Background of the X games The term “extreme sports” was first used around the early 1990’s on the West Coast of the United States.1 An extreme sport describes any sporting activity that is taken to the edge. The X Games is an extreme sports competition created by Entertainment Sports Programming Network (ESPN) in 1995, mainly for television broadcasting purposes. 2 The games were created to provide a new high thrills, dangerous and cutting edge sporting activity for on-site spectators, television viewers and participants. The X Games offers a great combination of extreme sports that is thrilling as well as a unique experience shared by its viewers and participants. The idea to create this new phenomenon is credited to Ron Semiao, who at the time was the Director of Programming at ESPN 2.3 The X games competition runs for approximately three days, where the participants of these extreme sporting games are competing for both cash and trophy prizes. The first X Games took place in the summer of 1995 in Rhode Island, NY.4 Since 1997 there have been at least two X Games events each year: one covering the winter sports category and another for the summer months of the year. The Summer and Winter X Games are held at different locations each year throughout the United States. The 2005 Summer X Games took place on August 4 through 7 in Los Angeles, California. The event covered sports such as Skateboarding, Speed Climbing, Sky Surfing, BMX Stunt Biking, Wakeboarding, Surfing and Moto X Stunt Motorcycling. The 2005 Winter X Games were held in Snowmass, Colorado on January 29 through February 1. Skiing, Snowboarding, Motorcycle 1 http://sptmgt.tamu.edu/espnx.htm http://expn.go.com/expn/index?event=wx9 3 http://sptmgt.tamu.edu/espnx.htm 4 http://skatelog.com/x-games/1995/ 2 1 Stunt competitions and Snowmobiling are the sports offered at the Winter X Games.5 Both the Summer and Winter X Games consist of approximately 250 competitors, who mostly originate from the United States. 6 Each year the X Games have grown in popularity thus receiving increased participation from international countries such as Australia, Belgium, Brazil, Denmark, France, Canada and Norway. Also to note, eight years ago ESPN branched out and created Asian and Latin American X Games. With the increasing availability to television and internet access in the developing countries, extreme sports which used to be considered an American phenomenon in the early 1990’s, now has been able to extend its reach globally. The United States has an avid hunger for sports, mainly due to the constant construction of stadiums, which continually attracts sporting events. Each year cities aggressively bid for the rights to host sporting events. However, when the X Games first appeared on the market, cities had to be convinced to host the competition. Nowadays, there are around ten cities each year that express their interest in hosting the games.7 There are a multitude of benefits a city reaps from hosting a sporting event such as the X Games. Firstly, there is the enormous amount of money that gets pumped into the host city’s economy, generated from spectators and sponsors. Moreover, the city enjoys an increased amount of visitors who purchase local services. A study that was conducted of the 1997 X Games held in Rhode Island further illustrates this point. The total amount spent by ESPN to host the event was approximately $7 million dollars, which includes the hotel accommodations 5 http://skatelog.com/x-games/2005/ http://expn.go.com/expn/index?eevent=wx9 7 http://sptmgt.tamu.edu/espnx.htm 6 2 for athletes, administrators, officials and volunteers.8 In regards to benefits, due to the constant media exposure throughout the event, there was an increased tourism rate. ESPN is confident that the exposure alone is enough to merit the push by cities to host the annual games. In the end, Rhode Island saw an economic impact of approximately $17 million from hosting the 1997 X Games.9 Why? The primary objective for the creation of the X Games was to generate profit and entertainment. These profits came in the form of sponsorships and endorsements, which cover sport and non-sport activation, good, services and merchandise. Also known as ‘lifestyle sports’, extreme sports have been around for the past couple of decades, but their origins can be traced as far back as the counter-culture.10 During the 1960’s, people were known to use military chutes for leisure jumping.11 More and more popularity is being gained within this niche sports category. Institutionalized sports have roots all the way back to the early industrialized society. Lower class sports served as outlets for aggression for workers as well as social adhesives that build upon teamwork.12 The engagement in physical activity helped build stronger physiques for physical laborers. 13 For the upper-class and more privileged, sports served as almost a 8 http://sptmgt.tamu.edu/espnx.htm http://sptmgt.tamu.edu/espnx.htm 10 Appleton 11 ibid 12 Hobsbawm 13 ibid 9 3 backdrop upon which business matters were conducted. 14 Today, it is quite common for business deals to still be made on the golf course. From the perspective of the community, organized sports require volunteers to fulfill roles such as coaches, referees and supervisors. Neil Ravenscroft, a professor at the University of Brighton, states that the number of volunteers for sports outside of school has decreased.15 As the dynamic of work and the value of leisure time change, people have less time and less flexibility to participate in organized sports.16 Neil Ravenscroft further explains that younger generations are less likely to follow rules that they have not created. 17 In extreme sports, one can generally do as one pleases and is not confined by a strict set of rules. Whereas in institutionalized sports, being that it involves more than one participant, typically rules are only tacitly agreed upon. It has been said that extreme sports typically “denounce, and in some cases even resist, institutionalization, regulation and commercialization, and tend to have ambiguous if not paradoxical – relationship with forms of traditional competition.”18 Lifestyle sports serve as an alternative method of physical activity as the means to participate in team sports undertake a changing of attitudes. Sports, regardless if they are solo based or team based can be very emotional. To some, the obsession of winning, or the hatred of losing becomes too much and participants thus lose interest in the sport. With lifestyle sports, it can be argued that there is no winner or loser, only a challenge to oneself. 14 Appleton ibid 16 ibid 17 ibid 18 Tomlinson, 7 15 4 Ask any extreme sports participant and they will tell you that their sport is more than just a sport – it’s a state of mind and a way of life. It’s about challenge, adventure, and pushing the boundaries. Sometimes it involves competing against others; more often it involves challenging your own limitations and pushing them to the max. It’s about meeting and sharing your enthusiasm for your sport with a like-minded group of people, and it’s about fun, challenge and excitement.19 Although the risks involved in many extreme sporting activities may seem absurd to those with no experience with extreme sports, Appleton states is correctly when he/she says “it's the calculated judgment of the sportsman.”20 Contrary to what many view as completely unsafe activities, with the advancements in technology for sporting equipment, the chances of injury are much slimmer.21 According to research conducted by American Sports Data, it appears that extreme sports are gaining new participants at the expense of traditional sports; however, due to the informal nature and context of these activities, its full impact is difficult to measure. 22 One method used for measurement is the purchases of sporting equipment. In a poll conducted amongst teens in American, Tony Hawk was voted the “coolest big time athlete” ahead of Michael Jordan and Tiger Woods, both who dominate traditional institutionalized sports. 23 Much of the hype does not come from the participants, but the industry that is associated with it. From clothing to soft drinks, there is no denying that this industry has significant influence 19 Tomlinson, 14 Appleton 21 ibid 22 Tomlinson,8 23 Tomlinson, 7 20 5 on the perceptions of these sports. These sports also exist within the landscape of traditional sports and are thus subject to the process of commercialization. The media influences events such as the X-Games, and effectively attracts the youth audiences.24 “Although many lifestyle sports are often called extreme sport, the latter tends to be the way mainstream media and marketers, rather than participants themselves see them.”25 Target Market In the United States, as the baby boomers begin to age, there has been the emergence of a new generation, labeled by many as the generation of youth or as the X Generation.26 This generation is characterized as extremists who defy logic and protocol. Popular culture is a reflection of the new generation. The emergence of punk bands, teenage focused films that include extreme sports and sport brand clothing companies all contribute to the changing values of this generation. As the characteristics of generations changed, so did their view of sports. They prefer to differentiate themselves by participating in a relatively new type of nontraditional sports that offer high thrills and a sense of danger. The main target market for X Games is both men and women between the ages of 12 and 35. ESPN, realizing this age group was a prime viewing audience ingeniously brought together several extreme sports and created yet another commercialized sporting spectacle. This targeted age group consists of a mostly white demographic, living in the suburban towns of the United States. They prefer listening to alternative music and chose to dress in skateboarding inspired clothing. During their leisure time they enjoy hanging around skateboarding parks, shopping centers and playing video games that focus on sports. 24 Tomlinson, 7 Tomlinson, 15 26 http://sptmgt.tamu.edu/espnx.htm 25 6 The Consumer of the X-Games There are many different consumers of the X-Games. From corporate consumers to spectators and athletes, the X-Games create value for a multitude of consumers in a variety of ways. For some consumers value is created through enjoying a form of entertainment, while others use the X-Games to create brand awareness or to expand their market share. The following section examines the four major consumer groups, and how the X-Games create value for them. Spectators One of the major groups of consumers of the X-Games is its spectators. Spectators consume the X-Games in a number of ways, including watching the event on ESPN, purchasing tickets and watching it live, and surfing highlights via the internet. Value is created for the spectators by providing them with a form of entertainment. Even though there are many other forms of entertainment, the X-Games provide a unique, distinctive and one of a kind product. The creation of the X-Games has not only diversified the entertainment options open to the consumer, but has filled the need for an extreme sporting event. The X-Games fulfills the needs of spectators seeking sports entertainment, individuals in the extreme sports community, as well as spectators seeking a unique and different form of entertainment. Participants The increase in participation in extreme sports has created the need for a competitive extreme sports event. The X-Games were the first major extreme sporting event introduced in the USA, and are seen as one of the most challenging and competitive extreme sports competitions. Athletes who compete in the X-Games are gaining value from the event in many ways. The main value created for these athletes is through being able to compete in a highly recognized and competitive extreme sports competition. Before the X-Games, there was no one 7 large event which brought all extreme sports athletes together. It can be argued that the XGames are the national championships of extreme sports, and have made a large contribution to the extreme sports community. Not only is there now a well recognized event for these athletes to participate in, but also the X-Games have validated for extreme sports athletes as well as the public, that extreme sports are in deed sports, and that they deserve respect. The participants are also gaining value by being able to participate in a nationally televised sporting event, which helps them gain exposure as athletes and land potential endorsement deals and/or sponsorships. With the growth of extreme sports and an increasing number of companies making a foray into the extreme sports market, the X-Games provides athletes with an opportunity to showcase their talent, potentially win, and further their careers as extreme sports athletes. Sponsors Sponsorship has become a major form of marketing for firms, and a very effective tool to reach certain markets. Before the X-Games, there were no direct ways for non extreme sports companies to gain exposure to the extreme sports market. Primarily, all advertising to this market was done through retail channels such as the fashion and music industries. Since no major extreme sports event existed, there were no opportunities for companies indirectly involved in extreme sports to reach this market. The X-Games has created value for many companies by providing them with sponsorship opportunities, and a chance to reach an untapped segment of the market. The main target market of the X-Games parallels many of the main target markets of other companies. Brands such as Right Guard, Jeep, PlayStation and Mountain Dew have all been able to land Gold sponsorship rights at the X-Games.27 All of these companies have been able to leverage their sponsorship of the X-Games in order to grow and promote their brand at the X-Games. For instance, these companies received national 27 http://expn.go.com/xgames/wxg/vii/s/sponsors.html 8 exposure through the media, were featured on the X-Games web site, and were able to use the X-Games to do on site sampling and promotions. They were also able to brand their products with one of the most popularized sports in America, and tap into a new and growing segment of the market. Media ESPN was the founding company of the X-Games, and has created enormous value for their company through doing so. Viewer ship of the X-Games has been steadily increasing over the years. The first X-Games in 1997 captured 213,083 viewing households, while the 2005 Winter X-Games viewer ship almost doubled to an average of 514,988 viewing households.28 The 2005 X-Games was the most viewed event on ESPN and EPSN2 across some important demographics, which included men aged 12-17yrs, and men aged 18-49yrs (refer to APPENDIX A). With such a strong and ever increasing viewer ship, ESPN has created an enormous opportunity for their company. ESPN can leverage the success of the X-Games to capture and acquire new commercial advertising deals, as well as promote their own brand through the X-Games. Furthermore, ESPN will able to lure in new potential viewers by being the only television network showcasing the X-Games. X-Games vs. the Gravity Games Entering into its 7th year, the Gravity Games is a parallel event to the X-Games, and one of ESPN’s biggest competitors. Following ESPN’s lead, the Outdoor Life Network (OLN) created the Gravity Games in 1998.29 The event features many of the same extreme sports as the X-Games and is attempting to brand itself above the X-Games as USA’s premiere extreme sports event. 28 29 http://www.espnabcsports.com/Research_files/audience_research/one_sheets/Winter_X_2005_Most-viewed http://www.olntv.com/nw/article/view/681/?tf=nwArticle.tpl 9 The Gravity Games, like the X-Games, has the same target market, and same consumers as the X-Games. Since the X-Games and Gravity Games are in direct competition with each other, some of the consumers of the events are in competition with each other as well. Sponsors and the media are two such consumers. A sponsor who chooses to support the X-Games likely has a competitor who is a sponsor of the gravity games. This can be seen when we compare the sponsors of both the X-Games and the Gravity Games (refer to APPENDIX B). The sponsor of one event has a direct competitor in the same category, sponsoring the other. We can also see competition among the media consumers of the extreme sporting events. ESPN is the founder and producer of the X-Games, while the OLN, a major competitor of ESPN, was the creator and producer of the Gravity Games. Although there are remarkable similarities in both the X-Games and Gravity Games, the OLN has been attempting to differentiate itself from the X-Games in recent years. By combining high definition cameras with superior graphics, and by using a non-linear documentary style, the OLN is attempting to add an element of technological superiority to the Gravity Games for its television viewers.30 The Gravity Games are also differentiating themselves by holding their events on the streets and parks where extreme sports themselves began.31 They are attempting to brand the Gravity Games as an authentic grassroots event; one catering to the true extreme sports enthusiast. 30 31 http://www.olntv.com/nw/article/view/681/?tf=nwArticle.tpl http://skateboard.about.com/od/events/a/GravityGames05.htm 10