2006d; Fisher 2007). In football, widely regarded as the most popular fantasy
  • 45. sport, estimates include nine million unique fantasy users in October 2005, as well as an estimated ten million fantasy players for all of 2005, including offline players (Russo and Walker 2006); this market was estimated to grow to more than 11 million for 2006 (Fisher 2006b). Spending. An August 2006 estimate indicated that approximately 12 million people spent more than $1.5 billion on fantasy sports per year, with some players spending $265 a year as the industry grows 7-10 percent annually. Participant Profile. Combined data reveals that the typical profile for a fantasy sports participant is that of a young, married, well educated, White, relatively affluent man with a high household income who spends profusely, including fantasy sports expenditures (Weekley 2004; Levy 2005; Klaassen 2006). In 2006, the average age of players was 36 years; these players, who spent 3.8 hours per week managing teams, possessed undergraduate degrees and received an annual income of $89,566 (Klaassen 2006). Growth. Numerous sources predict sizeable future growth for the fantasy sports industry. The total number of fantasy players is expected to reach 30 million by the end of the decade (Fisher 2006d), with a prediction of more than 6 million fantasy baseball players alone for 2006, up from 5 million in 2005 (Fisher 2006e). More than 30 percent of 2005 fantasy football
  • 46. players were first-timers; NFL.com indicated that nearly 50 percent of its 2005 fantasy audience consisted of first-timers (Russo and Walker 2006). Fantasy sports participation has become such a phenomenon that numerous websites exist as independent fantasy sports arbitrators that examine disputes for a fee (Thompson 2007). Gender. Though described by Thompson (2007) as “an outlet for misdirected testosterone, fueled by ego and trash talk” (p. A1), growth segments in fantasy sports may not TABLE 1 Major Fantasy Sports (FS) Providers, April 2006 Source: Fisher 2006c Fantasy Football Provider Number of Unique Website Visitors (millions) Time Spent on Website (Minutes:Seconds) Major Attraction, Addition or Renovation
  • 47. AOL Sports 5.44 16:46 FS: critical component that scores well among hardcore fans ESPN.com 14.5 42:03 King of sports Internet landscape relies heavily on FS The Sporting News .669 20:57 promotes paid FS leagues to engaged, high- income base of sports fans through heavy community aspect Fox Sports 10.47 22:25 Technical malfunctions marred its 2005 fan- tasy football season Sports Illustrated 6.49 17:03 Enhanced all FS offerings; made “Fantasy Plus” section a larger, permanent component of magazine; added fantasy football column by Peter King Yahoo! Sports 11.35 45:30 Early establishment as FS powerhouse placed it far ahead of late-arriving competition CBS SportsLine 9.23 33:56 Deep base in FS A Conceptual Framework of Influences . . . . Roy and Goss Marketing Management Journal, Fall 2007 98
  • 48. be limited to males. Though numerous studies indicate that several different media (including fantasy sports) offer opportunities to emphasize masculine ideals in sport by providing viewing pleasure for males (Duncan and Brummett 1989); emphasizing empowerment through sports knowledge (Duncan and Brummett 1989; Gantz and Wenner 1995; Kennedy 2000); and reinforcement of masculinity through hypermasculine sport fanship choice (Messner, Dunbar and Hunt 2000; Sargent, Zillman and Weaver 1998; Sullivan 1991), one source indicated that 25 percent of fantasy football players in 2004 were women (Weekley 2004). Another source indicated a major upswing in female fantasy sports participation related to a sports property long known to boast a female fan base of approximately 40 percent: the National Association of Stock Car Automobile Racing (NASCAR). According to an April 2007 study released by the Fantasy Sports Association, 33 percent of the more than 1.2 million people who play NASCAR fantasy games are females, far higher than the female participation rates of other fantasy sports games and much larger than had been assumed (Fisher 2007). According to industry experts, these findings showed considerable demographic expansion for the fantasy sports industry, since female participation in other fantasy sports hovers in single-digit or low double-digit percentages (Fisher 2007). Of additional importance were data indicating that NASCAR fantasy participants, who spent an average of 4.49 hours per week playing and researching
  • 49. the sport online, were almost as engaged time- wise as fantasy football players (5.05 hours per week) and fantasy baseball players (4.97 hours per week) (Fisher 2007). Marketing With the increased growth in fantasy sports participation, marketing dynamics surrounding the industry have heightened organizational restructuring and reformulation of marketing initiatives related to it. Advertisers may currently fear a close association with user- generated content because of the lessened guarantees of quality controls and variable standards of practice (Fisher 2006e). Another way in which the fantasy sports boom has permanently impacted marketing tied to event consumption patterns in sport lies within the subsequent diminished fan focus on the success of teams and the increased notoriety of individual performances (Birch 2004). This heightened focus on individual performances has spurred interest in even the most mundane games, thereby increasing the value of sponsorships because of the decreased likelihood of waning fan interest. However, perhaps the largest seismic shift in the fantasy sports marketing landscape has occurred offline with the advent of numerous fantasy season preview magazines, advertising across all forms of media, and numerous promotional offers to join leagues (Fisher 2006b). Such increased emphasis on fantasy
  • 50. team draft parties, introduction of new, simpler games, and sharp rises in TV programming devoted to fantasy football (Fisher 2006a; Fisher 2006b; Welch 2007) has led to expanded marketing initiatives due to increased competition among fantasy sports game providers. Despite the apparent soundness of these opinions, a more complete view of fantasy sports consumption is warranted given explosive growth in participation with little inquiry about forces that influence individuals to become fantasy sports players. A CONCEPTUAL FRAMEWORK OF FANTASY SPORTS CONSUMPTION A person’s decision to play fantasy sports games is influenced by several variables. As is the case with any purchase decision, consumption of fantasy sports can be driven by a combination of internal and external influences. A review of relevant literature leads to the conceptual framework illustrated in Figure 1, which depicts that fantasy sports consumption is impacted by the interplay of psychological characteristics internal to consumers as well as social interactions and A Conceptual Framework of Influences . . . . Roy and Goss
  • 51. 99 Marketing Management Journal, Fall 2007 marketer-controlled influences that are external to consumers but can affect consumption decisions. These three factors are discussed in the following sections. Psychological Influences One set of influences on fantasy sports consumption resides within individual consumers. These variables, labeled psychological influences, are individual characteristics of consumers that could affect one’s decision to participate in fantasy sports. Psychological influences identified as having a potential impact on the fantasy sports consumption decision are: the ability to exert control; the desire to escape from reality; and the feelings of achievement experienced after success in competitive play. Control. A strong psychological influence on fantasy sports consumption is the feeling of control created through participation in fantasy sports games. Owning a team in a fantasy sports league allows a person to participate vicariously in professional sports (Bernhard and Eade 2005). Such decisions as drafting players for a team, acquiring players from other fantasy teams via trades, and claiming players from free agent pools provide fantasy team owners opportunities to experience a measure of the careers of certain sport management professionals (Birch 2004; Davis and Duncan 2000). Development and application of sports
  • 52. knowledge is highly correlated with the control experienced by fantasy team owners. The more knowledge one has about players’ statistics, injuries, or other variables that can impact individual players’ performances that are on FIGURE 1. Influences on Fantasy Sports Consumption Social Influences • Community • Socialization Psychological Influences • Escape • Control • Achievement Marketer-Controlled Influences • Product • Price • Promotion
  • 53. Fantasy Sports Consumption A Conceptual Framework of Influences . . . . Roy and Goss Marketing Management Journal, Fall 2007 100 his/her fantasy team roster, the stronger the feelings of control and confidence in decision- making become for fantasy team owners. For example, fantasy football players with more in- depth knowledge about National Football League (NFL) players and events that could affect players’ performances may experience a stronger sense of exerting control and have greater confidence in selecting players in their league’s draft and selecting their weekly line- ups than fantasy players with less knowledge. Fantasy game marketers recognize consumers’ desires to experience feelings of control as team owners. Advertising campaigns for fantasy sports games have utilized messages of individuals exerting control as appeals to participate (Shipman 2001). Similarly, marketers of support products for fantasy game players often appeal to the desire for control in their marketing efforts. For example, the
  • 54. website of one fantasy baseball information provider promotes its 2007 draft products with such copy as “Start preparing to dominate your fantasy baseball league” and “Get a huge leg-up on the rest of your league and sign up today with Big Dawg Baseball” (Big Dawg Baseball 2007). Escape. Sports offer people an opportunity to forget their worries and briefly escape into another world (Wann, Melnick, Russell and Pease 2001). Escape is central to the notion of consumption as a form of play (Holt 1995). The escape motive cuts across all demographic groups and is not limited to particular age groups, income levels, or occupation categories. Regarding fantasy sports, consumers who feel the need to get away from daily routines or relieve stress regardless of their demographic characteristics can find refuge in the simulated world of professional sports executives. The get-away-from-it-all ability provides fantasy sports players with an outlet to release tensions and engage in play with others while immersing themselves in a particular sport. Escape attained via fantasy sports participation is congruent with the motives of hedonic consumption, which is driven by consumers’ need to engage in experiences filled with fun and pleasure (Holbrook and Hirschman 1982). Based on their premises of allowing one to use fantastic imagery to assume the role of a sports team owner, fantasy sports games are ideal vehicles for enabling consumers to fulfill their
  • 55. desire to escape. Fantasy team owners become involved in professional sports in the only way most of them could ever possibly experience: assuming a role as a sports team executive in a simulated league in which performance is based on statistics of actual professional players. Research into feelings experienced in fantasy game play, and online gaming points to the importance of escape among consumers of these games. Escape from the everyday world is an important part of consumption experiences for many fantasy game players, as are preparation rituals conducted before engaging in game play such as devising game strategies (Martin 2004). Another way fantasy sports provide escape is by offering consumers a means to expend energy and recharge energy (Kim, Park, Kim, Moon and Chun 2002). In addition to providing a getaway outlet, players benefit from fantasy sports games by strengthening analytical skills and problem- solving abilities (Bernhard and Eade 2005). Thus, the escapes that consumers experience when engaged in fantasy sports may be more than mere diversions from reality; they may become means of sharpening intellectual skills that can benefit them upon return to reality. Achievement. Another internal motive that influences fantasy sports consumption is achievement. Achievement motivation is “the striving to increase, or keep as high as possible, one’s own capability in all activities in which a standard of excellence is thought to apply and where the execution of such activities can,
  • 56. therefore, either succeed or fail” (Heckhausen 1967, p. 4). The need for achievement can be met through the competitive nature of fantasy sports in which the goal is to outperform other fantasy teams in certain statistical categories. While casual consumers of fantasy sports are unlikely to be drawn to fantasy games because A Conceptual Framework of Influences . . . . Roy and Goss 101 Marketing Management Journal, Fall 2007 of competition, most highly involved fantasy game players are thought to engage in fantasy sports because of their desires to engage in competitive activity. This need to achieve success and outperform other league players motivates players to invest time and money in acquiring and analyzing information that could improve their fantasy teams’ performances. Fantasy sports meet consumers’ need for competition through frequent competitive experiences such as weekly match-ups against other team owners in a fantasy football league (Davis and Duncan 2006). Fantasy game marketers recognize that some consumers can be motivated to play fantasy sports due to opportunities to compete and achieve success through victories over other fantasy teams and even winning league championships. Advertising strategies for some fantasy sports games have been based on the suggestion that successful players (i.e., fantasy league
  • 57. champions) can enjoy public recognition of their sports knowledge (Shipman 2001). Another factor widely supposed to drive the growth of fantasy sports participation is the possibility of extrinsic rewards, which may involve provider- or sponsor-offered cash or other prizes for winners, not to mention wagering among participants (Birch 2004; Thompson 2007). Social Influences Fantasy sports can be viewed as a form of consumption that is based on playful interaction with other people. Holt (1995) described “consumption as play” as a type of consumption practice in which a desire exists to interact with fellow consumers. Two forms of playing identified by Holt are communing and socializing, which are apparent influences on consumers’ decisions to participate in fantasy sports as discussed below. Community. Fantasy sports games provide a forum for people with shared interests to interact with one another. Fantasy game players who play in public leagues are joining a group of people with whom they have had no prior interactions. In a public league, the group of team owners brought together to compete have only one known shared interest when the league is formed: a supposed interest in the sport upon which the fantasy game is based. Fantasy game tools such as live online drafts, message boards, and e-mails between team
  • 58. owners facilitate community building among fantasy consumers. Davis and Duncan (2006) posit that fantasy sports provide a venue for male bonding, a particular form of community building, and point to the male majority of fantasy sports consumers, creating “men’s clubs” that are platforms for reaffirming masculinity. Participation in fantasy sports not only provides a means of communing with other players in one’s league, but it enables communing through shaping one’s identity. Just as people may define themselves in part through identification with a sports team or athlete (Wann et al. 2001), fantasy sports participation fosters identity development through identification with fantasy sports play in general (e.g., the ability to identify one’s self as a fantasy football player). Also, sport identification can be enhanced through fantasy sports consumption. For example, fantasy baseball consumers may develop a stronger identification with Major League Baseball (MLB) as a result of closely monitoring game scores, league standings, players’ statistics, and other information used to make decisions in fantasy game play. Identification with fantasy sports in general or a particular sport through fantasy games can become an element in one’s identity and aid in gaining acceptance among communities with similar interests. Socialization. A strong influence on the decision to consume fantasy sports is the opportunity to socialize with family, friends,
  • 59. co-workers, or other people within previously established social networks. Fantasy sports participants can create private leagues, which allow those players to control the league’s other participants. Whereas public league players are brought together through shared interest in the sport, private leagues are formed by dual A Conceptual Framework of Influences . . . . Roy and Goss Marketing Management Journal, Fall 2007 102 influences of prior social interaction and sport interest, and social connections can even outweigh sport interest in some private leagues. For example, participation in a private fantasy football league created for a group of former college classmates may be motivated more by social affiliation (i.e., connecting with old friends) than members’ interest in football. Researchers investigating consumer behavior of sport and gaming have identified socialization as a prime motive for consumption. Desire for group affiliation and spending time with family are key reasons why people consume sport (Wann et al. 2001). The rapid evolution of fantasy sports as a mass-market product has enabled more consumers to meet these needs through sport. A negative stereotype of fantasy sports players that emerged in its early years was one of a group of dedicated players who were viewed as “an enthusiastic but socially disconnected cult” (Bernhard and Eade 2005, p.
  • 60. 32). This stigma has been removed largely through easy access to games via the Internet, making fantasy games a more common, attractive vehicle for social interaction. Marketer-Controlled Influences In addition to psychological and social factors that influence consumers’ choices to consume fantasy sports, marketers of fantasy games can impact consumer behavior through their selection of marketing mix elements. Potential for influencing consumers via the marketing mix is greatest through product, price, and promotion decisions. Product. The product element of fantasy sports games includes game branding, game formats, and design of the user experience. Branding of fantasy games can impact perceived value of a particular game. The branding strategy used by a game marketer can affect consumers’ perceptions about the quality and credibility of a game. For example, the primary fantasy game offered by the NFL on its website during the 2006 season was “NFL Fantasy 2006” with a shadow endorsement “Powered by CBS SportsLine.com.” This strategy allows the NFL to leverage the equity its brand possesses. Football fans who have never played fantasy football previously may consider fantasy consumption through their knowledge of the NFL brand. Conversely, the NFL is able to promote its association with CBS SportsLine, which is recognized by regular fantasy players
  • 61. as a well established, leading fantasy games provider. Similarly, Major League Baseball’s fantasy games are co-branded with The Sporting News, a media outlet historically recognized for its coverage of baseball. These co-branded game offerings can enhance the perceived value of the games among baseball- savvy consumers. Offering multiple types of fantasy game formats for a given sport can enhance the product offering of fantasy games. Consumers can choose from a variety of fantasy game formats to find games that match their preferences. In the case of fantasy baseball games offered by Major League Baseball/The Sporting News, players can choose to play games using the classic roto-scoring system in which fantasy teams earn points based on their league rank in statistical categories or a head- to-head scoring system in which pairs of teams compete in terms of their players’ statistical performances. Another game format offered by MLB is a salary cap game in which team owners select a team with players who have variable salary values; owners must draft rosters whose total salaries do not exceed the salary cap. This format is noteworthy because MLB does not have a salary cap in reality. Many baseball fans believe a salary cap is needed to promote payroll equity among teams, and engaging in a fantasy baseball game with a salary cap format allows them to experience that concept. Other variations of fantasy baseball games are available, too, generating many options for finding appealing game
  • 62. formats. A third element of the fantasy game product that can influence consumption of fantasy sports is the design of the user experience, which was essentially a non-issue in the early days of fantasy sports, since game play A Conceptual Framework of Influences . . . . Roy and Goss 103 Marketing Management Journal, Fall 2007 occurred via face-to-face interactions among players. The advent of online fantasy sports games predicates the importance of the user experience design, which becomes the epicenter of fantasy sports play. Just as sportscapes (physical environment in which sport is contested) influence consumers’ patronage of spectator sports (Wakefield and Blodgett 1994, 1995; Wakefield, Blodgett and Sloan 1996), the environment in which fantasy sports players interact with competitors and make game decisions can influence consumption decisions and re-patronage intentions. Since the development of a fantasy game’s physical environment can be influential in creating a positive user experience, game marketers therefore employ a variety of tools to enhance user experiences. Many fantasy game offerings enable team owners to select a team logo and/or color scheme that is represented graphically on a football helmet or baseball
  • 63. jersey, creating tangibility for an owner’s fantasy team. Another element that enhances the product offering is the group message board that allows team owners within an individual league to interact with one another by posting messages about player trades, strategy or rules questions, and even engaging in various forms of banter with opponents. In addition to a message board for players within a single fantasy league, many fantasy game providers offer a general message board that players from all leagues can use to ask other players for advice and opinions on player drafts, trade proposals, or other strategy decisions. Message boards not only serve as a means of information exchange, but they provide a channel for facilitation of meeting players’ communing and socializing needs, too. Another way that the user experience design can influence fantasy sports consumption is the availability of statistics. Fantasy team owners with high involvement are particularly interested in accessing player statistics to make better decisions about roster changes and to monitor performance of their team and others in their league. Fantasy game marketers recognize that differing needs exist among fantasy game players regarding player statistics. For example, Yahoo!’s fantasy football game offering has basic NFL player statistics and is available for free, but it also offers other features for high involvement fantasy team owners such as in-depth NFL player and team reports and analysis that can be purchase for a
  • 64. one-time fee of $19.99. Price. Opportunities for consumers to engage in fantasy sports consumption has been impacted greatly by pricing tactics employed by fantasy game marketers. Widespread adoption of fantasy sports play has occurred largely through free fantasy games offered by mainstream media companies such as ESPN and Yahoo! as well as free games offered on professional sports leagues’ websites. MLB, NFL, National Basketball Association (NBA), National Hockey League (NHL), and NASCAR all offer free fantasy games on their league websites. These free games allow consumers to engage in fantasy sports consumption without incurring financial risk. Free game offerings are important for attracting new fantasy sports consumers, enabling them to try the product at no cost. In addition to free games that appeal to casual and price-conscious fantasy sports consumers, fantasy game marketers typically also offer fantasy games for which consumers must pay to participate. Consumers who participate in these pay fantasy leagues often have higher involvement and are more experienced fantasy sports players. Many pay fantasy leagues offer cash or other prizes for league winners, with team owners subsidizing the rewards through their payments to play in the league. Pricing of pay fantasy sports products is often structured to encourage more involvement and consumption. For example, ESPN’s pricing for its pay fantasy football product in 2006 was
  • 65. $29.95 for one team, $49.95 for three teams, and $69.95 for five teams (ESPN.com 2006). The pricing structure of fantasy sports games enables marketers to appeal to various market segments in terms of product usage rate, with free games for light-to-moderate users and pay games for heavy users. A Conceptual Framework of Influences . . . . Roy and Goss Marketing Management Journal, Fall 2007 104 Promotion. Consumption of fantasy sports can be influenced through promotion programs, particularly the use of incentives to encourage or reward game play. In addition to pricing incentives that were described in the previous section, fantasy game marketers use sales promotion methods intended to persuade consumers to play fantasy sports games. For example, in 2006, CBS SportsLine.com offered a $20 discount and a premium item (a free cap) for consumers to purchase Fantasy Basketball Commissioner, a fee-based fantasy basketball league product. Other promotional tactics involve special events driven by marketing objectives that attempt to add to the realism of the fantasy sports team-owner experience, including organized draft parties, opening day promotions, and special celebrity athlete appearances. The marketing objectives driving these events include product placements, cross-
  • 66. promotions, and traffic-drivers established either by fantasy providers in conjunction with their marketing partners or with brands seeking to independently buzz market through fantasy sports (Fisher 2006b; Fisher 2006e). Rewarding performance is another incentive used to influence fantasy sports consumption. The types and value of incentives vary depending largely on whether the league is a free league or pay league. Some free leagues do not offer any rewards for their champions. Other free leagues and some pay leagues offer prizes of nominal value such as a t-shirt or banner denoting the recipient as a fantasy league champion. While low in financial value, these rewards can be a source of pride for recipients. Cash rewards are typically restricted to pay fantasy games. The amount of cash awarded and the number of teams per league receiving cash prizes varies and often is correlated with the cost required to play in the pay league. For example, CBS SportsLine.com offers four different levels of pay fantasy football leagues, ranging in cost from $14.95 to $499.99. Prizes awarded to the league champions for the games range from $200 to $3,500 (CBS SportsLine 2006). Offering different levels of risk and reward through different price and prize amounts allow fantasy game marketers to segment the fantasy player market and appeal to a broad group of consumers. Another element of fantasy game marketers’
  • 67. promotional mix is the use of interactive marketing tactics, particularly e-mail marketing. As consumers sign up to play free or pay fantasy games, their contact information typically is fed into a game provider’s database. This information can be used to influence customer loyalty to a fantasy game provider by cross-selling other fantasy sports games. For example, consumers who sign up to play a free fantasy baseball game on The Sporting News web site might receive e-mails containing information for fantasy games in other sports (e.g., NFL, NASCAR, or Professional Golfers Association [PGA]). Such cross-selling tactics could increase visits to game providers’ websites beyond time periods of initial fantasy games, thus increasing the value of sites to advertisers that support free fantasy games. DISCUSSION Empowerment of the Sports Fan Ultimately for marketers, the major implication of the growth of the fantasy sports industry is that its evolution is another unambiguous signal of the emergence of an increasingly empowered consumer, in this case, the empowered sports fan. This empowerment of postmodern sports fan stems greatly from two growing elements of the sports universe: fantasy sports and sports talk radio (Fisher 2006c). However, unlike sports talk radio, the fantasy sports industry affords its participants unparalleled opportunities for bonding (Davis and Duncan
  • 68. 2006). Such opportunities have further spurred empowerment as fantasy sports providers through their expanded game offerings and marketing/promotional initiatives have begun to accommodate the burgeoning fantasy sports market as its movement tracks from online elements to offline elements that create movement from an individualized linear A Conceptual Framework of Influences . . . . Roy and Goss 105 Marketing Management Journal, Fall 2007 experience to participation in an engaged community. Transition From Linear Experience to Engaged Community The expansion of the fantasy sports universe is likely due to a demonstrated existence of fantasy sports participation as a pleasurable social experience (Davis and Duncan 2006). As users increasingly desire connections to true online communities with social networking for quality levels of engagement, fantasy sports providers must ensure that associative opportunities become critical components of the entire user experience (Fisher 2006c). Those providers who are able to offer users such community-based connectivity through enhanced participative experiences will generate greater percentages of Internet page views, wireless data consumption, etc.,
  • 69. providing more viable, safe platforms for marketers and their initiatives. (Oliver 2005; Fisher 2006b) Dynamics of Transition Russo and Walker (2006) identify two chief dynamics that will benchmark successful transition of the fantasy sports industry from the linear experience model to the engaged community model. First, movement will occur away from subscription models to ad-supported models that position fantasy sports games as multidimensional marketing vehicles. Strong engagement metrics (page views, visits, and time spent on the site) and large numbers of new players in 2005 suggest strong future growth for ad-supported models and more limited niches for subscription-based products/services (Russo and Walker 2006). Approximately 63% of fantasy football users recalled seeing an ad from one of five major fantasy advertisers, and those who recalled fantasy advertising had a better impression (15- 20 percent) than users with no recall/association (Russo and Walker 2006). Second, further development and evolution of a wide range of offline fantasy sports products and services to complement online games must be generated. The increased marketing potential inherent in such offline activity surrounding fantasy sports must be embraced
  • 70. with greater creativity by marketers. According to Russo and Walker (2006), sponsors are presently included in online game headers and banners, but site providers rarely create custom interactive features that incorporated the sponsors, nor do most sponsors effectively leverage fantasy football in offline marketing. Klasseen (2006) postulates that game providers have historically had so little trouble selling fantasy sports advertising packages until little incentive existed to move past basic banner ads and sponsor buttons. However, Klasseen (2006) notes movement toward the design of more creative marketing packages in 2006 to drive sponsor initiatives. Keys to Unlocking Potential of Engaged Fantasy Sports Communities Given the estimated number of players and monetary volume of the industry, the stability and viability of fantasy sports as a marketing platform is no longer questionable. Tremendous potential to leverage fantasy football as a marketing property apparently exists, but marketers and fantasy game providers must work together to develop more creative, high-impact programs, promotions, and executions in both online and offline elements. This development must be tempered by the realization that such engaged fantasy sports communities exist at the intersection of television viewing and fantasy play (Russo and Walker 2006). The pending transformation must involve brand marketers embracing fantasy sports, as well as fantasy providers
  • 71. developing new products and services that extend fantasy sports beyond merely online games (Russo and Walker 2006). According to Clay Walker, chairman of the Fantasy Sports Association and senior vice president of Players Inc. (the commercial arm of the NFL Players Association), advertisers have not yet determined how to maximize their investments A Conceptual Framework of Influences . . . . Roy and Goss Marketing Management Journal, Fall 2007 106 in fantasy sports, and such maximization will not occur until leagues and/or providers have “significantly better, richer data to bring to market” (Fisher 2006d, p. 6). As with all social-network advertising, marketers take care not to disrupt consumers’ experiences (Klaassen 2006). Fueled by the discovery of fantasy NASCAR racing’s considerable female base, the apparently increasing numbers of women make fantasy sports a fertile ground for marketing investment. Marketers should explore initiatives that encourage women who do not currently participate to sample fantasy sports participation and to drive those who already participate to more involved levels of the engaged community by designing marketing camp ai gns th a t o f fe r i ncen t iv es , encouragement, and acceptance.
  • 72. Creation and dissemination of meaningful statistical information will be important to attract fantasy participants who crave and attempt to utilize even the smallest fragment of statistical data to their advantages, much as general managers and coaches do in actual sport franchises. According to Dick Glover, NASCAR’s vice president of broadcasting and new media, growth of NASCAR’s overall and female fantasy participation rates can be directly attributed to NASCAR’s specific conjunctive efforts with Stats Inc. to create/disseminate more statistical data and concrete performance data (Fisher 2007). Another important implication, particularly for fantasy sports providers, is the emergence and growth of games/contests that apply fantasy sports game principles to Hollywood awards, reality television shows, cover appearances on national lifestyle magazines, and other entertainment elements (Fisher 2007). Internet portals may find these to be particularly salient streams of new revenue if developed well. REFERENCES Bernhard, Bo J. and Vincent H. Eade (2005), “Gambling in a Fantasy World: An Exploratory Study of Rotisserie Baseball Games,” UNLV Gaming Research & Review Journal, 9 (1), 29-42.
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