Bowling for dollars: establishing perceived need and brand equity in a participatory sport.
Koesters, Todd C. ; Ballouli, Khalid ; Bernthal, Matthew J. 等
Elliott had spent the previous few weeks in the southeastern United
States consulting with different universities on behalf of Red Bull
concerning a national promotion titled "the Red Bulletin," a
brand campaign designed to increase brand awareness and brand equity of
Red Bull among university students. This particular campaign involved
the usage of samples, branded leaflets, magazine distribution, and an
interactive campus tour, all signifing Red Bull's brand identity to
university students. Utilizing research he had received from the GenNext
Panel, a branded research and student insight tool, Elliott understood
university students were 84% more likely to buy a product after
receiving a free product trial or samples of it (BNCollege, 2014). As
such, Elliott had targeted college students (ages 18-24 years) with this
sampling program and campus tour. Yesterday, Elliott witnessed the
culmination of his duties for the Red Bulletin project.
At the end of each consulting venture, Elliott is reminded of the
question often posed by clients at the outset of each of his
campus-related projects: "We know college students are deeply
involved in our product category; however, how do we communicate with
this target audience of 18-24 year-olds so that they become emotionally
engaged with our brand, purchase our products, and repeat their
purchases?" After years of working in the sport and entertainment
industry as a consumer expert on younger generations, Elliott knew the
significance of providing this so-called "elusive consumer" a
consistent and enjoyable experience with the brand. He also knew that
many organizations underestimate this group's intelligence and fail
to engage them and create meaningful conversations and experiences on
the university campus and elsewhere (e.g., social media).
Driving back to his headquarters, Elliott shifted his focus away
from the Red Bulletin project and toward the process of answering this
question for his next client, Ebonite International, Inc., a privately
owned bowling organization that services bowling facilities,
distributors, and retail outlets with various brands of bowling balls
and equipment. Elliott arrived and started work on the Ebonite
International project. He first revisited his notes from an earlier
conversation with Jim Cormier, the vice president of marketing for
Ebonite International, regarding Cormier's desire to increase sales
of bowling balls among college students across the country. Cormier had
begun by describing the sales and distribution model for the bowling
industry that explained in large part why Elliott had struggled to find
reported sales data. According to Cormier, Ebonite International, LLC,
Storm Products, Inc., and Brunswick Bowling Products, the three largest
bowling ball manufactures, are all privately held companies that sell a
majority of their products to privately owned distribution centers.
These centers then resell the balls to privately held bowling centers
with pro shops that are capable of drilling (custom fitting the ball
based on the bowler's hand size) each ball. While there is very
little sales data available, Cormier conservatively estimated that
Ebonite International, through its four brands (Columbia 300, Ebonite,
Hammer, and Track), made up roughly 35% of the market. Additionally,
Cormier estimated that Storm Products, through its three brands (Storm,
Roto Grip, and Global 900), accounted for 30% of the market, while
Brunswick Bowling Products accounted for 25% of the market through its
three brands (Brunswick, DV8, and Radical).
Cormier had also offered data to Elliott that were staggering:
though 16% of all bowlers (ages 7 and older) are ages 18-24 years, a
number that ranks third behind ages 25-34 (22%) and ages 35-44 (17%),
18-24 year old bowlers are nearly two-thirds less likely to own a
bowling ball than are bowlers in these other two age brackets. Moreover,
according to Cormier, the bowlers in the 18-24 age bracket that do own a
bowling ball do not seem to identify with a specific brand over another.
According to Cormier, the design and features of the Columbia 300
brand is specifically suited for the 18-24 age segment of bowlers. The
Columbia 300 bowling ball product range consists of entry-level plastic
through top-end reactive performance balls offered at a variety of
prices ($40-$250). In addition, a recent segmentation analysis conducted
by Ebonite International determined the target market for the Columbia
300 comprises young bowlers who a) bowl for fun; b) are career-oriented
and focused on the future; c) enjoy active leisure-time, mostly on
weekends; d) like bowling in groups, particularly for the social
aspects; and e) gravitate toward brands that are fashionable, unique,
and innovative. One factor that has contributed to the success of
Columbia 300 is the trendiness of the ball--eye-catching colors and
designs coupled with pearlized, brightly colored polyester materials.
Although the look of the ball makes it an appealing choice among college
students, research and development has also gone into the development of
the striking sphere so that bowlers do not sacrifice pins off their
scores for the prestige of owning a beautiful ball.
Utilizing the preliminary data provided by Cormier as a basis for
implementation and strategy, Elliott met with his team to begin the
process of developing a marketing plan that would increase brand equity
of Columbia 300 among college-aged bowlers in the United States and
stimulate purchase behaviors among this target audience. As with much of
his previous work, the plan would include (but not necessarily be
limited to) the university setting as a point of influence. He spoke at
length during the meeting about the four styles of bowling balls that
are currently designed, marketed, and manufactured by Ebonite
International, and how each of these balls was designed with a
particular target market in mind. Given the data from the segmentation
analysis conducted by Ebonite International, Elliott reiterated that the
Columbia 300 was suitably positioned to appeal to college students, and
therefore would be the bowling ball on which their marketing plan would
focus. He also discussed the market in which bowling product companies
compete, one where sports equipment such as bowling shoes and bowling
balls are not commonly owned by sport participants, but rented on site
at the point of consumption. At the conclusion of the meeting, Elliott
tasked a newly hired team leader with developing a draft of a marketing
plan.
Review of Literature
At the outset of any project, Elliott enjoys spending time reading
research articles related to the project, not just to learn more about
the concepts involved with the project, but also as a means to
substantiate his recommedations to the funding agency. For the purposes
of Ebonite International, he knew that differentiating the Columbia 300
brand from other competitors in the marketplace would require refreshing
his conceptual understanding of the branding process, brand positioning,
and perceived need.
Branding Process
According to Shank and Lyberger (2015), the four steps of the
branding process include (1) brand awareness, (2) brand image, (3) brand
equity, and (4) brand loyalty.
Brand awareness. The initial step of the branding process involves
increasing consumers' awareness of a brand (Shank & Lyberger,
2015). Brand awareness is a concept that is assessed simply by
consumers' recall or recognition of a brand, normally measured
against the number of times they were exposed to the brand whether by
name or by logo (Keller, 2009). Serving as memory nodes in the minds of
consumers (Aaker, 1991), the brand name is linked to related knowledge
structures about the brand, such that consumers generally only consider
purchasing brands of which they are aware (Hoyer & Brown, 1990;
MacDonald & Sharp, 2000).
Aaker (1991) suggests brand awareness is the most important outcome
associated with branding activities, since other branding outcomes
(e.g., brand equity, brand loyalty) cannot be achieved without first
making the target audience aware of the brand within the marketplace.
Extant literature on brand awareness has primarly investigated the
concept using either recall or recognition techniques. Brand recall is
when a brand can be retrieved from memory without any help from cues,
such as competing brand logos, associations, or product category (Aaker,
1991). Brand recognition is a less rigorous test of brand awareness,
whereby consumers are provided a series of cues and asked whether or not
they have been previously exposed to the brand. For example, if one were
to measure the brand recognition for adidas, the researcher might
provide a list of sneaker brands to a target sample of consumers and ask
them to choose which ones they recognize.
Understanding brand awareness is vital for influencing the ability
of sport organizations to build strong brand equity (see Gladden &
Milne, 1999; Gladden, Milne, & Sutton, 1998; Ross, 2006). According
to Ross (2006), brand awareness is a vital component of the branding
process, and one consumers use to evaluate and choose a sport service.
To this end, Papadimitriou, Apostolopoulou, and Dounis (2008) found that
some non-sport organizations engage in sport sponsorship activities for
the chief purpose of enhancing awareness and recognition of their
companies. Further, Ross (2006) suggests that brand awareness is
particularly important because of how the construct impacts the brand
associations and overall image consumers have for a specific sport
brand.
Brand image. Keller (1993) defines brand image as the
"perceptions about a brand as reflected by the brand associations
held in consumer memory" (p. 3). Brand image can be considered
relative to the reasoned or emotional perceptions consumers attach to
the brand (Dobni & Zinkhan, 1990). Based on consumers'
perceptions, brand associations have been classified by Keller (1993)
into brand attitudes (i.e., overall evaluations of the brand), brand
benefits (i.e., functional, symbolic, and experiential), and brand
attributes. Attributes are categorized as being in one of two groups:
product-related attributes and non-product-related attributes.
Product-related attributes (e.g., physical composition of product,
direct benefits of service) are more commonly acknowledged by consumers
as determinants of buying behavior; however, non-product-related
attributes (i.e., external aspects of a product or service that relate
to its consumption) are just as likely to affect an individual's
purchase decisions. In fact, consumers making a purchase for the first
time in a category (e.g., buying a first tennis racket) will often base
their decisions on non-product-related attributes, such as user imagery
(i.e., what type of people use the product) and usage imagery (i.e.,
where and in what situations is the product used) (Keller, 1993). Such
decisions are often the result of effective brand positioning, whereby
marketers try to leverage user and usage imagery in marketing through
brand-consumer storytelling (Woodside, 2010). Thus, the descriptive
features that categorize a product, or what a consumer thinks the
product is or has to offer with its consumption, play a significant role
in creating the image of the brand (Arai, Ko, & Ross, 2014).
Brand image is a key part of the branding process, because the
associations consumers have about a brand play a pivotal role in
consumers' decision-making process when deciding whether or not a
brand reflects their personality, self-perception, and lifestyle
(Dolich, 1969). In addition, a positive brand image can also influence
consumers' subsequent buying behavior (Fishbein, 1967), as well as
significantly affect an organization's brand equity in the consumer
marketplace (Biel, 1992). Furthermore, for brands looking to create
brand equity and attract consumers to their products, a
"differentiated, ownable brand image can build an emotional and
rational bridge from customers to a company, a product, or a
service" (Ghodeswar, 2008, p. 6).
According to Bauer, Stokburger-Sauer, and Exler (2008), sport
organizations operate in an unpredictable and unstable environment in
which consumer desires and needs change based on various team and
product-related circumstances. As such, sport marketers depend heavily
on brand image to be a consistent and stable appearance to their
consumers and the general public. Moreover, Ross (2006) contends that
"the image of a brand in a consumer s memory represents the basis
for purchase decisions and for brand loyalty" (p. 30).
Brand equity. Farquar (1989) asserts there are three means through
which firms can build brand equity. First, as described earlier, brand
image is a central component of brand equity. Second, firms can build
brand equity by creating positive evaluations with a quality product.
Consumers evaluate products "by comparing the perceived product
performance against certain comparison standards," most notably the
performance of competitors' products and value-price relationships
(Kim & Wansink, 2012, p. 530). Under circumstances whereby consumers
believe other competing products are better equipped to satisfy their
functional or symbolic needs, or if consumers sense the price of the
product exceeds the value of the product or service exchanged, product
performance will falter and, as a consequence, brand equity will suffer
(Aaker, 1997).
Third, brand equity is built by fostering accessible brand
attitudes consumers have concerning the brand in order to have the most
impact on consumer purchase behavior (Farquar, 1989). An
individual's positive attitudes result from effortful thought given
to a particular object (Petty & Cacioppo, 1986), most often due to
the object's personal relevance to the individual (Park, MacInnis,
Priester, Eisingerich, & Iacobucci, 2010). Prior research
demonstrates how this effortful thought and feeling toward the object
guide human behavior. For example, consumer studies have shown that the
magnitude of brand attitude (i.e., how strongly an individual feels
about a particular brand) is a reliable predictor of consumer behaviors
that are of interest to firms (e.g., intention to purchase, purchase
behavior, brand choice; see Fazio & Petty 2007; Petty, Haugtvedt,
& Smith, 1995). MacKenzie and Lutz (1989) and Shimp (1981) also
found that marketing promotions (e.g., advertising, sponsorship) can
play a key role in shaping brand attitudes, so much so, in fact, that
positive brand attitudes may affect perceived value to the extent that
functionally inferior products actually outperform competitors with
regard to sales and equity.
Brand loyalty. According to Pritchard (2014), brand loyalty is
considered as having important financial implications for a sport
organization. It involves having customers that are strongly committed
to the brand and willing to repeat their purchase of a product or
service despite internal effects (e.g., losing season, negative
publicity, price increases) or external effects (e.g., competing
promotion, seasonal discounts) (Mahony, Madrigal, & Howard, 2000;
Oliver, 1999; Pritchard, 2014). Extant research on the topic of brand
loyalty can be grouped into two primary categores: behaviors and
attitudes. Traditional research on brand loyalty has largely focused on
repeat purchase behaviors, which include examinations of sequencing
(i.e., order of purchases), intensity (i.e., frequency of purchases),
and proportion (i.e., number of times a customer purchases a brand
relative to their overall consumption of other brands) (Pritchard,
Howard, & Havitz, 1992).
However, sometimes indications of brand loyalty in the form of a
few repeated customer behaviors does not necessarily constitute a truly
"brand loyal" customer--customers often repeat their product
purchases without being loyal to the brand (Mahony et al., 2000). More
recent studies on brand loyalty have attempted to qualify repeated
purchase behaviors with complex attitudinal scales (e.g., Heere &
Dickson, 2008). Such attitudinal scales provide sport marketing
practioners and academicians an alternative means of examining brand
loyalty, to the point where some researchers have even adopted
mathematical formulas for measuring brand loyalty, whereby brand loyalty
is a function of loyal attitude and behavior (see Day, 1969; Pritchard,
2014). Based on frameworks ceated by Backman and Crompton (1991) and
Pritchard and Howard (1997), the different groups of loyalty, depending
on the various levels of behavioral and attitudinal loyalty, include
spurious loyalty (i.e., high behavior loyalty, weak attitude loyalty),
low loyalty (i.e., low behavior loyalty, weak attitude loyalty), latent
loyalty (i.e., low behavior loyalty, strong attitude loyalty), and true
loyalty (i.e., high behavior loyalty, strong attitude loyalty).
Sport marketers strive to move customers up the brand loyalty
hierarchy to where they are truly loyal customers (e.g., Bauer et al.,
2008; Funk & James, 2006; Mahony et al., 2000; Ross, 2006).
According to Gladden and Funk (2004), brand loyalty is important to
sport organizations for two key reasons. First, brand loyalty
"ensures a more stable following even when the core product's
performance falters" (p. 195). Second, Gladden and Funk (2004)
suggest brand loyalty "creates opportunities for product extensions
beyond the core product," such that new products can be developed
as a means to create additional revenue streams (p. 194).
Brand Positioning
Brand positioning is defined as the sustainable competitive
advantage or unique selling proposition that compels consumers to
purchase a particular brand over a set of alternatives in a product
category (Aaker & Shansby, 1982; Ries & Trout, 1979). The
process involves marketers either communicating explicitly the
differences between a brand and competitors (e.g., making direct
comparisons to competing brands) or highlighting implicity the
differences between them without making statements or judgments about a
competitive point of reference (Keller, 1993).
Early research on the concept of positioning theorized that brands
are either functional or symbolic in nature--brands ultimately satisfy
the functional needs (i.e., product-related needs) of consumers or they
serve to enhance symbolic needs (e.g., self-esteem or social identity)
(Park, Jaworski, & MacInnis, 1986). However, Bhat and Reddy (1998)
found brands are often comprised of both functional and symbolic aspects
with a preponderance of one of the aspects depending on a
consumer's unique relationship with the brand. Similarly, Aaker
(1997) contends that brands can be concurrently positioned as both
functional and symbolic via communications and promotions that inform
consumers of the product's benefits and induce perceived needs for
the product. Research in the sport field supports that "a sporting
organization, as a social object or phenomenon embodies a stock of image
capital" through symbolic communications and promotions (Ferrand
& Pages, 1999, p. 389).
Perceived Need
Key to any positioning strategy is understanding the consumers in
the target market (Keller, 1993; Ries & Trout, 1979). Equipped with
more information about their consumers (e.g., demographics,
psychographics, and lifestyle), marketers leverage the functional and
symbolic benefits of the brand against a consumer's needs, wants,
and desires (Pham, 2013). A significant hurdle for marketers, however,
is reaching potential consumers in the target market who have not yet
real ized a need, want, or desire strong enough to impact their buying
behavior. The first step in the consumer decision-making process (Bruner
II & Pomazal, 1988) involves the consumer recognizing a need--only
after recognizing a need can consumers begin to search for solutions to
satisfy that need. As such, any marketing efforts to reach the potential
consumers in the target market who are non-buyers need to be carefully
considered, because the reality is that these individuals are not
currently predisposed to needing their product.
Overview of the Bowling Industry
Awareness and use of marketing research is a commonly shared
characteristic of successful firms (Hague, Hague, & Morgan, 2004).
However, Ebonite International had designed and executed only a few
marketing research studies over the last decade. Consequently, a key
reason for Ebonite's hiring of Elliott was to borrow and utilize
his experience with secondary market research. Elliott offered a
practical guide to issues governing choice among various secondary
research methods, and advised Ebonite International to seek out
comprehensive data sets put together by major U.S. research companies
(e.g., Nielsen Simmons). Equipped with facts and figures regarding
shopping patterns, media behaviors, and lifestyle trends of U.S.
consumers, Elliott was able to provide an overview of the industry
designed specifically with Ebonite International in mind.
History of the Industry
Bowling has been popular in the United States since early colonial
times; however, the concept of bowling as a viable business was not
commonly accepted until the late 1900s (Lewis, 2013). When the modern
business of bowling began in the late 1950s and early 1960s (with the
introduction of the fully automatic pinsetter), the number of bowling
facilities more than doubled, with billions of dollars in capital
investments (Verfurth, 2012). Participation continued to climb in
subsequent decades due to a sizable group of avid and loyal customers
who bowled several times per week and competed in leagues and
tournaments (AgneTraub, Martin, & Tandy, 1997).
By the 1990s, traditional league bowling began to decline because
of changing lifestyles. As such, bowling proprietors initiated
aggressive promotional programs to create new markets of
recreation-minded and socially oriented bowlers (Bosker &
Lencek-Bosker, 2002). In addition, a significant number of centers began
to expand product offerings by adding a range of activities to broaden
their appeal to new market segments. Over the last decade, the industry
has repositioned itself squarely within the booming location-based
entertain ment industry in large part due to two fundamental shifts: the
repackaging of traditional bowling products to appeal to both league and
recreational bowlers, and the redesigning of facilities into family
entertainment centers featuring activities with bowling as the core
offering. More recently, some lanes have attempted to cater to young
adults and corporate customers by reconfiguring facilities into upscale
"bowling lounges," complete with bars and dancing halls
(Miller, 2012). As the industry's target audience continues to
expand, bowling is one of the few recreational sports that can aptly
market itself as a competitive sport, a social and family activity, and
a multi-faceted party setting.
According to data gathered by various research firms, it is
apparent that the bowling industry is currently enjoying a time of
unprecedented popularity, financial stability, and positive changes. By
applying new technology, broadening its customer focus, and offering
more diverse entertainment options, bowling has capitalized on U.S.
consumers' renewed emphasis on family activities and traditional
values (Harrington, 2015). Aided in recent years by the increase of
family centers and statewide smoking bans, more youth and women are now
playing, making bowling the most popular participation sport in America
(Experian Marketing Services, 2014).
In 2014, bowling attracted a remarkable customer base of 70 million
individuals who bowled at least once during the year, and almost 2
million of those actively participated in league play. Bowling
traditionally does well in hard economic times, primarily because it
offers reasonably priced family-oriented recreational activity close to
home. In fact, in years following the United States' most recent
economic recession (20102013), most centers reported that their
operating revenues and margins were up, stable, or down only slightly.
In addition, most centers reported a fiscal improvement in 2014 compared
to 2013 (Experian Marketing Services, 2014).
Like most industries, bowling has adapted to appease the desires of
contemporary U.S. consumers. Traditionally, most bowling centers catered
to a blue collar customer base that was primarily interested in bowling
leagues and tournaments. More recently, product manufacturers and
bowling facilties have tried to reposition the sport to appeal to a more
diversified, younger clientele that seeks enjoyable entertainment
experiences in well-appointed facilities--a broader array of product
offerings, high-quality food and beverage, and excellent customer
service (Kim & Jang, 2014). These changes are enabling most centers
to broaden their customer base, achieve higher prices, and become more
effective players for customers' discretionary time and money.
Industry Data
According to Simmons (2014), there were approximately 4,800 bowling
centers and over 100,000 lanes operating in the United States in 2013.
An estimated 4,400 facilities of those were commercial centers (the
others were operated by the military, colleges, fraternal organizations,
and private clubs). Of these commercial centers, approximately 25% were
32 lanes or larger in size. Further, the bowling industry is also made
up of an additional 184 duckpin (i.e., large pins) and candlepin (i.e.,
small pins) centers with approximately 2,500 lanes across the United
States.
During the past decade, the makeup of commercial bowling centers
has changed. As the older and smaller bowling centers closed, they were
replaced by new, larger, and more diversified operations (Miller, 2012).
Most of newly constructed commercial centers combine bowling with
various other recreational activities such as laser tag, go-karts,
bumper cars, video game arcades, climbing walls, bocce, glow mini golf,
and other activities to create family entertainment centers (McIntosh,
2011). Bowling lanes have also been added to many non-traditional
settings such as adult communities, hotels and resorts, casinos,
churches, and young-adult entertainment centers, such as Jillians, Dave
and Busters, Hooters, and Gameworks (e.g., Emilova, 2012). According to
McIntosh (2011), a sizeable number of bowling lounges have opened
recently in urban locations featuring bowling lanes, plush restaurants,
intimate lounges, stylish furnishings, private party rooms, and
high-tech video presentations.
At these boutique-style bowling settings, the traditional bowler,
whose motivation for participation was for league and tournament play,
has been replaced by the more modern bowler, whose motivation is tied to
entertainment and social facilitation with friends and family (McIntosh,
2011; Miller, 2012).
Given these recent changes in the bowling industry, ownership of
bowling centers has become remarkably diverse. No longer are bowling
centers in the US only individually or family operated (although these
stakeholders still make up the largest percentage of ownership). More
and more of the new, larger entertainment centers are being built and
operated by private investors and entertainment properties (Williams
& Mascioni, 2014). Consequently, the bowling industry is marked by
fragmented ownership--the two largest companies only own about 370
centers combined, while the next three largest companies together own
only about 50 centers (Experian Marketing Services, 2014).
Industry Demographics
Based on recent national consumer surveys, Simmons (2014) reported
that more than 51 million adults (ages 18 and over) and 19 million youth
(ages 6 to 17) bowled at least once in the last year. Bowling has
increased in popularity in recent years, as statistics have shown more
than six consecutive years of growth in participation as of 2013. A
significant portion of this increase can be explained by a heightened
interest from women and young bowlers. Since 2007, the number of adult
women bowlers has shown an increase every year while participation among
adolecents also has trended up steadily, including a sizable 5.3% growth
in 2012 (Experian Marketing Services, 2014). In sum, more than 10
million consumers classify themselves as frequent bowlers (i.e., visit
bowling centers 12 or more times a year), which is a notable base of
loyal customers.
According to Simmons (2014), the largest number of bowlers now stem
from the higher socioeconomic households. In fact, the median income of
a household with bowling participants is $67,965 per year, 20% more than
the estimated median of $51,939 provided by the U.S. Census Bureau for
all American households (U.S. Census Bureau, 2014). Further, more than
65% of bowlers have annual household incomes over $50,000, approximately
45% have household incomes of $75,000 or more, and roughly 30% have
annual household incomes exceeding $100,000 (Experian Marketing
Services, 2014). In addition, more than 60% of bowlers earn a living in
one of the professional fields (e.g., management, medicine, education),
and the number of bowlers with a college degree outweighs that of the
U.S. population as a whole.
The sport of bowling, by almost any measure, ranks as one of the
most successful forms of commercial recreation ever developed in the
United States.
Bowling has nearly twice the number of active participants compared
to golf (golf course closings have exceeded openings for eight straight
years; Buteau, 2014) and more than four times the active participants
compared to tennis or skiing (Experian Marketing Services, 2014).
Furthermore, the industry's two major national open tournaments,
the USBC Open Championship and USBC Women's Championship, attract
between 60,000-80,000 individual entries annualy (USCB, n.d.), figures
surpassing even popular U.S. marathons (Robbins, 2008).
Types of Bowlers
One of the biggest keys to making good decisions while designing
and implementing a marketing plan is knowing the different types of
consumers in the industry (Shank & Lyberger, 2015). In regard to the
bowling industry, consumers generally belong to one of three categories:
league bowlers, open bowlers, and special event bowlers (Miller, 2012).
However, recently a fourth category, high school and collegiate bowlers,
has emerged (USBC, n.d.). Elliott wanted to offer his clients at Ebonite
International some basis on which they could reassess the similarities
and differences among these categories.
League bowlers. A bowling league is a formally organized group,
often associated with a company, church, or other organization, which
agrees to contractual terms with a bowling center to bowl on a regularly
scheduled basis (Jowdy, 2009). Participants are divided into teams that
compete with each other for prizes. A league season will usually last 30
to 35 weeks--although some leagues now utilize much shorter schedules to
appease changing participant demographics.
According to Simmons (2014), the number of certified league bowlers
(i.e., men, women, and youth who participated in at least one bowling
league) has declined by 4% annually for the greater part of the last
decade. Numerous factors may be contributing to such a decline in league
bowling. For example, an increase of women returning to the workforce
and a rise in the number of one-parent households the past few years are
both likely contributors to the steady decline in daytime bowling league
participation. Further, wider competition for consumers'
unrestricted time and money (Harrington, 2015; Kim & Jang, 2014),
the expanded legalized gaming activity around the country (Kwon &
Back, 2009), and heightened concerns for health and physical well-being
among U.S. citizens (a benefit of sport participation that bowling is
not always perceived as offering; Stodden et al., 2008) (Kennedy &
Markula, 2011) are all feasible occurrences by which bowling league
participation has steadily declined in recent years.
Open bowlers. According to Miller (2012), a so-called open bowler
is an individual who bowls mainly for recreational purposes and competes
primarily against previous personal scores on an individual basis. Open
bowlers do not officially belong to an organized bowling league but
oftentimes league bowlers will participate in open bowling on their own
time away from league play. At most bowling centers, open bowlers
represent the most profitable and significant customer
segment--open-play pricing is considerably higher than league pricing, a
high margin of business that offsets the impact of the decline in league
bowlers (White Hutchinson, n.d.).
Special event bowlers. Many bowling proprietors market their
centers to consumers seeking the location-based entertainment venue
where parties, meetings, and social gatherings can take place at an
affordable price (Harrington, 2015). More than 10 million children
celebrate their birthdays annually in bowling centers (Experian
Marketing Services, 2014), and numerous more corporate events, charity
fundraisers, high school parties (e.g., after-prom, lockins), graduation
parties, and related events are expanding in popularity with bowling
centers as a primary venue location.
High school and collegiate bowlers. With regard to the latter two
categories, the industry has experienced a notable increase in
participation among the youth and young adult demographic groups. More
than 10,000 schools now have a bowling curriculum whereby classrooms are
used for study and local bowling centers are used for application of
fundamentals and philosophies learned in class. This perhaps explains
the 17% increase in bowling among youth under the age of 14 (McIntosh,
2011). Further, Simmons' (2014) data reveals that one out of every
two youths under the age of 18 bowls at least once every year.
Perhaps the most exciting development in this area has been the
recent increase of high school varsity competition, complete with
coaches, cheerleaders, state finals, and considerable parental
involvement (USBC, n.d.). More than 20 states now recognize bowling as a
sanctioned varsity inter-school athletic competition. In fact, bowling
is the fastest-growing high school team sport in the country for young
males and females, as participation has doubled over the last eight
years. Further, during the 2012-2013 season, more than 50.000 male and
female high school athletes in nearly 5.000 U.S. high schools competed
in either team or club programs (USBC, n.d.).
In addition, approximately 200 colleges fielded competitive bowling
teams with more than 3,000 student-athletes in the 2012-2013 season. The
National Association of Intercollegiate Athletics (NAIA) recently
elevated bowling to the status of "emerging sport," a
significant step to becoming a NAIA championship sport (NAIA, 2010).
More importantly, however, is the fact that non-athlete college students
are changing their attitudes and behaviors towards bowling. In recent
studies examining the motivations of bowlers ages 18-24, McIntosh (2011)
and Williams and Mascioni (2014) found this younger demographic group
was motivated mainly by aspects related to modern developments in the
bowling industry, including latest technologies, sensory stimulation,
social facilitation, quality food and beverage, and ancillary
entertainment activities.
Current Developments in the Bowling Industry To compete for the
location-based entertainment and discretionary dollar, the bowling
industry has implemented several strategic innovations in order to
reposition the sport's image. For example, many centers have
aggressively sought to increase revenues from sales of food by focusing
on their menu pricing and presentation. An upgraded restaurant operation
now is seen as playing a vital role in attracting and retaining
customers, and many centers report that better food is bringing more
people back to bowling for repeat visits (Verfurth, 2012).
In addition to improvements in the bowling center dining
experience, the application of modern technology into the actual sport
experience has attracted new customers and is a primary cause for much
of the growth in open play and special event bowling participants
(Miller, 2012). Most centers have improved the consumer experience by
adding high-definition scoring screens with touchscreen capabilities,
animated graphics, music videos, and trivia games that all make the
bowling experience more user-friendly and entertaining for open bowlers
and special event participants.
Further, most centers have also subsitituted synthetic lanes for
the traditional wood lanes, and the installation of bumpers (mechanical
devices that keep the ball from rolling into the gutter) at most newly
constructed or redesigned bowling centers now provide a mechanism for
casual and young bowlers to participate without needing much experience
or practice with the sport.
One popular aspect that has taken hold of the young adults (18-24
year olds) is glow-in-the-dark bowling, which is commonly marketed as
"cosmic bowling" (McIntosh, 2011). During a cosmic bowling
night, the bowling center converts into a virtual disco, complete with
DJ-style music, strobe lights, lasers shows, fog machines, dance floors,
and pins and lanes that glow from ultra-violet lighting (McIntosh, 2011;
Miller, 2012). Such usages of modern technology, coupled with the
industry's recent commitment to appeal to younger audiences, has
left centers having to extend operating hours on most weekends to
accommodate customer demand (McIntosh, 2011).
Yet another significant development includes the advent of bowling
lounges, which differ from even the finest redesigned bowling centers in
that they are built purposely with 20-35 year-old university graduates
and business professionals in mind (White Hutchinson, n.d.). Bowling
lounges offer upscale food and beverage services, plush furnishings,
contemporary decor, high-tech video and sound systems, and intimate
party facilities that typically appeal to upper middle-class customers
looking for new ways to spend their leisure time and discretionary
dollars (Kim & Jang, 2014). A prominent example of this recent trend
is the Bowlmor Lanes, a 90,000 square feet bowling center that was
constructed in 2010 inside the former New York Times building in Times
Square at a cost of more than $20 million (McIntosh, 2011).
Quandaries for Manufacturers of Bowling Products and Goods
Despite the recent positive developments in the bowling industry
and the steady climb of participation among open bowlers and
special-event bowlers, manufacturers of bowling products have yet to
realize a significant increase in product sales among these target
consumer audiences. This lack of increased sales is more than likely due
to the fact that most bowling centers continue to rent bowling equipment
(i.e., bowling shoes and bowling balls) at minimal prices. Unlike golf
and tennis in which casual participants find value in owning their own
clubs and racket, respectively, casual bowlers seemingly do not find
similar value in owning their own bowling ball. According to Jim
Cormier, vice president of marketing for Ebonite International, "We
focus most of our time and money on B2B [business-to-business] marketing
simply because we have yet to uncover motives for which younger bowling
audiences would want to purchase their own bowling ball as opposed to
renting one at their local center" (J. Cormier, personal
communication, August 21, 2014). This reality is particularly
frustrating for companies such as Ebonite International that possess in
their product mix bowling equipment designed specifically with young
bowling consumers in mind.
Further complicating matters for equipment manufacturers is an
apparent lack of consumer motivation to make purchases for products
required to participate in what some suggest is the most popular
participatory sport in the United States (McIntosh, 2011; Miller, 2012).
Indeed, the selling position of equipment manufacturers has been
weakened for decades by conventional business models and practices, such
that "many open bowlers, and essentially all special event bowlers,
do not know the brands or styles of balls they are bowling" (J.
Cormier, personal communication, August 21, 2014). It is up to
manufacturers to determine whether these non-purchasers can be convinced
of the positive tangible and intangible benefits of owning their own
bowling equipment, whatever those may be.
Course of Action
Elliot is to present a marketing brief (i.e., an executive summary
of the marketing plan) to Jim Cormier and Ebonite International. This
brief is intended to stipulate the proposed methodology for increasing
brand equity of Columbia 300 among college-aged bowlers in the United
States and stimulating purchase behaviors among this target audience.
Elliott believes many marketing briefs fail simply because they are too
complicated, too generic, or too challenging to implement.
He prefers marketing briefs that distinctly articulate the goals,
objectives, strategies, and tactics of an imaginative yet realistic
marketing plan. Goals should be viewed as broad, long-term purpose
statements, while objectives can be described as specific intentions
that can be evaluated using SMART guidelines (i.e., specific,
measurable, achievable, relevant, time-bounded; Mullin, Hardy, &
Sutton, 2014; Tracy, 2010). Further, strategies are the means of
achieving goals and objectives, whereas tactics are the actions
undertaken to implement strategies (Shank & Lyberger, 2015). As a
newly hired team leader to whom Elliott has entrusted much of this
project, you have been asked to develop a draft of this marketing brief.
Your brief must include summary results of a SWOT analysis (i.e.,
strengths, weaknesses, opportunities, and threats) for Columbia 300. In
addition, the brief must provide the goals, objectives, strategies, and
tactics that will ultimately enhance brand equity and increase product
sales for Columbia 300 among the traditionally elusive target
demographic of U.S. college students.
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Todd C. Koesters, Khalid Ballouli, Matthew J. Bernthal, and Sandy
Hansell
Todd C. Koesters, JD, MSA, is an assistant professor in the
Department of Sport and Entertainment Management at the University of
South Carolina. His research interests include sport consumer behavior,
sales and marketing, and sponsorships and ROI/ROO.
Khalid Ballouli, PhD, is an assistant professor in the Department
of Sport and Entertainment Management at the University of South
Carolina. His research interests include sport consumer behavior, music
in contemporary sport, and branding. Matthew J. Bernthal, PhD, is an
associate professor in the Department of Sport and Entertainment
Management at the University of South Carolina. His research interests
include consumer behavior in sport and entertainment, and marketing
ethics.
Sandy Hansell, JD, is a graduate of Harvard Law School. He founded
Sandy Hansell & Associates in 1997 and it is the only national firm
exclusively brokering and valuing bowling centers.
Author Correspondence
Todd C. Koesters
Department of Sport and Entertainment Management
University of South Carolina
Carolina Coliseum, Room 2026-K
701 Assembly Street
Columbia, SC 29208
Email: tckoesters@sc.edu