Effects of sport event satisfaction on team identification and revisit intent.
Lee, Joon Sung ; Kang, Joon-Ho
Introduction
Not surprisingly, a sustainable sport fan base has been known to
play an important role in the success of the sport industry. Sport fans
consume sporting events either directly (attending live sporting events)
or indirectly (watching games through other media; purchasing licensed
goods). Taking the importance of fans into account, a body of fan
behavior literature has made enormous efforts to investigate and
identify sport consumers' diverse individual, psychological,
social, and other characteristics to better understand fans'
consumption patterns. One factor that has received considerable
attention is sport fans' team identification, enabling researchers
and marketers to explain and predict fans' behavior (e.g., Fink,
Trail, & Anderson, 2002; Kwon, Trail, & James, 2007; Ogden &
Hilt, 2003; Trail, Fink, & Anderson, 2003).
Team identification generally refers to psychological and
behavioral attachment to a certain team or organization (Wann &
Branscombe, 1993; Wann & Pierce, 2003). The literature on team
identification has consistently indicated that team identification is a
crucial factor in building a sustainable fan base. For instance, a body
of research has documented positive impacts of identification on sport
fans' attitudes toward a team and their consumption of products and
services within various contexts of sport (e.g., Becker, Billings,
Eveleth, & Gilbert, 1996; Bhattacharya, Rao, & Glynn, 1995;
Dutton, Dukerich, & Harquail, 1994; Kwon & Armstrong, 2002; Kwon
et al., 2007; Trail et al., 2003). Notably, researchers found that team
identification plays an important role in anticipating consumption
behavior such as sport spectatorship (e.g., Fink et al., 2002; Ogden
& Hilt, 2003). While many researchers have examined the impact of
team identification on various sport fan behaviors, the research
community has gained only limited understanding of the antecedents that
generate sport fans' team identification (e.g., Heere, James,
Yoshida, & Scremin, 2011; Theodorakis, Koustelios, Robinson, &
Barlas, 2009). In particular, little is known about how sport fans'
evaluation of actual consumption experiences at live sporting events can
contribute to an increase in team identification. This limited
understanding hinders the research community from gaining a better
understanding of how identification is formulated and developed in sport
consumers' minds. Thus, potential predictors that facilitate team
identification in sport fans' minds deserve research attention and
understanding them will in turn broaden our understanding of sport fan
identification.
According to the service literature, a service product generally
contains four main characteristics: intangibility, inseparability,
heterogeneity, and perishability (e.g., Rathmell, 1966; Regan, 1963;
Shostack, 1977; Zeithaml, Parasuraman, & Berry, 1985). Given that
many sport-derived products (e.g., sporting events) have characteristics
similar to those of service products, it is appropriate to consider that
sport game and service products have characteristics in common. Taking
this approach, relatively recent studies have investigated impacts of
service factors in sporting events on sport fans' consumptive
behavior (e.g., Kim & Kang, 2005; Kim, Ko, & Park, 2013; Ko,
Zhang, Cattani, & Pastore, 2011; Theodorakis et al., 2009). For
instance, Theodorakis and others (2009) examined moderating impacts of
sport consumers' team identification on the relationship between
service quality and repurchase intent. They demonstrated that among
groups with low and medium levels of identification, overall service
quality significantly affected consumers' repurchase intent, while
service quality did not have a significant impact on repurchase
intentions. However, the literature explaining the impact of
satisfaction during sporting events on consumers' team
identification has remained sparse.
In sum, while some researchers have explored potential predictors
of team identification, thus far the research community has gained only
a limited understanding as to how spectators' satisfaction with
different experiences at the stadium contributes to increasing the
levels of team identification. In particular, given the notion that
overall satisfaction from a sporting event has a positive impact on team
identification (Hur & Lee, 2004), it is also plausible to assume
that team identification may be associated with specific elements of
satisfaction that sport consumers experience at live sporting events:
the core event as performance-related factors, and peripheral events as
promotion-related activities. However, little has been understood about
potential relationships between core and peripheral event satisfactions
and fans' team identification and re-spectating intent. Therefore,
this study aims to test causal relationships between both core and
peripheral event satisfaction, and team identification and future
revisit intent. Findings from this study will provide a better
understanding of how sport fans' identification can be generated
and developed. In addition, the present study will inform marketing
managers regarding how to plan and conduct effective marketing
strategies to build a sustainable and loyal fan base, and to attract
sport fans to sporting events.
Theoretical Background
Team Identification
The broad concept of identification has been understood as "a
oneness with or belongingness with an entity where the individual
defines him or herself in terms of the entity to which he or she is a
member" (Mael & Ashforth, 1992, p. 104). Identification has
long been rooted in social identity theory. The theory proposes that
individuals tend to categorize themselves and others into groups and
compare each other (Hogg, Terry, & White, 1995). In the context of
sport, as one specific type of identification, team identification can
be described as "the extent to which (a) fan feels psychologically
connected to a team" (Wann, Melnick, Russell, & Pease, 2001).
Taking the previous premise of social identity theory, sport fans are
more likely to make comparisons between their group (or team) and other
groups.
The concept of team identification has been broadly accepted to
play an important role in sport consumers' attitudes and behaviors.
For instance, in the Psychological Continuum Model (PCM), Funk and James
(2001) classified sport fans' connection to sport into four stages
(i.e., Awareness, Attraction, Attachment, and Allegiance stages). In
that conceptual model, team identification is one of the chief
attributes reflecting the "Attachment stage." This implies
that sport fans with deep and rich psychological attachments to certain
sports teams are more likely to become loyal fans. Furthermore, it has
been argued that as one's identification level increases,
one's game attendance is less likely to be affected by previous
unfavorable game outcomes such as losses (Sutton, McDonald, Milne, &
Cimperman, 1997). Therefore, the level of fans' team identification
could be one barometer showing how loyal the fans are to their teams.
Team Identification and Consumptive Behaviors
Over the past decades, many researchers have made numerous efforts
to extensively investigate interesting roles of sport consumers'
team identification using various consumption contexts (e.g.,
sponsorship, licensed goods, spectatorship, etc.). For instance, several
studies (e.g., Gwinner & Swanson, 2003; Kwon et al., 2007; Levin,
Beasley, & Gamble, 2004) uncovered that team identification has
positive impacts on attitude formation and purchase intent. In
particular, Levin et al. (2004) conducted an empirical study in the
context of NASCAR and revealed that fans highly identified with NASCAR
events tend to demonstrate greater levels of brand loyalty. Likewise,
Kwon and others (2007) found that team identification leads sport fans
to purchase team licensed goods.
As for game attendance, a body of literature has found positive
impacts of team identification on sport fans' willingness to attend
sporting events. One line of research has found that team identification
can play a role as a crucial predictor of sport fans' spectatorship
(e.g., Bhattacharya et al., 1995; Hill & Green, 2000; Matsuoka,
Chelladurai, & Harada, 2003; Pooley, 1978; Sutton et al., 1997;
Wakefield & Sloan, 1995; Wann & Branscombe, 1993). According to
Wakefield and Sloan (1995), sport fans who highly identify with a team
are more willing to attend games to support their favorite teams even if
the teams are struggling during the season. In a similar vein, Hill and
Green (2000) demonstrated that sport fans' psychological attachment
to a team functions as a significant predictor of game attendance.
Matsuoka et al. (2003) also showed that highly identified fans are more
likely to attend games despite unsatisfactory performance, while less
identified fans are not. Pooley (1978) explored sport fans'
post-attendance behavior based on the fans' identification levels.
The results revealed that fans with a lower level of identification tend
to forget a competition when the game is over, whereas highly identified
fans do not. More specifically, fans showing a higher level of team
identification keep paying attention to the competition itself and other
relevant topics even after the match is over. Furthermore, highly
identified fans were found to spend their time and money consistently on
attending games.
While previous studies focusing on the relationship between team
identification and consumer behavior have contributed to our
understanding of how team identification, as a predictor, affects sport
fans' attitudinal and behavioral outcomes (e.g., attitude
formation, purchase intent), relatively less is understood about the
antecedents of team identification. To date, the issue of how team
identification is formed and developed based on sport consumers'
experiences at live sporting events has been under-researched. Thus,
discerning the factors generating and developing team identification is
expected to provide a theoretical basis to better understand team
identification, and thereby, consumers' patronage behaviors.
Consumer Satisfaction at Sporting Events
A body of literature has pointed out that perceived quality of
products is positively associated with consumers' satisfaction,
which in turn predisposes consumers to make purchase decisions (Carlson
& O'Cass, 2010; Cronin & Taylor, 1992; Dagger &
Sweeney, 2007; Lassar, Manolis, & Winsor, 2000; Zeithaml, Bitner,
& Gremler, 2006). In the context of sport, a line of literature has
demonstrated that consumer satisfaction is significantly associated with
future behavioral intention, such as attending future sporting events
(Cronin, Brady, & Hult, 2000; Kwon, Trail, & Anderson; 2005;
Wakefield & Blodgett, 1996; Yoshida & James, 2010). Moreover,
previous studies have suggested that consumer satisfaction from
consumption experiences is closely related to the development of
consumers' identification (Fisher & Wakefield, 1998; Funk &
James, 2001; Hur & Lee, 2004).
With this in mind, we incorporate two potential sub-dimensions of
satisfaction (i.e., core and peripheral event satisfaction: Kim &
Kang, 2005, Yoshida & James, 2010) to evaluate sport consumers'
satisfaction gained from a live sporting event. Yoshida and James (2010)
divided sport consumer satisfaction into two dimensions: satisfaction
with core service (team performance-related factors) and satisfaction
with peripheral services (ancillary service elements such as promotional
activities). Moreover, by employing two dimensions of satisfaction (core
and peripheral event), Kim and Kang (2005) examined the moderating
effect of team loyalty on the relationships between spectators'
perceptions of the two different dimensions (core and peripheral) and
their overall satisfaction levels at the sporting event. These studies
have provided theoretical background as to important roles of each
sub-dimension of event satisfaction. Taking this two-dimensional
approach should allow a better understanding of the potential
contribution of each dimension to the development of identification. In
particular, the present study follows Kim and Kang's (2005)
two-dimensional approach because the aforementioned characteristics
(e.g., intangibility, inseparability, heterogeneity, perishability) of
service products are not applicable to other functional aspects of
sporting events (e.g., physical surroundings).
Core event satisfaction. In sporting event contexts, the core event
can be regarded as the athletic performance (Van Leeuwen, Quick, &
Daniel, 2002). Hirt and Clarkson (2011) argue that one chief motivation
for attending sporting events is the intense level of arousal and
excitement experienced while watching an ardent competition among either
individual athletes or groups of athletes. From the social psychology
standpoint, sport fans intentionally select sporting events that will
provide the aforementioned feelings (e.g., Biswas, Riffe, &
Zillmann, 1994; Knobloch & Zillmann, 2002; Zillmann & Bryant,
1985). Following this logic, athletes' performance on the
court/field can be one important factor that evokes and triggers the
feelings that fans aspire to experience. Ko et al. (2011) define
perceived game performance as "spectators' perceptions of the
quality of athletic performance through which they experience the
esthetics, excitement, and drama of the accrual sporting event" (p.
308). One line of research has found that the core product has
significant and direct impacts on consumer satisfaction in positive ways
(e.g., Grace & O'Cass, 2004; McDougall & Levesque, 2000).
In this sense, the core product (competition) within sporting events can
be regarded as one significant factor resulting in positive responses
(e.g., revisit intent) from the consumers. In particular, previous
studies have suggested that team identification may be formed and
developed over time based on affectively fulfilling experiences derived
from a favorite team's performance (e.g., Fisher & Wakefield,
1998; Funk & James, 2001), highlighting potential impacts of core
event satisfaction on sport fans' team identification. Moreover,
previous studies have found that satisfaction gained from spectatorship
is positively associated with team identification (Hur & Lee, 2004).
Taking all the discussions above, we developed the following hypotheses:
H1: Core event satisfaction will be positively associated with team
identification.
H2: Core event satisfaction will be positively associated with
revisit intent.
Peripheral event satisfaction. The other dimension of satisfaction
is the peripheral event, which refers to the promotions and entertaining
activities that are provided to sport consumers during sporting events
(Kim & Kang, 2005). Most sporting events are packed with various
types of entertaining and promotional activities inside and outside of
games. Arguably another of the most basic motives of sport fans, which
has long been investigated, is that of consuming entertainment (e.g.,
Gantz, 1981; Gantz & Wenner, 1991, 1995; Krohn, Clarke, Preston,
McDonald, & Preston, 1998; Wann, 1995; Wenner & Gantz, 1998).
Sport fans have been known to watch sporting events with the expectation
of being entertained. Researchers have argued that the enjoyment and the
affective satisfaction that can be experienced from several types of
activities during sporting events (e.g., cheering, entertaining events)
are undeniable driving forces behind sport consumption (Hirt &
Clarkson, 2011). As for in-game promotions, Ko and others (2011)
classified promotions as secondary products provided in conjunction with
core events. This type of peripheral event can encompass a half-court
shot for a prize, a half-time show, music, and other promotional events
that enhance spectators' game experience other than athletic
performance (Kim et al., 2013). A body of literature has documented that
promotional elements entertaining sport consumers have a significant
impact on consumer satisfaction during sporting events. Although
researchers have investigated how sport consumers' satisfaction can
affect consumers' perceptions and behavioral intent, less has been
understood about how satisfaction from the peripheral event dimension
influences team identification. However, previous findings suggest that
sport consumers' satisfaction is a direct function of their overall
perception of product or service (e.g., Theodorakis et al., 2009,
Yoshida & James, 2010), and sporting event spectators' overall
satisfaction has positive impacts on team identification (Hur & Lee,
2004). Given this, it is plausible that peripheral event satisfaction
(e.g., satisfaction with promotional events), as another significant
experience delivered during sporting events, would positively affect
sport consumers' team identification and future revisit intent.
Taking the aforementioned expected causal impact of core event
satisfaction on team identification and revisit intent, we proposed
following hypotheses:
H3: Peripheral event satisfaction will be positively associated
with team identification.
H4: Peripheral event satisfaction will be positively associated
with revisit intent.
[FIGURE 1 OMITTED]
Lastly, based on previous findings from team identification
studies, consumers' revisit intent has been investigated as one
significant outcome of identification. According to the findings, team
identification has a significant impact on consumers' revisit
intent (e.g., Hill & Green, 2000; Matsuoka et al., 2003; Wakefield
& Sloan, 1995). Thus, we expect a direct impact of team
identification on consumers' revisit intent. Moreover, if core and
peripheral event satisfaction, as predictors of team identification,
could positively affect team identification, indirect impacts of each
dimension of event satisfaction on revisit intent through team
identification can be expected. Thus, the following hypotheses were
generated.
H5: Team identification will be positively associated with revisit
intent.
H6: Core and peripheral event satisfaction will have positive
indirect impacts on revisit intent through team identification.
Based on the hypotheses, we proposed a model depicting the causal
relationships between fan identification, event satisfactions, and
revisit intent.
Methods
Participants and Procedures
The data for the current study was collected from spectators of a
Korean men's professional basketball league--the Korean Basketball
League (KBL)--regular season game in Seoul, which is the capital city of
Korea. A total of 224 participants were recruited; 19 incomplete
responses were excluded from data analyses. Males accounted for 60% (n =
123) of the total sample, and the mean age of the participants was 25.55
years old (SD = 7.38), with ages ranging from 18 to 50. An approximately
five-minute long survey was administered during the halftime break.
After consenting to participate in a short survey, the respondents were
asked to complete questionnaires measuring their team identification,
event satisfactions, and revisit intent. Lastly, the questionnaire
concluded with questions about the respondents' demographics. After
completing the survey, each participant was thanked and debriefed about
the research project (purposes, procedures, etc.).
Instruments
All measures in the present study were taken from previous
literature and measured using a 7-point Likert scale (1 = strongly
agree; 7 = strongly disagree). With regard to the items measuring
individuals' team identification (ID) levels, five items were
adapted and modified from the Sport Spectator Identification Scale
(SSIS) suggested by Wann and Branscombe (1993). Core and peripheral
event satisfaction (CS/PS) were measured by three items each. All six
items regarding core and peripheral event satisfaction were employed
from Kim and Kang (2005). Lastly, three items were adapted and modified
from Cronin, Brady, and Hult (2000) to estimate individuals'
revisit intent regarding future games.
Data Analyses
After data was collected, analytical procedures were conducted in
several steps. In order to test the reliability of measurement items, a
series of Cronbach's alpha tests was conducted to test the internal
consistency of measurement items for each construct using SPSS 21.
Before running structural equation modeling (SEM), we examined several
statistical assumptions underlying SEM. In particular, multivariate
normality was tested by assessing multivariate kurtosis, and
multivariate outliers were examined through Mahalonobis distance
(Ullman, 2006). All critical ratios of Mardia's coefficient were
less than 3.00, indicating that the normality assumption was met. In
terms of multivariate outliers, no cases with a Mahalanobis distance
greater than a critical distance specified by a p < .001 (Tabachnick
& Fidell, 2006) were detected. Then, confirmatory factor analysis
(CFA) was performed to examine the convergent and discriminant validity
of the scale items utilizing AMOS 21. Finally, structural equation
modeling (SEM) was conducted to test the proposed hypotheses about
relationships between each event satisfaction dimension and team
identification and revisit intention.
[FIGURE 2 OMITTED]
Results
Reliability Test
A Cronbach's alpha test was conducted to examine the internal
consistency of each multi-item construct (see Table 1). Accordingly, the
scaled measures in the current study were deemed to be reliable in this
sample (a ranged .82 -.94).
SEM Analysis
Before testing the proposed structural model, a first-order
confirmatory factor analysis was conducted to evaluate appropriateness
of measurements with the theoretical constructs (i.e., core event
satisfaction, peripheral event satisfaction, team identification, and
revisit intention). The measurement model showed an acceptable level of
S-B [chi square]/df ratio (i.e., 99.76/71 = 1.41, p < .05). Moreover,
other fit indices also suggested that the model reached an acceptable
level of fit for the data (i.e., CFI = .98; RMSEA = .05; SRMR = .05: Hu
& Bentler, 1999). As reported earlier, all scaled measures in the
measurement model met acceptable Cronbach's alpha levels. Likewise,
the correlations between latent factors were lower than .85, as Kline
(2005) suggested (see Table 2). Furthermore, the theoretical constructs
in the model showed acceptable levels of average variance extracted
(i.e., team identification = .57, core event satisfaction = .62,
peripheral event satisfaction = .67, and revisit intent = .83; see Table
1), greater than .50 (Hair, Black, Babin, Anderson, & Tatham, 2005).
Lastly, the model could be deemed to reach a satisfactory discriminant
validity level because all construct AVE estimates were greater than the
corresponding squared interconstruct correlation (SIC) estimates, as
Fornell and Larcker (1981) suggested.
After testing the measurement model incorporating all constructs,
the proposed structural model was tested. With regard to the structural
model, the model fit indices met satisfactory levels on the basis of
suggested criteria (i.e., S-B [chi square]/df = 99.76/71 = 1.41, CFI =
.98, SRMR = .04, RMSEA = .03: Hu & Bentler, 1999). Core event
satisfaction had a positive and significant impact on team
identification (standardized [gamma] = .23, p < .01; H1 supported)
and the direct path from core satisfaction to revisit intent was also
positive and significant (standardized [gamma] = .26, p < .01; H2
supported). However, regarding the relationships between peripheral
event satisfaction, team identification, and revisit intent, the path
from peripheral satisfaction to team identification was not significant
(p = .22, H3 rejected), while the direct path from peripheral
satisfaction to revisit intent was positive and significant
(standardized [gamma] = .22, p < .01; H4 supported). In addition, the
direct path from team identification to revisit intent was significant
(standardized p = .39, p < .01; H5 supported). Furthermore, a
bootstrapping method (Cheung & Lau, 2008) was performed to examine
the mediating effect of team identification in the relationship between
core event satisfaction and revisit intent. The results indicated that
the relationship between core event satisfaction and revisit intent was
mediated by team identification. The mediation effect (core satisfaction
[right arrow] team identification [right arrow] revisit intent;
standardized indirect effect was .09) was significant (p < .01).
Therefore, the results revealed that team identification partially
mediates the relationship between core event satisfaction and revisit
intent (H6partially supported).
Discussion
The purpose of the current study was to empirically test causal
relationships between both core and peripheral event satisfaction gained
from a sporting event and team identification and future revisit intent.
By doing so, the current study aimed to examine the role of fans'
evaluation of their experiences at the live sporting event
(satisfaction) in developing team identification and revisit intent.
Based on the existing literature, we proposed a causal structure among
core/peripheral event satisfaction, team identification, and revisit
intent (see Figure 1). From the results, it can be understood that sport
fans' core event (i.e., game-related experience) satisfaction
influences the fans' team identification and intention to attend
games again in the future. Moreover, team identification also leads to
sport consumers' intention to attend sporting events. With regard
to the indirect effect of core event satisfaction on revisit intent,
core satisfaction positively influences revisit intent by increasing the
team identification level. In other words, satisfaction with the core
event increases sport fans' attachment to teams, which in turn
leads the fans to the stadium. These findings shed light on the
importance of core event satisfaction in bolstering not only team
identification level but also fans' intention to attend more live
sporting events. In terms of peripheral event satisfaction, it was found
to only have positive and direct effects on sport consumers'
revisit intention. From the results, it can be understood that although
satisfaction with promotional events and other additional entertaining
activities are not effective in generating fans' team
identification, such satisfaction can still attract fans to attend
sporting events.
Theoretical Contributions
The current study makes several theoretical contributions to the
body of sport marketing literature. First, the current study identified
a potential predictor of sport fans' team identification, core
event satisfaction. This study uncovered significant impacts of core
event (athletic performance on the field) satisfaction as one predictor
of team identification, while peripheral event (promotion and
entertaining events) satisfaction did not have a significant impact. To
date, a relatively small number of studies have paid only limited
attention to potential predictors of team identification (e.g., regional
relative deprivation: Rhee & Kang, 2009; team image: Son & Hong,
2008). In this respect, the current study contributes to the literature
by adding another potential antecedent that can trigger and boost sport
fan identification. The findings of the current study suggest that sport
consumers' team identification can be generated and increased by
experiencing a satisfactory performance level during sporting events.
More specifically, satisfaction from game-related factors (e.g., moods
during games, athletic performance, and players' manners) can form
and develop team identification in consumers' minds by providing
affectively fulfilling event experiences (Fisher & Wakefield, 1998;
Funk & James, 2001).
Second, the present research employed two sub-dimensions of event
satisfaction (i.e., game- and promotion-related satisfaction) and
examined the causal relationships between the sporting event
satisfaction, team identification, and revisit intentions. The results
showed that both core and peripheral satisfaction can increase sport
fans' intention to attend games in the future. Although the
findings of the present study might be in line with previous studies
suggesting that overall satisfaction with a product is positively
associated with consumers' consumption behaviors (e.g., Carlson
& O'Cass, 2010; Cronin & Taylor, 1992; Dagger &
Sweeney, 2007; Lassar et al., 2000; Yoshida & James, 2010; Zeithaml
et al., 2006), previous studies have ignored the potential mediating
impacts of team identification in the causal relationships between event
satisfactions and revisit intent. However, this study delved deeper into
the mediating role of team identification in the causal relationships
between two different sub-dimensions of event satisfaction and revisit
intent. The results of the current study demonstrate that the causal
relationship between core event satisfaction and revisit intent is
partially mediated by team identification. This suggests that
performance-related satisfaction plays a critical role in directly
increasing fans' revisit intent, as well as indirectly developing
team identification. Findings from the present study also underline the
importance of promotional activities during live sporting events. Based
on the results, it could be suggested that although additional
entertainment activities cannot evoke audiences' identification,
the audience's satisfaction with the promotional events can still
attract spectators to sporting events again in the future.
Practical Implications
The results of the present study confirmed previous findings that
an increase in team identification can lead sport fans to sporting
events. Given the finding that sport consumers' revisit intent is a
direct function of team identification, managers should be aware of the
significant impact of team identification on fans' patronage
behaviors. Furthermore, unfortunately, since managers have little
control over excellence in team performance, managers should make a more
deliberate effort to establish marketing strategies that may increase
fans' identification levels. According to Sutton et al. (1997), for
instance, fans' identification could be enhanced and increased by
four controllable features: 1) access to players (e.g., fan meeting), 2)
community involvement activities (e.g., community service), 3) a
team's history and tradition (e.g., bonding with home fans), and 4)
opportunities for fans to affiliate and participate (e.g., off-season
basketball camp).
Moreover, managers should still pay close attention to a
team's performance level because fans who are highly satisfied with
the game attributes will be more likely to feel greater levels of
identification, which in turn will attract the fans to the games.
Therefore, managers should make an effort to improve and develop
teams' performance levels (e.g., recruiting talented players and
coaches). However, as mentioned, a team's performance is not
entirely controllable by its manager. Improved athletic performance of a
sport team cannot be achieved in a short time, but takes a considerable
amount of time to accomplish. Therefore, the findings from the current
study suggest that managers also should pay close attention to
controllable factors (e.g., promotion-related activities), which can
make progress in the short term. As the results demonstrate,
satisfaction with promotional and entertainment events has a direct and
positive impact on sport fans' future revisit intent, although this
dimension of satisfaction cannot increase team identification. Given
that promotions and entertainment events are more marketer-controllable,
activation of well-planned entertainment during games could attract
sport fans to stadiums by providing another type of event satisfaction.
For instance, marketing managers could actively advertise promotional
and entertainment activities during sporting events through various
social media channels (e.g., Facebook, Twitter, etc.). As previous
research has indicated, social media has provided one of the most
effective platforms that individuals can conveniently access (Fisher,
2011; Hutchins, 2014; Wenner, 2014). Interactive communication channels
could provide managers with a better chance to leverage planned
promotional and entertainment activities (peripheral events) to attract
sport consumers to the stadium. In addition, the peripheral events might
be customized based on consumers' wants and demands to enhance
event satisfaction with the sporting event. For instance, when planning
and organizing half-time shows, marketing managers may reflect the
consumers' opinions, as Major League Baseball has done by allowing
fans to elect the final player who will participate in the All-Star Game
after other selections have been made. Social media could play a crucial
role in coordinating peripheral events that could meet consumer demand.
Limitations and Future Directions
This study obviously includes several limitations. First, there may
exist other factors that may affect consumers' experiences at the
stadium. For instance, a line of research has suggested that functional
aspects of sporting events such as physical surroundings (e.g., facility
layout, accessibility, seating comfort, and information signs) can also
affect overall satisfaction with sporting events (Greenwell, Fink, &
Pastore, 2002; Wakefield & Blodgett, 1996; Zhang, Smith, Pease,
& Lam, 1998). Although the current study excluded these functional
factors due to the aforementioned characteristics of service products
(intangibility, inseparability, heterogeneity, and perishability), these
elements could impact sport fans' evaluations of experiences during
a live sporting event, and in turn on team identification formation.
Therefore, future research should consider including other potential
factors in predicting sport fans' satisfaction. Moreover, the
current study was conducted using only a Korean men's professional
basketball event. Future studies could expand this study using different
contexts such as amateur or female teams (e.g., Kim et al., 2013).
Further studies utilizing other types of sports (e.g., baseball, soccer)
are also warranted. More in-depth investigations exploring the impacts
of satisfaction with live sporting events on the levels of fans'
team identification within different settings would broaden our
understanding of how sport fans' identification can be formed at
different types of sporting events. Likewise, it would be interesting to
investigate whether the findings of this study can be applied in other
countries. Lastly, the current study also includes a limitation as to
sample composition. The only demographic variables the survey took into
account were gender and age. However, there exist other sociodemographic
factors that may contribute to a better understanding of the current
results, such as ethnicity (although the present study excluded the
ethnicity item because all participants were native Koreans, which means
Asians), educational background, and household income. Further studies
might examine relationships between sociodemographic variables and the
current findings.
Joon Sung Lee and Joon-Ho Kang
Joon Sung Lee, PhD, is lecturer and post doctoral fellow in the
School of Kinesiology at the University of Michigan. His research
interests include sport consumer behavior, athlete endorsement, moral
judgments, and experimental designs.
Joon-Ho Kang, PhD, is the director of the Center for Sport Industry
and a professor in the Department of Physical Education at Seoul
National University. His research interests include sponsorship, sport
consumer behavior, event legacy, and sport for development.
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Table 1
Factor Loadings (), Reliability Coefficients (), and
Average Variance Extracted (AVE)
Factors (scale sources): [lambda] [alpha] AVE
Items
Team identification (Wann & .86 .57
Branscombe, 1993)
The win of my favorite team .66
is very important to me.
I strongly see myself as a .78
fan of my favorite team.
My friends strongly see me .67
as a fan of my favorite
team.
During the season, I closely .78
follow my favorite team via
any of the following: a) in
person or on television, b)
on the radio, or c)
television news or a
newspaper.
Being a fan of my favorite .86
team is very important to
me.
Core event satisfaction (Kim .82 .62
& Kang, 2005)
I am satisfied with the game .69
(e.g., fun, excitement,
dynamic).
I am satisfied with players' .93
performance on the court.
I am satisfied with players' .70
manner and behaviors on the
court.
Peripheral event .84 .67
satisfaction (Kim & Kang,
2005)
I am satisfied with the .81
public relationship
activities for the team or
the game.
I am satisfied with the .68
promotion events for fans.
I am satisfied with the .95
gifts provided during the
game.
Revisit intent (Cronin, .94 .83
Brady, & Hult, 2000)
I will come to the stadium .91
again to spectate a game in
the future.
I will recommend spectating .89
a game to other people.
I will make a decision to .94
spectate a game if I have
chance to spectate a game in
the future.
Table 2
Interconstruct Correlations
1 2 3 4 Mean SD
1 ID 1 4.75 1.28
2 CS .27 1 4.77 1.04
3 PS .20 .43 1 4.37 1.17
4 RI .51 .46 .41 1 5.66 1.27
Note. ID = team identification; CS = core
event satisfaction; PS = peripheral event
satisfaction; RI = revisit intent.