通过梦幻体育游戏化——来自职业体育联盟的实证研究结果

IF 1.9 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM
M. Buser, Herbert Woratschek, B. D. Ridpath
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引用次数: 1

摘要

在本文中,梦幻体育(以下简称FS)在概念上被归类为职业体育联盟的游戏化概念。从体育的角度来看,FS经常受到批评,因为这种在线活动可能以牺牲身体活动为代价。否则,游戏化最终会为体育联盟带来经济优势。为了进一步实证分析这种假定的并置,提出了一项实证研究。设计/方法/方法在实证研究中,参与和不参与体育联赛相关的FS联赛进行了分析,研究使用了一个分裂的样本(N = 319)进行单因素韦尔齐方差分析。研究了体育运动对体育运动员体育实践(参与体育运动)和使用(参与体育运动)的影响,以及对获得和留住球迷的影响。研究结果表明,参与游戏化的体育体验增加了运动的使用,而不会损害一般的运动实践。此外,FS的参与增加了消费资本以及体育迷对联盟品牌的忠诚度和口碑(WOM)。基于结果,联盟品牌应该培育游戏化的FS应用程序,以保留他们的粉丝基础并获得新粉丝。原创性/价值作者的理论贡献表明了FS作为职业体育联盟游戏化应用和必不可少的营销工具的重要性。通过引入“体育实践”和“体育使用”这两个术语,作者将传统的体育消费逻辑与围绕体育参与和体育活动的创新方法联系起来。研究结果驳斥了FS由于时间替代或位移导致身体活动减少的偏见。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification through fantasy sports – Empirical findings from professional sport leagues
PurposeIn this paper, Fantasy Sports (Hereafter FS) is conceptually classified as a concept of gamification for professional sport leagues. From a sporting perspective, FS is often criticized because such online activities may be at the expense of physical activities. Otherwise, gamification can ultimately lead to economic advantages for sport leagues. To further empirically analyse this supposed juxtaposition, an empirical study is presented.Design/methodology/approachIn the empirical study, participation and non-participation in a sport league-related FS league are analysed and the study uses a divided sample (N = 319) for a one-factor Welch-ANOVA. FS effects on sport practice (engaging in doing sport) and usage (engaging with sport) of FS players as well as on gaining and retaining fans are investigated.FindingsResults demonstrate that participating in gamified FS experiences increases sport usage while not harming general sport practice. Furthermore, FS participation increases consumption capital as well as sport fans' loyalty and word of mouth (WOM) towards the league brand. Building on the results, league brands should foster gamified FS applications to retain their fan base and acquire new fans.Originality/valueThe authors’ theoretical contribution indicates the importance of FS as a gamified application and essential marketing tool for professional sport leagues. By introducing the terms sport practice and usage, the authors bridge the traditional logic of sport consumption with innovative approaches around engagement in and with sports. The results refute the prejudice that FS leads to less physical activity due to time substitution or displacement.
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来源期刊
Sport Business and Management-An International Journal
Sport Business and Management-An International Journal HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
4.10
自引率
15.40%
发文量
25
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