A Conceptual Framework for the Internalization of a Sport Object through Sport Video Gaming

Min Soo Kim
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Abstract

As the sport marketplace has become competitive, sport organizations are challenged to attract and maintain sport consumers. Using sport video games as a marketing communication strategy may be a good way to reach young sport consumers due to the popularity of sport video games(SVGs). Based on Kim and Ross’ findings (2006, it is believed that playing SVGs may foster a psychological connection with a sport team. The current study assumes the extent to which motives to play SVGs and a sense of presence contribute to explain a psychological connection with a sports team (i.e., internalization) based on the Fan Attitude Network (FAN) model (Funk & James, 2004). The internalization model of a sport object through sport video gaming is proposed based on the review of literature. The model assumes that motives to play SVGs and a sense of presence contribute to explaining what variables contribute to a sport identity. The purpose of the study is to understand the influence of motives to play SVGs and a sense of presence on a sport identity. A theoretical model depicting the relationship between motives to play SVGs and a sport identity, the relationship between a sense of presence and a sport identity, and the interaction effect between motives and a sense of presence on a sport identity was proposed. Testing the proposed model would contribute to the understanding of what drives sport video gamers to facilitate personal connections with their favorite teams and guide implications for marketing communication practice.
通过体育视频游戏内化运动对象的概念框架
随着体育市场的竞争日益激烈,体育组织面临着吸引和维持体育消费者的挑战。由于体育电子游戏(svg)的流行,使用体育电子游戏作为营销传播策略可能是接触年轻体育消费者的好方法。根据Kim和Ross的发现(2006),人们认为玩svg可以培养与运动队的心理联系。目前的研究基于球迷态度网络(Fan)模型(Funk & James, 2004),假设玩svg的动机和存在感在多大程度上有助于解释与运动队的心理联系(即内化)。在文献综述的基础上,提出了体育游戏对运动对象的内化模型。该模型假设玩svg的动机和存在感有助于解释哪些变量对运动身份有影响。本研究的目的是了解玩社交游戏的动机和存在感对运动身份的影响。在此基础上,提出了游戏动机与运动身份、存在感与运动身份的关系、动机与存在感对运动身份的交互作用的理论模型。测试所提出的模型将有助于理解是什么驱使体育电子游戏玩家促进与他们最喜欢的球队的个人联系,并为营销传播实践提供指导。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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