Spectator motives: why do we watch when our favorite team is not playing?
Fink, Janet S. ; Parker, Heidi M.
Spectator Motives: Why Do We Watch When Our Favorite Team Is Not
Playing?
In the United States, sport spectators spend nearly $11 billion
annually attending sporting events (Howard & DeSchriver, 2005).
However, given the proliferation of sports broadcasting in recent years,
spectatorship is no longer limited to only those who attend games. In
fact, according to Neilson ratings, the National Football League (NFL)
now offers America's favorite television programming (Heistand,
2006). Indeed, this growth has prompted researchers to examine spectator
motives of sport fans (e.g., James & Ridinger, 2002; Robinson &
Trail, 2005; Trail, Anderson, & Fink, 2000) as determining and
understanding spectator motives allows sport marketers to develop
advertising which targets specific motives in an attempt to connect with
fans and spectators (Madrigal, 2000; Robinson & Trail, 2005).
Much of the previous research has concentrated on assessing sport
fan motives to better understand what factors influence spectator
choices (e.g., James & Ridinger, 2002; Trail, Fink, & Anderson,
2003; Robinson & Trail, 2005). However, the majority of this
research has centered on spectators viewing games in which their
favorite team is playing, leaving out the significant number of
individuals who watch games even when their favorite team is not
playing. For example, in 2008, 97.5 million viewers tuned into SuperBowl
XLII, and it was the third consecutive year the SuperBowl exceeded the
90 million mark (Sandomir, 2008). When Brett Farve and Minnesota Vikings played the Green Bay Packers on Monday Night Football on October 5,
2009, it was the most watched cable telecast in the history of
television (Crupi, 2009). In the 2008 season, Fox's Sunday national
game was the most watched weekly program on television (GroundReport,
2009). Further, NFL viewership on weekly broadcast television was 61%
higher for NFL games than average primetime viewership for the four
major networks (i.e., ABC, NBC, FOX, & CBS) (Molori, 2006). Such
viewership is not limited to males as 45 million women also tune in to
watch NFL games each weekend (Fussel, 2007).
Indeed, for a sport league to truly flourish, people must be
enticed to consistently watch games which do not feature their favorite
team. Knowing how motives for watching one's favorite team differ
from the motives for watching other teams would be incredibly useful to
sport marketers and league managers. For example, if marketers could
determine the motives that drive viewership when spectators'
favorite teams are not involved, they could emphasize those motives in
advertisements of non-regional games. Further, such information could be
used to develop sponsorship leveraging tactics that span across regions.
Thus, the purpose of this research was to assess the motives of
spectators when they watch a game in which their favorite team is not
involved and compare those to when they watch a game involving their
favorite team. Additionally, given the past work relative to the
differences in motives among male and female fans (James & Ridinger,
2002; Wann, 1995), we sought to determine if there were any differences
due to sex of the spectator in these analyses.
Background literature and hypotheses
Sloan (1989) suggested that sport spectator motives fulfill social
or psychological needs and that watching sports provides pleasurable characteristics that are reinforcing to the spectator. Sloan (1989)
contended that nearly all motives for watching sporting events would
fall under one of the following theories: achievement seeking, stress
and stimulation, catharsis and aggression, salubrious effects, and
entertainment. Sloan (1989) referenced a variety of studies relative to
fans' moods in response to game outcomes and fans'
attributions and concluded that achievement seeking theories provided
the greatest explanation of differences in these reactions.
More recently, sport marketers and managers have become interested
in assessing sport spectator motives to further delineate the
psychographic profiles of fans (McDonald, Milne, & Hong, 2002).
Using the initial work by Sloan (1989), Trail and James (2001) developed
the Motivation Scale for Sport Consumption (MSSC), which measures nine
motives for sport consumption: achievement, aesthetics, acquisition of
knowledge, drama, escape, family, physical skills, social interaction,
and physical attractiveness. A variety of studies related to sport fan
motivation have used these motives to better understand sport spectators
(e.g., James & Ridinger, 2002; Trail et al., 2003; Robinson &
Trail, 2005). Accurate profiles of fan motives can help marketers
develop more attractive promotional and advertising material (Robinson
& Trail, 2005) as well as allow those marketing their products
through sport to capture and utilize these motives to connect with fans.
In essence, the motives of fans have become one more variable that can
be manipulated to more precisely target a fan base.
In fact, several current research efforts have been undertaken to
ascertain how sport fans' motives may differ by sport. For example,
James and Ridinger (2002) found that fans of women's basketball were more highly motivated by the aesthetic quality of the game than
those who were fans of men's basketball. Wenner and Gantz (1989)
were the first to study how motives differ by entirely different sports.
In an assessment of television viewers, they determined that fans who
liked to watch basketball were more "psyched up" (experienced
greater eustress) than those who liked to watch other sports. Wann,
Schrader, and Wilson (1999) categorized favorite sports as either team
or individual and aggressive or non-aggressive. They found that that
nearly all fan motives differed relative to these categories of sports.
McDonald et al. (2002) were the first to conduct a direct
examination of different motives across nine different sports and found
that spectator motives did, indeed, differ by sport. In fact, there were
significant differences in nine of the eleven motives. The only motives
not to differ by sport were social facilitation, self-esteem, and
competition.
Most recently, Wann, Grieve, Zapalac, and Pease (2008) examined
differences in motives across 13 different sports. In the analysis, they
compared sports, but they also grouped sports into categories of
team/individual, aggressive/non-aggressive, and stylistic/non-stylistic.
Results showed that motives differed not only by sport, but also by
sport categories. For example, the aesthetic motive was more important
for individual sports, while the motives of eustress, self-esteem,
family, group affiliation, and entertainment were more important for
team sports. Similarly, for aggressive sports (e.g., football), the
highest-rated motives were economic, eustress, group affiliation, and
entertainment while aesthetics was most important for the non-aggressive
sports (e.g., baseball, figure skating). Additionally, the aesthetic
motive was most prominent for stylistic sports (e.g., gymnastics) while
economic, eustress, self-esteem, group affiliation, entertainment, and
family motives were most prominent for non-stylistic sports (e.g.,
hockey).
Thus, it appears that Sloan's (1988) early contentions are
true; sport spectators fulfill psychological motives by watching sport.
Further, the motives fulfilled seem to differ by sport; that is, certain
sports (or sport types) are associated with the satisfaction of certain
motives while not associated with others. Given that spectators fulfill
different psychological or social motives by watching different sports,
it stands to reason that motives for watching a game in which one's
favorite team is playing would differ substantially from watching a game
in which one's favorite team is not involved. That is, some motives
should be more relevant when watching one's favorite team (e.g.,
achievement), but less relevant when watching games featuring other
teams. Alternatively, spectators may hope to fulfill other motives to a
greater extent when watching games not featuring their favorite teams
(e.g., drama or social motives). This leads to the first research
question: How do participant motives differ between games featuring
participants' favorite teams and games featuring other teams?
The motives of female sport fans have also been given considerable
interest. This is not surprising considering the growth of sport
spectatorship among women. For example, half of NASCAR fans are women
and 42% of attendees of MLB games are female (Johnson, 2006). The NFL
has 50 million avid fans and 30% of those are women. In fact, in Kansas
City, home to the NFL's Chiefs, 48% of season ticket holders are
women (Fussel, 2007). Thus, knowing the motives of female sport
fans/spectators and if (and how) they differ from males allows sport
marketers to better target these fans.
However, the results of studies into the differences in motives of
male and female sport spectators/fans are rather ambiguous. For example,
Wann et al. (1999) found that males had higher scores on eustress,
escape, self-esteem, and aesthetics while females were more motivated by
family motives. Dietz-Uhler, Harrick, End, and Jacquemotte (2000) also
found that females were more likely to be sport fans for social reasons
(i.e., spend time with family and friends). However, James and Ridinger
(2002) found that men scored higher on the family motive, as well as
achievement, aesthetics, knowledge, and empathy. Robinson and Trail
(2005) found only one difference between males and females, females
scored higher on the knowledge motive than men.
Perhaps these conflicting outcomes are the results of different
measurement tools, or the measurement of different fans (e.g.,
basketball versus football), but it seems apparent gender plays a role
in differences in motives for spectating sport. As Robinson and Trail
(2005, p. 59) suggest, these gender differences, "... would imply,
for example, that either males and females have innately different
motives, or that society implicitly or explicitly teaches males and
females to have different motives." This leads to the second and
third research questions: Do participant spectator motives differ by
gender? And, do these gender differences appear regardless of game type
(favorite team playing, favorite team not playing)?
Method
Procedures and participants
To answer the research questions, 150 students enrolled in sport,
fitness, and health general education lecture courses at a large
Midwestern institution were asked to complete a short demographic
questionnaire and the MSSC scale (Trail & James, 2001). First,
participants were asked to complete the scale relative to their motives
for watching their favorite NFL team. Later, they were asked to complete
the scale again, but this time relative to their motives for watching
NFL games when their favorite team was not involved. Thus, we could
compare their motives across the different game situations.
A total of 142 surveys were returned. A majority of the
participants were White (96%). Further, the average age was 20 (SD =
2.7), but ranged from 19 to 36. Seventy-three percent of the respondents
were male while 27% were female.
Measures
The MSSC is a Likert-type scale that measures 9 different motives
(achievement, aesthetics, drama, escape, family, knowledge, physical
attractiveness, physical skill, social) and each motive is measured by
three items (Trail & James, 2001). An example item is: "The
athletic skills of the players are something that I appreciate". In
the first application, participants were asked to complete the MSSC
relative to when they watch their favorite NFL team play. In the second
application, the directions were changed and participants were asked to
complete the MSSC relative to when they watch NFL games in which their
favorite team was not featured.
The MSSC demonstrated good reliability in both situations. The
Cronbach's alphas scores ranged from .84 to .91 for each of the
motives in each condition (please refer to Table 1 for a list of the
motives and the alpha scores derived in each application).
Analyses
We incorporated a 2 x 2 repeated measures multivariate analysis of
variance (MANOVA) to answer the research questions. The within group
variable was type of game (favorite NFL team playing, favorite NFL team
not playing) and the between group variable was gender of the
participant (male, female). The dependent variables were the scores on
the 9 motives. Due to the unequal cell sizes (i.e., more males than
females), a Box's M test was conducted. It was not significant,
thus the homogeneity of variance-covariance matrices was confirmed and
the MANOVA could be conducted (Tabachnick & Fidell, 2006).
Results
The overall model was significant (F (9,106) = 834.35, p <
.001). Further, the game-type main effect was significant (F(9,106) =
10.67, p < .001, [[eta].sup.2] = .48) as was the gender main effect,
(F(9,106) = 15.31, p < .001, [[eta].sup.2] =.57). The gender X
game-type interaction was not significant, (F(9,106) = 1.81, p = .07).
Follow-up univariate tests revealed significant differences due to
game-type in the motives of achievement, t = 92.18, p < .001 skill, t
= 11.47, p < .001; and knowledge, t = 19.45, p < .001. Mean scores
for the motives of achievement (M = 5.34 versus M = 3.94) physical skill
(M = 5.82 versus M = 5.40), and knowledge (M = 4.55 versus M = 4.07)
were higher for those watching their favorite NFL teams. Please refer to
Table 2 for a comparison of all of the mean scores on motives by game
type. As can be seen from Table 2, the top motives respondents gave for
watching their favorite team play were drama (M = 6.02), physical skill
(M = 5.82), and social (M = 5.58). Interestingly, while the mean scores
were slightly lower, these were the same top motives for watching an NFL
game when one's favorite team was not involved: drama (M = 5.90),
physical skill (M = 5.40), and social (M = 5.39). Only the physical
skill motive had a statistically significantly lower score.
Follow-up univariate tests also revealed significant gender
differences in motive scores for drama, t = 9.30, p < .003;
aesthetics, t = 17.97, p < .001; skill, t = 18.95, p < .000;
knowledge, t = 32.68, p < .001; family, t = 7.63, p < .007; and
physical attractiveness, t = 44.16, p < .001. Women scored
significantly higher than men on the family and physical attractiveness
motive, while men scored significantly higher drama, aesthetics, skill,
and knowledge. Please refer to Table 3 for a comparison of all of the
mean scores on motives by gender. The highest-ranked motives for men
were drama (M = 6.21), physical skill (M = 5.98), and social (M = 5.44),
and the same was true for women: drama (M = 5.71), social (M = 5.53),
and physical skill (M = 5.25).
Discussion
Determining the strongest motives for sport spectator viewing
habits is essential for targeted marketing and programming strategies
(Robinson & Trail, 2005; Trail & James, 2001). Knowing the top
motives for viewer-ship and how these may differ significantly between
demographic segments provides those marketing sport, and those marketing
products through sport, with an added element to devise the most
persuasive message possible for a given market.
Interestingly, the top two scored motives for watching NFL games
across game type and gender, drama and appreciation of physical skills,
were the same as the top two in other studies using the MSSC (Fink et
al., 2002; Trail et al., 2003; Robinson et al., 2005) in different sport
contexts. Thus, while it is true that people fulfill a variety of
different psychological motives by watching sports (Sloan, 1989), there
is growing evidence that the drama and appreciation of physical skill
motives may be most ubiquitous across sports. This does not seem
surprising as it may be that the two motives work in tandem to fulfill
needs. That is, while many people may be entertained by drama, they
could choose to find that drama fulfillment in different ways such as
watching movies, going to a theme park, etc. However, people who choose
sport to fulfill their drama needs obviously would also be motivated by
the physical skill of the participants--without such skill, there would
be much less drama.
Given that drama is the top-ranked motive across game type and
gender, it is not surprising that the NFL is currently American's
favorite sport (Hill, 2008). Many speculate that the NFL is so
successful because the league structure provides so much parity (Hill,
2008; Lopresti, 2007). Given the hard salary cap of the NFL, the talent
level among teams is typically quite similar. Thus, on any given week,
every NFL team (and its fans) feels it has a chance for victory. Parity
creates drama through close games and uncertainty of outcome.
Additionally, the league structure also plays a role in the
second-highest ranked motive, appreciation of physical skill. To stay
under the salary cap, NFL teams cannot "hoard" talent, thus,
great players are interspersed on teams throughout the league. As a
result, the NFL also creates a system in which most fans can look
forward to the physical skills of the players on their teams.
While appreciation of physical skill was the second-highest motive
across game type, its mean score was significantly higher when watching
a game featuring one's favorite team. In fact, of the significant
differences in motives by game type (i.e., achievement, appreciation of
physical skills, and knowledge), all three were higher when watching
one's favorite team play. This is not surprising. We suspect that
these differences are most likely driven by team identification. When
one has higher levels of identification with a team, he/she is more
likely to experience greater vicarious achievement (e.g., bask in
reflected glory) through his/her relationship with the team (Madrigal,
1995; Murrell & Dietz, 1992; Wann & Branscombe, 1990).
Additionally, fans higher in identification tend to attend or watch more
games (Matsuoka, Chelladurai, & Harada, 2003) and read more
literature relative to their team (Wann & Branscombe, 1993), which
explains the higher score for the knowledge motive. Further, fans high
in identification exhibit biased attribution processing favoring their
team (Wann & Dolan, 1994). Thus, they may feel the players on their
team are superior to those on other teams and exhibit greater physical
skill.
The results indicated there were more significant differences in
motives due to gender than game type. Men scored higher on the motives
of drama, appreciation of physical skill, aesthetics, and knowledge,
while women scored higher on family and physical attractiveness. Thus,
our results were similar to others such as Wann et al. (1999) and Deitz
Uhler et al. (2000) in that women rated the family motive higher.
However, while our results were similar to James and Ridinger's
(2002) in terms of men scoring higher on achievement, aesthetics, and
knowledge motives, the men in their study scored higher than women in
the family motive. Consequently, the ambiguity surrounding differences
between men and women's motives for sport consumption remains.
Robinson et al. (2005) noted that most other studies of fans
demonstrate that demographics (such as gender) have very little impact
on motive scores. However, gender explained 57% of the variance in
motives scores in our study. Gender explained the most variance in
knowledge (22%) and physical attraction (39%). The NFL appears to be
aware of the knowledge finding as they have offered "NFL 101, NFL
Workshop for Women" for nine years with more than 10,000 women
attending in 2007 (Fussel, 2007). The disparity in the physical
attractiveness motive between men and women is interesting but not
surprising. One might expect women, more readily than men, to admit they
find male football players physically attractive as such an admission by
women does not violate existing social and gender norms. Nonetheless,
this motive had the next to lowest mean score among women, indicating
that it might not be incredibly important in creating increased
viewership for the NFL. However, studies should further examine this
motive in sports where athlete attractiveness is more visible than in
the NFL, where athletes wear pants, long socks, and helmets.
Implications
Several implications can be derived from this study. First, for
those marketing the NFL and marketing products through the NFL, the
results suggest the most successful strategies should highlight the
drama of the game, the physical skills of the players, and the social
activities surrounding the games. For example, FedEx sponsors a weekly
promotion in which viewers can vote for the "FedEx Air and Ground
Players of the Week" (NFL.com, 2008), which appears to tap into the
physical skills motive. Similarly, Burger King inserts their
"King" mascot into actual football plays so it appears he is
making the spectacular football plays rather than the players
themselves. Additionally, ESPN's Monday Night Football
advertisement campaign which highlights the drudgery of a typical Monday
workday giving way to the excitement of watching Monday Night Football
encompasses aspects of the drama, escape, and social motives. It may
seem commonsensical to create advertisements with such connections, yet
clearly many advertisements, marketing campaigns, promotions, and
sponsorships often fail to incorporate the important aspects of the
fans/viewers' experiences with the league into their campaigns.
Our results suggest that the NFL can market its national (or
non-regional) and regional games similarly as drama and social motives
were important for watching any game. However, activating
spectators' identification (e.g., highlighting rivalries,
showcasing highly identified fans, providing opportunities to bask in
reflected glory or BIRG) would be an important aspect of the marketing
of fans' favorite teams as they were much higher on the achievement
motive when watching their favorite team play.
While the NFL has done well to engage a number of female fans in
their Football 101 workshops, women in our sample still scored
significantly lower than men on knowledge, physical skill, aesthetics,
and drama motives. Interestingly, drama was rated as the highest motive
by women, just as the men, yet their mean score was significantly lower.
Similarly, physical skill was the third-highest ranked motive by women,
yet ranked significantly lower than the men's score on this motive.
These findings suggest that while women are driven to watch the NFL by
these motives, they are not as fully "captured" by them as the
men in the sample. Thus, the NFL may need to structure additional and/or
different efforts aimed to increase females' appreciation of these
motives. Women also had a higher mean score for the family motive and it
was relatively high (M = 5.08), thus, the NFL needs to ensure the NFL
continues to be a product in which the entire family can engage.
Limitations and suggestions for future research
The results of this study are not generalizable beyond the
respondents as we utilized a non-probability sample of college students.
While this sample indicated a substantial level of involvement with the
NFL, we don't know if they would be similar to all NFL fans. Thus,
future studies should attempt to survey fans/spectators attending games,
or fans/spectators watching games at particular gathering places (e.g.,
sports bars).
This is the first study to compare the motives of people who watch
a game with and without their favorite team involved. It would be
interesting to see if other leagues/sports revealed similar patterns or
if there may be substantial differences. Many factors could play into
creating differences such as league structure, number of games in a
season, and the presence of "super" star players (e.g., Kobe
Bryant, LeBron James).
Additionally, the current research did not specifically inquire
about fan/spectator attachment points. Previous research has reported
that individuals high in identification (fans) have different
attachments to a game/team than those lower in identification
(spectators) (Trail, Robinson, & Gillentine, 2003). Fans were
attached to the team, coach, community, university, and players while
spectators were attached to the level and sport. Future research should
examine how attachments may differ when sport fans/spectators are
watching their favorite team as compared to when they are watching when
their favorite team is not playing.
Finally, future research comparing motives of fans and spectators
should also take into consideration the prevalence of sport gambling and
fantasy sports. The growth of these two pastimes may potentially
influence viewership behaviors, particularly with regard to watching a
game when your favorite team is not involved.
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Janet S. Fink is an associate professor at the University of
Connecticut. Her research interests include diversity issues in sport
and sport consumer behavior.
Heidi M. Parker is an assistant professor in the department of
sport management at Syracuse University. Her research interests center
on sport consumer behavior and gender issues in sport.
Table 1.
Cronbach's alphas of motives for each application of the MSSC
Motive Alpha--favorite Alpha--favorite
team playing team not playing
Achievement .938 .922
Aesthetics .923 .927
Drama .911 .895
Escape .891 .878
Family .811 .769
Knowledge .826 .864
Physical Attractiveness .887 .942
Physical Skill .940 .937
Social .944 .959
Table 2.
Mean scores, standard deviations, and significant differences
in mean scores relative to each application of the MSSC.
Motive Mean (SD) Mean (SD)
Favorite Team Playing Favorite Team Not Playing
Achievement *** 5.34 (.129) 3.94 (.139)
Aesthetics 4.92 (.120) 4.78 (.111)
Drama 6.02 (.111) 5.89 (.094)
Escape 5.13 (.132) 4.97 (.109)
Family 4.91 (.123) 4.70 (.115)
Knowledge *** 4.55 (.115) 4.07 (.126)
Physical 2.92 (.127) 2.99 (.133)
Attractiveness
Physical Skill ** 5.82 (.110) 5.40 (.097)
Social 5.58 (.123) 5.39 (.109)
*** p < .001; ** p < .01
Table 3.
Mean scores, standard deviations, and significant differences
in mean scores relative sex of respondent.
Motive Mean (SD) Mean (SD)
Men Women
Achievement 4.81 (.123) 4.46 (.118)
Aesthetics *** 5.28 (.111) 4.42 (.169)
Drama ** 6.02 (.111) 5.71 (.136)
Escape 5.21 (.114) 4.88 (.174)
Family ** 4.53 (.109) 5.08 (.116)
Knowledge *** 4.93 (.119) 3.70 (.180)
Physical
Attractiveness *** 2.01 (.121) 3.91 (.185)
Physical Skill ** 5.98 (.091) 5.25 (.139)
Social 5.44 (.115) 5.53 (.175)
*** p < .001; ** p < .01