Revisiting the team identification-value-purchase relationship in the team-licensed merchandise consumption context: a multidimensional consumer value approach.
Kwon, Youngbum ; Kwak, Dae Hee
Introduction
Retail sales of sport team-licensed merchandise continue to grow.
In US professional sport leagues, retail sales of merchandise have also
increased dramatically over the past two decades, from $5.3 billion in
1990 to $12.8 billion in 2011 (Licensing Letter, 2012). Although the US
sports licensing market is dominated by professional sport leagues
(e.g., Major League Baseball, the National Football League, the National
Basketball Association, and the National Hockey League), these trends
have not been confined to professional sports. For instance, the overall
retail sales of collegiate licensed products reached $4.62 billion in
2012, which was greater than those of every professional sport's
properties, with the exception of Major League Baseball (Greenberg,
2013). For non-team-specific licensing, the International Olympic
Committee's licensing revenue has tripled from $66 million in
19972000 to $185 million in 2005-2008 (Olympic Marketing Fact File,
2012). As such, licensing teams' trademarks and logos have been a
viable revenue source for many professional and collegiate sport
properties.
The increase in licensed merchandise sales reflects consumption
behavior led by strong allegiance between fans and sport
properties-players, teams, leagues and events (e.g., Kwon &
Armstrong, 2002, 2006). The relationship between a fan and his/her
favorite team (e.g., team identification, image congruence) serves as a
main predictor of consumption behavior toward team-licensed merchandise
(Kwak & Kang, 2009; Kwon & Armstrong, 2002, 2006). More
recently, some researchers have found that the influence of the fan-team
relationship on purchase decisions is mediated by product evaluations
such as perceived value (Kwon, Trail, & James, 2007) and perceived
quality (Kwak & Kang, 2009). As the previous findings suggest,
purchasing team-licensed merchandise is not solely driven by team
identification or image congruence, but the influence of fan-team
relationship is mediated by evaluations of the product. However, it
should be noted that the notion of perceived value in Kwon et al.'s
study was operationalized based on a trade-off between quality and
price, which is a value-for-money-conceptualization (e.g., Monroe,
1990). Likewise, Kwak and Kang's study (2009) used product quality
perception (e.g., Zeithaml, 1988) as a mediating variable, in which
conceptualization focused on the functional aspect of perceived value.
In the present study, we extend previous research in this area by
incorporating a multidimensional value framework (e.g., Sheth et al.,
1991) as a key mediating variable in sport consumers' decisions to
purchase a team-licensed product. This notion is in line with the
broader perspective that sport consumption can fulfill various consumer
needs (Holt, 1995). Following Holt's discussion on various
consumption-related experiences, we contend that buying a sport
team's merchandise (e.g., jerseys, hats, etc.) is a manifestation
of "symbolic consumption" (e.g., Belk, 1985; Levy, 1959;
Heere, Walker, Yoshida, Ko, Jordan, & James, 2011; Holbrook &
Hirschman, 1993) that satisfies multiple consumer needs. For instance,
fans may buy licensed products to experience emotional reward (e.g.,
excitement, pride; Holbrook & Hirschman, 1993), to display
self-identity (e.g., "I am a Yankees fan"; Heere et al.,
2011), and to socialize with others (e.g., sense of belonging; Holt,
1995). The symbolic nature of sport consumption behavior has been
well-documented in the literature. Heere and colleagues (2011) found
that consuming licensed merchandise is a direct function of team
identity, which is predicted by multiple team-brand communities (e.g.,
university, city, state, etc.). Although not specifically related to
licensed merchandise consumption per se, Holt (1995) identified that
people engage in sport consumption behavior for various reasons (e.g.,
socializing, communing, entertainment, etc.), which supports the idea
that purchasing team-licensed products can be considered symbolic
consumption (Levy, 1959). Therefore, the price-oriented unidimensional
value approach (cf. Kwon et al., 2007) would not adequately capture
various symbolic meanings associated with buying a licensed product
(Babin, Darden, & Griffin, 1994). In the present study, we aim to
extend the previous research by taking a holistic approach (e.g.,
Holbrook & Hirschman, 1993; Rintamaki et al., 2006; Sweeney &
Soutar, 2001) to contemplate various value propositions associated with
licensed merchandise and their influence on consumption behavior.
The present study contributes to the literature on licensed
merchandise in several ways. First, previous studies have employed
either value-for-money or functional quality perception as a key
mediator (cf. Belk, 1985; Holbrook & Hirschman, 1993). The present
study extends previous research by employing a multidimensional value
approach (see Sheth, Newman, & Gross, 1991; Sweeney & Soutar,
2001) to capture a broad range of product meanings (i.e., functional,
emotional, and social values) associated with buying a team-licensed
product. Furthermore, examining the relative strength of multiple value
dimensions will advance our knowledge regarding which value proposition
is driving the purchase decision.
Second, although there are hundreds of different product categories
that bear the team logo or name on the product, no prior research has
examined the potential moderating role of product category (i.e.,
hedonic vs. utilitarian) on the relationship between team identification
and product evaluations. Our study extends the research in this area by
positing that the team identification effect on product evaluations is
moderated by product category. That is, based on Katz' (1960)
symbolic-utilitarian framework, we manipulate product category on a
symbolic-utilitarian continuum to determine whether the relationship
between team identification and product evaluation is different for
utilitarian (e.g., pen, USB flash drive) and hedonic (e.g., apparel,
luxury watch) products.
Third, our study employed a quasi-experimental design to further
examine licensed product purchase behavior in a marketing communication
context. Using print advertisements as research stimuli, we gauged
respondents' evaluations of the specific products depicted in the
advertisements. Therefore, findings from this study will provide more
applicable implications for managers to effectively market those
products.
Theoretical Background
Licensed Merchandise Literature Previous studies on consumption
behavior related to team-licensed merchandise have provided an important
theoretical understanding of the behavior of those who consume
sport-licensed merchandise: that fan-team relationship constructs (e.g.,
team identification, image congruence) play a key role in motivating
sport consumers to purchase licensed merchandise (e.g., Kwak & Kang,
2009; Kwon & Armstrong, 2002; 2006; Kwon, Kim, & Mondello,
2008). Table 1 summarizes previous empirical research on licensed
merchandise consumption behavior.
In line with the team identification effect on fan behavior (e.g.,
Wann & Branscombe, 1990, 1993), Kwon et al. (2007) identified that
perceived consumer value mediates the relationship between team
identification and purchase intention. Kwon et al.'s study based
its argument on the work of Grewal, Krishnan, Baker, and Borin (1998),
which asserts the mediating role of perceived consumer value between
brand name and purchase intention. More recently, Kwak and Kang (2009)
found that products' quality perception mediates the impact of
self-team follower image congruence on purchase decisions. They also
suggested that the consumption of licensed merchandise is driven by the
symbolic meanings a sport fan derives from using the product (also see
Kwon & Armstrong, 2006). Their assertions seem to be consistent with
Levy's (1959) notion of symbolic consumption, which posits that
individuals do not buy products for their functionality, but are driven
by the meanings of products. That is, material objects can often embody
symbolic meanings, above and beyond the tangible and physical aspects of
consumer goods. Parsons (2002) further supported Levy's notion of
symbolic purchase by stressing the finding that consumers tend to look
for brands with greater perceived symbolic benefits when purchasing
products. For instance, purchasing and wearing a fleece jacket bearing a
team's logo conveys symbolic meanings (e.g., "I am a fan of
this team") above and beyond the functionality of the
product--e.g., outerwear made with microfleece to keep the body warm in
cold weather.
Although some previous studies on licensed merchandise have
conceptualized that buying team licensed merchandise is a symbolic
purchase behavior (i.e., Kwak & Kang, 2009; Kwon et al., 2007), they
have focused their value propositions on a functional perspective. For
example, Kwon et al. (2007) considered the monetary proposition to
capture the consumer value, which is inconsistent with the
conceptualization of their proposed model. Kwak and Kang (2009) used
product quality perception as a mediating variable, which only focuses
on the functional aspect of the product. While previous research has
significantly contributed to our understanding of sport consumers'
licensed merchandise consumption behavior, we still know little about
the influence of other meanings associated with licensed merchandise
consumption.
Therefore, in the present study, we adopt holistic characteristics
of consumer value (Rintamaki et al., 2006; Babin et al., 1994; Holbrook,
1994; Sweeney & Soutar, 2001) to extend the previous line of
research in this area. Given that consumers' product choice is
motivated by multiple values associated with the product (Sheth et al.,
1991), incorporating a multidimensional consumer value framework could
contribute to our understanding of licensed merchandise consumption
behavior.
Multidimensional Consumer Value Framework Previous business and
marketing research has well-documented the notion of multiple consumer
values. According to Holbrook (1994), consumers perceive one or more
values of a product, often referred to as multidimensional consumer
values. Sheth, Newman, and Gross (1991) conceptualized that
consumers' product choice is a function of multiple values,
suggesting that more than one value dimension can transpire in any given
choice and situation. Building on the work of Sheth et al. (1991), many
have applied a multidimensional consumer value proposition to different
contexts (e.g., Rintamaki et al., 2006; Sheth et al., 1991; Sweeney et
al., 1996; Sweeney & Soutar, 2001; Wang, Lo, Chi & Yang, 2004;
Williams & Soutar, 2000). However, as Sheth et al. (1991) addressed,
various studies have focused on three (i.e., functional, social, and
emotional values) of five dimensions (i.e., functional, social,
emotional, epistemic, and conditional values). For example, Sweeney,
Soutar, Whiteley and Johnson (1996) attempted to qualitatively test the
three main dimensionalities of Sheth et al.'s consumption value
construct-functional, social, and emotional.
In the licensed merchandise consumption context, it seems plausible
that fans would be motivated by various value dimensions above and
beyond the functional quality of the product. For instance, buying a
licensed product would provide fans excitement and pride (emotional
value), and sense of belonging (social value). To facilitate our
understanding of multidimensional consumer values in the licensed
merchandise domain, it seems appropriate to incorporate three value
propositions (i.e., functional, emotional, and social values).
Functional value is concerned with the effectiveness and efficiency
of a product (good or service). Functional value is defined as the
"perceived utility acquired from an alternative's capacity for
functional, utilitarian, or physical performance" (Sheth et al.,
1991, p. 160). From a functional value perspective, the use of the
product is understood as fulfilling task-related needs of consumers
(Barbin et al., 1994; Holbrook & Batra, 1987). In this sense,
several scholars describe consumers as rational economic men or utility
calculators (see Rintamaki et al., 2006; Marshall, 1890). Previous
licensed merchandise literature has adopted this value approach (i.e.,
Kwak & Kang, 2009). On the other hand, emotional value (often called
experiential value) derives from the feelings and emotions that a
product (or service) generates in consumers. That is, emotional value
refers to the facets of consumer behavior that are primarily
multisensory, affective, experiential, and fantasy-related (Hirschman
& Holbrook, 1982; Sweeney & Soutar, 2001). Emotional value is
more subjective and personal than functional value because of its
self-purposeful and self-oriented attributes (Holbrook & Batra,
1987). Even though functional value and emotional value appear to be
distinct entities, both value constructs can co-exist in products and
services. Research has suggested that a combination of rational and
emotional factors leads to the appeal of a product or a service (Sweeney
& Soutar, 2001).
Lastly, social value is the perceived utility derived from an
alternative's association with one or more specific social groups
(Sheth et al., 1991). According to Sweeney and Soutar (2001), social
value is defined as "the utility derived from the product's
ability to enhance social self-concept" (p. 211). This value is
concerned with the social perspective on a product or a service. That
is, a social group's assessment of a product (or a service) is a
key in understanding social value. Highly visible products (e.g.,
apparel), thus, are frequently associated with a high level of social
value.
Conceptual Development, Model, and Hypotheses
Effects of Team Identification on Multidimensional Consumer Values
and Attitudes Prior research has suggested that team identification
directly influences consumer values. Kwon et al. (2007) posited that
fans are more likely than nonfans to value their team-licensed goods. It
is not surprising that individuals who strongly identify themselves with
a sport team would want to buy apparel or other products that bear the
team logo to express their team identity (e.g., social value). In other
words, highly identified fans would value the licensed product
considerably more than less identified fans. According to social
identity theory, individuals not only strive to maintain and enhance
their group reputation (Tajfel & Turner, 1979), but also make an
effort to improve their group's standing against other groups
(Riketta & Landerer, 2005). Additionally, a strong fan-team
relationship will motivate consumers to favorably evaluate licensed
products on other value dimensions. For instance, fans who closely
identify with the team would experience emotional rewards (e.g., pride,
excitement) when purchasing a licensed product. With regard to
functional value, previous studies have shown that the fan-team
relationship construct (i.e., team identification and image congruence)
has a direct positive effect on perceived quality of the licensed
product (Kwak & Kang, 2009).
With regard to the effect of team identification on attitude toward
the licensed product, previous research has shown a positive link
between team identification and attitude (e.g., Mael & Ashforth,
1992). Since purchasing team-licensed merchandise is related to
maintaining fans' self-esteem or creating a sense of bonding with
other fans of the team (Kwon et al., 2004, Wann & Branscombe, 1990),
strong team identification will have a positive impact on
consumers' overall judgments of the licensed product. Therefore, it
is hypothesized that team identification will have a direct effect on
product evaluations-perceived consumer values and attitudes toward
licensed merchandise.
H1: Team identification will have a direct and positive effect on
perceived consumer values.
H2: Team identification will have a direct and positive effect on
attitudes toward team-licensed merchandise.
Effects of Multidimensional Consumer Values on Purchase Behavior
According to Sheth et al. (1991), a consumer value theory "may
be used to predict consumption behavior, as well as to describe and
explain it" (p. 168). Sweeney and Soutar (2001) argue that the
consumer value scale can be used "to determine what consumption
values drive purchase attitude and behavior" (Sweeney & Soutar,
2001, p. 203). In Kwon et al.'s (2007) study, the authors found
that consumer value has an effect on purchase intentions. This result is
in line with previous findings that consumer value has a significant
influence on behavioral intentions (Patterson & Spreng, 1997; Pura,
2005). Pura (2005) examined the effects of perceived consumer value on
attitudinal and behavioral components of loyalty in the service setting.
More recently, Ruiz-Molina and Gil-Saura (2008) provided empirical
support indicating the existence of a relationship between
multidimensional consumer values and consumer attitudes in four
different retail activities (i.e., grocery, textile/footwear,
electronics/electrical appliance, and furniture/wood/decorations);
multidimensional consumer values explained 39%, 39%, 47%, and 56% of the
variances in purchase attitude in the respective retail settings.
Therefore, we predict that perceived consumer values will be positively
associated with attitudes toward the product. Furthermore, based on the
theory of reasoned action (Ajzen & Fishbein, 1980), we also
hypothesize that consumer attitudes will affect purchase intention.
Extensive literatures in marketing and social psychology have documented
the predictability of relationships between attitudes on behavioral
intentions (e.g., Ajzen, 2001). The theory posits that an
individual's behavioral intention depends on the person's
attitude (Ajzen & Fishbein, 1980). In examining the
attitude-behavior relationship, Bagozzi, Baumgartner, and Yi (1989)
showed that behavioral intentions serve as important mediator in the
attitude-behavior link, suggesting that positive attitude will have a
direct impact on goal-directed behavior intentions. Therefore, we
propose that attitude toward team-licensed merchandise will have a
direct and positive impact on purchase intentions.
H3: Perceived consumer value will have a direct and positive impact
on attitude toward team licensed merchandise.
H4: Attitude toward team-licensed merchandise will have a direct
and positive impact on purchase intentions toward the product.
Moderating Role of Product Category
There is a myriad of team-licensed product categories that bear the
logo or trademark of a sport team. For instance, Manchester United
Football Club, one of the most successful global sport brands, has more
than 200 licensees in over 130 countries (ManchesterUnited.com, 2013).
Considering a wide range of licensed products available for professional
and collegiate sport teams, we consider product category as a potential
moderator that would have an impact on how consumers evaluate licensed
products. Previous consumer behavior researchers have identified the
existence of two different types of motivations that influence buying
decisions-utilitarian/functional and symbolic/hedonic (e.g., Katz, 1960;
Mittal, 1988). Park, Jaworski, and MacInnis (1986) contended that
consumers' needs could be classified in a dichotomous fashion as
being either functional or symbolic. Utilitarian or functional goals
refer to the maximization of utility for problem-solving (Katz, 1960),
whereas symbolic needs focus on 'expressive' goals (Mittal,
1988; Park et al., 1986). According to Mittal (1988), expressive goals
include sensory enjoyment, self-concept fulfillment, and social goals.
Studies have found that certain products can be positioned to satisfy
various consumer needs (Bhat & Reddy, 1998; Katz, 1960; Ratchford,
1987). For instance, products can be purchased to satisfy
consumers' functional or utilitarian needs (cleaners, pen),
symbolic or self-expressive needs (watch, apparel), and both symbolic
and utilitarian needs (automobiles, athletic shoes; Bhat & Reddy,
1998; Ratchford, 1987). Our position is that most products serve
functional/symbolic needs to some extent (Mittal, 1988). Thus, the
symbolic-utilitarian framework (Katz, 1960) is proposed here as a point
of distinction rather than as a dichotomy. The framework provides a
systematic baseline to classify products along the symbolic-utilitarian
continuum, which is found to be useful in theory testing (Bhat &
Reddy, 1998). Following Mittal's (1988) classification scheme, we
group products into either hedonic-oriented licensed products (e.g.,
team-branded apparel) or utilitarian-oriented licensed products (e.g.,
team-branded USB flash drive) and examine whether the product cat egory
influence fans' licensed merchandise purchase decision processes.
[FIGURE 1 OMITTED]
Take, for example, the case of a fan browsing a hedonic product-a
luxury watch bearing the team logo. Given that symbolic characteristics
are inherent in the product itself (e.g., prestige, status symbol), the
relationship between team identification and multidimensional consumer
value perceptions would be more pronounced than the relationship between
team identification and attitude toward the product. That is,
multidimensional consumer value would play a pivotal role in mediating
the effect of team identification on attitude toward the product. On the
other hand, when a fan is browsing a utilitarian product-a USB flash
drive bearing the team logo-attitude toward the product would not
require many higher-order valuation processes. Rather, product
preference would be a direct function of team identification due to the
product's functional characteristic. This is because
consumers' preference for utilitarian products would be based on
relatively lower-order processes that do not require much cognitive
effort or control (e.g., Scarabis, Florack, & Gosejohann, 2006;
Wilson, Lindsey, & Schooler, 2000). Based on this discussion, we
propose the following hypothesis:
H5: Product category will moderate the effects of team
identification on multidimensional consumer value and attitude toward
team-licensed merchandise.
Moderating Effect of Performance Priming
In addition to product category, we consider performance priming as
another potential moderator in consumer valuation of licensed
merchandise. Given the uncertainty of outcome inherent in the
competitive sport context, one can argue that the extent to which team
identification contributes to various value propositions (functional,
emotional, and social) is likely to be accentuated when the team is
successful, but decreased when the team is unsuccessful. For instance,
when a team is having a successful season (e.g., winning a national
championship), fans would place greater value on team-licensed
merchandise than when the team is struggling. This reasoning is also
based on the notions of Basking in Reflecting Glory (BIRG; Cialdini et
al., 1976) and Cutting Off Reflected Failure (CORF; Snyder, Lassegard,
& Ford, 1986). BIRGing/CORFing are two self-esteem related processes
that have been applied to sport spectators (e.g., Wann & Branscombe,
1990). People tend to associate themselves with successful others
(BIRGing), while they distance themselves from unsuccessful others to
protect their self-esteem (CORFing). As such, it is likely that team
performance would moderate the influence of team identification on
product evaluations.
H6: The effect of team identification on licensed merchandise
evaluation is more pronounced under positive performance priming than
under a negative priming condition.
Figure 1 illustrates the conceptual framework of the current study.
Method
Participants and Procedures An online survey was administered to
students and alumni (N = 203) originating from two large Midwestern
universities in the US Among the total 203 usable samples, 64% were male
and 36% were female; the mean age was 28.4 years (range 19 to 80 years
old, SD = 11.7). Participants viewed a consent form on the first page.
Participants were then asked to answer questions about team
identification. Next, each participant was randomly exposed to one of
two fictitious articles (positive performance priming vs. negative
performance priming) about the team. A positive condition predicted that
the team would have a promising year in the new season, while negative
publicity described the team in a more critical and skeptical manner. In
order to enhance the source credibility, each article was presented via
a popular sports magazine brand (Sports Illustrated) and the byline gave
a fictitious reporter's name.i After reading the article,
participants viewed one of four print advertisements containing the
image of a licensed product and its description. Two primarily
utilitarian products (USB flash drive and pen) and two primarily hedonic
products (luxury watch and outer jacket) were selected based on a
pretest (N=30).ii Each advertisement contained the name of the product,
image of the product, and brief information about the product. To
minimize potential confounding effects, no additional product-related
cues (e.g., price, colors, etc.) were given. After participants viewed
the advertisement, they responded to questionnaires measuring three
value dimensions, attitude toward the product, and purchase intention,
followed by demographic items.
Data Screening
The data were screened before being analyzed, and the level of
normality in the dataset was assessed by the coefficients of skewness
and kurtosis for all variables. An examination of the univariate
statistics produced no values which were greater than 2.0 and 7.0 for
univariate skewness and kurtosis, which indicated the level of normality
in the dataset was not problematic (Curran, West, & Finch, 1996).
Once univariate outliers are assessed from the data, multivariate
outliers can be assessed for and removed (Hair, Anderson, Tatham, &
Black, 2010).
We followed the recommendation of Hair et al. (2010) and examined
multivariate outliers. Multivariate outliers were identified with the
use of Mahalanobis [D.sup.2] measure. Hair et al. (2010) recommend a
conservative threshold of p < .001 for the multivariate outlier test.
We removed 28 cases based on multivariate outlier detection, where both
p-values of the Mahalanobis [D.sup.2] equaled .000.
Measures
Team Identification.
Team identification was measured with Robinson and Trail's
(2005) three-item scale. This scale was used because it is parsimonious
and has shown good internal consistency in previous studies (e.g.,
[alpha] = .85, Tail & James, 2001; [alpha] = .88, Fink, Trail, &
Anderson, 2002). This scale consists of: "Being a fan of the
university's football team is very important to me," "I
am a committed fan of the university's football team," and
"I consider myself to be a 'real' fan of the
university's football team" (1 = strongly disagree; 7 =
strongly agree) ([alpha] = .95).
Multidimensional Perceived Consumer Values.
Consumer values were measured using eleven items from Sweeney et
al. (1996), Sweeney & Soutar, (2001), and William & Soutar
(2000). Three items were used to measure functional value ("This
product: has consistent quality/is well made/has an acceptable standard
of quality"), four items were used to measure emotional value
("This product: is one that I would enjoy/would make me want to use
it/ would make me feel good/would give me pleasure"), and four
items were used to measure social value ("This product: would help
me to feel acceptable/would improve the way I am perceived/would make a
good impression on other people/ would give me social approval").
All items were measured on a seven-point Likert-type scale (1 = strongly
disagree; 7 = strongly agree) and were internally consistent (alpha
coefficients were .94, .91, and .95, respectively).
Attitudes and Purchase Intentions.
Attitudes toward the product were measured using Yi's (1990)
three 7-point bipolar scales anchored by the adjectives
"good-bad," "pleasant-unpleasant," and
"like-dislike." Purchase intentions were measured by Yi's
(1990) three 7-point scales: "likely-unlikely,"
"possible-impossible," and "probable-improbable."
The alpha coefficients for purchase attitude and purchase intentions
were .85 and .89, respectively.
Results
Testing the Measurement Model
We randomly split the sample into two groups and examined the
measurement model with each group (Gorsuch, 1983; Sharma, Shimp, &
Shin, 1995). A confirmatory factor analysis (CFA) was conducted to
assess measurement properties of the various scales with the first half
of the sample (N = 101). After examining communality of variables,
factor loadings, and fit indices, we removed two items and conducted
another CFA with the second half of the sample (N = 102). This approach
is often used when some items should be excluded in factor analysis (cf.
Gorsuch, 1983; Sharma, Shimp, & Shin, 1995). With regard to using a
relatively small sample size, we followed a set of rules to determine
the appropriateness of our sample size: (1) absolute number of cases and
(2) subject-to-variable ratio. First, Gorsuch (1983) and Kline (1979)
recommended at least 100 cases as the absolute minimum number
(MacCallum, Widaman, Zhang, & Hong, 1999). Second, many researchers
suggest a subject-to-variable ratio of 5:1 is appropriate in conducting
a CFA (e.g., Arrindell & van der Ende, 1985; Gorsuch, 1983;
MacCallum et al., 1999). Given that our study included 20 variables for
the first CFA (N/variables = 101/20 = 5.05) and 18 variables for the
second CFA (N/variables = 102/18 = 5.67), our sample met these two
criteria of the minimum sample. However, considering the relatively
small sample size, the study took a conservative approach to further
examine the following elements: communality of variables, standardized
factor loading ([beta] coefficients), and model fit indices (e.g., CFI
and TLI). A number of studies on factor recovery with small sample size
(e.g., MacCallum et al., 1999; Preacher & MacCallum, 2002) argue
that if the communalities of variables are high, the population factor
structure characterized by low sample size can be adequately recovered.
Following MacCallum et al. (1999), our study identified the
communalities of variables (all greater than 0.6) in each CFA step. For
model fit indices, we considered the CFI, TLI, and IFI because those
indices are relatively less affected by sample size (e.g., Anderson
& Gerbing, 1992).
The first CFA on the first half of the sample showed satisfactory
fit indices ([chi square]/ df = 1.691; CFI = .944; TLI = .931; IFI =
.945; SRMR = .086; RMSEA = .083), but standardized regression
coefficients (factor loadings) for the first item of emotional value
(i.e., the product is one that I would enjoy, [beta] = .416) and social
value (i.e., the product would help me feel acceptable, [beta] = .450)
were
lower than the suggested cutoff of .60 (Nunnally, 1978). Regarding
the communalities of variables, the emotional value item (.428) was
lower than the cutoff of .60 and the social value item was on the
borderline (.609). Considering that these two items did not satisfy the
cut-off criteria of both factor loadings and communality of variables,
we eliminated these two items. After excluding two items, the second CFA
on the second half of the sample was conducted and provided better
overall fit indices ([chi square]/ df = 1.606; CFI = .961; TLI = .950;
IFI = .961; SRMR = .068; RMSEA = .077). All factor loadings were greater
than the cutoff of .60 and the communalities of all variables were
greater than the cutoff of .60. Following Sharma et al.'s (1995)
procedure, the analysis on the second partial sample was repeated for
the total sample. The CFA on the total sample showed satisfactory fit
indices ([chi square]/ df = 1.623; CFI = .979; TLI = .974; IFI = .980;
SRMR = .065; RMSEA = .056) and factor loadings and communalities of all
eighteen variables were greater than .60.
In the final step of testing the measurement model, we examined
construct reliability (CR; otherwise known as composite reliability),
average variance extracted (AVE), maximum shared squared variance (MSV),
and average shared squared variance (ASV) for each construct with the
total sample (Bagozzi & Yi, 1988; Fornell & Larcker, 1981; Hair
et al., 2010). As shown in Table 2, results indicated that all
constructs met the recommended level of construct validity and
reliability for each scale. Regarding convergent validity, each CR score
was greater than 0.7 and its AVE score was greater than 0.5 (Fornell
& Larcker, 1981; Hair et al., 2010). Two tests were performed to
evaluate discriminant validity. First, each MSV score and ASV of the
four factors was less than its AVE score. Second, the square root of AVE
exceeded the correlations of that construct and all others (Fornell
& Larcker, 1981; Hair et al., 2010). All dimensions exhibited both
convergent and discriminant validity.
Structural Model
Structural Equation Modeling (SEM) was utilized to test
relationships among study constructs. Table 3 presents the results of
the SEM, including goodness-offit statistics and coefficients. The model
adequately fits the data: [chi square]/ df = 1.871; CFI = .971; TLI =
.963; IFI = .971; SRMR = .087; RMSEA = .066.
As seen in Table 3, the regression paths from team identification
to consumer values ([beta] = .351, p < .01) and purchase attitudes
([beta] = .203, p < .01) were significant, supporting Hypotheses 1
and 2. The regression path from consumer values to purchase attitudes
was significant ([beta] = .651, p < .01), supporting Hypothesis 3.
Lastly, as expected, the linkage between purchase attitudes and purchase
intentions was positive and significant ([beta] = .590, p < .01),
lending support for Hypothesis 4.
Testing the Moderating Effects
Once support for the main effects was found, the next step was to
include the suggested moderator variables in the model in order to gain
deeper insights into the relationships among team identification,
consumer values, purchase attitudes, and purchase intentions. Following
the procedure outlined by Dabholkar and Bagozzi (2002) and Homburg and
Giering (2001), in the first step, an overall chi-square difference test
for each of the moderator variables (product category and performance
priming) was conducted. If there is a significant change in the
chi-square between the two models, then it could be concluded that a
moderating effect exists (Maiyaki, 2013). As shown in Table 4, the
chi-square difference was 8.06 (p < 0.1) for product category, which
indicates that there was a moderating effect of product category
somewhere in the parameters of the research model. After obtaining this
evidence, the specific moderating effects of product category were
further examined. However, the chi-square difference was 1.61 (p >
0.1) for performance priming, suggesting no moderating effect of
performance priming. Therefore, we rejected Hypothesis 6 and no further
analysis was performed on the moderating effect of performance priming.
Regarding the specific moderating effects of product category, the
relations between perceived consumer values and attitudes and purchase
intentions toward sport-licensed merchandise were stronger for hedonic
products than for utilitarian products but statistically not
significant. The relationship between team identification and perceived
consumer values was significantly stronger for hedonic products ([beta]
= .540, p < .001) than for utilitarian products ([beta] = .209, p
< .1). The direct impact of team identification on the attitude
towards sport-licensed merchandise was significantly pronounced with
utilitarian products ([beta] = .331, p < .001) while the impact was
not significant for hedonic products ([beta] = .074, p > .05). These
results suggest that the relationship between team identification,
perceived value, and attitude towards merchandise differs depending on
the product category. For instance, when fans evaluate utilitarian
products, attitude formation is a direct function of team identification
and perceived value. However, when fans consider hedonic products, team
identification alone does not trigger a positive attitude towards the
product but does so indirectly, through perceived value. Path
coefficients also suggest that the relationship between team
identification and perceived value is stronger for hedonic products
(Table 4).
With regard to the multidimensional consumer values in the
moderating model of product category, all three values (functional,
emotional, and social) of perceived consumer value were significant and
positive towards both utilitarian products (functional: [beta] = .415, p
< .01; emotional: [beta] = .977, p < .01; social: [beta] = .677, p
< .01) and hedonic products (functional: [beta] = .610, p < .01;
emotional: [beta] = .907, p < .01; social: [beta] = .596, p < .01)
(see Table 5). Specifically, emotional value was the most dominant
consumption value that led to purchase decisions in both utilitarian
([beta] = .977, p < .01) and hedonic products ([beta] = .907, p <
.01).
Discussion
Theoretical Contributions
The current study builds on existing research on the influence of
perceived value on purchasing sport team-licensed merchandise (Kwak
& Kang, 2009; Kwon et al., 2007). This study attempts to extend
previous research in several ways. First, we employed a multidimensional
consumer value framework (Sheth et al., 1991) to fully capture various
meanings (e.g., functional, emotional, and social) that influence
purchase decisions. This approach extends previous efforts at capturing
value from a rather narrow unidimensional perspective. Using a
multidimensional value framework is also in line with the notion of
symbolic purchase that suggests that multiple product values influence
consumers' decisions to buy team-licensed merchandise (Levy, 1959).
Using a multidimensional approach allowed us to determine which value
proposition is driving the purchase decision. Among functional,
emotional, and social value dimensions, we found that emotional value
plays the most dominant role in the product evaluation process, which
subsequently leads to purchase intentions. The dominant role of
emotional value was salient across product categories (utilitarian and
hedonic), indicating that emotional rewards might be the primary
benefits that fans seek when buying a licensed product. This finding is
also in line with the notion that emotion serves as a crucial motivator
of sport consumers' information processing and behavior (Kwak, Kim,
& Hirt, 2011).
Second, we extend previous studies by demonstrating the moderating
effect of product category in the relationship between team
identification and product evaluations. We employed the
symbolic-utilitarian framework (Katz, 1960) as a way of distinguishing
product categories. Our findings suggest that the framework is useful in
capturing differential effects of product category on consumers'
licensed product purchase decision processes.
As with prior studies, team identification was shown to provide the
impetus for positive licensed merchandise evaluations (e.g., Kwon et
al., 2007). However, the relationship between team identification and
perceived value of and attitude toward the product were found to be
moderated by product category. Results from multigroup analyses showed
that the relationship between team identification and multidimensional
consumer values is stronger for hedonic products, while the relationship
between team identification and purchase attitudes is stronger for
utilitarian products (see Table 4). In the hedonic product conditions,
the relationship between team identification and product attitude was
fully mediated by perceived consumer values, suggesting that positive
attitude formation toward a hedonic merchandise category (e.g., apparel)
is enhanced only through positive perceived value of the product. In
other words, the influence of perceived value becomes more pronounced
when fans consider purchasing self-expressive or status symbol items
(e.g., jewelries, watches, apparel) than when buying products for
functional purposes (e.g., pen, USB flash drive). The moderating role of
product categories along the symbolic-utilitarian continuum contributes
to our understanding that fans may use different product evaluation
processes depending on the licensed product's characteristics.
Managerial Implications
This investigation offers some insights for managers promoting
team-licensed merchandise. Our findings suggest that strong team
identification predisposes consumers to perceive greater functional,
emotional, and social value of a licensed product. However, the impact
of team identification on perceived value and attitude toward the
product were different across product categories along the
symbolic-utilitarian continuum. In particular, sport consumers seem to
seek more symbolic meanings associated with the product when they
purchase self-expressive and status symbol licensed goods such as
watches and apparel. Therefore, more sophisticated product design,
promotion, and delivery strategies should be implemented to effectively
market symbolic licensed goods. From a functional value standpoint,
licensors should identify reliable and reputable manufacturers to ensure
the quality of the licensed products. Products failing to meet
consumers' expectations of functional value will adversely affect
sales.
Retailers can also enhance products' emotional value through
unique product design and sales promotion. Recently, the New York
Yankees launched a line of fragrances (another hedonic-oriented product)
with the team's trademark embedded in the bottle and packaging
(Neff, 2012). They offer a special edition to commemorate Mariano
Rivera, one of the greatest Yankees of all time in Major League Baseball
history. The special edition bottle contains an official screening of
Rivera's Hall of Fame signature and is priced 20% higher than the
regular fragrance bottle. Having such a unique product design will
create greater desire in those fans who are emotionally attached to the
retired pitcher. Another strategy to enhance the value of product would
be to limit the availability of the product. A recent study suggests
that enhancing perceived limitedness of availability can facilitate
consumer reactions to a promotion (Byun & Sternquist, 2012). As
such, developing a new product design (e.g., special edition) or
limiting the period of time during which the product will be offered
(e.g., playoff season only) can enhance the perceived value of licensed
merchandise.
For utilitarian or functionally-oriented licensed products (e.g.,
pen, napkins, USB flash drive), our results showed that high team
identification directly affects favorable attitudes toward the product,
which leads to purchase intention. Therefore, managers should use a push
strategy to make sure consumers are aware that the licensed products are
available for purchase in the marketplace (online or in retail stores).
Displaying utilitarian items in showrooms and using point-of-purchase
displays might enhance the visibility of the products, which would
entice fans interested in buying their favorite team's merchandise.
Pricing tactics (e.g., quantity discounts, seasonal discounts, price
bundling, etc.) lowering the perceived cost of the products might be
effective strategies to encourage purchase decisions. Finally,
regardless of the product category, we found that emotional value is the
key driver of licensed merchandise consumption decisions. Thus,
promotional materials tapping into emotional appeals (e.g., pride, fun,
excitement) might be effective in creating consumption desire among
fans.
Limitations and Suggestions for Future Studies There are some
limitations that suggest directions for further research. First, we did
not consider the effect of the manufacturer's brand in an effort to
minimize the potential confounding effects. Although different brands
within a single category can hold different meanings along the
symbolic-utilitarian continuum (Aaker, 1997; Bhat & Reddy, 1998), we
only focused on the product category-based processing, as in the
licensed merchandise context, a sport fan would be less likely to
consider other team brands in purchasing a licensed product. However, it
is possible that manufacturer brands can also influence how fans
perceive the value of a licensed product. Future research should examine
both the effect of manufacturer brand and multidimensional consumer
values and should explore which is more important to the relationship
between team identification and decision making.
Second, the theoretical framework proposed herein could be tested
in additional contexts (e.g., professional sports) to strengthen the
generalizability of findings. Moreover, the theoretical framework could
be expanded to include additional processes and individual difference
variables (e.g., self-enhancement; Taylor, Strutton, & Thompson,
2012) that explain other aspects of consumer valuation processes of
merchandise consumption.
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Youngbum Kwon, PhD, is a post doctoral researcher in the Department
of Sport Management at the University of Michigan. His research
interests include sponsorship-linked marketing, brand equity, and
consumption values. Dae Hee Kwak, PhD, is an assistant professor and the
co-director of the Michigan Center for Sport Management in the School of
Kinesiology at the University of Michigan. His research interests
include sport consumer behavior, sport consumer psychology, and
experimental designs.
Table 1 Previous Literature on Licensed Merchandise Consumption
Behavior
Author(s) Study type Licensed
merchandise
Kwak & Kang (2009) Empirical Licensed apparel
of a professional
basketball team in
Korea
Kwon, Kim, & Empirical Co-branded
Mondello (2008) licensed apparel of a
university in the U.S.
Kwon & Trail (2003) Empirical Two US Mid-
western universities'
football team products
Kwon, Trail, & Empirical Licensed apparel
James (2007) of a southeastern
university's athletic
team in the U.S.
Kwon & Armstrong Empirical University's
(2002) team-licensed
merchandise
Ozer & Argan (2006) Empirical Licensed products
of a professional
soccer team in Turkey
Fisher & Wakefield Empirical Home & away
(1998) team merchandise
in a professional
sport league
Author(s) Value Purpose
dimension(s)
Kwak & Kang (2009) N/A To examine the role of
self-image congruence in
licensed merchandise
consumption.
Kwon, Kim, & N/A To examine the influence of
Mondello (2008) manufacturer brand on
purchasing co- branded
licensed products.
Kwon & Trail (2003) N/A To reexamine Mahony et al.'s
(2000) psychological commit-
ment to team (PCT) scale.
Kwon, Trail, & Economic To investigate the mediating
James (2007) value * effect of perceived value in
the relationship between team
identification and purchase
intentions.
Kwon & Armstrong N/A To examine the tendencies toward
(2002) impulsive buying of team-licensed
merchandise.
Ozer & Argan (2006) N/A To determine and analyze various
factors motivating purchase of
licensed products.
Fisher & Wakefield N/A To investigate the factors that
(1998) lead to identification across
successful and unsuccessful
groups
Author(s) Main findings
Kwak & Kang (2009) Self-image congruence directly and
indirectly affects purchase intentions via
perceived quality of the product.
Kwon, Kim, & Attitude toward the manufacturer
Mondello (2008) influences purchase decision. Impact of a
manufacturer's brand was lessened among
highly identified individuals.
Kwon & Trail (2003) Several improvements for the PCT scale
by testing construct validity, concurrent
validity, and internal consistency.
Kwon, Trail, & Team identification alone does not play a
James (2007) role in purchase intentions. Perceived
value fully mediates the impact of team
identification on purchase intentions.
Kwon & Armstrong Team identification is an antecedent to
(2002) impulse buying of sport team-licensed
products, and influences the amount of
money spent on impulsive sport buying.
Ozer & Argan (2006) Five factors emerged in purchasing a
licensed product (i.e., team identification,
store atmosphere, friend group, loyalty
and shopping enjoyment). Identification
had the greatest influence on buying
behaviors.
Fisher & Wakefield Member involvement is an important
(1998) factor leading to identification for
unsuccessful groups, whereas perceived
group performance plays a role in leading
to identification for successful groups.
Note. Summarized and organized by the authors. * Only Kwon et al.
(2007) applied perceived value in the research model.
Table 2 Summary of Reliability Coefficients, AVE, MSV, ASV, and
Correlations Among Variables.
Potential variable Alpha CR AVE MSV ASV
Team Identification (TI) .921 0.941 0.842 0.187 0.115
Consumer Values (CV) .884 0.764 0.536 0.479 0.353
Purchase Attitude (PA) .966 0.953 0.872 0.466 0.327
Purchase Intention (PI) .909 0.895 0.740 0.479 0.284
Potential variable TI CV PA PI
Team Identification (TI) 0.918a
Consumer Values (CV) 0.339 0.732 (a)
Purchase Attitude (PA) 0.432 0.683 0.934 (a)
Purchase Intention (PI) 0.209 0.692 0.573 0.860 (a)
Summary of fit indices: [chi square]/df = 1.623; CFI = .979; NFI = .948
SRMR = .065; RMSEA = .056; TLI = .974; AGFI = .862
Note. Composite Reliability (CR), Average Variance Extracted (AVE),
Maximum Shared Squared Variance (MSV), Average Shared Squared
Variance (ASV); (a) indicates the square root of a given construct's
AVE
Table 3 Basic Model Effects
Standardized Hypothesis
regression
coefficient ([beta])
Team identification [right arrow] .351 *** H1
Perceived consumer values
Team identification [right arrow] .203 *** H2
Attitude towards sport-licensed
merchandise
Perceived consumer values .651 *** H3
[right arrow] Attitude towards
sport-licensed merchandise
Attitude towards sport-licensed .590 *** H4
merchandise [right arrow]
Purchase intention towards
sport-licensed merchandise
Support
Team identification [right arrow] Supported
Perceived consumer values
Team identification [right arrow] Supported
Attitude towards sport-licensed
merchandise
Perceived consumer values Supported
[right arrow] Attitude towards
sport-licensed merchandise
Attitude towards sport-licensed Supported
merchandise [right arrow]
Purchase intention towards
sport-licensed merchandise
Summary of fit indices for the proposed models tested: [chi square]/
df= 1.871; CFI = .971; NFI = .939 SRMR = .087; RMSEA = .066; TLI =
.963; AGFI = .845
Note. * p < 0.1, ** p < 0.05, and *** p < 0.01
Table 4 Chi-square Difference Test between Two Product Category
Groups (utilitarian vs. hedonic)
Constrained Unconstrained [DELTA][chi square]
model model (df=4)
Fit index: 407.293 (248) 399.231 (244) 8.062 *
Chi-square (df)
CFI .957 .958
TLI .947 .947
IFI .957 .958
RMSEA .057 .056
Paths Utilitarian Hedonic
products products
Team identification [right arrow] .209 * .540 ***
Perceived consumer values
Team identification [right arrow] Attitude .331 *** .074
towards sport-licensed merchandise
Perceived consumer values [right arrow] .587 *** .709 ***
Attitude towards sport-licensed merchandise
Attitude towards sport-licensed .580 *** .587 ***
merchandise [right arrow] Purchase intention
towards sport-licensed merchandise
Paths [chi square]
Team identification [right arrow] 403.235
Perceived consumer values
Team identification [right arrow] Attitude 404.078
towards sport-licensed merchandise
Perceived consumer values [right arrow] 399.561
Attitude towards sport-licensed merchandise
Attitude towards sport-licensed 399.840
merchandise [right arrow] Purchase intention
towards sport-licensed merchandise
Paths [DELTA][chi square]
(df = 1)
Team identification [right arrow] 4.004 **
Perceived consumer values
Team identification [right arrow] Attitude 4.847 **
towards sport-licensed merchandise
Perceived consumer values [right arrow] 0.330
Attitude towards sport-licensed merchandise
Attitude towards sport-licensed 0.609
merchandise [right arrow] Purchase intention
towards sport-licensed merchandise
Paths Hypothesis Support
Team identification [right arrow] H5 Supported
Perceived consumer values
Team identification [right arrow] Attitude Supported
towards sport-licensed merchandise
Perceived consumer values [right arrow] Not
Attitude towards sport-licensed merchandise supported
Attitude towards sport-licensed Not
merchandise [right arrow] Purchase intention supported
towards sport-licensed merchandise
Note. * p < 0.1, ** p < 0.05, and *** p < 0.01
Table 5 Multidimensional Consumer Values in the Moderating Model of
Product Category
Utilitarian product
[beta] p
Functional value [left arrow] Perceived .415 ***
consumer values
Emotional value [left arrow] Perceived .977 ***
consumer values
Social value [left arrow] Perceived .677 ***
consumer values
Hedonic product
[beta] p
Functional value [left arrow] Perceived .610 ***
consumer values
Emotional value [left arrow] Perceived .907 ***
consumer values
Social value [left arrow] Perceived .596 ***
consumer values
Note. * p < 0.1, ** p < 0.05, and *** p < 0.01