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In pursuit of satisfaction & fortification: Stakeholder Perceptions of NCAA Wrestling Entertainment Value. Coyte G. Cooper, Ph.D. West Virginia University Erianne Weight, Ph.D. Bowling Green State University. Introduction to Research. Introduction Review of Related Literature
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In pursuit of satisfaction & fortification: Stakeholder Perceptions of NCAA Wrestling Entertainment Value Coyte G. Cooper, Ph.D. West Virginia University Erianne Weight, Ph.D. Bowling Green State University
Introduction to Research • Introduction • Review of Related Literature • Methodology • Purpose of Research • Results • Discussion • Conclusion/Questions NCAA Wrestling Entertainment (i)
I. Introduction to Research • The dire situation facing amateur wrestling • Program eliminations: 363 in 1981 to 234 in • 2005 (Student-athlete, 2006) • Recent eliminations: Four college programs in first • month of 2009 (Moyer, personal interview, January • 26, 2009) • Blaming Title IX? • How to improve sustainability? • Improve revenues realized at local level • Enhancement of marketing efforts • Critical: Analysis of core product NCAA Wrestling Entertainment (1)
II. Review of Literature (Theoretical Framework) • Customer Satisfaction Theory: • “A judgment that a product or service feature, or the product • or service itself, provided (or is providing) a pleasurable level • of consumption-related fulfillment” (Oliver, 1997). • Implications: • Enhancement of loyalty levels (Trail, Anderson, & Fink, 2005; Oliver, 1977; Oliver, Rust, & Varki, 1997) • Increased revenues through repeat purchases (Anderson, Fornell, & Lehmann, 1994; Anderson & Mittal, 2000; Laverie & Arnett, 2000) • Increase in positive word-of-mouth advertising (Kotlar, 1994) NCAA Wrestling Entertainment (2)
Review of Literature (Importance of Entertainment) • Core product is made up of the following elements (Mullin, Hardy, & Sutton, 2007): • Game form (rules/techniques) • Players (athletes/coaches) • Equipment and apparel • Venue • “In game” rules have a significant impact on the • entertainment value offered at sport events (Aylott & • Aylott, 2007; Partori & Corredoira) • Must implement rules that increase action and • scoring to maximize consumer interest (Paul & • Weinbach, 2007) NCAA Wrestling Entertainment (3)
III. Purpose of Research • Purpose: To survey stakeholders of college wrestling to identify their level of satisfaction with the core wrestling product being offered in intercollegiate athletics • Implications • Gain base understanding of fan’s perceptions of core product being offered • Understanding of fan’s perceptions based on segmentation • Suggestions for improvements • Improve core product to maximize consumer appeal NCAA Wrestling Entertainment (4)
IV. Methodology • Survey Instrument: • Wrestling Consumer Satisfaction Scale (WCSS): • based on past similar scales (Tsuji et al., 2007) • Construct validity: Four collegiate wrestling • coaches, four collegiate wrestlers, four • professors, and one survey compilation specialists • Survey Distribution: • Stratified: national message board; regional • message boards • Test-Retest reliability (Correlation; Spearman- • Brown Coefficient) NCAA Wrestling Entertainment (5)
V. Results • Surveys returned (n=1095); Usable surveys • (n=1023 [93.4%]) • Demographics: • Gender (Male = 95.1%; Female = 4.9%) • Age (Mean = 26-34) • Background • Fan (n = 583; 53.6%) • High School Coach (n =475; 43.7%) • College Coach (n = 112; 10.3%) NCAA Wrestling Entertainment (6)
Fan Satisfaction: Core Product NCAA Wrestling Entertainment (7)
Fan Satisfaction: Rules & Regulations NCAA Wrestling Entertainment (8)
Fan Segmentation (ANOVA’s – Age) NCAA Wrestling Entertainment (9)
Fan Segmentation (ANOVA’s – Affiliation) NCAA Wrestling Entertainment (10)
Suggestions for Change (Open-Ended Responses) NCAA Wrestling Entertainment (11)
Summary of Key Points NCAA Wrestling Entertainment (12)
VI. Discussion • Attempt to cease the elimination of college • wrestling programs (Cooper, 2008) • Importance of marketing effectively at all levels • in the future (emphasis: grassroots level) • Build your foundation first: You must have a • strong core product to build fan base effectively • in future years • Rules dictate action and level of entertainment • experienced at wrestling events (Paul & • Weinbach, 2007) • Continue to adapt as industry changes NCAA Wrestling Entertainment (13)
VII. Conclusions • Limitations of study: • Sample limited to loyal wrestling fans (online) • Broad analysis of rules and regulations • Future research: • More specific analysis of rules (casual and loyal fans) • Marketing based assessment • Changes to college wrestling schedule • Academic progress • Athletic competition enhancement • Consumer interest NCAA Wrestling Entertainment (14)
Thanks for your time! Any Questions?