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文章基本信息

  • 标题:An examination of fantasy sport participation motives and substitution versus attendance intention.
  • 作者:Larkin, Ben
  • 期刊名称:Sport Marketing Quarterly
  • 印刷版ISSN:1061-6934
  • 出版年度:2015
  • 期号:June
  • 语种:English
  • 出版社:Fitness Information Technology Inc.
  • 关键词:Consumption (Economics);Fantasy sports leagues;Motivation (Psychology);Psychological research;Sports spectators

An examination of fantasy sport participation motives and substitution versus attendance intention.


Larkin, Ben


Introduction

Fantasy sports have become an increasingly pervasive and ubiquitous phenomenon over the last decade. According to the Fantasy Sports Trade Association (FSTA), there were 36 million fantasy sport players in the United States and Canada in 2013, who on average spent approximately $95 annually on league-related costs (Fantasy Sports Trade Association, 2013). In fact, the FSTA has reported that $1.67 billion was spent on the activity in 2012, a sum representing more than a 100% increase from that which was spent on the activity just four years earlier (Rogers, 2013). In short, the fantasy sport consumer segment represents a very robust, growing, and thus coveted segment of sport consumer.

It has been suggested that fantasy sport participation (hereafter FSP) has cultivated a new, highly involved sport consumer who demands interactivity and real-time information combined with the more traditional, old-fashioned consumption behaviors associated with professional sport spectatorship (Dwyer & Kim, 2011; Shipman, 2001). Indeed, while the literature has largely been content to conclude that FSP leads to heightened consumption through media (Drayer, Shapiro, Dwyer, Morse, & White, 2010, Dwyer, Shapiro, & Drayer, 2011), it has also suggested these fans attend more events (Drayer et al., 2010; Shipman, 2001), a paradox with critical research implications.

Pritchard and Funk (2006) explained that sport media consumption has become a predominant mode of consumption in recent years, finding that there is a growing segment that is substituting for attendance behavior by consuming exclusively through media. In a recent poll published in SportsBusiness Journal, Luker (2012) reported that this trend is among the top concerns among sport industry practitioners, as even events as high profile as National Football League playoff games have suffered from sparse ticket sales (Schwab, 2014). While fantasy sport is thought to be a major culprit in this movement, the paradoxical suggestions from past literature suggest it may not be that simple, and a better understanding of this phenomenon can afford practitioners the opportunity to tackle the intensifying issue of substitution through media. Underlying the uncertainty surrounding fantasy sport users' consumption behavior is the fact that, to this point, the literature lacks a comprehensive explanation of precisely what type of product is being consumed by the millions of people worldwide who participate in the activity.

Dwyer et al. (2011) segmented fantasy sport users (hereafter FSUs) based on motives for participating in the activity and modes of sport media consumption; however, the extant literature has not examined whether consumption patterns beyond media may differ depending on the individual's motives for participating in the activity. Given the notion that FSUs are a highly involved segment with a wide range of consumption habits (e.g., Drayer et al., 2010; Shipman, 2001), this is an area that warrants further exploration. Accordingly, the purpose of this study was twofold. First, it sought to establish a three-tier definition of the fantasy sport product as a means of better understanding the complex nature of what fantasy sport consumption truly entails. This definition served as a platform for the study's second purpose, which was to determine whether an individual's sport consumption patterns differ depending on their motives for FSP. Specifically, the study applied cognitive evaluation theory to explore the relationships between implicit and explicit motives and the two predominant modes of consumption central to the phenomenon of substitution through media (i.e., watching at home versus attending).

Literature Review

Fantasy Sport: A Three-Tier Product Definition

Fantasy sports have emerged as a preeminent consumption option for a growing number of sport consumers. "Defined as an ancillary sport service, heavily associated with real-world sport statistics, fantasy sport participation is primarily an online activity that is completely customizable, interactive, and involves nearly every major professional sport, from the National Football League (NFL) to NASCAR" (Dwyer & Drayer, 2010, p. 207). For consumers, the activity provides a hybrid experience, whereby participatory and spectator sport are fused into a unique and distinct sport consumption option (Lee, Seo, & Green, 2013). Early work on the phenomenon has served to describe basically what fantasy sport is; however, a comprehensive explanation of the type of sport product that is actually being consumed has yet to be established.

What follows is a three-tier definition of the fantasy sport product (i.e., core product, actual product, and augmented product). The core product is reflected in the intangible benefit(s) the product provides (Armstrong & Kotler, 1999). This is similar in nature to the service potential embedded within a good from the Vargo and Lusch (2004) service dominant logic of marketing. At its core, fantasy sport provides an array of benefits to FSUs. As will be discussed later, the motives for participating reflect many of these benefits. For example, it provides quality entertainment at low or no cost, the opportunity to escape from the hassles of daily life, opportunities for social interaction with friends and family, opportunities to compete and prove sport knowledge superiority over other participants, and potentially a substitute should one's favorite team suffer a losing season. Therefore, while unique and distinct from traditional spectator sport, fantasy sport offers many of the same core benefits, but can also serve to fill the void for those whose needs are not being met by traditional spectator sport. In this way, FSP can be thought of as a complement to traditional spectator sport consumption (Dwyer, 2011).

It seems, then, that at its core, fantasy sport can be thought of as a serious leisure activity. As Stebbins (2001) explained, serious leisure offers uncommon rewards and benefits for participants. Defined as the "steady pursuit of an amateur, hobbyist, or career volunteer activity that captivates its participants with its complexity and many challenges," serious leisure stands in contrast to casual leisure, which contains no such challenges or complexities and is generally short-lived and merely intrinsically pleasurable (Stebbins, 2001, p. 54). Serious leisure is thus quite satisfying and offers a full existence. Like causal leisure, pleasure can be derived by such pursuits, but it is often less important than the potential rewards offered, be they social or otherwise. Indeed, fantasy sport offers an array of benefits and rewards, some of which are intrinsic in nature (e.g., hedonic value, social interaction, bonding, etc.), while others are more of the extrinsic variety, including prizes, the opportunity to prove knowledge superiority, and competition (Lee et al., 2013). Therefore, from a core product standpoint, fantasy sport can be thought of as a serious leisure activity offering an array of intrinsic and extrinsic benefits to participants.

The core product stands in contrast to the actual product, which is more tangible and physical in nature (Armstrong & Kotler, 1999). Farquhar and Meeds (2007) described the physical fantasy sport product in the following passage:
   A fantasy sports league is made up of a dozen or
   so participants who compete against each other
   based on statistics from real-world competitions.
   Fantasy leagues normally begin with a draft of
   some sort, where owners either select players or are
   randomly assigned players. During a sport's season,
   points are generated for each of the participants'
   "teams" based on real-world performances
   of the owners' players. (p. 1208)


Indeed, fantasy sport is based on real-world competition, and the actual product can thus be thought of as a simulation of the analogous real-world competition. As Dalgarno (2001) explained, "typically a simulation is defined as a model of a real world environment" (p. 186). In other words, for fantasy sport players, the real on-field competition is represented by a model that is made up of the real-time calculation of point values via the fantasy sport service provider. For example, when a National Football League running back scores a touchdown, FSUs who own that player will be assigned a point value developed by the fantasy sport service provider to represent the scoring of the touchdown. Thus, put in the most simplistic terms, the actual product being consumed by FSUs is a simulation of real-world sport competition.

Such activity typically takes place within a fantasy sport league interface supplied by one of a plethora of fantasy sport service providers (e.g., Yahoo! Sports, ESPN, etc.). This interface represents a one-stop shop for participants to draft their team, set their lineups, keep track of scores and standings, etc., and thus-consistent with Armstrong and Kotler's (1999) conception of the augmented product--can be understood to reflect the added value or support for the actual product. The purpose of the augmented product is to tailor the actual product and its benefits to the needs of the consumer (Armstrong & Kotler, 1999). The features of the augmented product can in turn become benefits for consumers. The augmented fantasy sport product is reflected not just in the fantasy sport league interface, but in the various media outlets that serve as support services for fantasy sport performance. Websites like Rotoworld that contain advanced statistics, trade analyzers, projections, and recommendations, as well as television programs like ESPN's Fantasy Football Now, which features fantasy football experts' rankings, advice, projections, and real-time injury updates on Sunday morning, serve to support the performance of FSUs. Such services can serve to tailor the actual and core consumption of fantasy sport to the needs of participants. For example, as previously mentioned, the ability to compete and prove one's sport knowledge is superior to that of their competitors are potential extrinsic benefits of fantasy sport. The support services making up the augmented product can serve to tailor fantasy sport consumption for those with a need to compete and prove knowledge superiority.

In brief, fantasy sport can be thought of as a three-tier product whereby core benefits of the actual fantasy sport product are manifest through the value added by the augmented product. Connecting the three tiers of the fantasy sport product are the needs of FSUs, which are reflected in their motives for FSP. Accordingly, a thorough review of motives will be conducted in the subsequent section.

Fantasy Sport Participation Motivation

In 2000, the Sport & Entertainment Academy at Indiana University conducted the first study on fantasy sport participation motivation. The research found friendship and fun to be the top two motives for fantasy sport consumption, with thrill of competition and passing time also noted. Years later, Lomax's (2006) declaration that the fantasy sport topic lacked academic writing spawned a series of instruments designed to measure motivation for participation in fantasy sport. Farquhar and Meeds (2007) reported that Entertainment, Escape, Social Interaction, Surveillance, and Arousal represent the primary motives for FSP, results that were consistent with many aspects of past sport spectator literature (e.g., Trail & James, 2001; Wann, 1995). Surveillance was representative of information gathering, statistical analysis, and observation of real-world sport events. Interestingly, individuals motivated by surveillance viewed fantasy sport as a game of skill, whereas those motivated by arousal saw it as a game of chance. Further, the latter segment was less involved and invested less time and money in the activity. Subsequent years produced further examination of the motivations behind FSP (Dwyer & Kim, 2011; Ruihley & Hardin, 2011; Spinda & Haraidakis, 2008; Suh, Lim, Kwak, & Pedersen, 2010). Suh et al., (2010) followed up the work of Farquhar and Meeds (2007) by providing further examination of fantasy football participation through the lens of the uses & gratifications theory (i.e., Katz, Blumler, & Gurevitch, 1974). They found participation in fantasy sport to be a gratification behavior motivated by Economic Gains, Social Interaction, Escape, Fantasy, Achievement, and the Pursuit of Knowledge. While consistent with Suh et al. (2010) on many factors (e.g., Social Interaction, Pursuit of Knowledge/Surveillance, Achievement), Ruihley and Hardin (2011) found additional factors such as Fanship and Competition to be most impactful in explaining the motivation to participate in fantasy sport. In comparison to other research (Ruihley & Hardin, 2011; Suh et al., 2010), Dwyer and Kim (2011) produced a more parsimonious instrument suitable for the measurement of fantasy football participation motives. The final instrument included just three factors (e.g., Social Interaction, Entertainment/Escape, and Competition).

Much of the aforementioned work (e.g., Dwyer & Kim, 2011; Farquhar & Meeds, 2007; Suh et al., 2010) was limited in the sense that they assumed fantasy sport to represent a form of sport fanship. As such, they restricted the item pool to factors that had been identified in past work on sport spectator motivation. Spinda and Haradakis (2008), however, engaged in a more comprehensive approach, where they drew on prior research on media-use, interpersonal, and sport fan motivation. This work produced six motives (Ownership, Achievement/Self-Esteem, Escape/Pass Time, Socialization, Bragging Rights, and Amusement). The addition of Bragging Rights was a major contribution of the study, as this was previously unidentified in the past work. This factor referred to an individual's ability to show their victory and win money.

In 2013, Lee et al. produced the Fantasy Sport Motivation Inventory (FanSMI), an instrument designed to encompass the range of dimensions beyond fanship and spectator motivations that the authors asserted are inherent to FSP. They noted that although Spinda and Haradakis (2008) acknowledged this idea, they still failed to include the participatory elements of fantasy sport that may be reflected in the literature on motivation for sport participation. Thus, Lee et al. (2013) reviewed this relevant literature stream as well as the aforementioned sport spectator literature, research dealing with online sport consumption, gambling motivation, sport video gaming motivation, and the previous work on fantasy sport motivation. Their argument was that all of these various literatures had strong ties that were largely overlooked in the extant literature. The researchers even went beyond past literature streams and conducted a qualitative survey of FSUs on fantasy sport service providers' message boards, asking them simply: Why do you participate in fantasy sport? Their final instrument included many of the same motives identified in the previous literature, including Competition, Escape, and Social Interaction. Their work, however, included some differences and some new factors not covered in the extant literature. The final product encompassed 12 dimensions of FSP motivation, including: (1) Game Interest, (2) Becoming a General Manager/Head Coach, (3) Love for the Sport, (4) Prize, (5) Competition, (6) Entertainment Value, (7) Bonding with Friends/Family, (8) Social Interaction with Other Participants, (9) Knowledge Application, (10) Hedonic Experience, (11) Escape, and (12) Substitute for a Losing Team (see Table 1 for a summary of Lee et al.'s factors as well as common FSP motives across various studies).

Implicit and Explicit Motivation

The purpose of Lee et al.'s (2013) work was to provide further understanding of the critical motives for FSP as well as evidence of the reliability of their set of motives and preliminary evidence of concurrent validity. However, although they measured the correlations between the motives and fantasy sport involvement, information seeking, and spending, little is known about the applicability of any of the factors in relation to FSUs' game consumption behavior. In addition, while the sport spectator literature has developed a taxonomy classifying motives as either internal "push" or external environmental "pull" factors (Trail & James, 2012), fantasy sport motivation literature has largely failed to methodically categorize the motives. To that end, the conceptualization of implicit and explicit motives from social psychology research appears to pertain to this context. Implicit motives are related to unconscious (Maslow, 1943) and basic (Deci & Ryan, 2000) needs and they are subconsciously rather than consciously aroused (McClelland, 1985; McClelland, Koestner, & Weinberger, 1989). They often result in pleasurable behavior (McClelland et al., 1989) that is largely independent of social demands (McClelland, 1985). Like implicit motives, factors such as game interest, entertainment value, bonding with friends and family, social interaction with other participants, love for sport, and escape from routine are largely independent of social demands such as successful performance, and thus are largely satisfied within the individual simply from the pleasure derived from participating in fantasy sport. Explicit motives, on the other hand, are more representative of the rationale people attach to their behavior (McClelland et al., 1989). Unlike implicit motives they are greatly impacted by social demands and normative pressures (McClelland, 1985). Motives such as becoming a general manager/head coach, knowledge application, competition, prize, and substitute for a losing team are all contingent upon performance and thus are satisfied (extrinsically) outside the individual. For example, while social interaction with other participants is largely a reflection of an individual's inherent need for love and belonging (e.g., Maslow, 1943) and thus occurs within the person, the competition motive occurs outside the person through opposition to other participants and is largely contingent upon performance, thus having ties to external rewards (Lee et al., 2013). It seems such a distinction may have critical implications for FSUs' consumption behavior. This idea will be discussed in the subsequent section.

Fantasy Sport and Media Consumption

The notion that in fantasy sport contexts, sport media consumption is for the purpose of information gathering (Drayer et al., 2010), indicates that sport media consumption serves as a support mechanism for fantasy sport performance. Consistent with this idea, Lee et al. (2013) found that performance contingent motives such as Competition, Prize, Knowledge Application, Becoming a General Manager/Head Coach, Game Interest, and Substitute for a Losing Team were significantly correlated with information-seeking behaviors of FSUs. In contrast, motives unrelated to performance had lower correlations (i.e., Social Interaction) or were not significantly correlated (i.e., Bonding with Friends and Family, Escape, and Entertainment Value) with FSUs' information-seeking behavior. While the remaining motive unrelated to performance (i.e., Love for Sport) was significantly correlated with information seeking, this is not surprising given this motive suggests high levels of importance given to the sport.

Theoretical Framework

Cognitive evaluation theory (CET) explains that individuals have the tendency to feel more constrained in behavioral contexts involving extrinsic rewards (Deci, 1975). In these situations, they perceive the locus of causality to be external and feel less self-determining in their behavior. Indeed, FSP motivated by performance contingent (Explicit) motives is characterized by an extrinsic reward structure. In essence, CET suggests that individuals highly motivated by these factors would feel compelled to consume sport events through immediate and varied forms of media (e.g., Twitter, injury reports, real-time game stats, NFL Satellite packages, etc.) as a means of increasing their likelihood of successfully satisfying these performance contingent (explicit) motives. On the other hand, CET also explains that behavioral contexts characterized by a lack of strong external rewards enable individuals to feel less constrained. In these situations, individuals maintain a more internal perception of the locus of causality and feel more self-determining. It follows that FSUs motivated to participate in fantasy sport by less performance contingent (implicit) motives reflect FSP motivation independent of external control and rewards. Therefore, FSUs motivated by these factors will feel less compelled to support their fantasy performance through media consumption, and if given the chance, would be more likely to attend sport events in person rather than consume them at home. Accordingly, the following two hypotheses are presented:

H1: FSUs motivated by performance contingent (Explicit) motives will be more likely to consume sport events at home even if given the chance to attend in person.

H2: FSUs motivated by less performance contingent (Implicit) motives will be more likely to attend a game if given the choice between staying home and attending the event.

The Role of Team Identification

Social identity theory holds that individuals are spurred by the need for high self-esteem, satisfied in part by membership in social groups (Tajfel & Turner, 1979). Consistent with this notion, Dwyer and Drayer (2010) found that, given the option, heavy FSUs are apt to associate more strongly with their favorite team than their fantasy team. Viewed through social identity theory (e.g., Tajfel & Turner, 1979), literature on highly identified sport fans has long held that they have a higher propensity to attend games (Wann, Melnick, Russell, & Pease, 2001). This is due in part to the fact that this is the primary venue by which one can publicly display their association with their favorite team, via the wearing of team merchandise and vocal expression of support during the game (Fisher & Wakefield, 1998). Moreover, the live atmosphere comes with the benefit of having the greatest number of in-group members in the same location at one time. In addition, team identification has been found to increase the strength of the relationship between motives and attendance intention (Kim, Trail, & Magnusen, 2013). Therefore, it would be expected that FSUs who are more highly identified with a particular team would be more apt to attend if given the chance in deference to their favorite team rather than their fantasy team. Furthermore, because they are not as motivated by explicit motives, those motivated by implicit motives and high on team identification should be most likely to attend (see Figure 1 for an illustration of proposed relationships).

H3: The relationship between both (a) Implicit Motives and (b) Explicit Motives and Intention to Watch at Home will be reduced for those high on Team Identification.

H4: The relationship between both (a) Implicit Motives and (b) Explicit Motives and Attendance Intention will be increased for those high on Team Identification.

Methods

The target population for the study was current FSUs 18 years of age and older. A sample of 320 FSUs was recruited from fantasy sport blogs, message boards, social media groups, and fantasy baseball live drafts to complete a questionnaire consisting of the fantasy sport motives, behavioral measures, and demographic information. The sample consisted of 91% males with an average age of 30.2 years old. Items were measured using a 7-point Likert scale from 1 (strongly disagree) to 7 (strongly agree). Lee et al.'s (2013) FanSMI was used, which consisted of 12 subscales with three items each; however, the Hedonic Value subscale was excluded from the study, as it was considered far too general for the purpose of this study. That is, the hedonic motive is related to the pleasure, fun, and enjoyment one derives from playing fantasy sport; however, it does not ascertain why the activity is considered fun and enjoyable. One could find the activity pleasurable because they like to compete, win prizes, and prove their superior sport knowledge (explicit motives), or their pleasure could stem from bonding with friends and family or socializing with other participants (implicit motives).

[FIGURE 1 OMITTED]

The remaining 11 subscales in this study displayed strong psychometric properties and evidence of convergent validity, with alpha coefficients ranging from .818 to .887 and average variance explained (AVE) values ranging from .605 to .725, and evidence of discriminant validity in past research (Lee et al., 2013). Team Identification was measured using the Attachment to Team subscale from the Points of Attachment Index (e.g., Robinson, Trail, & Kwon, 2004). Behavioral measures (dependent variables) were adapted from Trail and James (2012). Participants responded to single items such as "I am likely to attend future games," or "I am likely to watch future games at home," in relation to a root statement that read "Given the choice between attending and watching at home ..."

Results

The study employed the two-step modeling approach, using maximum likelihood estimation to first assess the fit of the measurement model through a confirmatory factor analysis (CFA) before proceeding to assess the structural model. Subsequently, a multi-group CFA was conducted before assessing whether the hypothesized paths differed across groups, as was hypothesized in H3 and H4. Prior to the assessment of the measurement model, normality of distribution was assessed through an examination of the skewness and kurtosis of the data. All values were within the [+ or -] 2.58 range for skewness and [+ or -] 2.56 range for kurtosis recommended by Hair, Black, Babin, and Anderson (2009) and thus could be considered normally distributed.

The measurement model was first assessed through a 1st order CFA using Mplus 5.1 and exhibited the following fit statistics [RMSEA = .038, CFI = .972, TLI = .967, SRMR = .035, and [chi square]/df ratio = (771.107/528 = 1.46)], indicating good model fit, as the [chi square]/df ratio fell below 3.0 (Bollen, 1989; Kline, 2011), the TLI and CFI were both above .90, SRMR was less than .08, and RMSEA fell below .06 (Hu & Bentler, 1999). Subsequently, a 2nd order CFA was conducted where the 1st order factors were loaded onto 2nd order Implicit Motive (e.g., Bonding with Friends and Family, Entertainment Value, Social Interaction, Love for Sport, and Escape) and Explicit Motive (e.g., Game Interest, Becoming a GM/HC, Knowledge Application, Competition, Prize, and Substitute for a Losing Team) variables. The model exhibited the following fit statistics [RMSEA = .040, CFI = .967, TLI = .964, SRMR = .057, and [chi square]/df ratio = (872.521/580 = 1.50)], again indicating good model fit per widely accepted SEM guidelines (e.g., Bollen, 1989; Hu & Bentler, 1999; Kline, 2011). Further, all standardized factor loadings ranged between .777 and .967 for the 1st order latent variables and between .401 and .723 on the 2nd order Implicit and Explicit Motive latent variables, with the exception of just one that fell below .40 (see Table 2 for the psychometric properties of the variables). Therefore, convergent validity was demonstrated. Further, with no squared correlations between latent variables exceeding the AVE values of the subscales, and with the factor loadings exceeding the correlations between the latent variables, evidence of discriminant validity was exhibited (Fornell & Larcker, 1981; see Table 3 for the correlations among 1st order latent variables). Since the measurement model was shown to represent a good fit to the data, the analyses proceeded to assess the structural model. The structural model exhibited the following fit statistics [RMSEA = .045, CFI = .953, TLI = .949, SRMR = .059, and [chi square]/df ratio = (892.290/545 = 1.64)], indicating slightly worse, but still good model fit.

Evaluating Hypotheses 1 & 2

In H1 it was predicted that FSUs motivated by Explicit Motives would be more apt to watch sport events at home than attend if given the choice. Results of the analysis indicated that Explicit Motives had an insignificant relationship with Attendance Intention (P= -.095, p = .180) and a significant positive relationship with Intention to Watch at Home (P= .204, p = .003). Therefore, H1 was supported. In H2 it was predicted that FSUs motivated by Implicit Motives would be more apt to attend live sport events than watch them at home. Results of the analysis indicated that Implicit Motives had an insignificant relationship with both Attendance Intention ([beta]= .101, p = .161) and Intention to Watch at Home ([beta]= -.089, p = .198). Therefore, H2 was not supported.

Evaluating Hypotheses 3 & 4

To test the moderating effect of Team Identification on the effect of Implicit and Explicit Motives on consumption intentions, a multi-group SEM was conducted where Team Identification levels were split up into two groups (i.e., high and low) and the model was assessed accordingly. Participants who assessed Team Identification at the midpoint (4 on a 7-point scale) and below were placed in the low group (M = 2.33) and those who assessed Team Identification above the midpoint were placed in the high group (M = 6.40). Results of a t-test indicated that the means of the two groups were indeed significantly different (t = -36.414, p < .001). Prior to the assessment of the multi-group structural model, a multi-group CFA was conducted and exhibited the following fit statistics [RMSEA = .056, CFI = .929, TLI = .923, SRMR = .078, and [chi square]/df ratio = (1629.725/1090 = 1.50)], indicating reasonably good model fit.

In H3 it was predicted that the relationship between both Implicit and Explicit Motives and Intention to Watch at Home would be reduced for those high on Team Identification, while in H4 it was predicted that the relationship between both Implicit and Explicit Motives and Attendance Intention would be increased for those high on Team Identification. The multigroup structural model exhibited the following fit statistics [RMSEA = .056, CFI = .927, TLI = .923, SRMR = .080, and [chi square]/df ratio = (1678.496/1123 = 1.49). Furthermore, the [chi square] difference was significant (p < .01), indicating significant differences across groups. To examine where these significant differences occurred, the paths were examined for both low and high Team Identification groups. The relationship between Implicit Motives and Intention to Watch at Home for those low on Team Identification was not significant ([beta] = .135, p = .217), whereas the relationship between Implicit Motives and Intention to Watch at Home for those high on Team Identification was significantly negative ([beta] = -.193, p = .025). Thus, in support of H3a, the relationship between Implicit Motives and Intention to Watch at Home was significantly reduced for those high on Team Identification. With regard to H3b, the relationship between Explicit Motives and Intention to Watch at Home was positive and significant for those both low ([beta] = .253, p = .013) and high ([beta] = .211, p = .020) on Team Identification. Therefore, while the paths were significant, they were not significantly different across groups, and thus H3b was not supported. With respect to H4a, the relationship between Implicit Motives and Attendance Intention was not significant for those low on Team Identification ([beta] = .162, p = .140), but was positive and significant for those high on Team Identification ([beta] = .195, p = .023). Thus, in support of H4a, the relationship between Implicit Motives and Attendance Intention was significantly increased for those high on Team Identification. Finally, with respect to H4b, the relationship between Explicit Motives and Attendance Intention for low Team Identification was not significant ([beta]= -.058, p = .581); however, interestingly, the relationship between Explicit Motives and Attendance Intention for those high on Team Identification was significantly negative ([beta]= -.196, p = .031). Therefore, while the results were significantly different across groups, the relationship between Explicit Motives and Attendance Intention was significantly reduced for those high on Team Identification. Thus, H4b was not supported (see Table 4 for the results of all paths hypothesized in the study).

To help ensure that the results of the study were not inflated by common methods variance, the marker variable technique was used (e.g., Lindell & Whitney, 2001). Specifically, the correlations between age, a variable theoretically unrelated to all others in the study, and the other variables were measured. Results indicated that none of the correlations were significant, save for one marginally significant correlation between age and Social Interaction (r = .125, p = .026), thus instilling confidence that the results were not inflated due to common methods variance.

Discussion

Results of the current study provide initial support for the use of CET as a lens with which to examine whether FSUs' intention to substitute media for attendance differs depending on motives for FSP. FSUs motivated to participate in fantasy sport by Explicit Motives, a context constrained by an extrinsic reward structure (Deci, 1975), showed a significant intention to consume sport events at home given the choice between watching at home and attending. Indeed, it is evident that individuals highly motivated by these explicit factors feel compelled to consume sport events at home where they are supported by immediate and varied media, giving them a heightened chance of successfully satisfying these performance contingent (explicit) motives.

Deci (1975) also posits that contexts lacking an external reward structure enable individuals to feel less constrained. Therefore, given that FSP motivated by Implicit Motives is independent of external controls and rewards, it was expected that FSUs motivated by these factors would feel less compelled to support performance through media, and thus attend sport events if given the choice between watching at home and attending. Nevertheless, no significant relationship was found between Implicit Motives and Attendance Intention on the full sample of FSUs. While unexpected, the finding does seem logical. CET explains that in externally controlled behavioral contexts involving extrinsic rewards, individuals have the tendency to perceive the locus of causality to be external and feel less self-determining in their behavior (Deci, 1975). In contrast, behavioral contexts characterized by a lack of strong external controls and rewards enable individuals to maintain a more internal perception of the locus of causality and to feel more self-determining. Thus, although explicitly motivated FSUs feel less self-determining and more constrained to consume at home, where they can satisfy these performance-contingent motives, implicitly motivated FSUs feel more self-determining and less constrained. That they are more self-determining may not necessarily mean they would prefer to attend, as some implicitly motivated FSUs may simply prefer to watch at home due to reasons beyond supporting their fantasy sport performance. Overall, Explicit Motives were considered at least marginally important to participants (mean greater than 4 on a 1 to 7 scale), while Implicit Motives were slightly less important, falling just below the mid-point (see Table 5 for a list of means and standard deviations).

Where there was a significant relationship between Implicit Motives and Attendance Intention was for those FSUs who were highly identified with their favorite team. Consistent with Dwyer and Drayer (2010), it appears these FSUs maintained their association with their favorite team over their fantasy team. The results are also consistent with the body of literature that has consistently found highly identified fans to show distinct behavioral patterns from those low on identification, most notably a higher propensity to attend games (Fisher & Wakefield, 1998; Wann et al., 2001). Nevertheless, these patterns did not hold for those explicitly motivated to participate in fantasy sport, as relationships between Explicit Motives and Attendance Intention were insignificant for those low on Team Identification, and actually were significantly negative for those high on Team Identification. It seems, then, that while these individuals do indeed attach high levels of importance to their favorite team, they prefer to consume the team at home, where they can also simultaneously bolster their fantasy sport performance. Past research has portrayed FSP as an enhancement vehicle (e.g., Dwyer, 2011) for or complement (e.g., Dwyer et al., 2011) to traditional consumption rather than as a mechanism contributing to substitution through media. Results of the current study suggest that this may be the case for those implicitly motivated for FSP, but FSP spurred by explicit motives could be contributing to a growing trend of substitution through media, even for fans who are quite highly involved, as was suggested by Pritchard and Funk (2006). Therefore, it is evident that with regard to explicit motivation, the tenets of CET hold even for those high on team identification. With respect to work on FSP motivation (e.g., Dwyer & Kim, 2011; Lee et al., 2013), the current work provides initial evidence of a potential 2nd order classification of fantasy sport motives. Consistent with motivation literature from social psychology (e.g., McClelland, 1985; McClelland et al., 1989), it is evident that performance contingent (explicit) motives hang together distinctly from less performance contingent (implicit) motives. This represents a new way to think about fantasy sport motivation grounded in literature from social psychology.

Despite the significant paths, the motives failed to explain a practically meaningful amount of variance in the endogenous variables. For example, the path between Explicit Motives and Intention to Watch at Home was significant at p < .01, but this explained just 4.1% of the variance in Intention to Watch at Home. The two exogenous variables explained just 4.9% of the variance in Intention to Watch at Home, while they explained just 1.9% of the variance in Attendance Intention. However, this should be interpreted relative to the context of other sport spectator research; that is, research on spectator motives has never explained a high amount of variance in attendance intentions (Kim et al., 2013). Given that this study sought to explore the relationship between fantasy sport motives and consumption intentions, it is not particularly surprising that a limited amount of variance was explained. To that end, although the study explained only a limited amount of variance in the endogenous variables, it was successful in accomplishing its primary objectives. Following from the three-tier definition of the fantasy sport product discussed at the beginning of this study, it is now clear that FSP provides unique core benefits for both implicitly and explicitly motivated FSUs alike. However, while they are both consuming the same actual product, the augmented product (i.e., fantasy sport interface, support services, etc.) seems to take on different degrees of meaning for those who are explicitly compared to implicitly motivated. In brief, the study thus accomplishes its primary objective, which was to show that the heightened media consumption and purported preference to watch at home for FSUs seems to be the case more so for those who are explicitly rather than implicitly motivated.

Implications, Limitations, and Future Research

From a theoretical standpoint, the current research makes a number of contributions. First, it extends CET to a fantasy sport context. While much past work on fantasy sport motivation has been examined through the lens of the uses and gratifications paradigm (e.g., Dwyer & Kim, 2011; Suh et al., 2010), this application of CET provides a unique perspective on the consumption behaviors of FSUs. In addition, while the literature has largely been content to conclude that FSP results in heightened sport media consumption (Drayer et al., 2010; Dwyer, 2011; Dwyer & Drayer, 2010; Dwyer et al., 2011), the results of this study show that it may not be that simple. Specifically, the paradox that has emerged from studies that have argued these consumers also attend more events (Drayer et al., 2010; Shipman, 2001) has been cleared up by providing evidence derivative of CET that shows explicitly motivated FSUs are more inclined to watch sport events at home, while highly identified and implicitly motivated FSUs are more inclined to attend. Second, the study provides a comprehensive three-tier definition of the fantasy sport product. The research shows that while FSUs of all types are consuming the same actual product, the core and augmented product may differ depending on one's FSP needs and motives. Finally, the current study provides a new way to classify fantasy sport motives. The results suggest that fantasy sport motives can be viewed as implicit and explicit, depending on their contingency on performance.

With respect to practice, the results suggest that with sport consumers increasingly gravitating toward mediated consumption (Pritchard & Funk, 2006), stadiums must provide FSUs with increased support and information at the live venue. Since explicitly motivated FSUs represent the segment of FSU most likely to substitute media consumption for attendance, practitioners may be able to increase the draw of attending for this segment if they provide these consumers with more tools to satisfy these explicit needs at the stadium. Nevertheless, it should provide practitioners with some measure of peace of mind given that not all FSUs seem to gravitate toward substitution through media. Rather, it is only those explicitly motivated to participate in fantasy sport, while highly identified implicitly motivated FSUs are significantly more likely to attend. In addition, the ability to distinguish consumers based on motives and consumption modes allows practitioners to design more effective marketing strategies as a means of targeting specific sub-segments of FSUs.

Despite the many theoretical and practical implications, the current study does come with some limitations. First, the study takes an "either/or" stance on fantasy sport motivation. While the classification of motives as either explicit or implicit does represent a novel and unique way to consider FSP motivation, the study fails to account for those who could be both explicitly and implicitly motivated for FSP. For example, Dwyer et al. (2011) described a segment of FSU as "Advocates"--a segment that seems to attach a great deal of importance to both competition (explicit) and social interaction (implicit). Nevertheless, the current conceptualization of motives hung together well in the current study, and represents a starting point for future grouping of this nature. Second, participants were recruited from fantasy sport blogs, websites, social media groups, and live mock drafts. While this was considered a suitable sample for the purposes of this study, the fact remains that this was a convenience sample and not a true random sample. Thus, it is possible that results could differ with a true random sample. Finally, comprising just 9% of the sample, females were underrepresented in the study. Given that females have exhibited significant differences in motivation in past research (e.g., Fink & Parker, 2009), results could differ in a study with a larger proportion of females.

As for future research, the current study represents a solid starting point for the classification of fantasy sport motives as either explicit or implicit. Future work should extend this conceptualization, providing further evidence of the viability of this taxonomy. Second, the current study provides little in the way of information about FSUs who are implicitly motivated and low on identification. While explicitly motivated FSUs showed a greater propensity to watch sport events at home and implicitly motivated FSUs who are also highly identified with a favorite team showed a greater inclination to attend live, implicitly motivated FSUs who are also low on team identification showed no significant consumption intentions. Future work should explore this segment further to provide valuable insight about their consumption behavior. Finally, given that past research has shown significant differences between genders in consumer motivation, future work should take a cross-sectional look at FSP motivation in an effort to explore differences between genders.

Ben Larkin, MS, is a doctoral candidate in the Department of Sport Management at the University of Massachusetts Amherst. His research interests include marketing, consumer behavior, sport media consumption, and consumer emotion.

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Table 1
Summary Table of Common Motives

Motive                   Definition

Game Interest            To simulate interest in live games
                         (Lee et al., 2013)

Becoming General         To compare myself to real GMs/HCs
Manager/Head Coach       (Lee et ah, 2013)

Love for Sport           Because I love the sport (Lee et ah, 2013)

Prize                    To win prizes (Lee et al., 2013)

Competition              To compete with other people (Lee et
                         al., 2013)

Entertainment            Because it is an inexpensive form of
Value                    entertainment (Lee et al., 2013)

Bonding with             To bond with friends or family (Lee
Friends and Family       et al., 2013)

Social Interaction       Because I enjoy interacting with other
                         fantasy sport participants (Lee et
                         al., 2013)

Knowledge Application    To test my knowledge of players and/or the
                         sport (Lee et al., 2013)

Hedonic Experience       To experience enjoyment (Lee et al., 2013)

Escape                   To escape from routine life (Lee et
                         al., 2013)

Substitute for a         Because I am a fan of a losing team
Losing Team              (Lee et al., 2013)

Entertainment            Participation for pure enjoyment of the
                         game (Farquhar & Meeds, 2007)

Passing Time             Participation because fantasy sports are
                         seen as a fun way to pass the time
                         (Faquhar & Meeds, 2007)

Achievement              The feeling of achievement when one's
                         favorite player or team is successful
                         (Suh et al., 2010)

Surveillance/Pursuit     Participation for information gathering,
of Knowledge             working with statistics, and staying in
                         touch with real-world sports (Farquhar
                         & Meeds, 2007)

Thrill of                Participation for the thrill of victory ...
Competition/Arousal      and the belief that the next victory is
                         just around the corner (Farquhar &
                         Meeds, 2007)

Motive                   Cited in                           Implicit/
                                                            Explicit
Game Interest            (Lee et al., 2013)                 Explicit

Becoming General         (Lee et al., 2013)                 Explicit
Manager/Head Coach

Love for Sport           (Lee et al., 2013)                 Implicit

Prize                    (Lee et al., 2013; Suh et          Explicit
                         al., 2010)

Competition              (Dwyer & Kim, 2011; Lee et al.,    Explicit
                         2013; Ruihley & Hardin, 2011)

Entertainment            (Lee et al., 2013)                 Implicit
Value

Bonding with             (Lee et al., 2013)                 Implicit
Friends and Family

Social Interaction       (Dwyer & Kim, 2011; Farquhar &     Implicit
                         Meeds, 2007; Lee et al., 2013;
                         Suh et al., 2010)

Knowledge Application    (Lee et al., 2013)                 Explicit

Hedonic Experience       (Lee et al., 2013; Sport           N/A
                         & Entertainment Academy at
                         Indiana University, 2000)

Escape                   (Dwyer & Kim, 2011; Farquhar &     Implicit
                         Meeds, 2007; Lee et al., 2013;
                         Ruihley & Hardin, 2011; Spinda
                         & Haradakis, 2008; Suh et al.,
                         2010)

Substitute for a         (Lee et al., 2013)                 Explicit
Losing Team

Entertainment            (Dwyer & Kim, 2011; Farquhar
                         & Meeds, 2007)

Passing Time             (Farquhar & Meeds, 2007; Spinda
                         & Haradakis, 2008; Sport &
                         Entertainment Academy at
                         Indiana University, 2000)

Achievement              (Ruihley & Hardin, 2011; Spinda
                         & Haradakis, 2008; Suh et
                         al., 2010)

Surveillance/Pursuit     (Farquhar & Meeds, 2007;
of Knowledge             Ruihley & Hardin, 2011; Suh et
                         al., 2010)

Thrill of                (Farquhar & Meeds, 2007; Sport
Competition/Arousal      & Entertainment Academy at
                         Indiana University, 2000)

Table 2
Second Order Factor Loadings ([beta]) First Order Factor Loadings
([lambda]) Alpha Coefficients ([alpha]) and Average Variance
Extracted (AVE)

Items                                               [beta]   [lambda]

Implicit Motives

Bonding with Friends or Family                       .563

I play fantasy sport to bond with                              .913
friends or family

Fantasy sport is something that my friends or                  .885
family and I can enjoy together

Fantasy sport provides a chance to communicate                 .850
with friends or family

Entertainment Value                                  .491

Fantasy sport is great entertainment at low                    .908
or no cost

Fantasy sport is a cheap form of entertainment                 .798

Fantasy sport is an inexpensive form of                        .825
entertainment

Social Interaction                                   .511

I enjoy interacting with other fantasy                         .893
sport participants

Fantasy sport provides a chance to develop                     .808
friendships/relationships with other
participants

I enjoy talking with other fantasy sport players               .903

Love for Sport                                       .403

I play fantasy sport because I love the sport                  .927

I play fantasy sport because it is about all                   .777
the sport, not just my favorite team/players

Fantasy sport makes my love for the                            .919
sport continue

Escape                                               .711

Fantasy sport provides a means to escape from                  .842
many burdensome tasks

Fantasy sport provides a relaxing break                        .823
from work

Fantasy sport provides a chance to forget my                   .860
routine life for a while

Explicit Motives

Game Interest                                        .545

Fantasy sport keeps me interested in games I                   .899
would normally care less about

Fantasy sport keeps me interested in other games               .880

Fantasy sport makes every game more interesting                .896

Becoming a General Manager/Head Coach                .467

Fantasy sport makes me feel like I am a better                 .893
general manager/head coach than the real ones

Fantasy sport gives me a chance to compare                     .873
myself to real general managers/head coaches

Fantasy sport makes me feel like I am a                        .826
talented general manager/head coach

Knowledge Application                                .472

Fantasy sport provides a chance to prove my                    .913
sport knowledge

Fantasy sport provides a chance to test                        .900
my knowledge of players

Fantasy sport provides a chance to show off                    .891
my sport knowledge

Competition                                          .627

I play fantasy sport to compete with other                     .904
people

Competition is an important part of                            .894
playing fantasy sport

The better the opposition, the more I enjoy                    .790
playing fantasy sport

Prize                                                .393

Winning prizes helps keep me involved throughout               .840
the long season

Without prizes, I am less likely to play                       .799
fantasy sport

Winning prizes is an important part of playing                 .825
fantasy sport

Substitute for a Losing Team                         .474

Fantasy sport gives me a chance to have a                      .824
winning team, even when my

favorite team is losing

When my favorite team is not doing well, fantasy               .892
sport makes the season more enjoyable

If my favorite team is losing, fantasy sport is                .889
a good subsitute

Team Identification

Being a fan of my favorite team is                             .965
important to me

I am a committed fan of my favorite team                       .902

I consider myself a "real" fan of my                           .967
favorite team

Items                                               [alpha]   AVE

Implicit Motives

Bonding with Friends or Family                        .914     .78

I play fantasy sport to bond with
friends or family

Fantasy sport is something that my friends or
family and I can enjoy together

Fantasy sport provides a chance to communicate
with friends or family

Entertainment Value                                   .881     .71

Fantasy sport is great entertainment at low
or no cost

Fantasy sport is a cheap form of entertainment

Fantasy sport is an inexpensive form of
entertainment

Social Interaction                                    .901     .76

I enjoy interacting with other fantasy
sport participants

Fantasy sport provides a chance to develop
friendships/relationships with other
participants

I enjoy talking with other fantasy sport players

Love for Sport                                        .906     .77

I play fantasy sport because I love the sport

I play fantasy sport because it is about all
the sport, not just my favorite team/players

Fantasy sport makes my love for the
sport continue

Escape                                                .879     .71

Fantasy sport provides a means to escape from
many burdensome tasks

Fantasy sport provides a relaxing break
from work

Fantasy sport provides a chance to forget my
routine life for a while

Explicit Motives

Game Interest                                         .920     .80

Fantasy sport keeps me interested in games I
would normally care less about

Fantasy sport keeps me interested in other games

Fantasy sport makes every game more interesting

Becoming a General Manager/Head Coach                 .897     .75

Fantasy sport makes me feel like I am a better
general manager/head coach than the real ones

Fantasy sport gives me a chance to compare
myself to real general managers/head coaches

Fantasy sport makes me feel like I am a
talented general manager/head coach

Knowledge Application                                 .928     .81

Fantasy sport provides a chance to prove my
sport knowledge

Fantasy sport provides a chance to test
my knowledge of players

Fantasy sport provides a chance to show off
my sport knowledge

Competition                                           .896     .75

I play fantasy sport to compete with other
people

Competition is an important part of
playing fantasy sport

The better the opposition, the more I enjoy
playing fantasy sport

Prize                                                 .859     .67

Winning prizes helps keep me involved throughout
the long season

Without prizes, I am less likely to play
fantasy sport

Winning prizes is an important part of playing
fantasy sport

Substitute for a Losing Team                          .901     .75

Fantasy sport gives me a chance to have a
winning team, even when my

favorite team is losing

When my favorite team is not doing well, fantasy
sport makes the season more enjoyable

If my favorite team is losing, fantasy sport is
a good subsitute

Team Identification                                   .970     .89

Being a fan of my favorite team is
important to me

I am a committed fan of my favorite team

I consider myself a "real" fan of my
favorite team

Table 3
Correlations among 1st Order Latent Variables

                             1       2       3       4

1. Bonding with              1
Friends/Family

2. Entertainment Value     .259      1

3. Social Interaction      .267    .218      1

4. Love for Sport          .252    .336    .174      1

5. Escape                  .422    .324    .402    .216

6. Game Interest           .009    .015    -.067   -.057

7. Becoming a General      -.038   -.104   -.156   -.114
Manager/Head Coach

8. Knowledge               .004    -.066   -.076   -.045
Application

9. Competition             .065    .012    -.026   .088

10. Prize                  .008    -.161   -.044   -.171

11. Substitute for a       -.053   .016    -.017   -.063
Losing Team

12. Team Identification    -.172   -.014   .000    -.007

                             5       6       7       8

1. Bonding with
Friends/Family

2. Entertainment Value

3. Social Interaction

4. Love for Sport

5. Escape                    1

6. Game Interest           -.082     1

7. Becoming a General      -.085   .198      1
Manager/Head Coach

8. Knowledge               -.076   .225    .309      1
Application

9. Competition             -.076   .429    .246    .280

10. Prize                  -.210   .070    .340    .175

11. Substitute for a       -.051   .305    .151    .209
Losing Team

12. Team Identification    .063    -.055   -.051   -.058

                             9      10      11      12

1. Bonding with
Friends/Family

2. Entertainment Value

3. Social Interaction

4. Love for Sport

5. Escape

6. Game Interest

7. Becoming a General
Manager/Head Coach

8. Knowledge
Application

9. Competition               1

10. Prize                  .212      1

11. Substitute for a       .288    .238      1
Losing Team

12. Team Identification    -.004   -.074   -.018     1

Table 4
Test of Hypothesized Relationships

                     Low Team ID (N=129)       High Team ID (N=191)

Explicit [right    [beta] = .253 * (-.009,   [beta] = .211 * (-.122,
arrow] Home            .515), p = .013            .444), p = .02

Explicit [right    [beta] = = .058 (-.331,   [beta] = -.196 * (-.431,
arrow] Attend          .214), p = .581           -.038), p = .031

Implicit [right     [beta] = .135 (-.146,    [beta] = -.193 * (-.414,
arrow] Home            .416), p = .416           .029), p = .025

Implicit [right     [beta] =. 162 (-.120,    [beta] =. 195 * (-.027,
arrow] Attend          .444), p = .140           .417), p =. 023

                             Whole Group (N=320)

Explicit [right    [beta]= .204 ** (.026, .382), p = .003
arrow] Home

Explicit [right     [beta]= -.095 (-.279, .088), p = .180
arrow] Attend

Implicit [right     [beta]= -.089 (-.268, .089), p = .198
arrow] Home

Implicit [right     [beta]= .101 (-.085, .288) , p = .161
arrow] Attend

Table 5
Means and Standard Deviations

Factors                                  Mean     SD

Implicit Motives                         3.98
Bonding with Friends or Family           3.87    1.81
Entertainment Value                      3.86    1.73
Social Interaction                       4.19    1.76
Love for Sport                           4.42    1.82
Escape                                   3.56    1.82

Explicit Motives                         4.03
Game Interest                            4.29    1.82
Becoming a General Manager/Head Coach    3.49    1.68
Knowledge Application                    4.13    1.82
Competition                              4.42    1.80
Prize                                    3.65    1.80
Substitute for a Losing Team             4.17    1.78

Team Identification                      4.76    2.29

Attendance Intention                     5.18    1.82

Intention to Watch at Home               5.66    2.00


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