As time goes by: deciphering the fantasy sport playing teenager.
Ruihley, Brody J. ; Billings, Andrew C. ; Rae, Coral 等
Introduction
To claim that fantasy sport play is a burgeoning industry would be
to offer a considerable understatement. In the United States and Canada,
the number of participants has doubled over a seven-year period,
currently with 41 million people playing (Fantasy Sport Trade
Association, 2014). Such an increase is particularly noteworthy because
of its relationship to sports media consumption, as the typical fantasy
sport participant consumes three times as much sports media content as a
non-participating sports fan (ESPN Integrated Media Research, 2010). As
Billings and Ruihley (2014) summarize: "a true sports media game
changer has emerged. It is fantasy sport" (p. 1).
Given the rapid expansion of play and offerings within fantasy
sport, scholars have attempted to explore the ramifications of this high
level of participation, exploring issues such as gender differences
amongst who plays (Davis & Duncan, 2006; Ruihley & Billings,
2013), racial demographics of the participants (Drayer & Dwyer,
2013), influence of money related to league entry fees and prizes
(Mahan, Drayer, & Sparvero, 2012; Drayer, Dwyer, & Shapiro,
2013), and how such economics tie to the commodification of sport
(Wenner, 2013). However, one demographic receiving relatively scant
attention has been the youth who are increasingly participating in the
activity. Investigating this demographic group is crucial to any
burgeoning industry, as "the earlier the marketer establishes brand
awareness and recognition in the child, the stronger the brand
association and imagery are likely to be when they become independent as
consumers, in order to develop a long-term profitable relationship in
the future" (Ross & Harradine, 2004, p. 24). Moreover, children
within the tween/teen demographic binary are also more likely to move
from fickle to loyal regarding brand preferences and purchase intent
(James, 2001). In sum, this demographic represents the moments in which
one is most likely to become hard-wired to particular brands, behaviors,
and media associations. Thus, within the realm of fantasy sport, teens
are actively deciding whether playing these types of games will be part
and parcel of who they are--and, perhaps most critically, who they hope
to be. While no study has determined the specific size of this group of
fantasy players, a study from Ipsos (2010) focused on adult players,
finding that people within the 18-year old demographic had played
fantasy sport an average of three years. This means that most of the six
million fantasy sport participants within the 18-24 age demographic
opted to begin participation before graduating high school.
With an increasing number of children participating--often at the
urging of a parent (Ruihley & Hardin, 2011)--a warrant for further
investigation is proffered.
Brown, Ruihley, and Billings (2013) examine how age plays a factor
in the reasons for participating in fantasy sport, uncovering a series
of differences jointly showing that motivations for fantasy sport
participation are significantly different at various life stages.
Nevertheless, the study only examined different ages of adults--a common
theme amongst fantasy sport surveys. With many children playing fantasy
sport in middle school (and sometimes even younger), such a distinction
is important to discern. Moreover, these participants are just beginning
fantasy sport participation, raising the question of whether the
decision to start fantasy sport play is demonstrably different from the
decision to continue participating in fantasy sport. This study fills
that scholarly void, surveying 1,182 adults of fantasy sport
participants 20 years of age or older and comparing those responses to
survey responses of 178 fantasy sport participants between 12 and 19
years of age. Collectively, the question raised pertains to whether
youth fantasy sport participation is significantly different than adult
fantasy sport participation.
Related Literature
Deciphering the Fantasy Sport Fan Without question, fantasy sport
play has changed the manner in which people consume sport and perform
elements of fandom (see Roy & Goss, 2007; Spinda & Haridakis,
2008). Schirato (2012) notes that the interactivity within fantasy sport
turns "the viewer as consumer into part of the text that is being
consumed" (p. 79). He continues to argue that "fantasy sport
never rests" (p. 82), as the biggest reason appears to be the
amount of time required to gain knowledge to succeed. While previous
reports find the fantasy sport player consuming considerably more media
than the non-fantasy sport participant (Billings & Ruihley, 2013),
it may not be the case that fantasy causes increased media consumption
as much as people opt to play fantasy sport because of their higher
level of sport avidity. Wann, Grieve, Partridge, Zapalac, and Parker
(2013) underscore this potential trend, stating that "involvement
with fantasy sports was not a significant predictor of percentage of
time spent viewing any of the various forms of television sport
programming" (p. 190).
Nonetheless, fandom shifts within fantasy sport play as
"fantasy consumers experience notably stronger identification with
professional players than they do with entire sports teams"
(Ballouli, Hutchinson, Cattani, & Reese, 2013, p. 226). Lee,
Ruihley, Brown, and Billings (2013) found that when presented with a win
from either their favorite NFL team or their fantasy team, 41.6% prefer
the fantasy victory. Such a finding is generally echoed by Dwyer (2013)
when it is argued that, "if one's fantasy team is not
successful, media consumption will decrease significantly. Favorite NFL
team outcomes, however, had little impact in league-wide media
consumption" (p. 46). The result is what Schirato (2012) references
as "antithetical ways of seeing" (p. 82), with Dwyer (2013)
arguing, "it may be prudent to take extra measures to ensure
fantasy participants remain competitive as long as possible during the
NFL season" (p. 44).
Thus, fantasy sport becomes another example of "games within
games" (Billings & Ruihley, 2014, p. ix) as "both sports
betting and participation in fantasy sports appear to serve as
'complementary investments' by sport consumers" (Mahan,
Drayer, & Sparvero, 2012, p. 167). Such trends should not be viewed
as offering a zero-sum game regarding sports fandom, as scholars have
found this could be a case where the rising tide of fantasy sport indeed
lifts all boats. Mahan, Drayer, and Sparvero (2012) found that fantasy
sport play results in higher identification with a favorite team, and
Billings and Ruihley (2014) concurred, labeling the rise as the
"Sports Fan 2.0" (p. 37). The dimensions of skill vs. luck
have been examined with a focus on the economics incorporated with
league entry fees, finding little relationship between the two. Still,
in a survey of 30 male participants, Ballouli, Hutchison, Cattani, and
Reese (2013) discovered that "although participant responses did
not suggest many of the negative connotations associated with
traditional forms of gambling, the economic motivation to play fantasy
football is similar to the motivation bettors have for gambling on real
sports" (p. 224).
Consequently, scholars have learned that demographics play a larger
role in determining who the fantasy sport participant is likely to be as
the activity skews very heavily toward both males (with male bonding,
control, and competition being central to the activity, see Davis &
Duncan, 2006) and Caucasians (see Drayer & Dwyer, 2013). Billings
and Ruihley (2014) note a "queasy undercurrent particular to
Black/African-American participation in fantasy sport because of the
requirement that players (a majority of whom are Black) are
'owned' by fantasy sport participants (a majority of whom are
White)" (p. 48), again illuminating how different demographic
groups are responding in to fantasy sport activity in demonstrably
different manners.
Teens, Brands, and Marketing Trends
The impact of sport within teens is well documented, as youth
frequently list athletes as primary heroes and role models in similar
regard as their parents (Stevens, Lathrop, & Bradish, 2003). As
sport avidity grows during this teen period (Enoch, 2010), so does
awareness of differing information sources (Roedder-John, 1999) and
brands (Chaplin & Roedder-John, 2005). Thus, establishing positive
associations with children is crucial for industries like fantasy sport,
because "children do form preferences for sports teams early in
life and in early stages of cognitive development" (James, 2001, p.
248) and are likely to stay loyal to these products, teams, and media
offerings later in life. Thus, middle to late childhood becomes an
optimal age in which to gain a "greater understanding of the
symbolic meanings and status accorded to certain types of products and
brand names" (Roedder-John, 1999, p. 193).
Given the established positive relationship between age and brand
recognition (Ross & Harradine, 2004), such ties to the advancement
of sports products are inherently critical for marketers. James (2001)
notes that "socialization into leisure is a continuous pattern of
change beginning with the earliest interactions of childhood, continuing
through the pivotal periods of adolescence and young adulthood and on
through maturity" (p. 235). From a fantasy sport perspective, if
youth are socialized into participation at a young age, at a minimum,
they will at least be socialized into the game, with the broader
potential for websites and other products to be branded in the minds of
youth at impressionable ages. Consumption of not just media but all
ancillary products is funneled through this prism of teen understanding
as, by age 12, children are "more vigilant about the social
implications of owning certain brands," (Chaplin &
Roedder-John, 2005, p. 121).
Fantasy Sport by Age Demographics
Fantasy sport offers the potential scenario where one opts to
"root, root, root for no team" (Sandomir, 2002, para. 1),
which can be quite different for younger sports fans contemplating
fantasy sport participation, as their allegiances to professional sports
teams are not as established as older demographics in their early teens,
but are much more established by the end of this teenage time period
(see James, 2001). Maguire, Armfield, and Boone (2012) emphasize that,
"no affiliation with the fantasy team existed before the
individual's creation of the team. Whereas fanship of real football
teams can be a lifetime affair, the fantasy sports owner will build up
and tear down rosters one year from the next" (p. 287). Such trends
are very pertinent to understanding the newer players within fantasy
sport participation, who are now starting the activity even before they
are old enough to legally possess a Facebook or Twitter account.
Ruihley and Hardin (2011) find that enhancing family bonds results
in children who are more likely to participate in fantasy leagues, as
they afford an opportunity to bond fathers and sons in a common goal and
language. Claiming that individuals are significantly more likely to
have attended a baseball game in person if they have played fantasy
baseball, Nesbit and King-Adzima (2012) believe that "fantasy
baseball may have played a role in attracting and maintaining fans,
particularly young fans, to the sport over the past decade" (p.
496). Edelman (2012) claims the Internet boom of the 1990s shifted
demographics decidedly wider because of the easier ways to access and
compile statistics, also questioning whether allowing children to play
in leagues that charge entry fees amounts to a circumvention of underage
gambling laws.
Very little is known about the role age plays in motivations to
play fantasy sport. Brown, Billings, Ruihley (2012) bifurcated their
study of 529 fantasy sport participants into two age groups: younger
than 35 years and 35 years and older. The study showed younger
participants consuming 4.2 more hours of weekly sports media content
than the older group. In addition, younger participants were more likely
to play for reasons related to entertainment and enjoyment, while older
participants were more likely to use the activity to pass time. Still,
the study limited the younger age demographic to 18 years of age and
older, meaning that those younger than 18 remain an understudied
demographic group.
Motivations for Participation
One well-developed area in fantasy sport literature involves the
extrapolation of various reasons why people participate in the activity.
In one of the earliest studies in this area, Farquhar and Meeds (2007)
used Q-methodology to reveal five types of fantasy sport users (or FSUs)
including (a) casual participants, (b) players, (c) isolationist
thrill-seekers, (d) trash-talkers, and (e) formatives. They also
uncovered two macro-level motivations for play: arousal (i.e., positive
stress or eustress) and surveillance (i.e., the gathering of sport
information utilizing the sport media landscape). These motivations were
expanded and developed by other scholars, with Hur, Ko, and Valacich
(2007) including escapism as the perceived need to deviate from the
"daily routine" (p. 530). Seo and Green (2008) measured online
sport consumption in general, noting that escape seems to always play a
central role. Roy and Goss (2007) wrote of the "need to achieve
success and outperform" (p. 101) within fantasy sport, leading to
increased time and financial investments.
Spinda and Haridakis (2008) advanced the dialogue in articulating
six main motives for fantasy football participation: ownership,
achievement/self-esteem, escape/pass time, socialization, bragging
rights, and amusement. Ruihley and Hardin (2011) utilized prior work and
expanded to offer additional motivational areas of social sport,
camaraderie, and competition. Lee, Seo, and Green (2013) ultimately
created a Fantasy Sport Motivation Inventory (FanSMI) offering 12
dimensions for examination, which included some motivations used
previously (such as entertainment and escape) while providing some
relatively new parts of the fantasy sport equation (such as hedonic
experience and substitute for a losing team). Billings and Ruihley
(2014) compiled a series of composite scales for assessing motivations,
within 10 dimensions: arousal, camaraderie, competition,
control/ownership, escape, fanship, pass time, self-esteem, social
sport, and surveillance.
Research Questions
In all, the various dimensions of motivations for fantasy play have
begun to have many points of contact within different iterations of
studies, yet the potential demographic differences within these
motivations warrants additional scholarly attention because of the
financial impact of garnering this youth market for advertisers and
fantasy sport providers. Moreover, the investigation of these
age-oriented trends offer potential ramifications beyond the world of
fantasy sport, underscoring how teens may respond differently to
different appeals and brands.
This study focuses upon those just beginning their fantasy sport
experience, providing the first comprehensive examination of the
teenaged demographic in comparison to other age demographics (in this
case, 20s, 30s, and 40s and older). Specifically, the following research
questions will be used to guide the study:
RQ1: Are motivations for fantasy sport play significantly different
for teenagers (12-19 years of age) than their older counterparts?
RQ2a: What people are most responsible for influencing minor-aged
teenagers (aged 12-17 years of age) to start fantasy sport
participation?
RQ2b: What people are most responsible for influencing minor-aged
teenagers (aged 12-17 years of age) to continue fantasy sport
participation?
RQ3: Will sports media consumption and fantasy sport media
consumption be different for teenagers (12-19 years of age) than their
older counterparts?
RQ4: Will reports of enjoyment and overall satisfaction with
fantasy sport be different for teenagers (12-19 years of age) than their
older counterparts?
RQ5: Will reports for future intent to play fantasy sport be
different for teenagers (12-19 years of age) than their older
counterparts?
Methods
To learn more about fantasy sport consumption similarities and
differences among different age groups, a quantitative survey was
developed addressing consumption and motivational areas. A detailed
review of the sample and recruitment, instrument, procedure, and
analyses are included in the following section.
Sample and Recruitment
Two main groups were targeted for this research. The first group
was adult fantasy sport consumers (defined as anyone who has played a
fantasy sport in the past 12 months). Upon an expedited IRB process,
this group was recruited utilizing social media outlets (i.e., Facebook
and Twitter), personal communication, and use of fantasy sport industry
contacts reaching out to fans and followers. Since the first survey
collection only addressed adults 18 years of age and older, the second
group targeted a more difficult group to obtain responses: 12 to 17 year
olds. Because this targeted group is identified as a vulnerable
population (indicated by their minor status), more specific steps were
taken in recruiting. After completing a full review with IRB,
participants were similarly recruited as the adults through utilizing
social media outlets, personal communication, college student referral,
and use of industry contacts. The difference was that the youth
recruitment primarily targeted people who knew of youth players. For
instance, this research sent targeted messages to the father,
brother/sister, aunt, or grandpa that knows of a youth family member
participating in fantasy sport. In this research, recruitment messages
were crafted to ask if you are a fantasy sport user aged 12-17 or do you
know of a fantasy sport user aged 12-17. It is possible, through the
industry contacts, that a direct participant was reached, but it is more
likely that the youth participant was referred to the survey by a third
party source.
When the adults and youth decided to participate, they followed a
hyperlink (included in all recruitment material) connecting them to the
online survey. The beginning of the online questionnaire differed for
the two groups. Adult participants simply read and agreed to the
informed consent and then were directed to the instrument. Youth
participants read and agreed to the informed consent, but were then
directed to a Passive Parent Permission form. With this, youth
participants were directed to have their parent or guardian read the
consent form. This form was designed similarly to the participant
informed consent, but rewritten to discuss the child taking the survey.
Parents and guardians were given all contact information of the primary
researcher and informed that their child did not have to partake in the
study. If they agreed to allow their child to participate, the
participant clicked an approval button on the screen and was directed to
the instrument.
Instrument
The instrument for this research was developed in the form of an
online questionnaire. Qualtrics was used to create, host, and store the
data for this research. Two different survey instruments were used for
this research. Each instrument measured the same concepts with one
difference being that the second survey, for youth participants, had
slightly adjusted wording to reduce any comprehension issues for a
younger reader (e.g., feeling of ownership vs. feeling of having players
on my team personal sense of achievement vs. feel like I did a good job;
and stimulation vs. excitement). In addition, some demographic questions
(e.g., marital status, education level, and household income) were
withheld from the youth survey. Participants were asked to identify
demographic information and general sport-related questions including
areas of: sport consumption behavior (i.e., Amount of hours per week
consuming sport-related content--consuming sport on TV, radio, sport
websites, magazines, newspapers, etc.) and fanship (Seo & Green,
2008). In addition to the general sport-related questions, participants
were asked to respond to questions about their fantasy sport experience.
Questions included topics of fantasy consumption (i.e., Amount of hours
per week devoted to fantasy sport related activities), fantasy sports
participated in, favorite fantasy sport, fees (or lack thereof)
associated with league participation, and whether prize funds were
involved in participation.
Beyond the difference of simple language for the adult and youth
surveys, the same motivational factors were measured for each type of
consumption. Participants were asked to identify their level of
agreement or disagreement to statements on a seven-point Likert scale
anchored by 1 = Strongly Disagree and 7 = Strongly Agree. Utilized in
the fantasy sport context in several studies (Billings & Ruihley,
2013, 2014; Ruihley & Hardin, 2011), the following variables
measured the motivational aspects of fantasy sport consumption. For a
complete list of scale items used, please consult Table 1.
* Arousal (Wann, 1995) was measured using three scale items
([alpha] =.866).
* Escape (Seo & Green, 2008) was measured using three scale
items ([alpha] =.822).
* Ownership (Ruihley & Hardin, 2011; Spinda & Haridakis,
2008) was measured using four scale items ([alpha] =.831).
* Achievement/Self-Esteem (Spinda & Haridakis, 2008) was
measured using three scale items ([alpha] =.862).
* Surveillance (Hur, Ko, & Valacich, 2007; Seo & Green,
2008; Ruihley & Hardin, 2011) was measured using three scale items
([alpha] =.862).
* Camaraderie (Seo & Green, 2008; Ruihley & Hardin, 2011)
was measured using three scale items ([alpha] =.798).
* Social Sport (Hur, Ko, & Valacich, 2007) was measured using
three scale items ([alpha] =.844).
* Pass Time (Seo & Green, 2008) was measured using three scale
items ([alpha] =.804).
* Competition (Ruihley & Hardin, 2011) was measured using three
scale items ([alpha] =.761).
Correlation and reliability were tested on all the motivating
factors. The first step included a test for unidimensionality in testing
the correlation coefficient. Any items not correlating above 0.30 were
dropped from the analysis. The second step tested for reliability
utilizing Cronbach's alpha coefficient to determine the reliability
of the scale items of a projected factor. If the alpha level dropped
below 0.70, unreliable items were dropped from the analysis (De Vaus,
2002).
Analyses
SPSS Statistics software (22.0) was used to analyze this data.
Correlation and reliability tests were conducted to determine relation
and fit of scale items. Descriptive statistics, frequencies, and
crosstabs were used to compile and address demographic information.
Analysis of Variance (ANOVA) was administered to examine the differences
between the age groups. The ages were grouped and tested based on the
research questions. Bonferonni's correction was present for the
appropriate analyses. In addition, a Bonferonni post-hoc test was
administered.
Results
Profile of Sample
The sample consisted of 1,360 fantasy sport users. The average age
was 29.8 and ranged from 12 to 69 years. Consistent with industry
standards (Fantasy Sport Trade Association, 2014), the sample was
predominantly male (93.6%) and Caucasian (88.5%). The decade-oriented
breakdown produced four groups: 12 to 19 years of age (n = 178), 20-29
years of age (n = 559), 30 to 39 years of age (n = 431), and 40 years of
age and older (n = 192). People from Canada and 47 of 50 US states
participated. Utilizing a three-item measure for fanship (Seo &
Green, 2008), the teenage demographic mean ranked significantly lower
([mu] = 6.0, p = .000.015) than the 20-29 group ([mu] = 6.7), 30-39
group (= 6.6), and 40 and older group (= 6.3). Focusing on the 12-19
year old demographic group, the top two favored fantasy sports to
participate in were football (60.1% of demographic) and college sport
(16.3%). All other group breakdowns favored football first and baseball
second. For complete list of favorite fantasy sport for all demographic
groups, please see Table 2.
Research Question 1
The first research question queried whether any significant
differences emerged when comparing motivational means of older groups
with the teenage demographic. Table 3 reports means and significant
differences between each of the four age groups. Thus, research question
1 is answered in a number of manners, as the motivation factors
providing a significant difference with the teenage demographic were:
* Ownership (F(3, 1356) = 7.25, p = .000): 12-19 group ([mu] = 5.0)
significantly higher than the 20-29 ([mu] = 4.3) and 30-39 group ([mu] =
4.4).
* Achievement/Self-Esteem (F(3, 1356) = 13.26, p = .000): 12-19
group ([mu] = 5.6) significantly lower than the 20-29 group ([mu] =
6.1), 30-39 group (p = 6.1), and 40 and older group ([mu] = 5.9).
* Camaraderie (F(3, 1356) = 21.9, p = .000): 12-19 group ([mu] =
5.0) significantly lower than the 2029 group ([mu] = 5.7) and 30-39
group ([mu] = 5.7).
* Social Sport (F(3, 1356) = 25.45, p = .000): 1219 group ([mu] =
5.5) significantly lower than the 20-29 group ([mu] = 6.0).
* Pass Time (F(3, 1356) = 6.65, p = .000): 12-19 group ([mu] = 5.3)
significantly higher than the 40 and older group ([mu] = 4.7).
Research Questions 2a & 2b
Research question 2a asked what group of people are most
responsible for assisting the participant in starting participation in
fantasy sport. One major demarcation point within anyone's
American's life involves turning 18, where graduation from high
school is coupled with enhanced privileges and freedoms. Given that most
fantasy participants begin participating in fantasy sport before this
milestone, research questions 2a and 2b dealt with trigger influences
leading to fantasy activities. These results are aggregated in Table 4.
Participants were asked to check all applicable groups when
thinking about who was most influential in starting fantasy sport.
Results indicate that the most influential group to fantasy sport minors
(n = 153) is friends (78.4% of sample indicated this group), followed by
siblings (32%), parents (28.1%), media members (7.8%), teachers (3.3%),
and coworkers (0.7%).
Research question 2b asked what group of people are most
responsible for assisting the participant in continuing participation in
fantasy sport. Participants were asked to check all the groups that
apply concerning which group was most influential in continuing
participation in fantasy sport. Results indicate the following groups as
most influential: friends (85.0% of sample indicated this group),
followed by siblings (21.6%), parents (21.6%), media members (3.3%),
teachers (1.3%), and coworkers (0.7%). Thus, for both RQ2a and RQ2b,
friends appear to be a driving factor in both starting and continuing
within the activity as they appear to influence participation more than
all other measured influencers combined.
Research Question 3
The third research question concerned whether any media or fantasy
sport consumption results in significant differences between the teenage
demographic and their older fantasy sport peers. Combined results are
reported in Table 5.
Participants were asked to indicate how many hours per week they
spend consuming sport-related mass media content and also how many hours
they spend devoted to fantasy sport activities. Concerning general sport
consumption (F(3, 1318) = 14.35, p = .000), significant results indicate
that the 12-19 group ([mu] = 11.5 hours per week; p = .000) was the
demographic group with the fewest hours per week when compared to the
20-29 group ([mu] = 18.6 hours), 30-39 group ([mu] = 17.2 hours), and 40
and older group ([mu] = 17.3 hours). Examining fantasy sport consumption
(F(3, 1325) = 14.23, p = .000), similar significant results show the
12-19 group ([mu] = 5.6 hours per week; p = .000) with the fewest hours
per week when compared to the 20-29 group ([mu] = 8.0 hours), 30-39
group ([mu] = 8.5 hours), and 40 and older group ([mu] = 11.2 hours).
Research Questions 4 & 5
Research question 4 posited whether reports of enjoyment and
overall satisfaction with fantasy sport are different for teenagers than
their older counterparts. Utilizing a three-item measure for enjoyment
(Ruihley & Hardin, 2011) (F(3, 1356) = 67.43, p = .000), the teenage
demographic mean ranked significantly lower ([mu] = 5.7, p = .000)
compared to the 20-29 group ([mu] = 6.6), 30-39 group ([mu] = 6.5), and
40 and older group ([mu] = 6.4). Similarly, when examining overall
satisfaction with fantasy sport (F(3, 1356) = 120.89, p = .000), the
teenage demographic mean ranked significantly lower ([mu] = 5.6, p =
.000) compared to the 20-29 group ([mu] = 6.7), 30-39 group ([mu] =
6.7), and 40 and older group ([mu] = 6.5).
Research question 5 sought to determine if reports for future
intent to play fantasy sport were different for teenagers than their
older counterparts. Regarding intent to continue participation in
fantasy sport (F(3, 1356) = 206.48, p = .000), the teenage demographic
mean ranked significantly lower ([mu] = 5.6, p = .000) compared to the
20-29 group ([mu] = 6.9), 30-39 group ([mu] = 6.9), and 40 and older
group ([mu] = 6.8).
Discussion
Concerning the overarching question as to whether teenagers are
experiencing fantasy sport in demonstrably different manners than other
age demographics, the results imply an emphatic yes. Insights can be
gleaned from each of the research questions. First, pertaining to the
motivations for participation, rather than offering sweeping conclusions
about the teenage demographic, a specific profile emerges. Teen
participants reported significantly higher motivational means for play
in regard to both ownership (compared to the 20s and 30s) and passing
time (compared to the 40s). Both of these elevated responses could be
explained by overall life trends. Teens likely enjoy the ownership
incorporated into fantasy activity largely because they own much less in
this point in their lives when compared to their adult counterparts as
they largely rely on parents for other things to call their own. Even
their sport-related fandom is tinged by others, as most children select
a favorite sports team or player based on who their parent already
prefers. Thus, fantasy sport participation seemingly provides a sense of
ownership that is largely lacking in other aspects of their lives. The
second area in which teens were significantly higher than one
demographic group (in this case, the oldest group of 40-year olds and
beyond) was in the area of passing time. Again, the typical life of a
teen could potentially explain such a difference, as school hours are
typically shorter than occupational hours (particularly when combined
with parenting hours) involved for the oldest demographic.
There were also three areas in which teens were lower than other
demographic groups, all of which were areas of interpersonal
interaction, including self-esteem, camaraderie, and social aspects.
When taken collectively, one attains a vision of teen participants that
do not rely on fantasy sport to form and maintain personal bonds.
Billings and Ruihley (2014) noted a major factor in continuing fantasy
sport leagues for decades was keeping up with friends from previous
parts of their lives (high school or college friends). Teens have not
yet had circumstances to break away from such interactions, meaning that
fantasy sport is not likely to function as a form of fusion to past
portions of teens' lives. After all, there is no need to have a
fantasy league to keep secondary school friends together if these are
the same people teens already see on a daily basis.
Turning to results from the two-pronged RQ2, the largest influence
on fantasy sport participation for 1217 year olds was, by far, other
friends. Despite previous scholarship indicating that "family
members, particularly a child's father, exerted a greater influence
on a child's attachment to a favorite team than did friends"
(James, 2001, p. 254), the same seemingly did not hold true within the
realm of fantasy sport. The implications of this potential shift
regarding the socialized fantasy sport product could be quite vast,
warranting further investigation as to whether influencers for fantasy
sport are truly as divergent as they seem when compared to traditional
sport fandom. As much as stories percolate regarding sons and daughters
starting play because their parents introduced the activity to them,
this young demographic was nearly three times more likely to be the
reason for a teen to start playing and four times more likely to be a
reason why they continue their participation than any other singular
factor, making it the overwhelming driving force in formative decisions
to participate. Such a trend likely is the result of the need for
clusters of people to form leagues, reversing established trends
regarding the immediate family being a major influencer on youth sports
tastes (Ross & Harradine, 2004). Already-established social bonds
aid teens in starting a league together, while these same established
bonds cause an insular effect among parenting demographics; parents may
introduce the activity to their children, but the parent likely is
already in an established league with a regular and familiar roster of
friends already occupying league slots, making joining a group a
daunting prospect for any teen.
The media consumption-oriented Research question 3 was answered in
that sport media consumption was significantly lower for this age
demographic than any other. Such a finding mirrors reports from Enoch
(2010) for the ESPN Integrated Media Research team, where they found
that media consumption was lowest among the 12-17 demographic. Given
that Enoch (2010) reports that teens are more likely to watch studio
shows (SportsCenter, Pardon the Interruption) than live sporting events,
teens appear to prefer amalgamated sports offerings that combine many
results in a short time span. Such a preference likely influences the
way they consume fantasy sport, as they are less likely to watch
fantasy-oriented sporting events unfold in real time. Enoch (2010) notes
that teens regard sports as "social currency" (p. 34); 50%
report being an "avid" sports fan (the highest among any age
demographic) while still spending considerably less time consuming media
as part of this avidity.
Finally, research questions 4 and 5 pertained to other factors
influencing the fantasy sport experience of teens--a collection of
measures collectively conveying the degree of happiness they have felt
within their largely newfound fantasy sport participation. Overall,
these measures were more negative when compared to every other
demographic group. Teens reported having significantly lower enjoyment
and satisfaction with the activity, which then resulted in significantly
lower intent to play in the future. The fantasy sport industry optimist
could point to the fickle nature of this youth demographic, a group that
is building ties to brands and activities but not yet tied to them as
they explore who they are and how they define themselves. This optimist
could also note that all other demographics report near-perfect scores
regarding intent to participate in the future, making the 5.6 (on a
seven-point scale) seem much lower than it actually is as the majority
are indicating they intend to continue their involvement with the
activity. However, if Fantasy Sport Trade Association studies show that
80% of all adult participants have no inclination to stop playing in the
next ten years and that 40% believe they will "play until they
die" (Billings & Ruihley, 2014, p. 74), such lower scores could
be a harbinger for the industry, signaling a youth demographic that will
not be nearly as easy to maintain. James (2001) notes that child
attachments to teams are often not challenged, which could be useful in
understanding tensions caused by fantasy play, as team loyalty is
continually challenged as one forms one's own teams and continually
drafts and trades players with little regard to loyalty.
Managerial Implications
There are two, potentially, conflicting lenses for interpreting
this data. One reading resides within the lens of understanding that
teenagers are just in a different phase of life. Many are dependent on
others (i.e., friends, teachers, parents, or guardians), non-committal,
without a large amount of disposable income, and involved in many
aspects of life for the first time. This interpretation does not invoke
an over-reaction from a managerial perspective when confronted with
significant differences in motivations, media and fantasy consumption,
overall satisfaction and intent to return to the activity when compared
to older counterparts. Rather, these managers may be interested in
differences between the poles of this group: 12-year olds with little
brand loyalty or hard-wired traits as compared to 17-year olds with much
more finely honed senses of brand, loyalty, and tastes, not to mention
increased autonomy over their own life behaviors.
A second reading views this data as a potential harbinger of
industry difficulty to come. Since this is the first examination of the
12-17 age demographic, there is no precedent on how this group
transforms from minor-aged to adult consumers. As such, it may be the
case that results are typical of results of teen findings of now-older
cohorts that report fantasy sport loyalty at considerably higher levels.
However, if the results are instead atypical, the steady growth of an
entire industry could be threatened. With results indicating the teenage
demographic as significantly different in several ways from even their
closest counterparts (20-29), a manager could have reason for concern,
as the teenage demographic is the entry group in the consumer life
cycle. If this consumer group is not as satisfied with the product or
activity, it would be wise to assume that a cohort effect is in place.
Industry professionals must analyze and carefully monitor this
generation as they age into the (seemingly) perfect fantasy industry
demographic profiles of 20-29 years, 30-39 years, and 40 years of age
and above.
Limitations and Future Research
The limitations are of this research are two-fold. First, in a
perfect situation, each age demographic within the sample would be
approximately the same size. Part of the reason for imbalance was the
difficulty in obtaining responses from the 12-17 year old participants,
as they proved more likely to terminate the survey before completion in
addition to the aforementioned difficulties regarding recruitment. A
second limitation was the online survey component of the instrument.
With this type of entry, it is impossible to locate participants for
clarification of the results.
Because of the potential for a cohort effect, a similar study five
years after the initial one could allow scholars to differentiate
between whether this teen demographic was truly less loyal to fantasy
play, or whether lower responses were more indicative of broad trends of
this age demographic in general. Additionally, supplemental interviews
and/or focus groups clearly would provide more insights into both the
similarities and differences of teen fantasy sport participation when
compared to other age groups; just such methods are not feasible in
online survey form. Such ancillary methods represent robust
opportunities for future investigation. Conducting focus groups could
lead to very interesting discussion on the topic of fantasy sport while
qualitative interviews and/or focus groups specifically within only the
youth demographic would allow much more time to examine fantasy sport in
their lives, likely resulting in more depth surrounding their
activities.
Conclusion
There is no single holistic takeaway from this study of the youth
fantasy sport participant when compared to other age groups. There are
aspects of the activity that appear to fit their interests quite nicely
(ownership and passing time) while other aspects exist that are less
compatible to what is already known about how teens enact their sport
fandom. Given that half of all teens are avid sports fans yet consume
comparatively less sports media, the activity seemingly is less about
consuming sport than it is about socializing through it. If the
burgeoning fantasy sport industry finds ways to increase the social
aspects of the activity, the youth demographic may become much more of a
hardwired, committed, participant in the coming years.
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Brody J. Ruihley, PhD, is an assistant professor of sport
administration at the University of Cincinnati. His research interests
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Andrew C. Billings, PhD, is the Ronald Reagan Chair of Broadcasting
in the Department of Telecommunication & Film and the Director of
the Alabama Program in Sports Communication at the University of
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Coral Rae is a doctoral candidate in communication at the
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Table 1
Motivation and Scale Items
Motivation
Arousal
Because I get pumped up when I am watching my team
I like the stimulation I get from participating in
fantasy sport
I enjoy being emotionally aroused by the competition
Camaraderie
It allows me to get along with others
I enjoy the camaraderie of other participants
It helps me stay in touch with people
Competition
I enjoy winning
Winning the league price (recognition, trophy, money,
etc.) is important to me
Being better than my opponent is important
I enjoy competing against other team owners/managers
Control & Ownership
I feel like a general a manger of an actual sports team
I feel like a coach of a team
Its like having a team in my control
I enjoy controlling the lineup
I enjoy drafting my own players
I love the feeling of ownership
Escape
I can escape from reality
I can forget about work
It allows me to escape from my daily routine
Fanship
I consider myself a fan of sport
I am a huge fan of sport in general
I am a big fan of my favorite team
Pass Time
It gives me something to do to occupy my time
It passes the time away, particularly when I'm bored
It is something to do in my free time
Self-Esteem
I feel a personal sense of achievement when my
fantasy team does well
I feel like I have won when my fantasy team wins
Winning at fantasy sport improves my self-esteem
Social Sport
I like to chat with people about sports
I like to share my opinions about sport teams and players
I enjoy debating sport-related issues
Surveillance
It provides me with quick and easy access to large
volumes of sport information
I am able to obtain a wide range of sport information
I can learn about things happening in the sport world
It provides me with more information about real
players and teams
The fantasy sport related information obtained from
my participation is useful
I feel more up-to-date with sport information
It provides me with an increased awareness of the
athletes and teams
Author
Arousal
Wann, 1995
Wann, 1995
Wann, 1995
Camaraderie
Seo & Green, 2008
Spinda & Haridakis, 2008
Ruihley & Hardin, 2011a
Competition
Ruihley & Hardin, 2011a
Ruihley & Hardin, 2011a
Ruihley & Hardin, 2011a
Ruihley & Hardin, 2011a
Control & Ownership
Spinda & Haridakis, 2008
Spinda & Haridakis, 2008
Spinda & Haridakis, 2008
Spinda & Haridakis, 2008
Ruihley & Hardin, 2011a
Spinda & Haridakis, 2008
Escape
Seo & Green, 2008
Seo & Green, 2008
Hur, Ko, & Valacich, 2007
Fanship
Seo & Green, 2008
Seo & Green, 2008
Seo & Green, 2008
Pass Time
Seo & Green, 2008
Seo & Green, 2008
Seo & Green, 2008
Self-Esteem
Spinda & Haridakis, 2008
Spinda & Haridakis, 2008
Spinda & Haridakis, 2008
Social Sport
Hur, Ko, & Valacich, 2007
Hur, Ko, & Valacich, 2007
Hur, Ko, & Valacich, 2007
Surveillance
Seo & Green, 2008
Seo & Green, 2008
Hur, Ko, & Valacich, 2007
Ruihley & Hardin, 2011a
Hur, Ko, & Valacich, 2007
Ruihley & Hardin, 2011
Ruihley & Hardin, 2011
Table 2
Favorite Fantasy Sport Percentages for Age Breakdowns
12-19 20-29 30-39 40 & Older
Motive / Group (n=178) (n=559) (n=431) (n=192)
Football 60.1% 70.0% 72.0% 62.0%
College 16.3% 0.7% 0.2% 0.5%
Baseball 7.8% 19.0% 17.4% 25.0%
Basketball 6.7% 3.5% 3.5% 1.0%
Hockey 2.2% 2.0% 6.5% 10.9
Golf 0.5% 0.1% 0.2% 0.0%
Auto 0.5% 0.0% 0.2% 0.5%
Note: Top two for each group bolded and italicized
Table 3
Motivation Means and Significant Difference With 12-19 Age Group
Motive / Group 12-19 20-29 30-39
Ownership 5.0 (a) 4.3 (b) 4.4 (b)
Achievement/Self Esteem 5.6 (a) 6.1 (b) 6.1 (b)
Surveillance 5.4 5.6 5.4
Camaraderie 5.0 (a) 5.7 (b) 5.7 (b)
Escape 4.4 3.9 4.1
Social Sport 5.5 (a) 6.0 (b) 5.8
Pass Time 5.3 (a) 5.1 5.0
Competition 5.5 5.7 5.7
Arousal 5.4 5.6 5.6
Motive / Group 40 & Older Total
Ownership 4.5 4.5
Achievement/Self Esteem 5.9 (b) 6.0
Surveillance 5.2 5.4
Camaraderie 5.3 5.6
Escape 4.1 4.1
Social Sport 5.3 5.8
Pass Time 4.7 (b) 5.0
Competition 5.7 5.7
Arousal 5.4 5.6
Note: Only examining differences with 12-19 age group where
(a) is significantly different from (b) accounting for
Bonferroni's correction (p<.006).
Table 4
Top Influencing Groups for Fantasy Sport Minors (12-17 Years Old)
Influencer Percentage of Percentage of +/- Percentage
Participating Participating Change
--Starting --Continuing
Friends 78.4% 85.0% +6.6%
Siblings 32.0% 21.6% -10.4%
Parents 28.1% 21.6% -6.5%
Media Members 7.8% 3.3% -5.5%
Teachers 3.3% 1.3% -2.0%
Coworkers 0.7% 0.7% 0.0%
Table 5
General Sport and Fantasy Sport Weekly Consumption
General Sport Fantasy Sport
Demographic Group Consumption Consumption
12-19 Years Old 11.5 (SD=5.5) (a) 5.6 (SD=5.5) (c)
20-29 Years Old 18.6 (SD=13.4) (b) 8.0 (SD=7.6) (d)
30-39 Years Old 17.2 (SD=12.6) (b) 8.5 (SD=7.8) (d)
40 Years & Older 17.3 (SD=12.0) (b) 11.2 (SD=12.7) (d)
Total 17.0 (SD=12.8) (b) 8.3 (SD=8.5) (d)
Note: Only examining differences with 12-19 age group.
(a) is significantly different from (b) (p.= .001-.004)
(c) is significantly different from (d) (p.= .000)