把球迷参与到一个新的水平-评估体育消费者对虚拟环境和Web3激活的兴趣

Joern Schlimm, C. Breuer
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引用次数: 0

摘要

目的:探讨体育消费者对虚拟环境(VE)和Web3激活的兴趣,特别是心理参与水平、消费者的代际队列和VE和Web3激活的先前经历如何影响消费者对与其喜爱的运动队相关的VE和Web3产品和服务的兴趣。设计/方法/方法开发了一种调查工具并在线分发,样本量为n = 526。该调查旨在基于心理连续体模型测量消费者对他们最喜欢的运动队的心理投入,并确定受访者对潜在VE和Web3激活的兴趣。最后,调查收集了关于受访者以前使用VE和Web3应用程序经验的人口统计信息和数据。随后进行了多元回归分析,以预测(1)心理参与,(2)消费者的世代队列和(3)VE和Web3激活的先前经验对消费者对VE和Web3激活的兴趣的因变量的影响。回归模型显示,自变量对消费者对VE和Web3激活的兴趣有显著影响,其中消费者参与的影响最大。消费者以前使用VE和Web3应用程序的经验似乎也引发了兴趣,这与消费资本理论一致。这项研究还表明,年轻一代并不是天生更受VE和Web3激活的吸引,但他们的兴趣似乎取决于激活的类型。研究局限性/意义本研究旨在首次评估可能影响体育消费者对VE和Web3激活兴趣的独立变量。需要进一步的研究来评估这些变量与其他指标可能对消费者兴趣产生的影响,例如通过采用结构方程建模(SEM)方法。本研究包括选定的VE和Web3应用程序,包括在线游戏,nft和加密货币,以计算本文目的的VE和Web3扫盲分数。然而,“总称Web3”(Wang et al., 2022)可能表明本研究未考虑的一些其他应用。未来的研究可以在评估VE和Web3读写能力时,通过额外的Web3激活来检验体育消费者的体验。实际意义本研究的结果表明,体育团队需要提供多样化的VE和Web3组合,以满足不同的消费者群体。体育团队即将面临的挑战包括激励年轻消费者对Web3激活感兴趣,而不仅仅是游戏。此外,运动队应该鼓励那些在PCM的后期阶段拥有有限VE和Web3经验的忠实支持者,通过简化的报价来参与VE和Web3激活,以补充他们的整体粉丝体验。目前,运动队提供的独创性/价值和Web3激活仍处于早期阶段,支持其成功的数据很少。这是第一个研究可能影响消费者对体育兴趣的变量的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Taking fan engagement to a new level – assessing sports consumer interest in virtual environments and Web3 activations
PurposeThis paper explores sports consumer interest in virtual environments (VE) and Web3 activations, specifically how the level of psychological involvement, consumers' generational cohorts and previous experience with VE and Web3 activations influence consumer interest in VE and Web3 products and services related to their favorite sports team.Design/methodology/approachA survey instrument was developed and distributed online resulting in a sample size of n = 526. The survey was designed to measure consumers' psychological involvement with their favorite sports team based on the Psychological Continuum Model, and to determine respondents' interest in potential VE and Web3 activations. Finally, the survey collected demographical information and data regarding respondents' previous experience with VE and Web3 applications. Multiple regression analysis was subsequently conducted to predict the impact of (1) psychological involvement, (2) consumers' generational cohorts and (3) previous experience with VE and Web3 activations on the dependent variable consumer interest in VE and Web3 activations.FindingsThe regression model showed a significant impact of the independent variables on consumer interest in VE and Web3 activations with consumer involvement exerting the highest influence. Consumers' previous experience with VE and Web3 applications also seems to trigger interest, in line with the consumption capital theory. This study also suggests that younger generational cohorts are not intrinsically more attracted to VE and Web3 activations but their interest seems to depend on the type of activation.Research limitations/implicationsThis study is intended as a first assessment of independent variables that may have an impact on sports consumer interest in VE and Web3 activations. Further research is needed to assess the impact these variables combined with other indicators may have on consumer interest, for instance by employing a Structural Equation Modelling (SEM) approach. This research included selected VE and Web3 applications comprising online games, NFTs and cryptocurrencies, to calculate a VE and Web3 Literacy Score for the purpose of this paper. However, the “umbrella term Web3” (Wang et al., 2022) could indicate a number of additional applications not considered in this research. Future studies could examine sports consumer experience with additional Web3 activations when assessing VE and Web3 Literacy.Practical implicationsThe results of this research imply the need for a diversification of the VE and Web3 portfolio offered by sports teams to cater to different consumer segments. Upcoming challenges for sports teams include motivating younger consumers to take an interest in Web3 activations beyond gaming. Additionally, sports teams should encourage loyal supporters in the advanced stages of the PCM who possess limited VE and Web3 experience, to engage in VE and Web3 activations through simplified offers complementing their overall fan experience.Originality/valueVE and Web3 activations currently offered by sports teams are still in their early stages and data underpinning their success is scarce. This is the first study examining variables that may influence consumer interest in a sports context.
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