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HRM  TEAM   Marketing  20100  
  
Juan  Aguila,  Amanda  Berusch,  Zach  Gifford,  Sarah  Haley,  Garrett  Schmelling    
Strategic Marketing
Planning Project
Baseball  Hall  of  Fame    
  
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Website Mission and Vision Statements
Mission:   Creating   a   far-­‐‑reaching,   interactive   experience   to   develop   relationships   with  
members,  visitors  and  fans.  
Vision:  Create  a  cutting-­‐‑edge,  comfortable  and  enhancing  experience.    
Millennial Research
   The   Millennial   generation  
accounts   for   the   largest   share   of   the  
United   States   population   at   24.5%   (20-­‐‑
37  years  old)  or  80  million  people.  This  
age   group   is   at   a   critical   life   stage,  
experiencing   life   influencing   events  
such   as   graduating   from   college,  
entering   serious   relationships,   having  
children,   establishing   a   career,   or  
meeting  their  first  significant  other.  The  
millennial  generation  is  split  between  two  life  stages  and  the  two  should  not  be  taken  as  
the  same.  (Mintel)    
Millennials   have   been   affected   by   racial   and   cultural   inclusion,   shaped   by   the  
introduction  and  adoption  of  technologies  that  have  disrupted  industries,  and  radically  
changed  the  way  consumers  communicate  and  interact.    
Young   Millennials,   in   general,   spend   less   than   old   Millennials   do,   but   not   on  
education.   Young   Millennials   have   a   lower   household   median   income   and   annual  
expenditures.  Older  ones  spend  more  than  all  adults  on  alcoholic  beverages  and  apparel.    
A  majority  of  Millennials  prefer  to  spend  leisure  time  online,  are  inclined  to  think  
mobile   devices   are   essential   to   leisure   planning,   and   have   a   hard   time   separating  
themselves  from  their  mobile  phones  even  when  they  are  having  fun  doing  something  
else.    
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More   than   any   other   factor,   Millennials   desire   to   multitask   drives   their   leisure  
time   technology   usage.   49%   say   that   they   spend   more   time   reading   news   and  
entertainment   online   rather   than   reading   books,   newspapers   or   magazines.   57%   of  
Millennials  say  they  prefer  to  spend  their  leisure  time  online.  (Mintel).  
  
Web Comparison
In   the   beginning   stages   of   planning   the   Hall   of   Fame   website   redesign,   we  
compared  the  website  to  other  Hall  of  Fame  websites  as  well  a  history  museum  and  an  
amusement  park.  Through  these  comparisons,  we  were  able  to  get  a  better  idea  of  what  
changes  will  make  the  Hall’s  website  more  competitive.  The  Pro  Football  Hall  of  Fame  
website  had  a  layout  similar  to  ESPN,  which  we  believe  would  be  appealing  to  visitors  
who  already  frequenting  these  other  sites.  Also,  it  had  eye-­‐‑catching  graphics  that  lead  to  
their  most  important  links,  making  the  website  generally  easy  to  navigate.  However,  the  
website   becomes   overwhelming   due   to   the   high   amount   of   information   available.   The  
Naismith  Memorial  Basketball  Hall  of  Fame  was  a  very  boring  website  with  few  exciting  
features  and  a  bland  color  scheme.  Furthermore,  their  poorly  designed  website  had  no  
search  feature,  making  research  difficult.  This  points  to  the  importance  redesigning  the  
Hall  website  to  be  user-­‐‑friendly.  The  Hockey  Hall  of  Fame  had  a  layout  similar  to  other  
sports   websites,   but   attempted   to   display   too   much   information   on   the   front   page,  
overwhelming   first   time   visitors.   However,   we   liked   the   Hockey   Hall   of   Fame’s  
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seemingly   constant   updates   from   their   social   media   feeds.   We   examined   Universal  
Studios   website   to   get   a   wider   range   of   ideas.   This   site   did   a   good   job   of   effectively  
promoting   visits   to   their   physical   location   with   simple   but   exciting   advertisements   for  
their  attractions  on  every  page.  However,  this  site  did  little  to  interact  with  its  users  and  
in   fact,   most   of   the   tabs   took   visitors   to   completely   different   websites.   Finally,   we  
examined  the  Minnesota  History  Center,  which  showcased  the  danger  of  attempting  to  
portray  too  much  information,  thus  creating  an  overwhelming  and  boring  site.  However,  
they   did   give   each   exhibit’s   online   page   unique   settings,   which   helped   to   display  
different  types  of  information  and  exhibits  properly.  From  this  comparison  analysis,  it  is  
clear  that  if  the  Hall  takes  times  to  redesign  the  website  with  visitors  in  mind,  they  will  
have  little  competition  from  similar  museum  leisure  activity  websites.  
Web Analytics
       The  web  analytics  for  the  Baseball  Hall  of  Fame  website  give  telling  insight  as  to  
who  is  visiting  the  site  and  what  type  of  consumer  good  the  site  is.  In  2014,  there  were  
over  3  million  homepage  views,  from  over  600,000  users.  The  most  visited  pages  of  the  
site  were  the  Hall  hours  and  admission,  Induction  weekend,  and  the  Hall  of  Fame  player  
biographies.  Overall,  the  entire  site  received  6.4  million  page-­‐‑views  from  over  2  million  
users.  Of  these  2  million  users,  approximately  1.7  million  were  new  to  the  site,  while  the  
remaining  15%  were  returning  users.    
   The  devices  through  which  the  website  was  accessed  show  that  over  50%  of  the  
visits  came  via  a  desktop  computer  or  laptop,  compared  to  less  than  30%  who  accessed  
the  site  via  mobile  devices.  This  is  a  consequence  of  failing  to  reach  the  millennial  market,  
which  would  be  more  likely  to  access  the  site  through  smartphones.  The  session  sources  
illustrate  that  the  site  is  an  unsought  good:  approximately  80%  of  website  visits  began  
with  a  search  engine,  compared  to  only  14%  of  visitors  directly  accessing  the  site.  This  
shows  that  most  consumers  are  likely  unaware  of  the  Hall’s  website  or  how  to  access  it.  
SWOT Analysis
From  personal  observations  and  further  research,  we  came  up  with  a  PEST  and  
SWOT  analysis  for  the  Hall.  We  found  that  the  Hall  and  website  have  some  great  existing  
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features.   While   Cooperstown   is   not   very   diverse,   the   Hall   takes   advantage   of   the  
demographics   of   New   York   City   and   incorporates   many   cultural   events   into   the  
museum:  ¡Viva  Baseball!,  Pride  and  Passion:  The  African-­‐‑American  Baseball  Experience,  
and   Diamond   Dreams:   Women   in   Baseball   to   name   just   a   few.   Additionally   the   site’s  
strengths  include  its  ABNER  library,  which  allows  for  access  to  huge  amounts  of  baseball  
information  and  data  for  research;  connection  to  several  social  media  platforms,  such  as  
Facebook   and   Twitter;   a   competitive   online   store   where   fans   can   buy   official  
memorabilia;  and  large,  eye-­‐‑catching  graphics.  
However,  the  Hall  and  website  must  do  a  lot  to  improve  before  they  can  become  
attractive  destinations  to  older  Millennials.  First,  Cooperstown  is  hours  away  from  major  
tri-­‐‑state  area  cities,  making  it  difficult  to  travel  to.  Not  only  is  it  hard  to  reach,  but  also  the  
visit  to  the  Hall  lasts  only  a  couple  of  hours,  turning  off  potential  visitors,  who  would  be  
more  willing  to  make  the  trek  up  to  Cooperstown  if  the  visit  was  a  full  day.  The  Hall  also  
fails   to   integrate   technology   and   interactive   exhibits   into   its   museums,   which   are  
increasingly  attractive  features  to  Millennials.  After  surveying  others  to  understand  their  
ideas,   many   believed   that   the   website   does   not   have   a   clear   focal   point,   it   is   hard   to  
navigate  and  has  an  excess  of  information.  Especially  displeasing  is  the  lack  of  interaction  
with   online   visitors,   as   there   are   no   surveys,   activities,   or   other   user   input.   Overall,   it  
seems  quite  outdated  and  fails  to  attract  this  younger  generation  of  people.  Hopefully,  
with  a  few  improvements  and  the  help  of  HRM  Marketing’s  recommendations,  the  Hall  
can  optimize  its  yearly  visitors.  
Externally,  HRM  Marketing  has  found  some  opportunities  the  Hall  can  capitalize  
on.  Households  in  the  US  earning  $100,000  or  more  have  grown  steadily  and  after  the  
recession’s  toll  on  disposable  income,  per  capita  disposable  income  is  actually  expected  
to   rise   within   the   next   five   years   (IBIS   World,   2014).   Essentially,   income   put   aside   for  
leisure  is  rising  and  will  allow  the  Hall  to  increase  its  number  of  visitors  if  it  markets  
itself  correctly.  Therefore,  the  Hall  should  market  itself  mostly  to  higher  income  families  
and   individuals   who   are   willing   to   pay   for   expensive   tickets   and   special   day   events.  
According  to  the  New  York  Times,  tourism  peaked  in  New  York  last  year,  reaching  56.4  
million  domestic  and  international  visitors  to  New  York  City  alone  (McGeehan,  2015).    In  
general,  entertainment  is  the  third  thing  American  tourists  spend  their  money  on,  which  
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leaves   the   Hall   in   a   very   good   position   to   reap   large   profits.   In   addition,   the   Hall   has  
received   a   great   amount   of   support   from   the   “I   Love   NY”   campaign,   which   promotes  
New  York  tourism.  The  campaign  has  also  partnered  with  “Port  Authority  and  MTA  to  
promote  Upstate  NY  tourism  destinations,”  which  would  effectively  increase  the  amount  
of  city  dwellers  and  other  tourists  willing  to  visit  the  Hall  (“Governor  Cuomo  Launches  
New   York’s   Largest   Tourism   Campaign   in   Decades,   2013).   Another   opportunity   is   the  
mass   Millennial   use   of   technology.   There   is   a   large   Millennial   population   that   is   very  
familiar  with  technology  already.  A  study  found  that  89%  of  those  aged  18-­‐‑29  and  82%  of  
those  aged  30-­‐‑49  who  use  the  Internet,  also  use  social  media  sites.  Therefore,  if  the  Hall  
regularly  updated  its  social  media  to  promote  its  exhibits  and  share  interesting  baseball  
news,  people  aged  18-­‐‑49  would  be  more  likely  visit  the  website  (“Social  Networking  Fact  
Sheet,  2014).  While  the  Hall  does  have  Facebook,  Twitter,  and  Instagram  accounts,  most  
of   the   same   information   is   shared   on   all   three   forms   of   social   media.   Since   the   three  
attract   different   interests   and   people,   the   Hall   should   focus   on   differentiating   them.  
Additionally,   the   introduction   of   Snapchat   in   2012   has   had   an   incredible   surge   with  
younger  Millennials,  and  “researcher  comScore  estimates  27  million  people  used  the  app  
on  iPhones  and  Android  phones  in  June”  (Tan,  et.  al.,  2014).    This  opens  the  possibility  of  
advertising   through   Snapchat,   thus   reaching   Millennials   across   the   globe.   The  
opportunities  presented  for  the  Baseball  Hall  of  Fame  are  vast  and  should  be  seriously  
considered.  
Unfortunately,  there  are  still  many  outside  factors  that  pose  threats  to  the  Hall.  
Due  to  the  Hall’s  location,  it  reaches  a  small  market  and  finds  itself  in  a  difficult  position  
to  draw  repeat  visitors,  due  to  its  rural  location.  Another  issue  it  faces  is  the  fact  that  it  
competes  with  various  entertainment  options  in  the  area,  such  as  water  and  theme  parks,  
distilleries,  mountain  resorts,  and  historic  sites.  The  Hall  is  currently  seen  as  an  unsought  
good,   and   if   it   fails   to   promote   itself   correctly,   tourists   will   turn   to   its   competitors.   A  
problem  the  website  may  face  if  it  offers  too  much  free  information  is  the  number  general  
museum  visits  may  suffer.  The  other  outside  issue  with  the  website  is  the  existence  of  
many   other   sports   hall   of   fame   museum   websites   that   have   captured   the   Millennial  
market  more  effectively  with  their  interactive  features  and  modern  graphics.  
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Market Segmentation Process
   There  are  many  approaches  to  marketing  to  potential  clients,  however  we  chose  
to  practice  segmentation  market  where  we  assume  that  there  are  distinguishable  groups  
of   people   who   have   specific,   and   different,   needs   which   we   can   explicitly   target.  
Segmentation  is  important  because  the  mass  market  is  dead,  and  focusing  on  one  market  
strategy   for   all   people   ignores   the   great   diversity   amongst   people.   Furthermore,   it   is  
prohibitively  expensive  and  unachievable  to  personally  market  to  each  potential  client,  
especially  for  the  Hall,  which  is  attempting  to  appeal  to  a  wide  geographic  market.    
1. The  first  step  of  this  segmentation  process  is  to  name  the  broad  market  to  ensure  
our   efforts   are   not   to   narrowly   focused.   We   believe   the   Hall’s   broad   principal  
should  be  to  educate  and  excite  people  about  baseball’s  past,  present  and  future.  
This  idea  helped  guide  the  creation  of  our  new  vision  and  mission  statements  for  
the  Hall.    
2. Before   beginning   our   actual   segmentation,   the   team   brainstormed   all   possible  
items  we  thought  customers  might  potentially  need  or  want  in  a  museum.  This  
list  was  closely  similar  to  the  core  needs  we  will  mention  below.    
3. Segmentation  requires  the  formation  of  homogenous  sub-­‐‑groups  of  people  who  
have  similar  needs  and  wants.  This  was  done  by  each  group  member  surveying  
various  acquaintances  they  knew  in  the  millennial  age  group  about  their  “likes”  
and  “dislikes”  in  all  museums.  Following  these  surveys,  we  performed  a  cluster  
analysis  to  form  groups  of  people  who  sought  common  benefits  from  their  visits  
to   the   Hall’s   website   and   actual   museum.   The   segments   we   created   after  
surveying  are,  with  their  similar  demographic  tendencies:  
a. Black-­‐‑Tie  
i. College-­‐‑educated,   single,   high-­‐‑levels   of   discretionary   income,  
aged  26-­‐‑29  
b. Die-­‐‑Hards  
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i. More   males,   not   always   college-­‐‑educated,   aged   27-­‐‑31,   lower  
income  levels  
c. Nerds  
i. Aged   28-­‐‑32,   college   educated   and   possibly   have   attended  
graduate   school,   high   levels   of   discretionary   income,   single   or  
married  with  no  children    
d. Little  Leaguers  
i. Married   with   children,   30-­‐‑34,   some   discretionary   income,  
college-­‐‑educated  
e. Fair  Weather  Fans  
i. Single  males  and  females,  around  ages  25-­‐‑27,  college-­‐‑educated  
4. In  our  benefit  segmentation  analysis,  we  named  the  core  needs,  which  can  be  
found  in  all  five  of  the  segments  we  created.  The  needs  shared  by  all  are:  clean  
facilities,  interactive  exhibits,  knowledgeable  staff,  nice  gift  shop,  stadium  food-­‐‑
like   options,   convenient   access   (easy   parking   options,   reasonable   prices,   and  
hours  conducive  to  a  working  Millennial’s  schedule),  social  environment  at  the  
museum,   unique   exhibits,   technology   incorporated   as   much   as   possible,   and  
different   ways   of   learning   about   the   exhibits   (examples   of   this   include   videos  
showing  history  unfold,  informative  signs  in  every  exhibit,  a  more  user-­‐‑friendly  
virtual   tour,   a   mobile   application,   etc.)   While   these   needs   are   important   and  
focusing  on  them  would  help  achieve  economies  of  scale,  the  museum  will  be  
more  successful  by  exploring  the  determining  needs  of  groups,  which  make  each  
group  unique.    
a. The  Black-­‐‑Tie  group  only  comes  to  the  Hall  of  Fame  for  big  events  and  
galas   to   further   their   professional   interests   and   expand   their   network.  
They   want   a   more   formal   feel   at   the   museum.   Also,   they   are   less  
concerned  with  the  actual  offerings  of  the  museum.  
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b. Die-­‐‑hard’s  consider  visiting  the  museum  a  bucket-­‐‑list  item,  so  they  also  
want  lots  of  online  access  for  when  they  cannot  visit.  They  are  interested  
in  the  history  of  the  game,  but  also  want  current  baseball  news  on  the  
website.  Also,  they  would  be  interested  in  a  stadium-­‐‑feel  at  the  museum.    
c. Nerds  come  for  the  museum  atmosphere  and  to  learn  as  much  as  they  
can  about  baseball,  so  they  will  need  online  access  to  museum  exhibits  
before   they   come.   They   will   want   a   knowledgeable   staff   as   well   as  
various  signs  and  videos  to  help  them  learn  while  at  the  museum.    
d. Little-­‐‑leaguers   want   an   easy-­‐‑going   atmosphere,   where   they   can   feel  
comfortable   bringing   their   children.   Activities   and   exhibits   should   be  
family-­‐‑friendly  and  geared  towards  keeping  children  entertained.    
e. Fair-­‐‑weather   fans   come   for   a   social   setting,   similar   to   attending   a  
baseball  game  so  the  website  offerings  are  less  important  to  them.  They  
want  the  exhibits  to  be  modern,  up-­‐‑to-­‐‑date  and  filled  with  technology.  
The  hours  of  the  museum  need  to  be  conducive  to  working  people.  
5. The  nicknames  we  chose  for  each  of  our  segments  (Black-­‐‑tie,  Die-­‐‑hards,  Nerds,  
Little-­‐‑leaguers,  and  Fair-­‐‑weather  fans)  were  chosen  to  represent  and  describe  the  
demographics  and  determining  needs  of  each  group.  
6. The   sixth   step   in   segmentation   requires   writing   narratives   about   each   target  
group’s  assumed  motivations  and  attempts  to  explain  why  they  behave  the  way  
they   do.   As   our   project   progressed,   we   chose   to   target   our   efforts   on   the   Die-­‐‑
Hards  as  well  as  the  Little  Leaguers.    
a. Die-­‐‑Hards:   Dan,   29,   and   Don,   31,   have   been   researching   their   all-­‐‑time  
favorite  player,  Frank  Thomas,  and  comparing  his  career  to  that  of  the  
late   great,   Minnie  Minoso.   They’ve   been   searching   Baseball  Reference  
and   FanGraphs   to   compare   the   players’   batting   averages,   home   runs,  
and  RBI  totals  while  also  taking  a  look  at  the  players’  WAR  after  reading  
a   column   on   ESPN   comparing   the   WAR   statistic   of   current  players  to  
past   hall   of   famers.   This   research   has   also   exposed   them   to   more  
May  1st,  2015     HRM  TEAM        10  
  
    
advanced  metrics,  but  they  admittedly  don’t  understand  what  statistics  
like   wRC+   mean;   yet,   this   wRC+   is   exactly   why   the   White   Sox   look  
poised   to   overtake   the   Tigers   as   the   team   to   beat   in   the   AL   Central.  
Regardless,   this   web   browsing   has   led   them   to   articles   covering   the  
Chicago   White   Sox   spring   training   guides,   prospect   evaluations,   and  
why  Jeff  Samardzija  is  homer-­‐‑prone.    
b. Little  Leaguer’s:  As  the  mini-­‐‑van  rolls  into  a  parking  space,  32  year  old  
parents  Dan  and  Susan  have  to  do  all  they  can  to  keep  little  Jimmy  and  
Hannah   in   their   car   seats   until   they   park   the   car.   As   the   kids   rush  
towards  the  museum  imitating  their  favorite  big  league  All-­‐‑Stars,  Susan  
pulls   out   her   notes   and   maps   of   the   museum,   obtained   from   the  
website,  which  she  has  spent  hours  pouring  over  in  attempts  to  find  the  
best  family-­‐‑friendly  and  interactive  exhibits.  While  waiting  to  pay  for  
admission,  Dan  tries  to  convince  his  wife  they  should  become  members,  
not  for  the  price  savings,  but  for  the  perks  and  magazines  he  would  get  
out  of  the  deal.  After  a  few  mesmerizing  hours  exploring  the  museum  
(and   losing   dad   in   the   Hall   of   Fame   plaques!),   it’s   time   to   wash   up   in  
clean   and   convenient   restrooms   and   find   the   ballpark   style   food  
everyone  has  worked  up  a  ravenous  craving  for.        
7. The  final  step  in  market  segmentation  was  is  to  determine  the  relative  and  actual  
size   of   each   population.   Based   on   census   data,   we   determined   that   of   the   77  
million  Millennials  in  the  U.S.  making  up  24%  of  the  population,  there  are  10.9  
million  Millennials  living  within  200  miles  of  Cooperstown.  Because  only  about  
12.6%  of  people  attend  a  museum  in  a  year,  of  the  10.9  million  Millennials,  there  
are  only  1,373,400  Millennials  in  the  area  who  will  possibly  visit  Cooperstown.  
a. Black-­‐‑Tie:  8%  X  1,373,400  =  109,872  
b. Nerds:  12%  X  1,373,400  =  164,808  
c. Fair-­‐‑weather  Fans:  23%  X  1,373,400  =  315,882  
d. Die-­‐‑Hards:  27%  X  1,373,400  =  370,818  
May  1st,  2015     HRM  TEAM        11  
  
    
i. Can  be  reached  at  least  once:  80%  X  370,818  =  296,654  
ii. Will  be  a  frequent  visitor:  40%  X  296,654  =  118,661  
iii. Will  visit  the  actual  museum:  20%  X  370,818  =  74,614  
e. Little  Leaguers:  30%  X  1,373,400  =  412,020  
i. Can  be  reached  at  least  once:  65%  X  412,020  =  267,813  
ii. Will  be  a  frequent  visitor:  23%  X  267,813  =  61,597  
iii. Will  visit  the  actual  museum:  30%  X  412,020  =  123,606  
Core Strategy Analysis
The  Core  Strategy  Analysis  for  the  Hall  and  its  website  focus  on  its  classification  as  an  
unsought   good.   This   is   based   on   the   Hall’s   rural   New   York   location   and   the   website  
metrics.   The   most   important   strategies   for   unsought   goods   are   promotional:   the   Hall  
needs  to  make  the  website  and  museum  known  to  a  greater  audience.  The  best  ways  to  
do  this  are  through  partnerships  with  either  corporations  or  sports  organizations.  Later,  
the   benefits   of   a   partnership   with   Little   League   will   be   discussed.      Another   key  
promotional   strategy   is   social   media   penetration.   Millennials   are   constantly   using  
Facebook,   Instagram,   Snapchat,   and   Twitter,   and   it   is   critical   that   the   Hall   engage   the  
millennial  market  through  these  forms  of  social  media.  
  
May  1st,  2015     HRM  TEAM        12  
  
    
Product Life Cycle    
   The  Hall  is  in  the  maturing  phase  of  the  product  
life   cycle.   Attendance   peaked   at   around   400,000   visits  
per  year  in  the  late  1980’s  and  early  1990’s  and  has  been  
on   a   steady   decline   since.   Alarmingly,   attendance  
dropped  over  20%  from  2007  to  2011,  decreasing  from  
352,000  visits  to  only  270,000  (Calcaterra).  The  Hall  now  
approaches   a   critical   point:   it   can   continue   in   this  
decline,   or   renew   itself   and   expand   once   again.   The  
growth   strategy   for   the   Hall   should   focus   on   the  
“market   penetration”   and   “product   development”   elements   of   the   Ansoff   Growth  
Matrix.   The   market   penetration   piece   focuses   on   reaching   new   users   in   the   millennial  
market.  To  do  this,  the  Hall  must  increase  its  social  media  presence  and  make  both  the  
museum   and   the   website   a   destination,   which   our   recommendations   aim   to   do.   The  
product   development   facet   centers   on   the   need   to   increase   the   usage   frequency   of   the  
museum  website.  Interactive  web  tools  that  draw  in  and  engage  users,  to  keep  them  on  
the  site  longer  and  encourage  them  to  return,  are  needed.  Rotating  exhibits  to  create  a  
fresh,   unique   atmosphere   gives   visitors   a   reason   to   become   repeat   visitors,   and   repeat  
visitors  to  become  members.  Furthermore,  the  Hall  should  reach  out  to  schools  to  engage  
students   and   teachers,   both   digitally   and   physically.   The   Hall   could   offer   discounts   to  
encourage  school  field  trips  to  the  museum,  and  offer  online  tools  and  lessons  to  teach  
math  with  baseball.  
Hierarchy of Effects
   The   Hierarchy   of   Effects   model   illustrates   the   attitudinal   components,   which  
must  be  satisfied  for  a  customer  to  make  a  purchase,  or  in  the  Hall’s  case,  for  visitors  to  
visit.  The  model  flows  through  the  cognitive,  affective,  and  behavioral  components  of  an  
attitude,  and  what  must  be  done  to  satisfy  each  piece.  The  cognitive  requirement  is  fairly  
simple:   consumers   must   acquire   knowledge   of   the   organization   and   be   aware   of   the  
product   that   is   being   offered.   The   affective   (or   emotional)   requirement   involves   the  
May  1st,  2015     HRM  TEAM        13  
  
    
feelings   consumers   have   toward   the   organization’s   product.   It   necessitates   that  
consumers  desire  the  product  and  form  a  preference  for  that  product  over  those  of  its  
competitors.   Cooperstown   competes   with   all   types   of   leisure   activities   in   this   aspect,  
including  offerings  ranging  from  other  museums  to  amusement  parks.  The  final  aspect,  
the  behavioral  requirement,  demonstrates  that  the  positive  feelings  toward  the  product  
must  be  strong  enough  for  the  consumer  to  decide  that  this  one  specific  product  is  what  
they  want  and  to  take  the  physical  action  to  purchase  it.  While  the  process  of  convincing  
a   consumer   to   purchase   one   product   over   others   may   seem   like   a   simple   matter   of  
persuasion,   this   model   describes   the   actual   psychological   processes   that   play   into   this  
decision.  
   Hume   takes   this   hierarchy   one-­‐‑step   further   by   examining   what   is   called  
“repurchase  intention”  and  the  factors  that  most  influence  this  in  consumers.  She  states  
“service  quality  performance”  and  “overall  experience  satisfaction”  as  two  known  factors  
which  lead  to  return  intent.  Her  study,  which  aims  to  uncover  the  driving  factors  behind  
perceived   service   performance   and   experience   satisfaction   and   their   relation   to  
repurchase  intention,  reveals  some  intriguing  implications.  The  first  is  that  the  museum  
experience   has   a   “need   for   a   significant   shift   in   managerial   practice   away   from   solely  
focusing   on   the   educational   and   custodial   aspects   to   increased   comprehension   of  
delivery”  (Hume  88).  This  suggests  the  presentation  of  a  museum  and  its  services  is  more  
important  than  museum  content,  when  it  comes  to  repurchase  intention.  She  pushes  the  
idea   that   the   museum   service   must   shift   “from   a   practice   of   cultural   exhibition   to   a  
consumer-­‐‑driven   service   offering,”   again   emphasizing   the   need   for   museums   to   focus  
less  on  their  content  and  more  on  consumers  (88).  
   In  his  “Comparison  between  Holistic  Museum  Visitors  and  Utilitarian  Museum  
Visitors,”  Dirsehan  states  the  need  for  a  movement  toward  experiential  marketing.  He  
states,   “as   a   competitive   advantage,   experiential   marketing   focuses   on   the   emotional  
sides   in   addition   to   the   customers’   rational   sides”   (Dirsehan   78).   This   illustrates   that  
having  an  objectively  “better”  museum  does  not  necessarily  mean  consumers  will  choose  
that  museum  over  other  leisure  activities.  Dirsehan  states  that  museum  visitors  “seek  a  
‘total   experience,’   where   leisure,   culture,   education,   and   social   interaction   are   all  
included  (Dirsehan  79).  These  are  all  factors  that  influence  a  given  consumer’s  attitude  
May  1st,  2015     HRM  TEAM        14  
  
    
toward   the   product.   If   the   museum   experience   takes   a   proper   form   and   satisfies   the  
customer,  “generally  that  customer  buys  the  product  again”  (Dirsehan  80).  This  aligns  
with  Hume’s  findings  about  repurchase  intention.  The  findings  of  this  study  indicate  that  
for  museums  to  be  successful  in  their  growing  competitive  environment,  they  must  be  
“dynamic   in   experience   (using   experience   as   a   competitive   tool)”   (Dirsehan   85).  
Museums   must   go   beyond   the   traditional   presentation   of   a   museum   and   focus   in   on  
creating  individual  experiences  for  individual  consumers.  
Experiential Marketing Analysis
Educational   experiences   increase   the   customer’s   skills   and   enhance   his   or   her  
knowledge   through   active   participation   in   the   experience.   The   Hall   website   does   a  
phenomenal  job  of  teaching  its  visitors  about  the  past  with  the  easily  accessed  Learn  tab  
at  the  top  of  the  page.  The  website  also  leads  you  to  the  Giamatti  Research  Center,  which  
prides   itself   on   being   one   of   the   foremost   repositories   of   baseball   information   in   the  
world.    
   Escapist  experiences  are  those  where  the  customer  actively  participates  in  events  
of  a  real  or  virtual  environment  and  that  shapes  or  contributes  to  the  experience  to  offer  
the  customer  a  way  of  taking  on  a  new  persona.  This  will  be  later  answered  by  two  of  our  
recommendations:   Coach’s   Challenge  
and  an  improved  virtual  tour.  
Esthetic   experiences   are   those  
where   people   enjoy   the   experience  
passively   by   just   being   there.   Through  
an   esthetically   appealing   website,  
visitors   can   passively   enjoy   browsing  
and  exploring  the  site.    
Entertainment   experiences   take  
place  when  individuals  watch  activities  or  performances  of  other  people.  The  participant  
is  not  actively  involved  in  shaping  the  event  but  is  mentally  engaged.  The  website  does  
not  have  an  entertaining  experience  due  to  very  little  video  content.    
May  1st,  2015     HRM  TEAM        15  
  
    
Die-Hards Marketing Mix Strategy
   The  marketing  mix  strategy  which  best  fits  the  Die-­‐‑Hards  target  segment  focuses  
on  the  intensity  and  detail  members  of  this  segment  desire.  The  Hall  itself  should  feature  
rotating,   engaging   exhibits   with   digital   interaction   and   easy   access   to   more   detailed  
information  about  the  exhibits,  their  artifacts,  and  the  stories  behind  them.  The  website  
should   include   up-­‐‑to-­‐‑date   headlines   and   stories   relating   to   current   players.   A   “Player  
Comparison   Tool,”   which   will   be   discussed   at   length   in   the   Scout’s   Take  
recommendation,  would  serve  as  a  hands-­‐‑on  tool  for  Die-­‐‑Hards  to  independently  create  
their  own  analyses.  Memberships  to  the  Hall  should  continue,  but  the  addition  of  online-­‐‑
only   memberships   at   a   cheaper   price   would   appeal   to   Die-­‐‑Hards   who   may   not  
reasonably  be  able  to  visit  the  museum.  These  online-­‐‑only  members  should  be  able  to  
gain   access   to   exclusive   stories   and   features,   as   well   as   other   benefits   like   the   Hall’s  
magazine   and   discounts   in   the   online   store.   Ticket   prices   for   the   museum   should  
continue  to  stay  comparable  to  other  hall  of  fame  museums.    
   The  best  way  to  promote  the  Hall  of  Fame  to  the  Die-­‐‑Hards  is  by  establishing  a  
presence   where   these   targets   frequent.   This   would   include   advertising   at   baseball  
stadiums  and  on  popular  sporting  sites  like  ESPN  or  MLB.  The  location  of  the  Hall  is  
ideal   for   the   Die-­‐‑Hards,   as   they   will   be   familiar   with   the   legendary   location   of  
Cooperstown   and   would   appreciate   its   small-­‐‑town,   baseball   feel.   The   museum   should  
promote   a   stadium   atmosphere,   which   in   today’s   sports   culture   is   more   of   a   social  
setting.   The   website   should   encourage   a   familiarity   similar   to   popular   sports   sites   to  
advance  the  idea  that  the  Hall’s  website  is  a  sports  website.  Both  the  museum  and  the  
website  should  be  self-­‐‑guided  to  allow  fans  to  go  at  their  own  pace,  spending  more  time  
where  they  need  it  and  less  where  they  just  want  a  glance.  The  museum  staff  should  be  
able  to  provide  more  detailed  information  than  can  be  readily  observed  in  the  exhibits.  
The   inclusion   of   iconic   players   both   in   museum   events   or   online   features   would  
encourage  the  Die-­‐‑Hards  to  invest  more  of  their  time  in  the  museum  and  its  website.  
Little Leaguers Marketing Mix
May  1st,  2015     HRM  TEAM        16  
  
    
The   type   of   product   that   will   appeal   to   Little   Leaguers   is   something   that   will  
appeal   to   them   and   their   children.   Meaning   the   Hall   should   provide   engaging   and  
interactive   exhibits   to   keep   the   children   entertained.   On   the   website,   they   will   want  
educational  and  engaging  resources.  If  the  Hall  website  does  choose  to  go  the  rout  of  an  
online   membership,   a   special   family   plan   would   be   very   appealing   to   this   group   of  
Millennials,   as   multiple   people   from   their   family   will   be   utilizing   the   website.   Both   a  
website  and  museum  where  parents  feel  safe  letting  their  children  freely  use  will  go  a  
long  way  in  persuading  this  group  of  Millennials  to  visit,  perhaps  frequently.  Facilities  
that  are  conducive  to  childcare  will  help  get  more  “Little  Leaguers”  to  visit.  While  this  is  
target  is  made  up  of  young  families,  the  parents  are  still  Millennials,  thus  the  best  way  to  
inform  them  of  all  that  the  Hall  has  to  offer  is  through  a  fortified  social  media  presence.        
Major Recommendations:
Redesigned  Website  
We  are  recommending  that  the  Hall  redesign  their  webpage  to  be  more  similar  to  
other   sports   websites   like   ESPN   or   mlb.com.   This   is   a   nod   to   the   Die-­‐‑Hards   who   will  
likely  be  familiar  with  these  webpages  already.  Links  to  the  Hall’s  social  media  sites  on  
the  side,  a  changing  centerfold  picture  informing  visitors  about  upcoming  exhibits  and  
events,   and   various   interactive   games   and   surveys   will   hopefully   increase   people’s  
comfortableness  with  the  site,  and  encourage  them  to  come  back  again.  
Improve  Virtual  Tour    
In  its  current  state  the  Hall  has  a  virtual  tour  that  one  can  only  find  through  “The  
Museum”   sub-­‐‑tab   under   the   “Visit”   tab.   Our   recommendation   is   to   have   the   tour  
narrated  in  order  to  feel  like  a  visitor  is  actually  in  the  museum,  eluding  to  the  escapist  
experience.    
It   is   easy   to   feel   lost   on   this   virtual   tour,   so   we   are   suggesting   a   guide   that  
communicates  where  you  are  exactly  in  the  tour.  For  example,  “you  are  now  entering  the  
Cooperstown  room.”  It  would  be  encouraging  to  the  viewer  if  there  were  more  people  in  
May  1st,  2015     HRM  TEAM        17  
  
    
the  photos  used  in  the  virtual  tour.  When  the  museum  looks  deserted,  it  appears  to  be  a  
quite  place  of  solace,  rather  than  an  exciting  experience.    
Another   addition   to   the   virtual   tour   could   be   links   to   more   information   on  
certain  sections  of  the  museum.  Links  could  be  used  for  sections  that  have  been  deemed  
popular  or  others  that  need  more  attention.    
Little  League  Partnership  
Our   next   recommendation   is   that   the   Hall   form   a   partnership   agreement   with  
Little   League   International,   specifically   with   the   Little   League   World   Series.   The   Little  
League  organization  includes  baseball  and  softball  players  aged  9  through  18.  The  World  
Series  is  hosted  in  Williamsport,  Pennsylvania,  which  is  just  over  a  three-­‐‑hour  drive  from  
Cooperstown.  In  2013  and  2014,  the  tournament  brought  in  over  400,000  in  attendance  
each  year.  The  teams  yearly  consist  of  eight  US  teams  from  all  corners  of  the  country  and  
eight  international  teams  from  across  the  globe.  The  event  has  become  a  destination  not  
only  for  young  players,  but  also  for  baseball  fans  of  all  ages  who  flock  to  the  event.  
   The  partnership  with  Little  League  International  aligns  closely  with  our  “Happy  
Felton”  recommendation:  Little  League  aged  kids  and  their  parents  are  the  target  groups  
for  both.  It  is  the  family  aspect  of  this  target  that  is  important.  The  World  Series  takes  
approximately  three  weeks  to  complete  and  often  takes  the  form  of  a  long  vacation.  The  
opportunity   to   include   a   Hall   of   Fame   visit   to   this   experience   would   add   another  
valuable,   memorable   experience   to   these   players’   World   Series   trip.   Furthermore,   by  
incorporating  the  “Happy  Felton”  competition,  the  Hall  of  Fame  becomes  a  destination  
for  the  teams  at  the  tournament  and  those  previously  eliminated  in  just  the  same  way  
that  the  World  Series  is  a  destination:  it  is  a  chance  for  young  players  to  be  recognized  at  
the   highest   level.   Coaches   would   jump   at   the   chance   to   find   a   fun,   unique   way   to  
motivate  their  players  to  practice  harder  and  longer  as  they  prepare  their  teams,  and  it  is  
likely  that  being  featured  in  this  competition  would  become  the  primary  goal  of  many  
teams.  This  competition  and  its  association  with  the  run  to  the  World  Series  would  bring  
young   players   and   their   parents   to   the   Hall’s   website;   this   would   give   them   ample  
opportunity  to  research  a  potential  visit  to  the  Hall,  the  Hall’s  membership  program,  and  
other  website  features.  This  increased  activity,  coupled  with  more  interactive  features  on  
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the  site,  would  make  the  Hall’s  website  a  hotspot  for  young  players  and  their  parents  all  
summer.  
Social  Media  
As  Millennials  continue  to  spend  more  of  their  time  on  line,  we  recommend  that  
the  Hall  of  Fame  look  into  ways  to  use  social  media  to  advertise  their  offerings  and  give  
consumers   more   of   a   chance   to   interact   with   the   Hall.   A   newer   form   of   social   media,  
Snapchat,  offers  the  Hall  a  unique  opportunity  for  free  advertising  from  Millennials,  who  
account   for   seven   out   of   every   ten   Snapchat   users.   Snapchat   offers   anyone   the  
opportunity   to   create   a   “geofilter”   which   only   can   be   accessed   when   users   are   in   the  
geographic  vicinity  specified  by  the  creater.  These  are  free  to  make,  and  will  offer  anyone  
who  visits  the  Hall  a  fun  way  to  send  Snapchats  to  their  friends  back  home  advertising  
their   location.   Furthermore,   Snapchat   offers   the   opportunity   to   create   “Our   Stories,”  
which  are  video  feeds  that  can  be  seen  worldwide,  but  only  posted  to  from  within  certain  
geographic   boundaries.   This   feature,   especially   during   an   event   like   the   Hall   of   Fame  
Induction  Weekend,  would  give  the  opportunity  for  all  Snapchat  users  to  experience  the  
events   from   the   perspective   of   fans   at   the   event.   These   stories   would   need   to   be  
monitored  by  a  Hall  of  Fame  administrator,  which  effectively  allows  the  Hall  to  control  
all   of   its   contents,   while   still   giving   visitors   a   feeling   as   though   they   are   actively  
participating.    
Another  way  to  boost  interaction  between  consumers  and  the  Hall  is  to  create  
Twitter  and  Instagram  hashtags,  which  fans  can  use  in  tweets  and  pictures  when  sharing  
their  experiences  and  thoughts  about  the  Hall.  We  suggest  #FanHallofFame  for  the  Hall,  
which   can   be   monitored   by   Hall   members   for   appropriate   social   media   posts   to   be  
displayed   on   the   newly   redesigned   webpage.   In   this   way,   the   Hall   will   be   able   to   get  
more  website  traffic  as  people  continuously  check  back  to  see  if  they  were  selected  to  the  
“Fan  Hall  of  Fame.”  Social  media  contests  will  hopefully  give  consumers  more  of  a  sense  
that  the  Hall  is  trying  to  interact  with  users  on  a  personal  level.    
Beat  the  Streak         
A   recommendation   we   have   to   improve   the   Hall   website   is   to   create   a   Major  
League   Baseball   picks   game   which   we   call   “Beat   the   Streak”.   The   premise   is   that   the  
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website  offers  visitors  the  option  to  pick  the  winner  of  many  of  that  day’s  MLB  games  in  
order  to  get  the  highest  percent  of  guesses  correct  in  a  month  (with  a  minimum  number  
of  attempts)  or  to  build  the  longest  streak  of  correct  guesses.  The  beauty  of  this  game  is  
that  it  is  not  limited  to  bland  game  picks,  like  the  Red  Sox  vs.  The  Yankees  every  day.  An  
over   under   on   a   certain   statistic   can   also   be   implemented.   For   example,   Bryce   Harper  
getting  at  least  two  hits  in  a  given  game  or  less  than  two  hits  in  that  same  game  could  be  
supplemented  for  a  regular  game  pick.      
   Two  major  questions  immediately  arise  with  this  recommendation:  how  will  this  
draw   new   visitors   to   the   site   and   keep   old   visitors   coming   back,   and   how   can   these  
current  MLB  games  be  tied  in  with  the  HOF  and  the  great  players  of  baseball  history?  We  
believe  that  the  answers  to  these  two  questions  really  tie  in  to  one  another.  By  having  
each  website  visitor  who  plays  the  game  sign  in  with  a  username,  stats  can  be  kept  and  a  
leaderboard   displayed   for   all   to   see.   This   leaderboard   creates   an   environment   of  
competition,  which  keeps  players  coming  back  day  after  day  to  check  their  standings.  It  
also  allows  players  streaks  to  be  compared  to  streaks  of  some  of  the  greatest  players  of  
the  game,  like  Joe  DiMaggio’s  hitting  streak.  To  increase  participation  in  this  game,  and  
website   traffic   is   to   offer   visitors   the   chance   to   play   for   more   than   just   the   love   of   the  
game.  Prizes  offered,  for  each  month’s  streak  winner,  percentage  winner,  and  a  bonus  
grand  prize  for  beating  other  streaks  like  the  previously  mentioned  hitting  streak  of  56  
set   by   Joe   DiMaggio,   would   raise   the   stakes   for   most   of   these   players   and   keep   them  
coming  back  for  more.      
Coach’s  Challenge  
In  order  to  become  more  engaging,  the  Hall  website  visitors  must  be  able  to  leave  
a  mark  or  show  that  they  have  been  on  the  website.  That  is  why  it  is  recommended  that  
the  website  include  a  section  for  trivia  and  opinion  surveys.  It  is  in  the  Hall’s  best  interest  
to  create  a  trivia  and  opinion  section  because  traffic  will  increase  and  also  act  as  a  gauge  
of  how  many  people  are  visiting  the  site.  
Some   trivia   questions   for   example   could   be   any   general   questions   on   hall   of  
famers  or  current  events.  Another  important  factor  would  be  to  include  pop  culture.  For  
example,  when  the  movie  42  on  Jackie  Robinson  came  out,  several  trivia  questions  could  
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have   been   released   for   that   month   pertaining   to   the   movie.   Millennials   are   always  
connected,   and   by   including   pop   culture   and   current   events,   they   can   relate   to   the  
museum.  The  Baseball  Hall  of  Fame  is  not  a  news  resource,  but  in  order  to  stay  relevant  
to   the   present   despite   being   a   museum   about   the   past,   the   Hall   must   look   to   what   is  
happening  currently.    
Scout’s  Take  
   Our  next  recommendation  is  the  formation  of  a  statistics  studio  called  “Scout’s  
Take”  for  student  education  as  well  as  statistical  analysis  and  research.  Advanced  metrics  
are  becoming  the  prominent  tools  to  evaluate  players  past,  present,  and  future  and  are  
even   becoming   a   major   part   of   determining   which   players   are   elected   into   the   Hall   of  
Fame   (Schoenfield).   Yet,   many   of   the   fans   reading   about   these   statistics   do   not  
understand  what  the  numbers  mean.  As  such,  this  feature  would  appeal  especially  to  the  
Die-­‐‑Hards,  who  are  the  fans  most  inclined  to  read  this  type  of  detailed  player  research.  A  
simple   tool   that   defines   what   the   major   advanced   metrics   mean   and   how   they   are  
calculated  would  greatly  add  to  the  value  fans  receive  when  reading  player  evaluations  
or  Hall  of  Fame  ballot  explanations  referencing  these  measures.  A  player  comparison  tool  
could   be   created   by   simply   allowing   website   visitors   to   search   for   multiple   players’  
traditional  and  advanced  statistics,  and  providing  a  side-­‐‑by-­‐‑side  view  to  easily  compare  
these  measures.  
This  workshop  would  also  add  to  the  current  educational  tools  the  Hall  employs  
by  adding  features  that  can  be  accessed  and  used  at  any  time  by  individuals.  This  tool  
could  be  used  to  teach  elementary  math  skills  to  younger  students,  by  allowing  them  to  
work   through   problems   in   which   they   calculate   the   effects   of   hypothetical   game  
occurrences.   Addition   and   subtraction   could   taught   by   proposing   questions   where   the  
student  must  calculate  the  number  of  RBI  a  player  has  in  a  game  or  number  of  outs  left  in  
an   inning   after   a   set   of   plays.   Multiplication   and   division   could   be   taught   through  
problems  where  the  student  must  determine  statistics  like  batting  averages  or  an  ERA.  
Algebra   could   be   taught   by   offering   problems   in   which   the   student   must   calculate  
traditional  statistics  such  as  K/9  along  with  advanced  metrics  such  as  wRC.  
May  1st,  2015     HRM  TEAM        21  
  
    
   This  tool  could  also  include  features  that  allow  for  players  or  fans  to  calculate  
traditional  and  advanced  statistics  to  evaluate  their  own  performance,  and  even  compare  
themselves   to   iconic   Hall   of   Fame   players.   The   equations   used   to   calculate   both  
traditional  and  advanced  metrics  should  be  readily  available,  with  brief  information  on  
how  to  use  the  calculations.  This  would  allow  young  players  to  pull  up  a  formula  on  the  
website   and   calculate   their   season   stats,   for   their   Little   League   all-­‐‑star   team   or   their  
varsity   high   school   team.   Simple   features   such   as   input   and   output   tools   that   show  
exactly  what  numbers  must  be  entered  to  calculate  a  given  statistic  should  be  included  to  
aid  the  calculations.  For  example,  an  11-­‐‑year-­‐‑old  softball  pitcher  wishing  to  calculate  her  
K/9  statistic  should  be  prompted  to  enter  her  total  strikeouts  and  total  innings  pitched.  
This  feature  would  have  the  potential  to  bring  players  back  to  the  website  after  each  of  
their  games  to  calculate  changes  in  their  statistics,  which  would  increase  the  amount  of  
website  visits  and  encourage  a  deeper  commitment  to  the  Hall’s  website.  A  comparison  
to   a   past   Hall   of   Fame   players   could   include   a   brief   explanation   of   how   the   young  
player’s   statistics   stack   up   to   an   iconic   player,   and   a   brief   letter   of   advice   that   Hall   of  
Famer  might  have  for  the  young  player.  
Happy  Felton  Day  
Finally,  we  recommend  a  competition  and  event  called  Happy  Felton  Day.  This  
event  is  a  competition  that  would  tie  the  Hall  and  website  together,  and  be  reminiscent  of  
the   past   with   the   Brooklyn   Dodgers   and   Happy   Felton.   To   increase   site   visitation,   the  
Hall  could  start  off  by  creating  a  video  competition  where  kids  send  in  home  videos  of  
themselves  playing  baseball.  Whether  the  video  is  of  Little  League  players  showing  off  
their   skills,   or   just   toddlers   striking   out   and   being   funny,   this   addition   will   create   a  
greater  sense  of  entertainment  and  participation  to  the  site.    From  the  different  categories,  
a   pro-­‐‑baseball   player   would   choose   a   monthly   winner.   This   would   increase   website  
traffic   due   to   the   actual   submissions,   and   from   relatives   and   other   people   who   are  
interested  in  taking  a  moment  to  watch  some  entertaining  videos.  The  next  step  would  be  
to   choose   a   monthly   video   winner   and   during   the   summer   invite   all   those   winners   to  
Cooperstown  for  a  full-­‐‑day  event.  The  yearly  grand  prize  competition  would  take  place  
at   Doubleday   Field   and   the   kids   would   compete   with   each   other,   with   mascots   and   a  
Happy  Felton-­‐‑esque  character  judging  and  hyping  up  the  crowd.  This  lighthearted,  fun  
May  1st,  2015     HRM  TEAM        22  
  
    
day  at  the  Hall  would  especially  target  those  young  families  in  the  tri-­‐‑state  area  looking  
to  bring  their  children  to  an  out  of  the  ordinary  event.  Not  only  would  this  competition  
be  rewarding  to  the  kids,  but  it  would  also  inspire  more  kids  to  enter  the  competition  in  
the  hopes  of  winning  a  prize  related  to  a  famous  baseball  player.  This  event  would  create  
an  educational  experience  when  visiting  the  Hall,  as  well  as  an  entertaining  experience  at  
Doubleday  Field.  Ultimately  the  event  could  have  the  potential  to  create  repeat  visitors  to  
the  Hall  and  the  website.    
     
May  1st,  2015     HRM  TEAM        23  
  
    
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May  1st,  2015     HRM  TEAM        26  
  
    
Appendix B: Presentation Handout
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Cooperstown Strategic Marketing Plan

  • 1.     HRM  TEAM   Marketing  20100     Juan  Aguila,  Amanda  Berusch,  Zach  Gifford,  Sarah  Haley,  Garrett  Schmelling     Strategic Marketing Planning Project Baseball  Hall  of  Fame      
  • 2. May  1st,  2015     HRM  TEAM       2           Website Mission and Vision Statements Mission:   Creating   a   far-­‐‑reaching,   interactive   experience   to   develop   relationships   with   members,  visitors  and  fans.   Vision:  Create  a  cutting-­‐‑edge,  comfortable  and  enhancing  experience.     Millennial Research   The   Millennial   generation   accounts   for   the   largest   share   of   the   United   States   population   at   24.5%   (20-­‐‑ 37  years  old)  or  80  million  people.  This   age   group   is   at   a   critical   life   stage,   experiencing   life   influencing   events   such   as   graduating   from   college,   entering   serious   relationships,   having   children,   establishing   a   career,   or   meeting  their  first  significant  other.  The   millennial  generation  is  split  between  two  life  stages  and  the  two  should  not  be  taken  as   the  same.  (Mintel)     Millennials   have   been   affected   by   racial   and   cultural   inclusion,   shaped   by   the   introduction  and  adoption  of  technologies  that  have  disrupted  industries,  and  radically   changed  the  way  consumers  communicate  and  interact.     Young   Millennials,   in   general,   spend   less   than   old   Millennials   do,   but   not   on   education.   Young   Millennials   have   a   lower   household   median   income   and   annual   expenditures.  Older  ones  spend  more  than  all  adults  on  alcoholic  beverages  and  apparel.     A  majority  of  Millennials  prefer  to  spend  leisure  time  online,  are  inclined  to  think   mobile   devices   are   essential   to   leisure   planning,   and   have   a   hard   time   separating   themselves  from  their  mobile  phones  even  when  they  are  having  fun  doing  something   else.    
  • 3. May  1st,  2015     HRM  TEAM       3           More   than   any   other   factor,   Millennials   desire   to   multitask   drives   their   leisure   time   technology   usage.   49%   say   that   they   spend   more   time   reading   news   and   entertainment   online   rather   than   reading   books,   newspapers   or   magazines.   57%   of   Millennials  say  they  prefer  to  spend  their  leisure  time  online.  (Mintel).     Web Comparison In   the   beginning   stages   of   planning   the   Hall   of   Fame   website   redesign,   we   compared  the  website  to  other  Hall  of  Fame  websites  as  well  a  history  museum  and  an   amusement  park.  Through  these  comparisons,  we  were  able  to  get  a  better  idea  of  what   changes  will  make  the  Hall’s  website  more  competitive.  The  Pro  Football  Hall  of  Fame   website  had  a  layout  similar  to  ESPN,  which  we  believe  would  be  appealing  to  visitors   who  already  frequenting  these  other  sites.  Also,  it  had  eye-­‐‑catching  graphics  that  lead  to   their  most  important  links,  making  the  website  generally  easy  to  navigate.  However,  the   website   becomes   overwhelming   due   to   the   high   amount   of   information   available.   The   Naismith  Memorial  Basketball  Hall  of  Fame  was  a  very  boring  website  with  few  exciting   features  and  a  bland  color  scheme.  Furthermore,  their  poorly  designed  website  had  no   search  feature,  making  research  difficult.  This  points  to  the  importance  redesigning  the   Hall  website  to  be  user-­‐‑friendly.  The  Hockey  Hall  of  Fame  had  a  layout  similar  to  other   sports   websites,   but   attempted   to   display   too   much   information   on   the   front   page,   overwhelming   first   time   visitors.   However,   we   liked   the   Hockey   Hall   of   Fame’s  
  • 4. May  1st,  2015     HRM  TEAM       4           seemingly   constant   updates   from   their   social   media   feeds.   We   examined   Universal   Studios   website   to   get   a   wider   range   of   ideas.   This   site   did   a   good   job   of   effectively   promoting   visits   to   their   physical   location   with   simple   but   exciting   advertisements   for   their  attractions  on  every  page.  However,  this  site  did  little  to  interact  with  its  users  and   in   fact,   most   of   the   tabs   took   visitors   to   completely   different   websites.   Finally,   we   examined  the  Minnesota  History  Center,  which  showcased  the  danger  of  attempting  to   portray  too  much  information,  thus  creating  an  overwhelming  and  boring  site.  However,   they   did   give   each   exhibit’s   online   page   unique   settings,   which   helped   to   display   different  types  of  information  and  exhibits  properly.  From  this  comparison  analysis,  it  is   clear  that  if  the  Hall  takes  times  to  redesign  the  website  with  visitors  in  mind,  they  will   have  little  competition  from  similar  museum  leisure  activity  websites.   Web Analytics       The  web  analytics  for  the  Baseball  Hall  of  Fame  website  give  telling  insight  as  to   who  is  visiting  the  site  and  what  type  of  consumer  good  the  site  is.  In  2014,  there  were   over  3  million  homepage  views,  from  over  600,000  users.  The  most  visited  pages  of  the   site  were  the  Hall  hours  and  admission,  Induction  weekend,  and  the  Hall  of  Fame  player   biographies.  Overall,  the  entire  site  received  6.4  million  page-­‐‑views  from  over  2  million   users.  Of  these  2  million  users,  approximately  1.7  million  were  new  to  the  site,  while  the   remaining  15%  were  returning  users.       The  devices  through  which  the  website  was  accessed  show  that  over  50%  of  the   visits  came  via  a  desktop  computer  or  laptop,  compared  to  less  than  30%  who  accessed   the  site  via  mobile  devices.  This  is  a  consequence  of  failing  to  reach  the  millennial  market,   which  would  be  more  likely  to  access  the  site  through  smartphones.  The  session  sources   illustrate  that  the  site  is  an  unsought  good:  approximately  80%  of  website  visits  began   with  a  search  engine,  compared  to  only  14%  of  visitors  directly  accessing  the  site.  This   shows  that  most  consumers  are  likely  unaware  of  the  Hall’s  website  or  how  to  access  it.   SWOT Analysis From  personal  observations  and  further  research,  we  came  up  with  a  PEST  and   SWOT  analysis  for  the  Hall.  We  found  that  the  Hall  and  website  have  some  great  existing  
  • 5. May  1st,  2015     HRM  TEAM       5           features.   While   Cooperstown   is   not   very   diverse,   the   Hall   takes   advantage   of   the   demographics   of   New   York   City   and   incorporates   many   cultural   events   into   the   museum:  ¡Viva  Baseball!,  Pride  and  Passion:  The  African-­‐‑American  Baseball  Experience,   and   Diamond   Dreams:   Women   in   Baseball   to   name   just   a   few.   Additionally   the   site’s   strengths  include  its  ABNER  library,  which  allows  for  access  to  huge  amounts  of  baseball   information  and  data  for  research;  connection  to  several  social  media  platforms,  such  as   Facebook   and   Twitter;   a   competitive   online   store   where   fans   can   buy   official   memorabilia;  and  large,  eye-­‐‑catching  graphics.   However,  the  Hall  and  website  must  do  a  lot  to  improve  before  they  can  become   attractive  destinations  to  older  Millennials.  First,  Cooperstown  is  hours  away  from  major   tri-­‐‑state  area  cities,  making  it  difficult  to  travel  to.  Not  only  is  it  hard  to  reach,  but  also  the   visit  to  the  Hall  lasts  only  a  couple  of  hours,  turning  off  potential  visitors,  who  would  be   more  willing  to  make  the  trek  up  to  Cooperstown  if  the  visit  was  a  full  day.  The  Hall  also   fails   to   integrate   technology   and   interactive   exhibits   into   its   museums,   which   are   increasingly  attractive  features  to  Millennials.  After  surveying  others  to  understand  their   ideas,   many   believed   that   the   website   does   not   have   a   clear   focal   point,   it   is   hard   to   navigate  and  has  an  excess  of  information.  Especially  displeasing  is  the  lack  of  interaction   with   online   visitors,   as   there   are   no   surveys,   activities,   or   other   user   input.   Overall,   it   seems  quite  outdated  and  fails  to  attract  this  younger  generation  of  people.  Hopefully,   with  a  few  improvements  and  the  help  of  HRM  Marketing’s  recommendations,  the  Hall   can  optimize  its  yearly  visitors.   Externally,  HRM  Marketing  has  found  some  opportunities  the  Hall  can  capitalize   on.  Households  in  the  US  earning  $100,000  or  more  have  grown  steadily  and  after  the   recession’s  toll  on  disposable  income,  per  capita  disposable  income  is  actually  expected   to   rise   within   the   next   five   years   (IBIS   World,   2014).   Essentially,   income   put   aside   for   leisure  is  rising  and  will  allow  the  Hall  to  increase  its  number  of  visitors  if  it  markets   itself  correctly.  Therefore,  the  Hall  should  market  itself  mostly  to  higher  income  families   and   individuals   who   are   willing   to   pay   for   expensive   tickets   and   special   day   events.   According  to  the  New  York  Times,  tourism  peaked  in  New  York  last  year,  reaching  56.4   million  domestic  and  international  visitors  to  New  York  City  alone  (McGeehan,  2015).    In   general,  entertainment  is  the  third  thing  American  tourists  spend  their  money  on,  which  
  • 6. May  1st,  2015     HRM  TEAM       6           leaves   the   Hall   in   a   very   good   position   to   reap   large   profits.   In   addition,   the   Hall   has   received   a   great   amount   of   support   from   the   “I   Love   NY”   campaign,   which   promotes   New  York  tourism.  The  campaign  has  also  partnered  with  “Port  Authority  and  MTA  to   promote  Upstate  NY  tourism  destinations,”  which  would  effectively  increase  the  amount   of  city  dwellers  and  other  tourists  willing  to  visit  the  Hall  (“Governor  Cuomo  Launches   New   York’s   Largest   Tourism   Campaign   in   Decades,   2013).   Another   opportunity   is   the   mass   Millennial   use   of   technology.   There   is   a   large   Millennial   population   that   is   very   familiar  with  technology  already.  A  study  found  that  89%  of  those  aged  18-­‐‑29  and  82%  of   those  aged  30-­‐‑49  who  use  the  Internet,  also  use  social  media  sites.  Therefore,  if  the  Hall   regularly  updated  its  social  media  to  promote  its  exhibits  and  share  interesting  baseball   news,  people  aged  18-­‐‑49  would  be  more  likely  visit  the  website  (“Social  Networking  Fact   Sheet,  2014).  While  the  Hall  does  have  Facebook,  Twitter,  and  Instagram  accounts,  most   of   the   same   information   is   shared   on   all   three   forms   of   social   media.   Since   the   three   attract   different   interests   and   people,   the   Hall   should   focus   on   differentiating   them.   Additionally,   the   introduction   of   Snapchat   in   2012   has   had   an   incredible   surge   with   younger  Millennials,  and  “researcher  comScore  estimates  27  million  people  used  the  app   on  iPhones  and  Android  phones  in  June”  (Tan,  et.  al.,  2014).    This  opens  the  possibility  of   advertising   through   Snapchat,   thus   reaching   Millennials   across   the   globe.   The   opportunities  presented  for  the  Baseball  Hall  of  Fame  are  vast  and  should  be  seriously   considered.   Unfortunately,  there  are  still  many  outside  factors  that  pose  threats  to  the  Hall.   Due  to  the  Hall’s  location,  it  reaches  a  small  market  and  finds  itself  in  a  difficult  position   to  draw  repeat  visitors,  due  to  its  rural  location.  Another  issue  it  faces  is  the  fact  that  it   competes  with  various  entertainment  options  in  the  area,  such  as  water  and  theme  parks,   distilleries,  mountain  resorts,  and  historic  sites.  The  Hall  is  currently  seen  as  an  unsought   good,   and   if   it   fails   to   promote   itself   correctly,   tourists   will   turn   to   its   competitors.   A   problem  the  website  may  face  if  it  offers  too  much  free  information  is  the  number  general   museum  visits  may  suffer.  The  other  outside  issue  with  the  website  is  the  existence  of   many   other   sports   hall   of   fame   museum   websites   that   have   captured   the   Millennial   market  more  effectively  with  their  interactive  features  and  modern  graphics.  
  • 7. May  1st,  2015     HRM  TEAM       7           Market Segmentation Process   There  are  many  approaches  to  marketing  to  potential  clients,  however  we  chose   to  practice  segmentation  market  where  we  assume  that  there  are  distinguishable  groups   of   people   who   have   specific,   and   different,   needs   which   we   can   explicitly   target.   Segmentation  is  important  because  the  mass  market  is  dead,  and  focusing  on  one  market   strategy   for   all   people   ignores   the   great   diversity   amongst   people.   Furthermore,   it   is   prohibitively  expensive  and  unachievable  to  personally  market  to  each  potential  client,   especially  for  the  Hall,  which  is  attempting  to  appeal  to  a  wide  geographic  market.     1. The  first  step  of  this  segmentation  process  is  to  name  the  broad  market  to  ensure   our   efforts   are   not   to   narrowly   focused.   We   believe   the   Hall’s   broad   principal   should  be  to  educate  and  excite  people  about  baseball’s  past,  present  and  future.   This  idea  helped  guide  the  creation  of  our  new  vision  and  mission  statements  for   the  Hall.     2. Before   beginning   our   actual   segmentation,   the   team   brainstormed   all   possible   items  we  thought  customers  might  potentially  need  or  want  in  a  museum.  This   list  was  closely  similar  to  the  core  needs  we  will  mention  below.     3. Segmentation  requires  the  formation  of  homogenous  sub-­‐‑groups  of  people  who   have  similar  needs  and  wants.  This  was  done  by  each  group  member  surveying   various  acquaintances  they  knew  in  the  millennial  age  group  about  their  “likes”   and  “dislikes”  in  all  museums.  Following  these  surveys,  we  performed  a  cluster   analysis  to  form  groups  of  people  who  sought  common  benefits  from  their  visits   to   the   Hall’s   website   and   actual   museum.   The   segments   we   created   after   surveying  are,  with  their  similar  demographic  tendencies:   a. Black-­‐‑Tie   i. College-­‐‑educated,   single,   high-­‐‑levels   of   discretionary   income,   aged  26-­‐‑29   b. Die-­‐‑Hards  
  • 8. May  1st,  2015     HRM  TEAM       8           i. More   males,   not   always   college-­‐‑educated,   aged   27-­‐‑31,   lower   income  levels   c. Nerds   i. Aged   28-­‐‑32,   college   educated   and   possibly   have   attended   graduate   school,   high   levels   of   discretionary   income,   single   or   married  with  no  children     d. Little  Leaguers   i. Married   with   children,   30-­‐‑34,   some   discretionary   income,   college-­‐‑educated   e. Fair  Weather  Fans   i. Single  males  and  females,  around  ages  25-­‐‑27,  college-­‐‑educated   4. In  our  benefit  segmentation  analysis,  we  named  the  core  needs,  which  can  be   found  in  all  five  of  the  segments  we  created.  The  needs  shared  by  all  are:  clean   facilities,  interactive  exhibits,  knowledgeable  staff,  nice  gift  shop,  stadium  food-­‐‑ like   options,   convenient   access   (easy   parking   options,   reasonable   prices,   and   hours  conducive  to  a  working  Millennial’s  schedule),  social  environment  at  the   museum,   unique   exhibits,   technology   incorporated   as   much   as   possible,   and   different   ways   of   learning   about   the   exhibits   (examples   of   this   include   videos   showing  history  unfold,  informative  signs  in  every  exhibit,  a  more  user-­‐‑friendly   virtual   tour,   a   mobile   application,   etc.)   While   these   needs   are   important   and   focusing  on  them  would  help  achieve  economies  of  scale,  the  museum  will  be   more  successful  by  exploring  the  determining  needs  of  groups,  which  make  each   group  unique.     a. The  Black-­‐‑Tie  group  only  comes  to  the  Hall  of  Fame  for  big  events  and   galas   to   further   their   professional   interests   and   expand   their   network.   They   want   a   more   formal   feel   at   the   museum.   Also,   they   are   less   concerned  with  the  actual  offerings  of  the  museum.  
  • 9. May  1st,  2015     HRM  TEAM       9           b. Die-­‐‑hard’s  consider  visiting  the  museum  a  bucket-­‐‑list  item,  so  they  also   want  lots  of  online  access  for  when  they  cannot  visit.  They  are  interested   in  the  history  of  the  game,  but  also  want  current  baseball  news  on  the   website.  Also,  they  would  be  interested  in  a  stadium-­‐‑feel  at  the  museum.     c. Nerds  come  for  the  museum  atmosphere  and  to  learn  as  much  as  they   can  about  baseball,  so  they  will  need  online  access  to  museum  exhibits   before   they   come.   They   will   want   a   knowledgeable   staff   as   well   as   various  signs  and  videos  to  help  them  learn  while  at  the  museum.     d. Little-­‐‑leaguers   want   an   easy-­‐‑going   atmosphere,   where   they   can   feel   comfortable   bringing   their   children.   Activities   and   exhibits   should   be   family-­‐‑friendly  and  geared  towards  keeping  children  entertained.     e. Fair-­‐‑weather   fans   come   for   a   social   setting,   similar   to   attending   a   baseball  game  so  the  website  offerings  are  less  important  to  them.  They   want  the  exhibits  to  be  modern,  up-­‐‑to-­‐‑date  and  filled  with  technology.   The  hours  of  the  museum  need  to  be  conducive  to  working  people.   5. The  nicknames  we  chose  for  each  of  our  segments  (Black-­‐‑tie,  Die-­‐‑hards,  Nerds,   Little-­‐‑leaguers,  and  Fair-­‐‑weather  fans)  were  chosen  to  represent  and  describe  the   demographics  and  determining  needs  of  each  group.   6. The   sixth   step   in   segmentation   requires   writing   narratives   about   each   target   group’s  assumed  motivations  and  attempts  to  explain  why  they  behave  the  way   they   do.   As   our   project   progressed,   we   chose   to   target   our   efforts   on   the   Die-­‐‑ Hards  as  well  as  the  Little  Leaguers.     a. Die-­‐‑Hards:   Dan,   29,   and   Don,   31,   have   been   researching   their   all-­‐‑time   favorite  player,  Frank  Thomas,  and  comparing  his  career  to  that  of  the   late   great,   Minnie  Minoso.   They’ve   been   searching   Baseball  Reference   and   FanGraphs   to   compare   the   players’   batting   averages,   home   runs,   and  RBI  totals  while  also  taking  a  look  at  the  players’  WAR  after  reading   a   column   on   ESPN   comparing   the   WAR   statistic   of   current  players  to   past   hall   of   famers.   This   research   has   also   exposed   them   to   more  
  • 10. May  1st,  2015     HRM  TEAM       10         advanced  metrics,  but  they  admittedly  don’t  understand  what  statistics   like   wRC+   mean;   yet,   this   wRC+   is   exactly   why   the   White   Sox   look   poised   to   overtake   the   Tigers   as   the   team   to   beat   in   the   AL   Central.   Regardless,   this   web   browsing   has   led   them   to   articles   covering   the   Chicago   White   Sox   spring   training   guides,   prospect   evaluations,   and   why  Jeff  Samardzija  is  homer-­‐‑prone.     b. Little  Leaguer’s:  As  the  mini-­‐‑van  rolls  into  a  parking  space,  32  year  old   parents  Dan  and  Susan  have  to  do  all  they  can  to  keep  little  Jimmy  and   Hannah   in   their   car   seats   until   they   park   the   car.   As   the   kids   rush   towards  the  museum  imitating  their  favorite  big  league  All-­‐‑Stars,  Susan   pulls   out   her   notes   and   maps   of   the   museum,   obtained   from   the   website,  which  she  has  spent  hours  pouring  over  in  attempts  to  find  the   best  family-­‐‑friendly  and  interactive  exhibits.  While  waiting  to  pay  for   admission,  Dan  tries  to  convince  his  wife  they  should  become  members,   not  for  the  price  savings,  but  for  the  perks  and  magazines  he  would  get   out  of  the  deal.  After  a  few  mesmerizing  hours  exploring  the  museum   (and   losing   dad   in   the   Hall   of   Fame   plaques!),   it’s   time   to   wash   up   in   clean   and   convenient   restrooms   and   find   the   ballpark   style   food   everyone  has  worked  up  a  ravenous  craving  for.         7. The  final  step  in  market  segmentation  was  is  to  determine  the  relative  and  actual   size   of   each   population.   Based   on   census   data,   we   determined   that   of   the   77   million  Millennials  in  the  U.S.  making  up  24%  of  the  population,  there  are  10.9   million  Millennials  living  within  200  miles  of  Cooperstown.  Because  only  about   12.6%  of  people  attend  a  museum  in  a  year,  of  the  10.9  million  Millennials,  there   are  only  1,373,400  Millennials  in  the  area  who  will  possibly  visit  Cooperstown.   a. Black-­‐‑Tie:  8%  X  1,373,400  =  109,872   b. Nerds:  12%  X  1,373,400  =  164,808   c. Fair-­‐‑weather  Fans:  23%  X  1,373,400  =  315,882   d. Die-­‐‑Hards:  27%  X  1,373,400  =  370,818  
  • 11. May  1st,  2015     HRM  TEAM       11         i. Can  be  reached  at  least  once:  80%  X  370,818  =  296,654   ii. Will  be  a  frequent  visitor:  40%  X  296,654  =  118,661   iii. Will  visit  the  actual  museum:  20%  X  370,818  =  74,614   e. Little  Leaguers:  30%  X  1,373,400  =  412,020   i. Can  be  reached  at  least  once:  65%  X  412,020  =  267,813   ii. Will  be  a  frequent  visitor:  23%  X  267,813  =  61,597   iii. Will  visit  the  actual  museum:  30%  X  412,020  =  123,606   Core Strategy Analysis The  Core  Strategy  Analysis  for  the  Hall  and  its  website  focus  on  its  classification  as  an   unsought   good.   This   is   based   on   the   Hall’s   rural   New   York   location   and   the   website   metrics.   The   most   important   strategies   for   unsought   goods   are   promotional:   the   Hall   needs  to  make  the  website  and  museum  known  to  a  greater  audience.  The  best  ways  to   do  this  are  through  partnerships  with  either  corporations  or  sports  organizations.  Later,   the   benefits   of   a   partnership   with   Little   League   will   be   discussed.     Another   key   promotional   strategy   is   social   media   penetration.   Millennials   are   constantly   using   Facebook,   Instagram,   Snapchat,   and   Twitter,   and   it   is   critical   that   the   Hall   engage   the   millennial  market  through  these  forms  of  social  media.    
  • 12. May  1st,  2015     HRM  TEAM       12         Product Life Cycle       The  Hall  is  in  the  maturing  phase  of  the  product   life   cycle.   Attendance   peaked   at   around   400,000   visits   per  year  in  the  late  1980’s  and  early  1990’s  and  has  been   on   a   steady   decline   since.   Alarmingly,   attendance   dropped  over  20%  from  2007  to  2011,  decreasing  from   352,000  visits  to  only  270,000  (Calcaterra).  The  Hall  now   approaches   a   critical   point:   it   can   continue   in   this   decline,   or   renew   itself   and   expand   once   again.   The   growth   strategy   for   the   Hall   should   focus   on   the   “market   penetration”   and   “product   development”   elements   of   the   Ansoff   Growth   Matrix.   The   market   penetration   piece   focuses   on   reaching   new   users   in   the   millennial   market.  To  do  this,  the  Hall  must  increase  its  social  media  presence  and  make  both  the   museum   and   the   website   a   destination,   which   our   recommendations   aim   to   do.   The   product   development   facet   centers   on   the   need   to   increase   the   usage   frequency   of   the   museum  website.  Interactive  web  tools  that  draw  in  and  engage  users,  to  keep  them  on   the  site  longer  and  encourage  them  to  return,  are  needed.  Rotating  exhibits  to  create  a   fresh,   unique   atmosphere   gives   visitors   a   reason   to   become   repeat   visitors,   and   repeat   visitors  to  become  members.  Furthermore,  the  Hall  should  reach  out  to  schools  to  engage   students   and   teachers,   both   digitally   and   physically.   The   Hall   could   offer   discounts   to   encourage  school  field  trips  to  the  museum,  and  offer  online  tools  and  lessons  to  teach   math  with  baseball.   Hierarchy of Effects   The   Hierarchy   of   Effects   model   illustrates   the   attitudinal   components,   which   must  be  satisfied  for  a  customer  to  make  a  purchase,  or  in  the  Hall’s  case,  for  visitors  to   visit.  The  model  flows  through  the  cognitive,  affective,  and  behavioral  components  of  an   attitude,  and  what  must  be  done  to  satisfy  each  piece.  The  cognitive  requirement  is  fairly   simple:   consumers   must   acquire   knowledge   of   the   organization   and   be   aware   of   the   product   that   is   being   offered.   The   affective   (or   emotional)   requirement   involves   the  
  • 13. May  1st,  2015     HRM  TEAM       13         feelings   consumers   have   toward   the   organization’s   product.   It   necessitates   that   consumers  desire  the  product  and  form  a  preference  for  that  product  over  those  of  its   competitors.   Cooperstown   competes   with   all   types   of   leisure   activities   in   this   aspect,   including  offerings  ranging  from  other  museums  to  amusement  parks.  The  final  aspect,   the  behavioral  requirement,  demonstrates  that  the  positive  feelings  toward  the  product   must  be  strong  enough  for  the  consumer  to  decide  that  this  one  specific  product  is  what   they  want  and  to  take  the  physical  action  to  purchase  it.  While  the  process  of  convincing   a   consumer   to   purchase   one   product   over   others   may   seem   like   a   simple   matter   of   persuasion,   this   model   describes   the   actual   psychological   processes   that   play   into   this   decision.     Hume   takes   this   hierarchy   one-­‐‑step   further   by   examining   what   is   called   “repurchase  intention”  and  the  factors  that  most  influence  this  in  consumers.  She  states   “service  quality  performance”  and  “overall  experience  satisfaction”  as  two  known  factors   which  lead  to  return  intent.  Her  study,  which  aims  to  uncover  the  driving  factors  behind   perceived   service   performance   and   experience   satisfaction   and   their   relation   to   repurchase  intention,  reveals  some  intriguing  implications.  The  first  is  that  the  museum   experience   has   a   “need   for   a   significant   shift   in   managerial   practice   away   from   solely   focusing   on   the   educational   and   custodial   aspects   to   increased   comprehension   of   delivery”  (Hume  88).  This  suggests  the  presentation  of  a  museum  and  its  services  is  more   important  than  museum  content,  when  it  comes  to  repurchase  intention.  She  pushes  the   idea   that   the   museum   service   must   shift   “from   a   practice   of   cultural   exhibition   to   a   consumer-­‐‑driven   service   offering,”   again   emphasizing   the   need   for   museums   to   focus   less  on  their  content  and  more  on  consumers  (88).     In  his  “Comparison  between  Holistic  Museum  Visitors  and  Utilitarian  Museum   Visitors,”  Dirsehan  states  the  need  for  a  movement  toward  experiential  marketing.  He   states,   “as   a   competitive   advantage,   experiential   marketing   focuses   on   the   emotional   sides   in   addition   to   the   customers’   rational   sides”   (Dirsehan   78).   This   illustrates   that   having  an  objectively  “better”  museum  does  not  necessarily  mean  consumers  will  choose   that  museum  over  other  leisure  activities.  Dirsehan  states  that  museum  visitors  “seek  a   ‘total   experience,’   where   leisure,   culture,   education,   and   social   interaction   are   all   included  (Dirsehan  79).  These  are  all  factors  that  influence  a  given  consumer’s  attitude  
  • 14. May  1st,  2015     HRM  TEAM       14         toward   the   product.   If   the   museum   experience   takes   a   proper   form   and   satisfies   the   customer,  “generally  that  customer  buys  the  product  again”  (Dirsehan  80).  This  aligns   with  Hume’s  findings  about  repurchase  intention.  The  findings  of  this  study  indicate  that   for  museums  to  be  successful  in  their  growing  competitive  environment,  they  must  be   “dynamic   in   experience   (using   experience   as   a   competitive   tool)”   (Dirsehan   85).   Museums   must   go   beyond   the   traditional   presentation   of   a   museum   and   focus   in   on   creating  individual  experiences  for  individual  consumers.   Experiential Marketing Analysis Educational   experiences   increase   the   customer’s   skills   and   enhance   his   or   her   knowledge   through   active   participation   in   the   experience.   The   Hall   website   does   a   phenomenal  job  of  teaching  its  visitors  about  the  past  with  the  easily  accessed  Learn  tab   at  the  top  of  the  page.  The  website  also  leads  you  to  the  Giamatti  Research  Center,  which   prides   itself   on   being   one   of   the   foremost   repositories   of   baseball   information   in   the   world.       Escapist  experiences  are  those  where  the  customer  actively  participates  in  events   of  a  real  or  virtual  environment  and  that  shapes  or  contributes  to  the  experience  to  offer   the  customer  a  way  of  taking  on  a  new  persona.  This  will  be  later  answered  by  two  of  our   recommendations:   Coach’s   Challenge   and  an  improved  virtual  tour.   Esthetic   experiences   are   those   where   people   enjoy   the   experience   passively   by   just   being   there.   Through   an   esthetically   appealing   website,   visitors   can   passively   enjoy   browsing   and  exploring  the  site.     Entertainment   experiences   take   place  when  individuals  watch  activities  or  performances  of  other  people.  The  participant   is  not  actively  involved  in  shaping  the  event  but  is  mentally  engaged.  The  website  does   not  have  an  entertaining  experience  due  to  very  little  video  content.    
  • 15. May  1st,  2015     HRM  TEAM       15         Die-Hards Marketing Mix Strategy   The  marketing  mix  strategy  which  best  fits  the  Die-­‐‑Hards  target  segment  focuses   on  the  intensity  and  detail  members  of  this  segment  desire.  The  Hall  itself  should  feature   rotating,   engaging   exhibits   with   digital   interaction   and   easy   access   to   more   detailed   information  about  the  exhibits,  their  artifacts,  and  the  stories  behind  them.  The  website   should   include   up-­‐‑to-­‐‑date   headlines   and   stories   relating   to   current   players.   A   “Player   Comparison   Tool,”   which   will   be   discussed   at   length   in   the   Scout’s   Take   recommendation,  would  serve  as  a  hands-­‐‑on  tool  for  Die-­‐‑Hards  to  independently  create   their  own  analyses.  Memberships  to  the  Hall  should  continue,  but  the  addition  of  online-­‐‑ only   memberships   at   a   cheaper   price   would   appeal   to   Die-­‐‑Hards   who   may   not   reasonably  be  able  to  visit  the  museum.  These  online-­‐‑only  members  should  be  able  to   gain   access   to   exclusive   stories   and   features,   as   well   as   other   benefits   like   the   Hall’s   magazine   and   discounts   in   the   online   store.   Ticket   prices   for   the   museum   should   continue  to  stay  comparable  to  other  hall  of  fame  museums.       The  best  way  to  promote  the  Hall  of  Fame  to  the  Die-­‐‑Hards  is  by  establishing  a   presence   where   these   targets   frequent.   This   would   include   advertising   at   baseball   stadiums  and  on  popular  sporting  sites  like  ESPN  or  MLB.  The  location  of  the  Hall  is   ideal   for   the   Die-­‐‑Hards,   as   they   will   be   familiar   with   the   legendary   location   of   Cooperstown   and   would   appreciate   its   small-­‐‑town,   baseball   feel.   The   museum   should   promote   a   stadium   atmosphere,   which   in   today’s   sports   culture   is   more   of   a   social   setting.   The   website   should   encourage   a   familiarity   similar   to   popular   sports   sites   to   advance  the  idea  that  the  Hall’s  website  is  a  sports  website.  Both  the  museum  and  the   website  should  be  self-­‐‑guided  to  allow  fans  to  go  at  their  own  pace,  spending  more  time   where  they  need  it  and  less  where  they  just  want  a  glance.  The  museum  staff  should  be   able  to  provide  more  detailed  information  than  can  be  readily  observed  in  the  exhibits.   The   inclusion   of   iconic   players   both   in   museum   events   or   online   features   would   encourage  the  Die-­‐‑Hards  to  invest  more  of  their  time  in  the  museum  and  its  website.   Little Leaguers Marketing Mix
  • 16. May  1st,  2015     HRM  TEAM       16         The   type   of   product   that   will   appeal   to   Little   Leaguers   is   something   that   will   appeal   to   them   and   their   children.   Meaning   the   Hall   should   provide   engaging   and   interactive   exhibits   to   keep   the   children   entertained.   On   the   website,   they   will   want   educational  and  engaging  resources.  If  the  Hall  website  does  choose  to  go  the  rout  of  an   online   membership,   a   special   family   plan   would   be   very   appealing   to   this   group   of   Millennials,   as   multiple   people   from   their   family   will   be   utilizing   the   website.   Both   a   website  and  museum  where  parents  feel  safe  letting  their  children  freely  use  will  go  a   long  way  in  persuading  this  group  of  Millennials  to  visit,  perhaps  frequently.  Facilities   that  are  conducive  to  childcare  will  help  get  more  “Little  Leaguers”  to  visit.  While  this  is   target  is  made  up  of  young  families,  the  parents  are  still  Millennials,  thus  the  best  way  to   inform  them  of  all  that  the  Hall  has  to  offer  is  through  a  fortified  social  media  presence.         Major Recommendations: Redesigned  Website   We  are  recommending  that  the  Hall  redesign  their  webpage  to  be  more  similar  to   other   sports   websites   like   ESPN   or   mlb.com.   This   is   a   nod   to   the   Die-­‐‑Hards   who   will   likely  be  familiar  with  these  webpages  already.  Links  to  the  Hall’s  social  media  sites  on   the  side,  a  changing  centerfold  picture  informing  visitors  about  upcoming  exhibits  and   events,   and   various   interactive   games   and   surveys   will   hopefully   increase   people’s   comfortableness  with  the  site,  and  encourage  them  to  come  back  again.   Improve  Virtual  Tour     In  its  current  state  the  Hall  has  a  virtual  tour  that  one  can  only  find  through  “The   Museum”   sub-­‐‑tab   under   the   “Visit”   tab.   Our   recommendation   is   to   have   the   tour   narrated  in  order  to  feel  like  a  visitor  is  actually  in  the  museum,  eluding  to  the  escapist   experience.     It   is   easy   to   feel   lost   on   this   virtual   tour,   so   we   are   suggesting   a   guide   that   communicates  where  you  are  exactly  in  the  tour.  For  example,  “you  are  now  entering  the   Cooperstown  room.”  It  would  be  encouraging  to  the  viewer  if  there  were  more  people  in  
  • 17. May  1st,  2015     HRM  TEAM       17         the  photos  used  in  the  virtual  tour.  When  the  museum  looks  deserted,  it  appears  to  be  a   quite  place  of  solace,  rather  than  an  exciting  experience.     Another   addition   to   the   virtual   tour   could   be   links   to   more   information   on   certain  sections  of  the  museum.  Links  could  be  used  for  sections  that  have  been  deemed   popular  or  others  that  need  more  attention.     Little  League  Partnership   Our   next   recommendation   is   that   the   Hall   form   a   partnership   agreement   with   Little   League   International,   specifically   with   the   Little   League   World   Series.   The   Little   League  organization  includes  baseball  and  softball  players  aged  9  through  18.  The  World   Series  is  hosted  in  Williamsport,  Pennsylvania,  which  is  just  over  a  three-­‐‑hour  drive  from   Cooperstown.  In  2013  and  2014,  the  tournament  brought  in  over  400,000  in  attendance   each  year.  The  teams  yearly  consist  of  eight  US  teams  from  all  corners  of  the  country  and   eight  international  teams  from  across  the  globe.  The  event  has  become  a  destination  not   only  for  young  players,  but  also  for  baseball  fans  of  all  ages  who  flock  to  the  event.     The  partnership  with  Little  League  International  aligns  closely  with  our  “Happy   Felton”  recommendation:  Little  League  aged  kids  and  their  parents  are  the  target  groups   for  both.  It  is  the  family  aspect  of  this  target  that  is  important.  The  World  Series  takes   approximately  three  weeks  to  complete  and  often  takes  the  form  of  a  long  vacation.  The   opportunity   to   include   a   Hall   of   Fame   visit   to   this   experience   would   add   another   valuable,   memorable   experience   to   these   players’   World   Series   trip.   Furthermore,   by   incorporating  the  “Happy  Felton”  competition,  the  Hall  of  Fame  becomes  a  destination   for  the  teams  at  the  tournament  and  those  previously  eliminated  in  just  the  same  way   that  the  World  Series  is  a  destination:  it  is  a  chance  for  young  players  to  be  recognized  at   the   highest   level.   Coaches   would   jump   at   the   chance   to   find   a   fun,   unique   way   to   motivate  their  players  to  practice  harder  and  longer  as  they  prepare  their  teams,  and  it  is   likely  that  being  featured  in  this  competition  would  become  the  primary  goal  of  many   teams.  This  competition  and  its  association  with  the  run  to  the  World  Series  would  bring   young   players   and   their   parents   to   the   Hall’s   website;   this   would   give   them   ample   opportunity  to  research  a  potential  visit  to  the  Hall,  the  Hall’s  membership  program,  and   other  website  features.  This  increased  activity,  coupled  with  more  interactive  features  on  
  • 18. May  1st,  2015     HRM  TEAM       18         the  site,  would  make  the  Hall’s  website  a  hotspot  for  young  players  and  their  parents  all   summer.   Social  Media   As  Millennials  continue  to  spend  more  of  their  time  on  line,  we  recommend  that   the  Hall  of  Fame  look  into  ways  to  use  social  media  to  advertise  their  offerings  and  give   consumers   more   of   a   chance   to   interact   with   the   Hall.   A   newer   form   of   social   media,   Snapchat,  offers  the  Hall  a  unique  opportunity  for  free  advertising  from  Millennials,  who   account   for   seven   out   of   every   ten   Snapchat   users.   Snapchat   offers   anyone   the   opportunity   to   create   a   “geofilter”   which   only   can   be   accessed   when   users   are   in   the   geographic  vicinity  specified  by  the  creater.  These  are  free  to  make,  and  will  offer  anyone   who  visits  the  Hall  a  fun  way  to  send  Snapchats  to  their  friends  back  home  advertising   their   location.   Furthermore,   Snapchat   offers   the   opportunity   to   create   “Our   Stories,”   which  are  video  feeds  that  can  be  seen  worldwide,  but  only  posted  to  from  within  certain   geographic   boundaries.   This   feature,   especially   during   an   event   like   the   Hall   of   Fame   Induction  Weekend,  would  give  the  opportunity  for  all  Snapchat  users  to  experience  the   events   from   the   perspective   of   fans   at   the   event.   These   stories   would   need   to   be   monitored  by  a  Hall  of  Fame  administrator,  which  effectively  allows  the  Hall  to  control   all   of   its   contents,   while   still   giving   visitors   a   feeling   as   though   they   are   actively   participating.     Another  way  to  boost  interaction  between  consumers  and  the  Hall  is  to  create   Twitter  and  Instagram  hashtags,  which  fans  can  use  in  tweets  and  pictures  when  sharing   their  experiences  and  thoughts  about  the  Hall.  We  suggest  #FanHallofFame  for  the  Hall,   which   can   be   monitored   by   Hall   members   for   appropriate   social   media   posts   to   be   displayed   on   the   newly   redesigned   webpage.   In   this   way,   the   Hall   will   be   able   to   get   more  website  traffic  as  people  continuously  check  back  to  see  if  they  were  selected  to  the   “Fan  Hall  of  Fame.”  Social  media  contests  will  hopefully  give  consumers  more  of  a  sense   that  the  Hall  is  trying  to  interact  with  users  on  a  personal  level.     Beat  the  Streak         A   recommendation   we   have   to   improve   the   Hall   website   is   to   create   a   Major   League   Baseball   picks   game   which   we   call   “Beat   the   Streak”.   The   premise   is   that   the  
  • 19. May  1st,  2015     HRM  TEAM       19         website  offers  visitors  the  option  to  pick  the  winner  of  many  of  that  day’s  MLB  games  in   order  to  get  the  highest  percent  of  guesses  correct  in  a  month  (with  a  minimum  number   of  attempts)  or  to  build  the  longest  streak  of  correct  guesses.  The  beauty  of  this  game  is   that  it  is  not  limited  to  bland  game  picks,  like  the  Red  Sox  vs.  The  Yankees  every  day.  An   over   under   on   a   certain   statistic   can   also   be   implemented.   For   example,   Bryce   Harper   getting  at  least  two  hits  in  a  given  game  or  less  than  two  hits  in  that  same  game  could  be   supplemented  for  a  regular  game  pick.         Two  major  questions  immediately  arise  with  this  recommendation:  how  will  this   draw   new   visitors   to   the   site   and   keep   old   visitors   coming   back,   and   how   can   these   current  MLB  games  be  tied  in  with  the  HOF  and  the  great  players  of  baseball  history?  We   believe  that  the  answers  to  these  two  questions  really  tie  in  to  one  another.  By  having   each  website  visitor  who  plays  the  game  sign  in  with  a  username,  stats  can  be  kept  and  a   leaderboard   displayed   for   all   to   see.   This   leaderboard   creates   an   environment   of   competition,  which  keeps  players  coming  back  day  after  day  to  check  their  standings.  It   also  allows  players  streaks  to  be  compared  to  streaks  of  some  of  the  greatest  players  of   the  game,  like  Joe  DiMaggio’s  hitting  streak.  To  increase  participation  in  this  game,  and   website   traffic   is   to   offer   visitors   the   chance   to   play   for   more   than   just   the   love   of   the   game.  Prizes  offered,  for  each  month’s  streak  winner,  percentage  winner,  and  a  bonus   grand  prize  for  beating  other  streaks  like  the  previously  mentioned  hitting  streak  of  56   set   by   Joe   DiMaggio,   would   raise   the   stakes   for   most   of   these   players   and   keep   them   coming  back  for  more.       Coach’s  Challenge   In  order  to  become  more  engaging,  the  Hall  website  visitors  must  be  able  to  leave   a  mark  or  show  that  they  have  been  on  the  website.  That  is  why  it  is  recommended  that   the  website  include  a  section  for  trivia  and  opinion  surveys.  It  is  in  the  Hall’s  best  interest   to  create  a  trivia  and  opinion  section  because  traffic  will  increase  and  also  act  as  a  gauge   of  how  many  people  are  visiting  the  site.   Some   trivia   questions   for   example   could   be   any   general   questions   on   hall   of   famers  or  current  events.  Another  important  factor  would  be  to  include  pop  culture.  For   example,  when  the  movie  42  on  Jackie  Robinson  came  out,  several  trivia  questions  could  
  • 20. May  1st,  2015     HRM  TEAM       20         have   been   released   for   that   month   pertaining   to   the   movie.   Millennials   are   always   connected,   and   by   including   pop   culture   and   current   events,   they   can   relate   to   the   museum.  The  Baseball  Hall  of  Fame  is  not  a  news  resource,  but  in  order  to  stay  relevant   to   the   present   despite   being   a   museum   about   the   past,   the   Hall   must   look   to   what   is   happening  currently.     Scout’s  Take     Our  next  recommendation  is  the  formation  of  a  statistics  studio  called  “Scout’s   Take”  for  student  education  as  well  as  statistical  analysis  and  research.  Advanced  metrics   are  becoming  the  prominent  tools  to  evaluate  players  past,  present,  and  future  and  are   even   becoming   a   major   part   of   determining   which   players   are   elected   into   the   Hall   of   Fame   (Schoenfield).   Yet,   many   of   the   fans   reading   about   these   statistics   do   not   understand  what  the  numbers  mean.  As  such,  this  feature  would  appeal  especially  to  the   Die-­‐‑Hards,  who  are  the  fans  most  inclined  to  read  this  type  of  detailed  player  research.  A   simple   tool   that   defines   what   the   major   advanced   metrics   mean   and   how   they   are   calculated  would  greatly  add  to  the  value  fans  receive  when  reading  player  evaluations   or  Hall  of  Fame  ballot  explanations  referencing  these  measures.  A  player  comparison  tool   could   be   created   by   simply   allowing   website   visitors   to   search   for   multiple   players’   traditional  and  advanced  statistics,  and  providing  a  side-­‐‑by-­‐‑side  view  to  easily  compare   these  measures.   This  workshop  would  also  add  to  the  current  educational  tools  the  Hall  employs   by  adding  features  that  can  be  accessed  and  used  at  any  time  by  individuals.  This  tool   could  be  used  to  teach  elementary  math  skills  to  younger  students,  by  allowing  them  to   work   through   problems   in   which   they   calculate   the   effects   of   hypothetical   game   occurrences.   Addition   and   subtraction   could   taught   by   proposing   questions   where   the   student  must  calculate  the  number  of  RBI  a  player  has  in  a  game  or  number  of  outs  left  in   an   inning   after   a   set   of   plays.   Multiplication   and   division   could   be   taught   through   problems  where  the  student  must  determine  statistics  like  batting  averages  or  an  ERA.   Algebra   could   be   taught   by   offering   problems   in   which   the   student   must   calculate   traditional  statistics  such  as  K/9  along  with  advanced  metrics  such  as  wRC.  
  • 21. May  1st,  2015     HRM  TEAM       21           This  tool  could  also  include  features  that  allow  for  players  or  fans  to  calculate   traditional  and  advanced  statistics  to  evaluate  their  own  performance,  and  even  compare   themselves   to   iconic   Hall   of   Fame   players.   The   equations   used   to   calculate   both   traditional  and  advanced  metrics  should  be  readily  available,  with  brief  information  on   how  to  use  the  calculations.  This  would  allow  young  players  to  pull  up  a  formula  on  the   website   and   calculate   their   season   stats,   for   their   Little   League   all-­‐‑star   team   or   their   varsity   high   school   team.   Simple   features   such   as   input   and   output   tools   that   show   exactly  what  numbers  must  be  entered  to  calculate  a  given  statistic  should  be  included  to   aid  the  calculations.  For  example,  an  11-­‐‑year-­‐‑old  softball  pitcher  wishing  to  calculate  her   K/9  statistic  should  be  prompted  to  enter  her  total  strikeouts  and  total  innings  pitched.   This  feature  would  have  the  potential  to  bring  players  back  to  the  website  after  each  of   their  games  to  calculate  changes  in  their  statistics,  which  would  increase  the  amount  of   website  visits  and  encourage  a  deeper  commitment  to  the  Hall’s  website.  A  comparison   to   a   past   Hall   of   Fame   players   could   include   a   brief   explanation   of   how   the   young   player’s   statistics   stack   up   to   an   iconic   player,   and   a   brief   letter   of   advice   that   Hall   of   Famer  might  have  for  the  young  player.   Happy  Felton  Day   Finally,  we  recommend  a  competition  and  event  called  Happy  Felton  Day.  This   event  is  a  competition  that  would  tie  the  Hall  and  website  together,  and  be  reminiscent  of   the   past   with   the   Brooklyn   Dodgers   and   Happy   Felton.   To   increase   site   visitation,   the   Hall  could  start  off  by  creating  a  video  competition  where  kids  send  in  home  videos  of   themselves  playing  baseball.  Whether  the  video  is  of  Little  League  players  showing  off   their   skills,   or   just   toddlers   striking   out   and   being   funny,   this   addition   will   create   a   greater  sense  of  entertainment  and  participation  to  the  site.    From  the  different  categories,   a   pro-­‐‑baseball   player   would   choose   a   monthly   winner.   This   would   increase   website   traffic   due   to   the   actual   submissions,   and   from   relatives   and   other   people   who   are   interested  in  taking  a  moment  to  watch  some  entertaining  videos.  The  next  step  would  be   to   choose   a   monthly   video   winner   and   during   the   summer   invite   all   those   winners   to   Cooperstown  for  a  full-­‐‑day  event.  The  yearly  grand  prize  competition  would  take  place   at   Doubleday   Field   and   the   kids   would   compete   with   each   other,   with   mascots   and   a   Happy  Felton-­‐‑esque  character  judging  and  hyping  up  the  crowd.  This  lighthearted,  fun  
  • 22. May  1st,  2015     HRM  TEAM       22         day  at  the  Hall  would  especially  target  those  young  families  in  the  tri-­‐‑state  area  looking   to  bring  their  children  to  an  out  of  the  ordinary  event.  Not  only  would  this  competition   be  rewarding  to  the  kids,  but  it  would  also  inspire  more  kids  to  enter  the  competition  in   the  hopes  of  winning  a  prize  related  to  a  famous  baseball  player.  This  event  would  create   an  educational  experience  when  visiting  the  Hall,  as  well  as  an  entertaining  experience  at   Doubleday  Field.  Ultimately  the  event  could  have  the  potential  to  create  repeat  visitors  to   the  Hall  and  the  website.        
  • 23. May  1st,  2015     HRM  TEAM       23         Appendix  A:  Sources   Alex Gofman , Howard R. Moskowitz , Tõnis Mets Journal of Hospitality Marketing & Management, Vol. 20, Iss. 6, 2011. Anderson, Kristian. Generation Y-not: The Millennial Generation at a Glance and Its Connection to Museums. ProQuest, 2007. Print. Antonio Padilla-Meléndez, Ana Rosa del Águila-Obra, Web and social media usage by museums: Online value creation, International Journal of Information Management, Volume 33, Issue 5, October 2013, Pages 892-898, ISSN 0268- 4012, http://dx.doi.org/10.1016/j.ijinfomgt.2013.07.004 Bell, Ford W. "From the President: A Perfect Storm in 2012." Museum 91.1 (2012): 7. ProQuest. Web. 15 Feb. 2015. Belson, Ken. "Encouraging a Walk in the Hall of Fame." New York Times, 164.56666 (2014): 20-19. Brady, T. F. (2012). Do sabermetrics suggest a baseball hall of fame revision? IIE Annual Conference.Proceedings, , 1-4. Retrieved from http://search.proquest.com/docview/1151089587?accountid=12874. Bulik, Beth Snyder. “Is Your Consumer Using Social Media?” Advertising Age 79.18 (2008): 12-13. Web. Calcaterra, Craig. “The Hall of Fame’s attendance is in decline.” NBCSports, Jan. 3, 2012. Web. "Celebrating the Sporting Life." Souvenirs, Gifts, & Novelties, 51.1 (2012): 170-174. Chou, C. (2013). Managing museum learning: A marketing research of family visit experience at the british museum.International Journal of Information, Business and Management, 5(1), 303-313. Dawsey, Josh. "U.S. News: Empty Feeling at Hall of Fame --- Attendance Falls as Web Generation Shrugs Off Cooperstown, Other Sports Shrines." Wall Street Journal, Eastern edition ed. Jul 17 2013. ProQuest. Web. 22 Mar. 2015. Denise Cole. Museum marketing as a tool for survival and creativity: the mining museum Perspective. Museum Management and Curatorship. Vol. 23, Iss. 2, 2008. "Exhibits for the Selfie Set; Art Galleries have Noticed an Uptick in Newcomers Who often Share Photos of Themselves with Artwork through Instagram, Twitter and Facebook." Wall Street Journal (Online)Dec 19 2013. ProQuest. Web. 15 Mar. 2015 Frost, Warwick. "The Sustainability of Sports Heritage Attractions: Lessons from the Australian Football League Hall of Fame." Journal of Sport & Tourism, 10.4 (2005): 295-305.
  • 24. May  1st,  2015     HRM  TEAM       24         "Governor Cuomo Launches New York's Largest Tourism Campaign in Decades." The Official Website of New York State. N.p., 18 May 2013. Web. 25 Feb. 2015. Holdgaard, Nanna, and Lisbeth IT University of Copenhagen Klastrup. "Between Control and Creativity: Challenging Co-creation and Social Media Use in a Museum Context." Digital Creativity, 25.3 (2014): 190-202. Kidd, Jenny. Museums in the New Mediascape: Transmedia, Participation, Ethics. KIREZLI, OZGE. "Museum Marketing : Shift From Traditional To Experiential Marketing." International Journal Of Management Cases 13.4 (2011): 173-184. Business Source Alumni Edition. Web. 8 Feb. 2015 Koontz, Christie, and Mon, Lorri M. Marketing and Social Media : A Guide for Libraries, Archives, and Museums. 2014. Web. Leen, Jasmine Yeap Ai, Ramayah Thurasamy, and Azizah Omar. "Engaging Millennials in an Evolving Web Environment: Some Key Points for E-retailers." Business Strategy Series, 13.3 (2012): 111. Marakos, Panteleimon. "Museums and Social Media: Modern Methods of Reaching a Wider Audience." Mediterranean Archaeology and Archaeometry, 14.4 (2014): 75-81. Marketing Museums and Exhibitions: What Drives the Interest of Young People. Alex Gofman, Howard R. Moskowitz , Tõnis Mets. Journal of Hospitality Marketing & Management. Vol. 20, Iss. 6, 2011 McGeehan, Patrick. "As Tourism Record Is Set, New York City Sees Surge in Chinese Visitors." The New York Times. New York Times Company, 1 Feb. 2015. Web. 25 Feb. 2015. Mike, Dodd, and TODAY USA. "Sports Museums Feel Squeeze." USA Today n.d.: Newspaper Source. Web. 1 Feb. 2015. Mintel. “Millennials’ Leisure Trends - US.” Mintel. February 2013. Web. 15 Feb. 2015. Mintel. “Social Networking – US.” Mintel. June 2014. Web. 15 Feb. 2015. Osterman, Mark, M Thirunarayanan, Elizabeth Ferris, Lizette Pabon, Natalie Paul, and Rhonda Berger. “Museums and Twitter: An Exploratory Qualitative Study of How Museums Use Twitter for Audience Development and Engagement.” Journal of Educational Multimedia and Hypermedia, 21.3 (2012): 241-255. Phillips, Murray G. Representing the Sporting past in Museums and Halls of Fame. New York: Routledge, 2012. Print. Robinson, Cynythia. “Into the Future: Adult Professional Groups and the 21st Century Museum.” The Journal of Museum Education, 36.1 (2011): 103-111. Ramshaw, Gregory. "Living Heritage and the Sports Museum: Athletes, Legacy and the Olympic Hall of Fame and Museum, Canada Olympic Park."Journal of Sport &
  • 25. May  1st,  2015     HRM  TEAM       25         Tourism, 15.1 (2010): 45-70. Robbins, J. E., & Robbins, S. S. (1981). Musuem marketing: Identification of high, moderate, and low attendee segments. Journal of the Academy of Marketing Science, 9, 66-76. Russo, Angelina, et al. "Participatory Communication With Social Media." Curator 51.1 (2008): 21-31. Art Source.Web. 1 Feb. 2015. Schoenfield, David. “Which active players are Hall of Famers?” ESPN, Dec. 20, 2014. Web. "Social Networking Fact Sheet." Pew Research Center. Pew Research Center, 2015. Web. 30 Mar. 2015. Strategic Plan. N.p.: n.p., n.d. Smithsonian. Smithsonian Information, Nov. 2009. Web. 1 Feb. 2015. Tan, Gillian, Douglas MacMillan, and Jack Marshall. "News and Ads to Debut on Snapchat With 27 Million Users, the Mobile App Looks to Bring in Media Content and Sell Ads to Go with It." Wall Street Journal [New York] 20 Aug. 2014, Eastern ed.: B.1. ProQuest. Web. 30 Mar. 2015. Thorn, Bret. "Targeting Millenials." Nation's Restaurant News 48.21 (2014): 12. Business Source Complete. Web. 8 Feb. 2015. Vernuccio, Maria. "Communicating Corporate Brands Through Social Media: An Exploratory Study." Journal of Business Communication, 51.3 (2014): 211-233 Wood, Jason. "Olympic Opportunity: Realizing the Value of Sports Heritage for Tourism in the UK."Journal of Sport & Tourism, 10.4 (2005): 307-321.
  • 26. May  1st,  2015     HRM  TEAM       26         Appendix B: Presentation Handout
  • 27. May  1st,  2015     HRM  TEAM       27        
  • 28. May  1st,  2015     HRM  TEAM       28              
  • 29. May  1st,  2015     HRM  TEAM       29              
  • 30. May  1st,  2015     HRM  TEAM       30              
  • 31. May  1st,  2015     HRM  TEAM       31              
  • 32. May  1st,  2015     HRM  TEAM       32              
  • 33. May  1st,  2015     HRM  TEAM       33              
  • 34. May  1st,  2015     HRM  TEAM       34              
  • 35. May  1st,  2015     HRM  TEAM       35              
  • 36. May  1st,  2015     HRM  TEAM       36              
  • 37. May  1st,  2015     HRM  TEAM       37