Chapter Two { Nick Michels Russell Webb Participation – Consumer/customer marketer has sold participation in sports and entertainment Consumers – USE PRODUCTS Discretionary income – money left over paying expenses (recreation) Unions – Higher Wages, Better Work Environment, & Reasonable Hours A Brief History of Leisure GDP vs. DISCRETIONARY Income of the world- Asia Russia Middle East Africa Australia & Norway Kinetoscope – a device for viewing a new phenomenon The creation of public transportation meant that a working-class can use. Entertainment for Everyone William Veeck, a key figure in the development of sports marketing.(owner of the White Socks.) He believed that fans wanted to be more involved than just the final score. At the white socks games he would shoot off fireworks, dazzling scoreboards, special-event nights, other fun family events to make games more enjoyable. Development of Sports and Entertainment Marketing Vendors – selling of products Vendors would compete for a share of money people spend on recreation. Product – a good or service that any for-profit industry sells to its customers. It isn't enough to just sell single game tickets, they want to sell Season tickets Marketing today Status and exposure of sports stars on television, in magazines, and in advertising are equal to if not greater than celebrity Use images to sell products Due to their similarities, sports have blurred lines between sports and entertainment industries Similarities and Differences in Marketing Some marketers consider people as one of the 5 P’s in marketing mix Promotion is a good way to advertise the product Sales are very important for selling the product New technology has broadened scope of marketing messages Changes in Marketing Professionals agree that sports and event marketing are similar in that they market different 4 P’s- Product, place and price and promotion and it differs Marketing Similarities Sport and Entertainment products are different then consumer products- not physical goods Entertainment presentations and athlete competitions and can be used to promote unrelated products Endorsement- Approval or support of a product or idea, usually by a celebrity All celebrities have person persona that fans identify with to feel connected to them Marketers use celebs to market certain products to sell to certain people Core product- Main product such as sports event or book Ancillary product- Product backed off core product Revenue- Gross income Companies use core and ancillary products to increase revenue Product Changing place component has changed traditional marketing techniques. E-commerce has changed where most people shop traditional consumer products Malls are competing with online shopping Occasion appeal of events contributes to entertainment value Place Pricing sports and entertainment products is different from traditional consumer products Prices for movies and sports tickets have risen over the past 10 years Customers believe they are getting more for their money This kind of perception affects sports and entertainment marketing from traditional marketing Price becomes an issue when players and celebs go on strike for salary increases Fan loyalty can be damaged Ticket scalpers are unauthorized ticket sellers who sell tickets at a higher price Piracy- The unauthorized use of an owners music, movies or other copyrighted material Intellectual property- A idea that is stolen Profit- Usually goes to a owner Royalty- A payment for material that has been copyrighted or legally declared to the creator Price Marketers use cross-production and tie-in to promote goods Product tie-in- Use of ancillary products as promotional tools Cross-promotion- Any form of communication through which one industry relies on another industry to promote its products Celebs use personal interviews and appeal to sell movie Websites provide info and highlights of a product and word of mouth Promotion Convergence- The overlapping of product promotion Websites are used a promotional tool and source of revenue expands potential for profit in sports and entertainment marketing Synergy- A combined action that occurs when products owned by one source promote growth of related products Convergence- Part of the Marketing Mix Risks- unforeseen events and obstacles that can negatively effect business Risk management- a strategy to offset business risks Some insurance polies will reimburse for direct and indirect losses Both sports and entertainment products are similar and share risks but differences require marketers to adjust for each specific industry Risk and Risk Management Chapter Three { Differences in marketing Section three The differences between sports and entertainment can be found in three areas. Consumer loyalty Product Revenue System Different players, different games Consumer loyalty- occurs when consumers are happy with a company’s product and become repeat customers. Where this differs in entertainment consumers aren’t motivated by brand loyalty but the desire for satisfying entertainment People will not normally go see a bad movie twice but fans will still go to games if their team is on a losing streak Differences in consumer loyalty Where sports and entertainment differ in product is in their consistency or stability of the sports product In entertainment the products variability, and changeability is what differ. Sports marketers core product doesn’t change much throughout the years( team, event, and facility) Entertainment marketers have to predict trends and change the product to satisfy audience demands. Differences in product Entertainment products can be developed into merchandise used for promotion, and create profit through sales of ancillary products. A single film can generate a lot of different ancillary goods. With the exception of a championship game sporting events does not produce the same amount of revenue in merchandise as an entertainment event. Differences in revenue system