The relationship between spectator motivations and media and merchandise consumption at a professional Mixed Martial Arts event.
Andrew, Damon P.S. ; Kim, Seungmo ; O'Neal, Nick 等
Introduction
The popularity of Mixed Martial Arts has grown dramatically over
the last few years. Not only has the major North American promoter, the
Ultimate Fighting Championship (UFC), grown dramatically, but other
professional MMA organizations such as Bellatar Fighting Championship,
King of the Cage (KOTC), and Strikeforce have emerged. In addition, many
amateur MMA organizations have begun promoting fights at a local level.
Further, MMA has competed well against other popular sports in
television ratings. According to Spike TV, UFC 75, held in the United
Kingdom on September 6, 2007, recorded a 3.1 overall rating, surpassing
the ratings for college football games, NASCAR, and the U.S. Open tennis
tournament televised on the same Saturday night. The sport has been
extremely successful in attracting men in the 18-49 years old
demographic (Pishna, September 2007). Spike TV reported:
UFC 75 scored 2,503,000 [men in the 18-49 years old demographic]
compared to 2.3 million for Oregon vs. Michigan [college football] on
ABC; 2.1 million for NASCAR on ABC; 1.3 million for Virginia Tech vs.
LSU [college football] on ESPN; 1.3 million for Notre Dame vs. Penn
State [college football] on ESPN, and 546,000 for the U.S. Open
Women's Tennis Final on CBS. (Pishna, September 2007)
The success of the UFC as a leading promoter of MMA in the world
has not been limited to the United States. Indeed, as of July 2009, UFC
events are televised in over 100 countries and in 17 different languages
(Show, 2009). Given this rapid increase in popularity, the context of
MMA provides sport management researchers a unique opportunity to
examine a sport in its formative years and understand what attracts
customers. Whereas other sports in the United States, such as soccer,
have struggled to gain acceptance or widespread support, MMA has
demonstrated phenomenal growth as evidenced by the number of
organizations promoting events, attendance at live events, television
ratings, and participation in the sport. To date, though, little
empirical research has been undertaken to better understand the sport
and its growth. Prior MMA research suggested motives for watching
individual versus team sports may differ (Kim, Greenwell, Andrew, Lee,
& Mahony, 2008), and illustrated motives may differ for consumers in
different countries (Kim, Andrew, & Greenwell, 2009). Much remains
to be understood, however, regarding the motivations of MMA consumers.
This study adds to our knowledge of MMA consumers by examining motives
for attending live events, buying MMA merchandise, and watching
televised MMA events.
Sport Consumption
Claeys and Vanden Abeele (2000) noted that the motivational
approach was a good method to explain the means-end chain theory of
consumer behavior. Sport motives have been considered as predictors of a
fan's interest to attend or watch a sporting event (Madrigal,
2006). Trail, Anderson, and Fink (2000) proposed a model of sport
consumption behavior that consists of six general factors which
sequentially influence sport consumption behavior: (a) motivation, (b)
level of identification, (c) expectancies, (d) confirmation or
disconfirmation of expectancies, (e) self-esteem responses, and (f) the
affective state of the individual. For example, consumers'
motivation, an initial factor of the model, may directly influence their
expectancies of the sporting events or indirectly influence their
expectancies through their levels of identification. In turn, the
confirmed or disconfirmed expectancies may have a direct impact on the
affective states of consumers or indirect impact on the states through
their self-esteem responses such as Basking in Reflected Glory (BIRGing)
and Cutting Off Reflected Failure (CORFing). Through this sequence, the
affective states of consumers influence their consumption intentions
(e.g., media consumption, merchandise consumption, and attendance at
events).
Trail, Fink, and Anderson, (2003) empirically tested their model
using 364 attendees (male = 168; female = 196) at two NCAA Division-I
basketball games. Even though the results indicated acceptable
reliability and validity data for each construct and reasonable fit for
the model, the path coefficient between expectancies for the event and
confirmation/disconfirmation of the expectancies was not significant,
and several path coefficients (e.g., identification [right arrow]
expectancies = .186; expectancies [right arrow] disconfirmation = .151)
identified weaker relationships. Finally, the model only explained 11.6%
of the variance of consumption behavior. While the evidence supporting
the inclusion of some of the latter predictors of sport consumption
behavior was not as strong, this study highlighted the importance of
sport consumer motives as predictors of consumption behavior.
Other studies have more directly examined the relationship between
motives and consumption behavior. For example, Mahony, Nakazawa, Funk,
James, and Gladden (2002) found that 15% of the variance in frequency of
attendance among J. League consumers was explained by their motives.
Specifically, team attachment and vicarious achievement had a positive
impact on attendance, while drama, community pride, and player
attachment showed negative impacts on attendance.
Sport Consumer Motivations
Previous research (Mahony et al., 2002; Trail et al., 2000) on
sport consumer motives provides insight into the possible reasons why
people attend sporting events, explains why some highly identified
individuals attend events, and why they consume sport-related
merchandise. Much of this research has identified the motives of sport
consumers in relation to team sports (Funk, Mahony, & Ridinger,
2002; McDonald & Milne, 1999; Sloan, 1989; Trail & James, 2001;
Wann, 1995) and individual sports (Kim et al., 2008; Kim et al., 2009;
Robinson, Trail, & Kwon, 2004). However, the vast majority of sport
consumer motivation research has concentrated on the context of team
sports.
Wann, Schrader, and Wilson (1999) were the first to examine the
potential spectator motivation differences between individual and team
sports. Through their research, Wann et al. (1999) discovered that fans
of individual sports reported a higher level of aesthetic motivation
than persons with a preference for team sports, and persons who
preferred team sports showed higher scores on the subscales for
self-esteem and eustress. The results, however, are limited because of
the student sample. Wann et al. (1999) did not take into account whether
the students considered themselves fans of individual sports, and did
not explore whether the students spent more time attending individual
sports versus team sports.
McDonald, Milne, and Hong (2002) examined motives for a variety of
sports, including team and individual sports. McDonald et al. (2002)
discovered there were differences in motives between golf spectators and
team sport spectators, but did not elaborate why. Robinson, Trail, and
Kwon (2004) examined the motives of professional golf spectators on the
basis of gender and tour (e.g., PGA, LPGA, and PGA Senior) in the belief
that the unique aspects of golf spectatorship (e.g., spectator mobility,
length of event, etc.) could explain the results of McDonald et
al.'s (2002) study. The results from a MANCOVA, after controlling
for age and employment status, uncovered significant interaction effects
between gender and tour, and the univariate analyses showed interactions
on the motives of aesthetics, drama, and appreciation of physical skill.
Clearly, more research exploring sport consumer motives for individual
sports is needed.
Another way to understand the motivation of sport consumers is an
approach using customer segmentation based on demographic variables.
Ross (2007) conducted cluster analyses to classify National Basketball
Association ticket holders and found those attending games could be
classified into several segments based on their demographic profile:
gender, education level, and household income. The results of Ross'
(2007) study support the findings of previous research (Fink, Trail,
& Anderson, 2002; James & Ridinger, 2002; Robinson & Trail,
2005) that has uncovered different motivations for males and females
attending sporting events. For example, Fink et al. (2002) found that
female consumers differed from male consumers in terms of motives and
media and merchandise consumption behaviors. In the context of MMA, Kim
et al. (2008) uncovered significant differences on the basis of gender
regarding the motives of sport interest, economics, and violence at a
local MMA event.
Motivations of MMA Consumers
Only two studies have studied sport consumer motives in the context
of MMA (Kim et al., 2008, 2009). Kim et al. (2008) examined sport
consumer motives at a small, amateur MMA event in a mid-sized Midwestern
city. This study was the first empirical work to examine sport consumer
motives in the context of individual fighting sports like boxing and
MMA. The primary purpose of their study was to examine the preferences,
loyalty, and motives of consumers who attended a MMA event, to examine
gender differences regarding the motives, and to explore the
relationship between the sport consumer motives and media consumption
behavior in terms of gender. Kim et al.'s (2008) scale, based on
other sport motivation studies (Funk et al., 2001; Trail & James,
2001; Trail et al., 2003; Wann, 1995), consisted of 10 motives:
drama/eustress, escape, aesthetics, vicarious achievement, economics,
national pride, violence, sport interest, adoration, and socializing or
group affiliation. The results of the study indicated that the four
motives rated highest for attending MMA events were sport interest,
drama, socializing, and vicarious achievement. In addition, significant
differences were uncovered between males and females, with males rating
sport interest, economic, and violence as significantly stronger
motives. Since there were significant differences between male and
female respondents, two backward deletion linear regressions assessing
the relationship between motives and media consumption for each gender
were calculated. The results indicated that sport interest, vicarious
achievement, and national pride were significant predictors of media
consumption for males, while sport interest and drama were significant
predictors of media consumption for females.
Kim et al. (2009) extended their initial work by examining
cross-national differences in motivation and media consumption between
American and Korean MMA consumers. The tremendous growth of the
MMA's popularity has been found throughout the world, but
especially in Asian countries as well as in the United States. The
researchers attempted to examine differences regarding the motives and
the media consumption behaviors of consumers between two countries in
order to provide practical recommendations for developing more effective
marketing strategies to MMA promoters striving to expand their
businesses abroad. They surveyed 438 participants who attended local MMA
events held in a mid-sized Midwestern city in the United States (n =
209) and a major metropolitan city in South Korea (n = 229) and found
significant differences between American and Korean participants across
five motives: sport interest, vicarious achievement, aesthetics,
national pride, and violence. The results of two separate backward
linear regression analyses for each country indicated that sport
interest and drama were common significant predictors of media
consumption for consumers at both the American and Korean events, while
adoration was found to be a unique significant predictor of media
consumption for those at the Korean event.
Although the aforementioned studies (Kim et al., 2008, 2009) were
the first empirical attempts to understand MMA fans, the studies have
limitations. The researchers of the current study have attempted to
extend these previous studies by implementing three major changes to
address prior limitations. First, the most notable limitation of the two
studies of the motives of MMA consumers in the United States and Korea
was that the researchers collected and analyzed data from a small,
local, amateur event in the U.S. and a semi-professional event in Korea.
It is difficult to conclude that the results are representative of MMA
consumers overall since the motives of consumers at events featuring
relatively unknown amateur or professional fighters may differ from
motives of those attending a professional event with popular, recognized
MMA fighters. For the present study, data were collected at a
professional MMA event rather than an amateur event.
The second limitation was that some of the motives, economic and
national pride specifically, may not have been appropriate for the MMA
event context. For example, national pride was shown to be an
unimportant motive based on the ratings of the motives by those
attending a local event (Kim et al., 2008), and the economic factor was
not relevant to the local amateur event or the event in Korea, where
betting is not allowed on MMA events (Kim et al., 2008, 2009). Further,
the motive of sport interest was incorporated in Kim et al.'s
(2008, 2009) studies, yet the factor could be categorized as an
attachment factor rather than a motive. For example, the Point of
Attachment Index (Robinson & Trail, 2003) included identification
with the sport among seven subsets of attachment, and those items were
conceptually similar to the items for the sport interest motive proposed
by Funk et al. (2002). In order to better understand MMA consumers,
additional motivations not previously included in the context of MMA
should be tested. The current study modifies the previous motivation
scale developed by Kim et al. (2008) by replacing the economic and
national pride factors with two other factors: crowd experience and
sport knowledge.
Crowd Experience was first proposed as a sport consumer motive by
James, Sun, and Lukkarinen (2004) as part of a presentation examining
the dimensions comprising sport entertainment. Previous research has
examined entertainment as a sport consumer motive (Funk et al., 2002;
James & Ross, 2002; Sloan, 1989). Such work, however, has included
items that measure whether sport is perceived as "fun" or
"entertaining," but not the underlying dimensions of why sport
is fun or entertaining. James et al. (2004) completed a series of
studies designed to identify why spectator sport is considered fun or
entertaining by consumers. In the first study, interviews were conducted
with consumers attending a professional football game in the Midwestern
United States. One question consumers were asked was, "What do you
enjoy about attending games?" (James et al., 2004). Based on the
responses, eight dimensions of entertainment were identified, including
the construct of crowd experience.
Crowd experience as a motive pertains to an individual's
interest in consuming spectator sport on one level to be part of a
crowd, satisfying a need for belonging (James et al., 2004). At the same
time, the crowd experience is more than just being part of a group.
Another aspect to the crowd experience is the energy and excitement of a
sports audience (James et al., 2004). The latter element provides on
another level satisfaction of a need for stress and stimulation. More
recently, Yoshida (2008) proposed that crowd experience should also be
regarded as a sub-dimension of the aesthetic quality of a sporting
event. James et al. (2004) presented the initial evidence that the items
purported to measure crowd experience were reliable and valid.
Considering that professional MMA competitions are lively events with
high levels of excitement, crowd experience was deemed an appropriate
motive to measure.
The second motive added was "Sport Knowledge," which
refers to the notion that people will become partial to the sport if
they know more about the sport (e.g., general knowledge, techniques, and
strategies) through experiencing it (Funk & Pastore, 2000). Since
MMA is a combat sport allowing various martial arts styles or techniques
including striking and grappling, MMA fighters must prepare very
sophisticated strategies for each event according to opponents'
fighting styles. MMA fans may be motivated to watch events in order to
become more knowledgeable about the sport. In turn, they may enjoy
anticipating results of matches by analyzing strategies and comparing
strength and weakness of each fighting style (Trail & James, 2001).
Finally, none of the studies to date concerning the motives of MMA
consumers have examined merchandise consumption as a dependent variable,
even though it is often considered to be an important revenue resource
for sport leagues. It seems that MMA promoters rely heavily on
pay-per-view as their major revenue source and less attention has been
devoted to merchandise sales. Merchandise sales could serve as an
additional revenue source for MMA marketers and promoters to augment
pay-per-view and ticket sales. Promoting organizationally linked
merchandise in individual sports is particularly challenging given that
individual athletes are often free to enter into apparel sponsorship
agreements with private companies. For example, in the sport of tennis,
athletes such as Roger Federer and Rafael Nadal have apparel contracts
with Nike, which undoubtedly hampers the ability of the men's tour
organizers to promote their own ATP Tour apparel brand. Given this
situation, the study explores predictors of merchandise consumption as
well as media consumption to provide MMA managers with valuable consumer
motivation data on which to focus strategic planning initiatives for
merchandise sales. Consistent with past research (Fink et al., 2002;
James & Ridinger, 2002; Kim et al., 2008; Robinson & Trail,
2005), gender is used as a customer segmentation variable since male and
female spectators have shown different motives (Fink et al., 2002; Kim
et al., 2008) and experiences in consuming sporting events (Gantz &
Wenner, 1991). In addition, differentiated marketing strategies for each
target group could maximize consumption behavior (Robinson & Trail,
2005).
Method
Sample
A total of 162 consumers at a professional MMA event volunteered to
participate in the study. The event was managed by a professional
promoter that has staged over 150 shows around the United States as well
as four different countries (Canada, Australia, Singapore, and England).
The event promoter presents between five and ten PPV shows a year, films
all of the fights, and is said to have one of the largest MMA video
libraries in the world. This professional promoter has a significantly
larger media presence than the amateur organization studied by Kim et
al. (2008). Participants were recruited prior to the event in
conjunction with the event. While Kim and his colleagues (2008) utilized
a spectator intercept method at the entrance of the facility, such a
method does not necessarily ensure that the resulting sample is
representative of all ticket pricing points within the arena. Therefore,
in the current study, survey questionnaires of different colors were
distributed to spectators in three different seating sections (reserve,
front, and top) to ensure the respondents were representative of all
ticket pricing levels. In the end, participants included 54 consumers
(33.3%) in the reserve section, 37 (22.7%) in the front section, and 71
(43.8%) in the top section.
The sample consisted of 105 males (64.9%) and 57 females (35.1%).
The 18-34 years old demographic, which is the major target market of
MMA, comprised more than half of the sample (n = 88; 54.1%). More
specifically, the youngest age-group (18-24) was most represented with
39 participants (24.0%), followed by the 25-29 age group with 35
participants (21.5%), and the 30-34 years old demographic was
represented by 14 participants (8.6%). The average household income
reported was approximately $68,000 a year, with 20% of the respondents
reporting incomes of over $100,000 and 14% reporting incomes over
$120,000. The level of education varied as 74 participants (45.9%) had a
high school diploma, 53 (32.7%) had some college, and 30 (18.4%) had
either an undergraduate or graduate degree.
Instrumentation
A 43-item questionnaire measuring demographics, motives, and
merchandise and media consumption was developed for this study. The
questionnaire incorporated a seven-point Likert scale to which consumers
reported their level of motivation to attend a mixed martial arts event
and their merchandise and media consumption (1 = strongly disagree; 7 =
strongly agree).
Demographics. Demographic information including gender, age,
educational level, and annual household income were collected from
participants.
Spectator Motives. Three items were adapted for each motive,
resulting in a total of 27 items measuring nine unique motives.
Drama/eustress, escape, aesthetics, vicarious achievement, socializing,
and sport knowledge were selected for this study because prior studies
supported the inclusion of these factors (Funk et al., 2002; Sloan,
1989; Trail & James, 2001; Wann, 1995). Furthermore, the motives of
violence and adoration/hero worship were added from Kim et al.'s
(2008) study of MMA spectator motives. In an attempt to better
understand the unique motives for attending an MMA event, the factors of
sport knowledge and crowd experience were included.
Merchandise and Media Consumption Behavior. To measure merchandise
consumption, three items were adapted from Fink, Trail, and
Anderson's (2002) study. The items were "I buy MMA clothing
(T-shirts, caps, etc.)," "I wear MMA apparel on a regular
basis," and "I wear MMA paraphernalia even when I'm not
at a match." To measure media consumption, three items from Kim et
al. (2008) were used. The items were "I read about MMA news over
the Internet," "I watch MMA events on television," and
"I watch MMA reality shows on television."
Data Analysis
Confirmatory factor analysis was conducted to evaluate construct
validity because new factors (crowd experience and sport knowledge) were
added to the scale. Cronbach's internal consistency analysis for
each construct was incorporated to measure inter-item reliability.
Descriptive statistics were calculated to assess overall demographics
and motives to attend and watch MMA events. A correlation analysis of
the sport motivation factors was conducted to examine associations among
the factors. One-way MANOVA (Multivariate Analysis of Variance) was used
to examine gender differences in MMA fan motivation. Subsequent to the
MANOVA, four separate backward deletion regression analyses were
performed to examine the relationship between MMA consumer motivations
and merchandise and media consumption behavior for male and female
groups. Such an analysis promotes a customer segmentation approach,
which allows sport managers to develop more effective marketing
strategies.
Results
Scale Validity/Reliability
The confirmatory factor analysis results for the consumer motives
indicated acceptable measures of absolute fit (RMSEA = 0.071) and
comparative fit (CFI = 0.97; NFI =0.94; NNFI = 0.97; RFI = 0.93)
according to Steiger (1990) and Kelloway (1998). Factor loadings,
standard errors, and average variance explained values for the nine
motives are reported in Table 1. Cronbach's alpha scores for each
motivational factor and a correlation matrix among the nine motives are
reported in Table 2. Cronbach's alpha scores ([alpha]) were
computed for merchandise consumption ([alpha] = .906), media consumption
([alpha] = .863), and each of the nine motivations to verify internal
consistency. The range of Cronbach coefficients of the motivational
factors was [alpha] = 0.761 (aesthetics) to [alpha] = 0.878 (social);
therefore, all coefficients exceeded the recommended benchmark of .70
(Nunnally & Bernstein, 1994).
Spectator Motives
Table 2 shows the correlations among motives and two consumption
behaviors. Although most of the motivations and consumption behaviors
were significantly correlated, the relationships between the drama
factor and both consumption behaviors were not significant. Table 3
shows the means and standard deviations for motivations by gender. The
overall means for each motive ranged from a low for social interests (M
= 4.43) to a high for aesthetics (M = 5.63). Drama (M = 5.62) was the
second most important factor influencing consumers to attend a MMA
event, followed by escape (M = 5.34), vicarious achievement (M = 5.02),
crowd experience (M = 4.94), violence (M = 4.92), knowledge (M = 4.84),
adoration (M = 4.53), and social (M = 4.43). All of the motives were
above the scale midpoint (M = 4.00), thus underlining their relevance in
this MMA context.
Gender Differences for Motive and Merchandise and Media Consumption
To examine the presence of any gender differences among attendance
motivations, a one-way MANOVA was calculated, and a significant gender
difference was discovered with vicarious achievement [F (1, 157) =
5.242, p < .05]. Specifically, males reported a significantly greater
motivation for attendance based on vicarious achievement. Separate
equations regressing consumer motives on merchandise and media
consumption were calculated for each gender to provide more specific
information to sport marketers regarding the relevant motives for each
gender (see Table 4).
In terms of male merchandise consumption, a backward deletion
regression was conducted to remove non-contributing independent
variables. Drama, vicarious achievement, crowd experience, and knowledge
remained as significant predictors of merchandise consumption [F (4, 93)
= 9.83, p < .001, Adjusted [R.sup.2] = .267]. The Standardized
Coefficient (b) indicated that vicarious achievement ([beta] = .289) was
the strongest predictor of merchandise consumption, followed by drama
([beta] = -.264), knowledge ([beta] = .256), and crowd experience
([beta] = .249). In terms of male media consumption, a backward deletion
regression analysis revealed violence, aesthetics, drama, and knowledge
were significant predictors of media consumption [ F (4, 88) = 15.78, p
< .001, Adjusted [R.sup.2] = .391]. The Standardized Coefficient
indicated that aesthetics ([beta] = .503) was the strongest predictor of
media consumption, followed by knowledge ([beta] = .222), drama ([beta]
= .203), and violence ([beta] = .198)
To explore the merchandise consumption factors for females, a
backward deletion regression analysis was conducted to remove
non-contributing independent variables. Adoration remained as the only
significant predictor of merchandise consumption [F (1, 50) = 24.63, p
< .001, Adjusted [R.sup.2] = .317]. The Standardized Coefficient
indicated that adoration ([beta] = .574) was a strong predictor of
merchandise consumption. To explore media consumption for females, a
backward deletion regression analysis revealed knowledge, drama, and
aesthetics were significant predictors of media consumption [F (3, 49) =
13.06, p < .001, Adjusted [R.sup.2] = .410]. The Standardized
Coefficient indicated that knowledge ([beta] = .452) was the strongest
predictor of media consumption, followed by aesthetics ([beta] = .451)
and drama ([beta] = -.339).
Discussion
Given the dearth of research on mixed martial arts and the
exponential growth of the sport, it is important to understand why
people are attending these events and what is driving them to consume
the sport through media and merchandise. Findings from this study add
insight into why MMA consumers are attending events and associates those
motives with media and merchandise consumption behaviors.
Similar to findings from prior studies, participants rated drama
and aesthetics as the two most important motives to attend MMA events.
The fact that consumers rated drama so highly in each study indicates
that people desire close fights with uncertain outcomes regardless of
the level of competition. In recent years, boxing has often been
criticized for staging mismatches in order to build fighters'
records in an attempt to create stars. While MMA promoters may be
tempted to stage mismatches, findings from this study suggest otherwise.
The UFC has benefited from this strategy. Rather than building
fighters' records they have chosen to focus on good match-ups. In
fact, UFC 68, UFC 69, and UFC 70 all featured an upset in the main
event. Some even argue this "anything can happen" style of
booking fights is driving the growth of UFC (Chiappetta, 2007).
Regarding the violence motive, contrary to the beliefs regarding combat
sports, violence was not an overwhelmingly strong motive for attending
MMA events. This could be due to the large percentage of consumers at
the events who were familiar with the sport and could be classified as
highly identified MMA fans. Consumers who might be highly identified
with MMA might recognize fighting based on highly polished skills and
techniques as beauty rather than violence. The finding that the
aesthetics motive was rated as the highest motive along with drama in
the study could be explained by the assumption.
In addition, this study found that crowd experience and sport
knowledge were two important motives for attending events. The fact that
spectators rated crowd experience as a strong motive for attendance
indicates that MMA spectators appreciate the impact of the "crowd
experience" at an event. MMA promoters should continue to
capitalize on opportunities to increase fan involvement (e.g., dramatic
introductions) and use audio-visual technologies (e.g., exciting music,
lights, etc.) to orchestrate reactions from the spectators. The
importance of consumer knowledge also adds considerable insight into the
growth of the sport. Whereas consumers in many countries have grown up
with various martial arts ingrained within their culture, those in the
United States are less likely to know about the rules, strategies, and
techniques associated with the sport. The results from this study
suggest many people attend to increase their knowledge of the sport and
fulfill their desire to learn.
When comparing this study to prior research, the results suggest
some differences in motivation between consumers of amateur and
professional events. For example, consumers at the professional event
rated escape much higher than socializing, whereas the opposite was true
of the amateur event (Kim et al., 2008). This finding suggests consumers
at the professional fight see the event as a chance to get away;
therefore, marketers of these events should add to the spectacle and
entertainment aspects of the event. Further, vicarious achievement was
rated in the top five motives for attendance at the professional event.
This difference may be explained by the fact that consumers at the
professional event most likely possessed more knowledge of the
individual fighters and had developed allegiances for certain fighters.
Consumers at amateur events, on the other hand, most likely have not had
any prior exposure to fighters, thus preventing them from developing any
sense of connection with a specific fighter. Although many of the
findings were similar among the two groups, these findings indicate
there are differences between amateur and professional MMA consumers,
and marketers should develop appropriate marketing strategies according
to the level of competition.
In terms of merchandise consumption, four prominent motives
emerged. Consumers who were there for the crowd experience and to
increase their knowledge of the sport were more likely to buy
merchandise, which illustrates the value of attending the live event.
Another interesting finding was that vicarious achievement was
positively correlated with merchandise consumption, and drama was a
negative predictor of merchandise consumption. Taken together, these
findings suggest consumers who purchase MMA paraphernalia are drawn
toward fighters who are dominant and win because the individual can
experience a personal sense of accomplishment through vicarious
achievement. Therefore, it would follow that a close or dramatic match
would not provide a large return in merchandise sales of those involved.
However, if a fighter went into a match evenly matched, and the fighter
dominated, one should see an increase in consumption of merchandise
related to the dominant fighter.
With regard to media consumption behavior, aesthetics, knowledge,
and drama were common motives that predicted media consumption behavior
for both male and female consumers, while violence only predicted male
consumers' media consumption behavior. Interestingly, the influence
of drama on media consumption behavior was very different compared to
past research concerning an amateur MMA event (Kim et al., 2008). In the
present study, drama was a negative predictor of media consumption for
both groups, whereas Kim et al. (2008) found drama was not a significant
predictor for males and was a positive predictor for females. The
differences between these two events provide important information for
MMA promoters who schedule matches. Perhaps the previous findings based
on an amateur event were not applicable to the present study due to the
high-profile nature of the event studied. Based on the findings from the
present study, media consumption of professional events can be enhanced
by scheduling matches whereby dominant fighters are able to assert their
dominance on competitors with less skill. Such dominating performances
often serve to build the reputation of the superior fighter, who may
later become a point of attachment for devoted fans (Robinson &
Trail, 2003). Violence was the third most important motive for media
consumption for male spectators, but the motive did not predict media
consumption for females.
The significant rating of the crowd experience motive confirms the
initial findings of James et al. (2004) that one aspect of the
entertainment is being part of a crowd at an exciting event. As
discussed, the crowd experience motive seems to relate in part to being
part of a crowd, fulfilling a need for belonging. At the same time, the
experience is more than just being part of a group. The excitement and
energy of the crowd have an appeal that can draw consumers. Since the
motive was rated consistently by males and females, this result would
suggest that promotions of MMA, and potentially other spectator sports,
can develop one campaign to emphasize the excitement and energy of the
crowd experience, which has the potential to motivate males and females.
Future Research
Whereas this study provides a profile of people attending a North
American professional MMA event, future research should expand to
examine the sport in different areas of the world because motivation
factors may influence consumers differently in other countries (Kim et
al., 2009). For example, studies could examine the difference between
professional MMA events in the United States, England, Australia, and
Canada.
And finally, future research should be conducted to understand the
various segments of MMA fans. For example, contrary to the general
beliefs regarding combat sports, violence was not an overwhelmingly
strong motive to attend an MMA event. As discussed earlier, this could
be due to the large percentage of consumers at the event who are
familiar with the sport and can be classified as highly identified MMA
fans. It is possible that fans with low levels of fan identity could
have higher motives for violence. A better understanding of this concept
is needed in order to delineate differences between high- and low-level
fan identification and how to effectively market to both groups.
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Damon P. S. Andrew, PhD, is the Dean of the College of Health and
Human Services at Troy University. His research interests include human
resource management and organizational behavior/theory in sport.
Seungmo Kim, MS, is a doctoral candidate in the Department of
Exercise, Sport, & Leisure Studies at the University of Tennessee.
His research interests include human resource management and
organizational behavior/theory in sport.
Nick O'Neal, MS, is a graduate of the University of Tennessee
sport management program and is the Director of Sponsorship and
Advertising at King of the Cage. His research interests include the
marketing and management of Mixed Martial Arts events.
T. Christopher Greenwell, PhD, is an associate professor in the
Department of Health and Sport Sciences at the University of Louisville.
His research interests include customer service and customer
satisfaction.
Jeffrey D. James, PhD, is an associate professor in the Department
of Sport and Recreation Management at Florida State University. His
research interests include sponsorship, sport consumer behavior, and
consumers' psychological connection to sport products.
Table 1.
Factor Loadings ([beta]), Standard Errors (SE), and Average
Variance Explained Values (AVE) for the Nine Motive Scale of Mixed
Martial Arts.
Motives and Items
I was motivated to attend this Mixed Martial [beta] SE AVE
Arts event because...
Crowd Experience
...I feed off the excitement of the crowd. 1.31 1.53 0.53
...the crowd energy I feel at the event gets 1.46 1.01 0.68
me pumped up.
...there is something special about being in a
crowd. 1.49 1.49 0.60
Escape
...it provides an escape from my day-to-day 1.31 1.13 0.61
routine.
... I can get away from my everyday life. 1.49 0.90 0.71
.it provides a distraction from my everyday 1.62 0.80 0.77
activities.
Drama
...I enjoy fights where the outcome is not 1.06 2.32 0.32
decided until the very end
...I enjoy a close fight more than a one-sided 1.07 1.36 0.46
fight.
...I enjoy the drama of close fights. 1.41 0.52 0.79
Adoration
...when a fighter appears to be unbeatable, he 1.46 1.72 0.55
becomes a hero to me
...MMA fighters are my role models because of 1.54 1.49 0.61
their highly advanced skill
...I watch MMA fights to witness individual 1.30 1.13 0.60
greatness.
Socializing
...of the opportunity to interact with other 1.39 1.59 0.55
fans.
...of the chance to socialize with other fans. 1.67 0.88 0.76
....of the possibility of talking with other 1.74 0.58 0.84
fans at the event.
Vicarious Achievement
...I feel like I have won when my favorite 1.42 1.13 0.64
fighter wins.
...I feel a personal sense of achievement when 1.55 1.22 0.66
my favorite fighter does well
...I feel proud when my favorite fighter does 1.50 1.15 0.66
well.
Aesthetics
...MMA is a form of art. 1.05 1.70 0.39
...watching a well-executed athletic performance 0.96 0.79 0.54
is something I enjoy.
...of the graceful agility displayed by MMA 1.29 0.70 0.71
fighters.
Knowledge
...I can learn about the technical aspects of 1.42 1.61 0.56
MMA.
...I increase my understanding of MMA strategy 1.38 1.39 0.58
by watching an MMA event.
...I increase my knowledge about MMA. 1.63 0.82 0.76
Violence
...I like MMA because it has more violence than 1.56 2.07 0.54
other sports.
...I enjoy the brutality of MMA. 1.47 1.44 0.60
...I like an MMA event more when the fights get 1.64 1.30 0.68
bloody.
Table 2.
Correlations among Motives and Consumption Behaviors and Cronbach
Alphas
Factors Crowd Escape Drama
Crowd ([varies] =.815)
Escape .538 ** ([varies] =.868)
Drama .386 ** .481 ** ([varies] =.772)
Ador. .582 ** .542 ** .413 **
Social. .583 ** .618 ** .502 **
Vic. .580 ** .521 ** .488 **
Aesth. .447 ** .480 ** .454 **
Know. .501 ** .499 ** .462 **
Vio. .437 ** .429 ** .243 **
Merch. .447 ** .298 ** .145
Media. .386 ** .293 ** .110
Factors Ador. Social. Vic.
Crowd
Escape
Drama
Ador. ([varies] =.805)
Social. .609 ** ([varies] =.878)
Vic. .646 ** .536 ** ([varies] =.849)
Aesth. .655 ** .481 ** .525 **
Know. .570 ** .592 ** .423 **
Vio. .510 ** .367 ** .335 **
Merch. .477 ** .355 ** .426 **
Media. .511 ** .312 ** .281 **
Factors Aesth. Know. Vio.
Crowd
Escape
Drama
Ador.
Social.
Vic.
Aesth. ([varies] =.761)
Know. .546 ** ([varies] =.833)
Vio. .260 ** .370 ** ([varies] =.819)
Merch. .416 ** .416 ** .269 **
Media. .491 ** .491 ** .290 **
Factors Merch. Media.
Crowd
Escape
Drama
Ador.
Social.
Vic.
Aesth.
Know.
Vio.
Merch. ([varies] =.906)
Media. .635 ** ([varies] =.863)
Note: Crowd = Crowd Experience, Ador. = Adoration, Social. =
Socializing, Vic. = Vicarious Achievement, Aesth. = Aesthetics, Know.
= Knowledge, Vio. = Violence, Merch. = Merchandise Consumption, and
Media = Media Consumption * p < .05. ** p < .01.
Table 3.
Means and Standard Deviations of Motivations by Gender
Total Male Female
M SE M SE M SE
Aesthetics 5.63 1.73 5.69 1.23 5.51 1.20
Drama 5.62 1.38 5.54 1.45 5.78 1.25
Escape 5.34 1.56 5.35 1.62 5.32 1.44
Vicarious Achievement 5.02 1.61 4.80 1.69 5.40 1.39
Crowd Experience 4.94 1.56 4.97 1.62 4.89 1.45
Violence 4.92 1.72 4.96 1.68 4.82 1.80
Knowledge 4.84 1.61 4.91 1.64 4.71 1.55
Adoration 4.53 1.55 4.54 1.55 4.51 1.59
Socializing 4.43 1.69 4.36 1.75 4.55 1.60
Table 4.
Impact of Motivations on Merchandise and Media Consumption Behaviors
Merchandise B SE B B
Male
Crowd Experience * .316 .140 .249
Drama * -.377 .153 -.264
Vicarious Achievement * .354 .138 .289
Knowledge * .321 .137 .256
Female
Adoration *** .701 .141 .574
Media B SE B B
Male
Drama * -.224 .105 -.203
Aesthetics *** .664 .127 .503
Knowledge * .213 .103 .222
Violence * .187 .087 .198
Female
Drama * -.548 .214 -.339
Aesthetics ** .758 .241 .451
Knowledge ** .604 .182 .452
Merchandise [R.sup.2] Adj. [R.sup.2] F
Male .297 .267 9.832
Crowd Experience *
Drama *
Vicarious Achievement *
Knowledge *
Female .330 .317 24.627
Adoration ***
Media [R.sup.2] Adj. [R.sup.2] F
Male .418 .391 15.785
Drama *
Aesthetics ***
Knowledge *
Violence *
Female .444 .410 13.057
Drama *
Aesthetics **
Knowledge **
Note. * p < .05; ** p < .01; *** p < .001.