Segmenting motivation: an analysis of fantasy baseball motives and mediated sport consumption.
Dwyer, Brendan ; Shapiro, Stephen L. ; Drayer, Joris 等
Fantasy sport participation is one of the fastest growing and most
immersive activities on the Internet. Research estimates participants
spend an average of five to seven hours per week engaged in activities
related to their fantasy team (Weiss, 2007). In addition, the average
fantasy sport participant represents corporate America's
most-coveted demographic with regard to consumption habits and
discretionary income (Dwyer & Drayer, 2010; Fisher, 2008). As a
result, professional leagues and teams, media companies, and corporate
partners are aggressively looking for effective strategies to extend
this online behavior to other forms of consumption. However, two
challenges are associated with the fantasy sport market--its size
([approximately equal to] 30 million participants) and its demographic
homogeneity (Fantasy Sport Trade Association, 2008b). Therefore, in
order to extrapolate differences in this population to create more
effective and streamlined marketing communications, there is a need for
additional and creative means of market segmentation.
One way to gain insight into this market is to quantify why fantasy
sport participants engage in the activity and understand how their
consumption of the general sport product is related. In other words,
exploring motivational theory and consumption habits related to fantasy
sport will offer sport marketers and managers valuable information to
more properly package products and services to meet the unique needs and
wants of this lucrative population. Therefore, the aim of this study was
to explore fantasy baseball motives and mediated sport consumption as a
means of advanced, psychographic sport market segmentation.
Market Segmentation in Sport
Market segmentation is the process of dividing a large population
into smaller, more uniform groups based on unique similarities. For
marketers, segmentation is required in addition to product
differentiation as a means to achieve successful marketing objectives
(Smith, 1956). It is also a fundamental process for developing
promotional strategies and understanding consumer demand and decision
making (Haley, 1968). More recently, sport management researchers
Fullerton and Dodge (1995) determined that an integration of the
following areas is suggested in order to provide the best opportunity to
identify unique segments of sport fans: consumer demographics, consumer
psychographics, and product-related variables.
In the sport marketing literature, there is little research which
has specifically focused on segmentation strategies. There are, however,
many studies which have examined behavioral and attitudinal differences
between smaller subgroups, often based on common demographic variables
(Snipes & Ingram, 2007) such as gender (James & Ridinger, 2002),
education level (Zhang, Pease, Hui, & Michaud, 1995), and season
ticket status (Lee, Trail, & Anderson, 2009). These findings can
certainly be used by marketers to specifically identify differences
within their current target market or expand into new markets; however,
none of these studies explicitly utilized an a priori market
segmentation framework.
In 2002, Giulianotti created a taxonomy of European Football fans
to better understand how fans identify with football in today's
commoditized sport environment. Specifically, the author created four
categories of spectator identities underpinned by two opposing attitudes
and behaviors: loyal/non-loyal and local/market-based consumption. The
author then examined the impact of commodification levels across the
taxonomy of spectator identities and concluded that the trends of
corporate-style commoditization and the massive growth of mediated
consumption have diluted identification with the local team. This led to
a new classification of spectators with unique orientations and sport
drivers.
Within the context of fantasy sports, Dwyer and Drayer (2010)
suggested that among fantasy football participants there existed several
subgroups who consumed more or less of the NFL based on varying levels
of interest in their fantasy team and their favorite NFL team.
Ultimately, despite the lack of diversity in the demographic profile of
fantasy participants, this population still contains significant
segments with differing attitudinal and behavioral responses which can
help sport marketers devise appropriate segmentation strategies. Heeding
this suggestion and understanding the importance of assessing consumer
demand, motivation theory was explored.
Consumer Motivation
Consumer motivation has often been considered one of the catalysts
within the decision making process and therefore represents a core
principle within the study of consumer behavior (Simon, 1959). Regarded
as a key psychographic indicator, motivational theory refers to an
activated state within a person that leads to goal-oriented behavior
(Mowen & Minor, 1998). Sport management researchers have examined
consumer motivation in two distinct ways. First, by quantitatively
examining the factors that influence consumer demand of sporting events
(attendance), researchers can learn about what factors appear to be
motivating patrons to attend events. For example, Forrest and Simmons
(2002) found games in which the outcome was less certain (i.e., the game
was played between two similarly successful teams) generated higher
levels of demand. In a later study, the same authors (2006) found that
demand for televised, midweek matches was significantly lower. Several
years later, Buraimo and Simmons (2009) determined that increases in
population and population density were related to higher levels of
demand. Finally, Leeds and Sakata (2011) found that games in domed
stadiums or between teams in different leagues also generated higher
levels of demand.
However, realizing that fans do not typically make decisions based
on small differences in population density, television schedule, stadium
type, and outcome uncertainty, researchers began exploring a
survey-based approach to understanding what motivates people to support
their favorite teams. In 1995, Wann was the first to empirically develop
a scale to measure spectator motivations and come up with eight
motivational subscales: eustress, self-esteem, escape, entertainment,
economic, aesthetic, group affiliation, and family. Within the last ten
years, several studies have attempted to further understand consumer
motivations in various contexts in an effort to gain a more holistic
view of the topic. The studies have examined motivational differences
between genders (James & Ridinger, 2002), at the collegiate sport
level between a variety of demographic characteristics (Snipes &
Ingram, 2007), between individuals with varying emotional attachment to
their team (Koo & Hardin, 2008), and between fans of different
sports (Robinson & Trail, 2005).
However, all of the aforementioned studies on consumer motivation
have focused on consumers' motivations to attend events or their
motivations to be a fan of a particular team or sport. None of these
studies examined motivations with respect to mediated consumption or an
ancillary sport activity, such as fantasy sport. Only Trail and James
(2001) examined the relationship between consumer motivation and media
consumption. However, the importance of media consumption as an outcome
was not the focal point of that study as the authors surveyed season
ticket holders who are less engaged in watching games through a mediated
source. Additionally, the study was published a decade ago when the
prevalence of mediated sport was substantially lower than it is today.
Given the increase in the quantity and quality of mediated sport,
the media-dominant sport consumer has become increasingly important.
Indeed, Pritchard and Funk (2006) highlighted the importance of this
understudied segment in a study of professional baseball fans. The
authors found that the media-dominant consumers purchased more
team-related merchandise, viewed more advertisements and promotional
activities, and had an elevated level of involvement with the sport. The
authors concluded that "trends of escalating consumption via media
continue to indicate attendance is becoming less central to an
organization's profitability" (Pritchard & Funk, 2006, p.
316).
A review of sport motivation literature shows that understanding
fan motives is fundamental for implementing effective market
segmentation and targeting strategies as well as conducting successful
promotions and advertising campaigns. However, the segmentation of sport
consumers by motives has yet to be conducted. As a result, the current
study focused on sport consumer motives and product usage (media
consumption) as a means to segment fantasy baseball participants.
Fantasy Sport and Fantasy Sport Participants
Fantasy sport participation is primarily an online activity that is
completely customizable, interactive, and involves nearly every major
professional sport from Major League Baseball (MLB) to bass fishing.
Recently, the pastime has grown into a highly-popular activity for all
types of sports fans. According to the Fantasy Sport Trade Association
(FSTA), nearly 30 million people play fantasy sports within the United
States and Canada (2008b). In addition, the FSTA estimates $800 million
is spent annually directly on fantasy sport products and services while
an additional $3.5 billion is spent on related media products and
services.
The typical fantasy participant is male, between the ages of 18-45,
with above average levels of income and education (Van Riper, 2008).
According to the FSTA (2008b), the average fantasy participant has
played for approximately 10 years, owns 6 teams, and spends around $500
annually on fantasy related products and services. Levy (2005) found
that two-thirds of participants in his investigation spent five hours
per week managing their fantasy teams, with one-third spending 10 or
more hours. Fantasy participants also tend to watch more sports on
television and spend more money attending sporting events (Drayer,
Shapiro, Dwyer, Morse, & White, 2010; Nesbitt & King, 2010). In
addition, a survey of participants conducted by Ipsos Public Affairs indicated that fantasy players are stronger consumers of the major
product and service categories than the average sport fan and the
general population, as a whole (Fisher, 2008). This information has
substantial marketing benefits as participation in fantasy sports
continues to grow and the typical participants are highly active
consumers.
The FSTA (2008a) estimated that over 9 million individuals
participated in fantasy baseball in 2007. These participants were more
affluent than the average Internet user with 29% having a household
income greater than $100,000 per year and were much younger than the
average Internet user. In addition, fantasy baseball participants more
closely resemble their fantasy football brethren than any other fantasy
sport participants. That is, they were more likely to spend the same
amount of time online engaged with the activity per week, they are more
likely to follow their fantasy team across multiple formats (e.g., TV,
Internet, cell phone, radio, & newspaper), and the activity has
witnessed a somewhat similar growth rate over the last decade (FSTA,
2008a). Despite the similarities in demographics, involvement, and
growth potential, fantasy baseball as an activity has received minimal
attention from sport consumer behaviorists, as most of the research has
been relegated to fantasy football. This study, however, attempted to
develop a typology of fantasy baseball participants in order to package
and deliver sport products more effectively to this untapped, yet
emerging market.
In addition to the practical impact of the activity, fantasy sport
participation also has the potential to influence several
well-researched constructs within the sport consumer behavior
literature. For instance, utilizing an adapted attitude-behavior
framework, Drayer et al. (2010) determined that fantasy football
participation activated additional attitudes and perceptions with regard
to the National Football League (NFL) product that, combined with
traditional sport fandom, resulted in additional mediated consumption of
the NFL.
Previous fantasy sport motive research has also been limited to
fantasy football users and has suggested that the activity is a site
wherein participants seek to satisfy enhanced sport fandom desires
(Dwyer & Kim, 2011; Farquhar & Meeds, 2007; Spinda &
Harokids, 2008). While attempting to develop fantasy sport typology,
Farquhar and Meeds (2007) identified a set of common underlying motives
for fantasy football participation. Specifically, the authors uncovered
the following five motivational dimensions using a Q-methodology:
surveillance, arousal, entertainment, escape, and social interaction.
Spinda and Haridakis (2008) also sought to explore the motives of
fantasy participants, and discovered the following motivational
dimensions: ownership, achievement/self-esteem, escape/pass time,
socialization, bragging rights, and amusement. The authors suggested
that the activity of fantasy sports is "a purposive, instrumental,
and active media-use endeavor" (p. 196). Lastly, Dwyer and Kim
(2011) developed the three-dimensional Motivational Scale for Fantasy
Football Participation (MSFFP) that included the motives of social
interaction, entertainment/escape, and competition. Most importantly,
the researchers were the first to explore a gambling motive, and while
it was found to be a noteworthy motive for some participants with high
eigenvalue scores and factor scores that were reliable and valid
(convergent and discriminant), it resulted in poor predictive validity factor scores with respect to consumption, participation level, and
competitiveness. That is, those with high scores on the gambling items
also had lower levels of fantasy sport-related consumption, owned fewer
teams, spent less time participating, and considered themselves less
competitive. Thus, the factor was dropped from the final motivational
scale, but the authors recommended its use in studies looking to
investigate and segment fantasy participants based on gambling
intentions.
In summary, the review of literature has highlighted the importance
of advanced market segmentation strategies, understanding consumer
motivational theory, and the need for additional information regarding
both the fantasy baseball population and sport mediated consumption
patterns. Thus, the purpose of this study was three-fold: (1) examine
the possible motives of fantasy baseball participants through the
adaptation of the MSFFP, (2) develop a motive-based taxonomy of fantasy
baseball participants, and (3) explore possible differences in mediated
sport consumption based on distinct fantasy baseball segments.
Methods
Sample and Instrumentation
The target population for this study was fantasy baseball
participants over the age of 18 who currently participate in the
activity. A sample of 1,500 potential respondents was randomly selected
from a group of 3,400 FSTA fantasy members. The FSTA represents more
than 125 member companies in the fantasy sport industry, and has an
estimated five to seven million unique participants. Respondents were
randomly selected for participation in this study and were emailed a
link to the questionnaire. A total of 303 respondents began the survey
with 47 discontinuing and three reporting an age under the study's
requirement. The resulting sample size was 253 (16.9%). Sample
demographics are available in Table 1.
Questions regarding fantasy baseball motivations were adapted from
Dwyer and Kim's (2011) MSFFP. The 12 item scale consisted of the
following three motives: social interaction, competition, and
entertainment/escape. However, given historical wagering associations
and severe implications of potential federal legislation, an additional
sub-dimension (gambling) was added (Boswell, 2008). This factor has
shown evidence of reliability in previous literature and was added to
more completely segment the sample of fantasy sport participants (Dwyer
& Kim, 2011). In all, a 16 item scale was utilized.
In addition, eight behavioral intention items asked respondents the
likelihood of their consuming mediated professional baseball during a
given day during the MLB season. The intentions used in this study
included: the use of the Internet to follow one's (1) favorite MLB
and one's (2) fantasy team, television viewership of one's (3)
favorite MLB and (4) fantasy team, the use of a cell phone to follow
one's (5) favorite MLB and (6) fantasy team, (7) reading a fantasy
baseball article via the Internet, and lastly, (8) watching a baseball
highlight show on television. Intentions to consume were measured on an
eleven-point Juster scale where 0 represented no chance and 10
represented certain (Juster, 1966). The set of consumption items, which
were selected by the researchers based on the review of literature and
industry suggestions, provided a cross section of fantasy and favorite
MLB team orientations as well as emerging and technologically
interactive forms of professional sport consumption.
Data Analysis
Given the unique differences between fantasy baseball and fantasy
football noted above and the additional gambling items, a principal
component analysis (PCA) with promax rotation of the motivational items
was conducted to explore the factor structure of the adapted MSFFP. The
total number of dimensions was determined by the following criteria: the
Kaiser Criterion, or eigenvalues greater than 1.0, factor loadings above
.4, at least two items per factor, and ultimately, interpretability of
the dimensions (Tabachnick & Fidell, 2007). In addition, descriptive
statistics, reliability, and convergent validity analyses were
interpreted.
The sample was then segmented based on the resulting factor motives
for fantasy baseball participation. The Ward's cluster algorithm
was used for this study in an exploratory hierarchical cluster analysis to assist in selecting the number of clusters (segments) for a
subsequent K-means analysis. Cluster analysis is often used as a means
for market segmentation when researchers do not know the number of
groups in advance but wish to establish groups and then analyze group
membership (Kaufman & Rousseeuw, 2005). Further, it is commonly used
for attitudinal research that seeks to understand commonalities in
opinion and distinct differences between groups of consumers (Kaufman
& Rousseeuw, 2005).
Following the segmentation of the sample, the data were then
analyzed using a MANOVA to ascertain whether statistically significant
differences could be identified between the motive-based segments, based
on the behavioral intentions in relation to each form of mediated sport
consumption. A Pillai's Trace statistic was used to determine a
main effects difference because a Box's M test showed a violation
of homogeneity of variance/co-variance matrices. Pillai's Trace
statistic is more conservative and robust to violations of equal
variance (Tabachnick & Fidell, 2007). A significance level of .05
was set for the MANOVA procedures.
Two post hoc procedures were used once main effect differences were
found. First, in order to identify which of the four motive-based
segments significantly differed, a Tamhane's post-hoc procedure was
conducted. A Tamhane's procedure was used because it is a more
robust procedure that takes into account violations of equality of
variance (Tabachnick & Fidell, 2007). Second, a descriptive
discriminant analysis (DDA) was used as a post hoc procedure to identify
which dependent variable was the primary source of segment separation
(Duarte Silva & Stam, 1995). An analysis of the structure matrix in
DDA provided specific information regarding which dependent variable
correlated highest with the linear combination of dependent variables
(Tabachnick & Fidell, 2007).
Results
The PCA identified a four factor solution with 15 items. One item
was deleted due to loading and interpretation issues. The resulting
model explained 63.9% of the variance, and the primary factor loadings
from the pattern matrix for the 15 items ranged from .587 to .857. The
factors identified were competition (4 items; eigenvalue = 3.788),
social interaction (4 items; eigen-value = 2.300), gambling (4 items;
eigenvalue = 1.755), and entertainment (3 items; eigenvalue = 1.280).
Table 2 provides mean interitem correlations, Cronbach's alpha scores, and Average Variance Extracted scores for each dimension.
Reliability and convergent validity were found to be satisfactory based
on the current sample scores.
Seven possible cluster solutions were subsequently examined based
on the exploratory hierarchical cluster analysis. A four-cluster
solution was considered to be the most appropriate, after analyzing
solutions ranging from two to eight clusters. Table 3 displays the
segment names and final cluster centers. Segment names were created by
the researchers after a thorough interpretation of the final cluster
scores. This interpretation led to the identification of a new
motive-based taxonomy of fantasy baseball participants which included
the hedonist, the opportunist, the moderate, and the advocate. The
distinct differences between each segment are discussed later.
Table 4 presents the MANOVA and Tamhane's post hoc results
using the four segments as independent variables, and the media
consumption intentions as the dependent variables. The Pillai's
Trace F statistic was significant at 1.994 (p < .001) indicating that
behavioral intention differences across the segments existed. In fact,
four of the eight behavioral intentions demonstrated statistically
significant (p < .05) differences across the four segments. Each
significant behavioral intention variable was related to a
participant's fantasy team. None of the favorite team variables
evidenced a significant difference. Lastly, the DDA post hoc results
suggested that the participant's likelihood of reading a fantasy
baseball-related article on the Internet was the primary source of
segment separation (Structure Matrix Coefficient = .720).
Discussion
The popularity and growth of fantasy sport is well-documented.
However, the knowledge base surrounding the distinct attitudes and
behaviors of fantasy participants is underdeveloped. Specifically,
further information surrounding the motives and behavior of fantasy
baseball players is needed. In addition, the psychographic segmentation
of this large and lucrative sport fan population will help sport
marketers, league administrators, and web service providers more
effectively communicate with this population. Thus, the purpose of this
study was to understand why fantasy baseball participants engage in the
activity, develop a motive-based taxonomy of participants, and quantify
the differences in consumptive outcomes based on this taxonomy.
The cluster analysis and MANOVA results suggest that the differing
segments with distinct motives exist within the fantasy baseball
population, and between each of these segments, media consumption
intentions differed. With regard to the motive-based taxonomy, the
results paralleled previous psychographic sport fan research
(Giulianotti, 2002) and fantasy sport research (Dwyer & Drayer,
2010; Farquhar & Meeds, 2007) that explored attitudinal, behavioral,
and social situational differences across varying levels of sport
fandom. Similarly to Giulianotti's (2002) investigation of local
team identifications and commodification, the abundance of media
consumption opportunities currently available to the contemporary sport
fan appears to serve as further means to differentiate between groups of
fans.
For instance, with a high entertainment motive score and sub-par
scores for the other motives, the first cluster (n = 53), termed the
Hedonist, best characterized participants that seek the pleasurable
attributes of fantasy baseball, specifically as a means to getting more
entertainment value out of the MLB product. However, this group's
consumption intentions were for the most part moderate. The most obvious
difference of the second segment, the Opportunist (n = 70), was the
inflated gambling motive score. While still considered to be a
below-average motive at best, this cluster indicated a stronger
attachment to the possible financial benefits of participating in
fantasy baseball. The behavioral intention scores for this group,
however, were above average.
The third cluster, the Moderate (n = 46), indicated the most below
average mean scores for each motive and appeared to be less engaged with
the activity as most of the statistically significant differences
between the groups stemmed from this group's lower behavioral
intention mean scores. Lastly, the Advocate (n = 84) represented the
most highly active group of fantasy baseball participants as each motive
score was elevated, as were the behavioral intention mean scores. Based
on these results, it is likely this group will evangelize the positive
elements of the activity and consume all forms of professional baseball
across various media (TV, Internet, cell phone).
With respect to understanding the motives of fantasy baseball
participants, the PCA results clearly identified a four factor, 15 item
structure of fantasy baseball motives. This structure differed slightly
from Dwyer and Kim's (2011) investigation with fantasy football
participants. The item deleted from the model accounted for the escape
portion of the Dwyer and Kim's entertainment/escape factor. The
elimination, while different, is logical when one considers the
participatory differences between the two activities. With six months of
daily fantasy baseball activity as opposed to four months of weekly
fantasy football competition, it is reasonable to understand why the
escape qualities would be different. Fantasy baseball requires much more
attention to detail, as games occur six, sometimes seven, days per week,
and thus, the routine could be considered similar to a work pattern as
opposed to diversion.
With that said, the scale scores for the model provided evidence of
reliability and convergently validity. In addition, the segment that
scored on average the highest and lowest for each MSFFP motive, the
Advocate and Moderate respectively, also indicated corresponding scores
for each form of mediated fantasy baseball consumption. This provides
preliminary confirmation of the MSFFP scores, as those with the highest
level of motivation to participate in fantasy baseball intended to
consume the most of their fantasy baseball team and vice versa.
Therefore, it appears that the underlying motivational dimensions of
fantasy baseball are fairly similar to those of fantasy football.
However, to more completely understand the phenomenon of fantasy
baseball participation, it is the researchers' opinion that a
fantasy baseball-specific motivational scale should be developed and
validated.
Once again, similarly, to Dwyer and Kim's (2011) findings, the
gambling dimension resulted in satisfactory reliability and convergent
validity. However, the total sample mean was low (2.669) on a seven
point scale and the segment indicating the highest consumption levels
(Advocates) had a gambling mean score of 2.330. Thus, it appears that
participation driven by the opportunity to make money is not a
predictively valid motivation for this cross-section of fantasy baseball
participants. With that said, the segment with the highest gambling mean
score (Opportunists) also indicated relatively high consumption
intention scores of their fantasy baseball team--not the highest, but
also not the lowest. Therefore, the gambling factor for some
participants appears to result in elevated fantasy baseball consumption
intentions. This contradicts Dwyer and Kim's findings and may speak
to differences between fantasy baseball and football. However, the
gambling mean score for the Opportunists was only slightly above average
(4.171). In all, further research is required with regard to gambling
intentions and fantasy sport.
Interestingly, the behavioral intention differences between the
segments were limited to fantasy team-oriented activities across all
media formats. For team and league managers, this may signify that
fantasy baseball participation does not inhibit nor enhance traditional
MLB fandom, and should be viewed as a complimentary means of consuming
the MLB team product as opposed to a competitive means. This parallels
recent Australian Rules Football research by Karg and McDonald (in
press), but further research in this area is advised.
Intentions to consume via differing media platforms were also
obvious as Internet and television scores were much higher than cell
phone scores. The Advocate group, however, appeared to utilize the cell
phone for fantasy purposes at a much higher rate than the other
segments. In terms of product adoption, this may indicate that
fantasy-related cell phone applications are still lagging, and an
opportunity for fantasy sport providers to capitalize on a potential
growth market may exist. Lastly, the likelihood to read a fantasy
baseball-related Internet article was the dependent variable most
responsible for group separation. Internet articles are the standard
source for fantasy news and analysis and a popular vehicle for
participants looking to gain an edge over their competitors. This DDA
result may suggest that the search for additional advantages via
Internet articles is perhaps strongly related to one's motives for
participating.
In summary, the present study provides support for the value of the
psychographic analysis of sport fans, notably fantasy baseball players,
with regard to consumer motivation as a means by which to identify
differences in the mediated consumption of fantasy and favorite team
products across multiple media formats. The identification of this new
taxonomy of fantasy baseball participants should allow marketers,
managers, and media professionals to design better oriented and more
effective marketing strategies. Additionally, the results provide
insight into the multifaceted decision making process of fantasy sport
participants, further indicating the distinctive psychology of
participation and the elevated consumption potential of users (Drayer et
al., 2010; Dwyer, in press; Dwyer & Drayer, 2010).
Limitations of the current study certainly exist. First, this
sample only represented a cross-section of the fantasy baseball
participants, and it would be beneficial to compare and contrast fantasy
and non-fantasy playing MLB fans with respect to general MLB fandom.
Second, research suggests that it is often viewed more positively to be
a fervent supporter of one's favorite team than a casual fan
(Branscombe & Wann, 1991). Therefore, the results with regard to
favorite MLB behavioral intentions may be elevated due to social
desirability. Lastly, the MSFFP was developed specifically for fantasy
football using three fantasy football-only samples. While the current
study's scale scores provide evidence of both reliability and
validity with respect to fantasy baseball participation, the findings
should be slightly tempered.
As for future research, alternative psychographic measures
including utility, hedonism, lifestyle, compulsiveness, and risk are
worthy of further inquiry as the activity of fantasy baseball has the
potential to pull baseball fans in several directions. In addition, the
element of sport wagering will continue to be a divisive topic among
participants, service providers, league administrators, and legislators,
so additional consumer inquiry into the gambling component is necessary.
Researchers are also encouraged to apply this motive-based taxonomy to
larger, more aggregate samples and to differing fantasy sport activities
such as football, basketball, hockey, golf, and NASCAR. Furthermore, as
the number and forms of sport media outlets continue to grow, further
investigation into the inputs and outcomes of sport media consumption is
advised.
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Brendan Dwyer, PhD, is the director of research and distance
learning for the Center for Sport Leadership at Virginia Commonwealth
University. His research interests include sport consumer behavior with
a distinct focus on the media consumption habits of fantasy sport
participants and issues pertaining to intercollegiate athletics.
Stephen L. Shapiro, PhD, is an assistant professor of sport
management at Old Dominion University. His research focuses on financial
management in college athletics, ticket pricing in college and
professional sport, and consumer behavior. Joris Drayer, PhD, is an
assistant professor of sport and recreation management at Temple
University. His research interests include ticketing and pricing
strategies in both the primary and secondary ticket markets, as well as
consumer behavior, particularly in relation to fantasy sport
participation.
Table 1.
Sample Demographics (n = 253)
Age
Mean 31.847
Median 30
St. Dev. 11.009
Range 18-69
Ethnicity
Asian/Pacific Islander 3.6%
Black/African American 1.2%
Caucasian/White 88.9%
Hispanic 2.4%
Other 3.9%
Gender
Male 97.2%
Female 2.8%
Household Income
Less than $25,000 11.6%
$25,000-$49,999 19.2%
$50,000-$74,999 22.8%
$75,000-$99,999 11.6%
$100,000-$124,999 9.6%
$125,000 or more 12.4%
Would rather not say 12.8%
Relationship Status
Married 41.9%
Single 50.2%
Other 7.9%
Education
High School 19.4%
Associates 13.1%
Bachelors 46.4%
Masters 13.1%
Doctoral 4.8%
Other 3.2%
Table 2.
Reliability and convergent validity testing for PCA
Factor Mean interitem Cronbach's Average Variance
correlation alpha Extracted (AVE)
Social Interaction 0.469 0.778 0.554
Gambling 0.421 0.748 0.554
Competition 0.484 0.801 0.608
Entertainment 0.416 0.689 0.542
Table 3.
Final Cluster Centers
Cluster Number 1 2 3
Cluster label and profile Hedonist Opportunist Moderate
Social Interaction 3.561 4.900 4.516
Gambling 1.481 4.171 2.370
Competition 4.618 5.189 4.560
Entertainment 6.069 6.038 4.855
Percentage of the sample 20.9% 27.7% 18.2%
Cluster Number 4 Mean
Cluster label and profile Advocate
Social Interaction 5.747 4.831
Gambling 2.330 2.669
Competition 5.940 5.205
Entertainment 6.528 5.992
Percentage of the sample 33.2%
Note: Seven point Likert-type scale was used with 1 representing
Strongly Disagree and 7 representing Strongly Agree.
Table 4.
Mean Scores of the Behavioral Intentions
of Mediated Sport Consumption by Segment
Behavioral Intention Hedonist Opportunist
Fantasy Team--Internet * 9.113 (d) 9.586 (cd)
Fantasy Team--Television * 6.321 6.557
Fantasy Team--Cell Phone * 3.245 (d) 3.500 (d)
Favorite MLB Team--Television 7.396 7.529
Favorite MLB Team--Internet 7.302 7.200
Favorite MLB Team--Cell Phone 3.358 3.471
Fantasy-related Article--Internet * 7.528 (d) 7.686 (d)
Highlight Show--Television 6.623 7.271
Behavioral Intention Moderate Advocate
Fantasy Team--Internet * 8.804 (d) 9.929 (abc)
Fantasy Team--Television * 5.457 (d) 7.631 (c)
Fantasy Team--Cell Phone * 3.022 (d) 4.702 (abc)
Favorite MLB Team--Television 7.370 7.524
Favorite MLB Team--Internet 7.239 7.988
Favorite MLB Team--Cell Phone 3.370 4.524
Fantasy-related Article--Internet * 6.457 (d) 8.738 (abc)
Highlight Show--Television 6.935 7.714
Note: * Differences significant across behavioral intentions (p <
.05) using MANOVA. Eleven point Juster scale was used with 0
representing No Chance and 10 representing Certain.
(1) This dependent variable was the primary source of segment
separation according to the DDA results.
Post hoc Tamhane's procedure: a different (p < .05) from Hedonist
group mean; b different (p < .05) from Opportunist group mean; c
different (p < .05) from Moderate group mean; d different (p <
.05) from Advocate group mean.