Journal of Sport Management, 2012, 26, 258-270 © 2012 Human Kinetics, Inc. Bringing Baseball to the Big Screen: Building Sense of Community Outside of the Ballpark Sheranne Fairley University of Massachusetts B. David Tyler Western Carolina University Sport fandom, particularly game attendance, offers an opportunity for social interaction. However, actual attendance at sport events is unrealistic for many individuals. In an attempt to foster a sense of community among such fans, sport marketers have begun to create additional consumption sites by televising live games in central locations, such as in a movie theater. This study examines the motives and experiences of fans who attend a cinema to view live baseball games. Data were collected through participant observation, a survey distributed to event attendees (n = 188), and focus groups. Results suggest that the sense of community and social environment created at the cinema were key factors in the viewing experience. The cinema provided individuals a collective viewing experience with likeminded fans, which helped create a stadium-like environment. This atmosphere, which affords the opportunity to focus on the game (compared with viewing at home or in pubs), allows fans to feel more connected to the team as they believe the cinema offers an authentic environment. Thus, providing sites for fans to view the game with likeminded fans outside of the stadium can be used as a means of creating social ties that could lead to increased fan loyalty. For some individuals, the cinema experience was preferred over that of the ballpark. Sport has become an integral part of the social lives of many individuals. Therefore, it is not surprising that social motives such as group affiliation and family interaction have been attributed to sport fans (e.g., Sloan, 1989; Trail & James, 2001; Wann, 1995; Zillmann, Bryant, & Sapolsky, 1989). Research has shown that social groups such as the family play a pivotal role in establishing interest in sport (Trail & James, 2001), attending live matches (Holt, 1995), and maintaining interest in viewing televised sport (Gantz & Wenner, 1995). The social connections and sense of community that develop among fans of a particular team have been shown to be a key part of the fan experience. For example, Holt (1995) emphasizes the importance of community and suggests that some sport spectators choose to sit in the bleachers with less of a view of the game to partake in the “celebratory, carnivalesque atmosphere [that] facilitate[s] the communal aspect of consuming” (p. 9). Some fans participate in team-related consumption predominantly for the social benefits that they receive, such as traveling to watch a team play, or attending a pub to view a game or event (Fairley, 2003; Weed, 2006). Fairley is with the McCormack Dept. of Sport Management, University of Massachusetts, Amherst, MA. Tyler is with the Dept. of Sport Management, Western Carolina University, Cullowhee, NC. 258 Recent studies in consumer behavior have highlighted the importance of the sense of community that develops between individuals who consume a particular type of product, brand (McAlexander, Schouten, & Koenig, 2002; Muñiz & O’Guinn, 2001), or product constellation (Solomon & Buchanan, 1991). These studies suggest that shared consumption of a particular brand can lead one to feel a sense of community with other consumers of that brand, and thus lead to continual consumption of that brand. Through the following of sports, consumption communities are formed around a sport or team’s brand (Wann, Melnick, Russell, & Pease, 2001). This has been evidenced in the case of sport fans, as they invest a large amount of time and money to acquire and display products and symbols that represent membership in, or belongingness to, a particular consumption community (Fisher & Wakefield, 1998; Wann et al., 2001). From a marketing standpoint, understanding the behaviors of sport fans and the consumption communities that they form is integral to the financial success and viability of sport teams. Actual attendance at sport events is unrealistic for many individuals given ticket availability, ticket cost (especially for teams that are performing well), the location of stadium, and the additional time and costs associated with travel to and from the game. For these reasons, sport marketers encounter the possibility that many fans of a team may not be able to attend an actual Bringing Baseball to the Big Screen 259 game and therefore may not be exposed to a traditional, in-stadium experience. Sport marketers are then faced with the challenge of developing a sense of community among nongame attendees to create and foster a loyal fan base outside of the stadium. Attending live games at a stadium is not the only option fans have to view their team in action. Live telecasts of sport events provide spectators and/or fans with alternative locations at which they can view the live game, such as watching the game at home or in a bar or pub. While the emergence of bars and pubs can be largely attributed to the entrepreneurial activities of those who manage various establishments, some sport marketers have recognized the importance of the social element to sport consumption and made deliberate attempts to develop sites external to the stadium for fans to gather (Chalip, 2006; Sparvero & Chalip, 2007). For example, at many mega sport events such as the Olympic and Commonwealth Games, large television screens are erected in an open space for fans and spectators to congregate and watch the sport event (Chalip, 2006). Further, some teams, such as the Boston Red Sox, have gone as far as showcasing their live games in a movie cinema. Both of these viewing options provide an example of a third place (Bale, 1998)—an environment that is situated between viewing the game at home and viewing the game at the stadium. This study examines the experiences of Boston Red Sox fans who attend a cinema to view their baseball team’s live games. Specifically, the study seeks to determine what factors differentiate the cinema consumption experience from other consumption venues such as instadium, at home, or in bars or pubs. Literature Review Bale (1998) refers to three spectating environments where individuals may watch a live game: the stadium (or the real game), on television at home, and what he refers to as a third place, which constitutes a public venue such as a bar, pub, or cinema. Each of these environments provides a different experience for consumers, particularly in terms of perceived authenticity and the sense of community offered. Further, individuals’ behavior at these venues is regulated by social rules, expectations, and norms with regard to the presence of others (Goffman, 1971). The subsequent sections discuss the varying communal experiences and behavioral norms present for games seen in sport stadia, at home, and at third places. Sport Stadia Sport stadia have long been noted to have cultural significance to the sport and/or teams to which they belong (Unruh, 1980), and they have been perceived as the ultimate venue in which fans seek to view sport events. In fact, authors generally equate the stadia, with its sacred meaning to the sport or team subculture, as being the symbolic home of the consumption community (e.g., Dunning, 1999; Gibson, Willming, & Holdnak, 2002). Fans often explain their attendance at sport events in terms of camaraderie, the sense of belonging they feel with other fans (Melnick, 1993; Zillmann et al., 1989), and the sense of community that is generated from watching a game within a stadium (Holt, 1995; Melnick, 1993). This is in line with research on sport fan motives, which has consistently identified group affiliation and social camaraderie as a reason for sport consumption (Kahle, Kambara, & Rose, 1996; Trail & James, 2001; Wann, 1995). The game is experienced through all senses (or somatic receptors: sight, sound, touch, smell, taste) in addition to a sixth sense which includes a sense of history and a sense of belonging to a crowd (Gaffney & Bale, 2003). Sight refers to the way in which the game is viewed. At the stadium, it is going to be different for each person based on the view from his or her seat. Sound relates to any noise that is specific to a stadium, including the crowd at the stadium and the acoustics that the stadium produces. At the game, where there is often limited or no commentary, one views and interprets the experience firsthand; this is in contrast to watching the sport event at home, where fans are likely listening to the live commentary added by the television broadcaster. Touch refers to the physical proximity of others—this can be shaped by the architecture of the stadium. The smell of a place is a subtle element of the experience, but one that evokes memories and nostalgia. For example, many people recollect the smell of popcorn and hotdogs at a baseball game. Taste is closely related to smell, but is also part of the larger ritual process of stadium events that serve certain foods and beverages (Eastman & Land, 1997; Gantz & Wenner, 1995). The sixth sense, the sense of history and sense of belonging to a crowd relates to the sense of privilege and experience of being in the stadium that has prime importance to the subculture. The sense of being there when history is made is often recounted for its symbolic importance to the team or sport, as is the meaning associated with the stadium itself, which can be thought of as the mecca of a particular team (Gibson, Willming, & Holdnak, 2003; Trujillo & Krizek, 1994). Though the benefits of the stadium are clear, the experience is not without its restrictions. Specifically, in watching a game in a stadium, fans are constrained by behavior and movement. In-stadium attendees are only able to watch a game from one viewpoint—generally their allocated seat; thus, no two spectators see the game in the same way given the different seating angles. This is in contrast to viewing a televised game at home where individuals receive the same feed. Watching Games at Home Modern technology and communications have significantly changed the way fans view and receive information about sport. Televised viewing of a sport is thought to require less effort and expenditure on the part of the viewer as he or she does not need to leave the comfort of 260 Fairley and Tyler his or her own home (Gantz & Wenner, 1995). The home viewing environment also gives individuals some control over their viewing experience with the ability of instant replay digital video recording, and time-shifted playback (Whannel, 1992). However, the viewing experience of sport on television is, by definition, mediated. In other words, sport televised through the media is not sport per se, but is mediated through the broadcast production with selective representations of reality through both visual and verbal cues (Jarvie, 2006). The media has a limited capacity to transmit a full and complete representation of the game, with the broadcasters forced to pick and choose what they will feature and how it will be presented. In particular, the product shown on television is manipulated in a variety of ways including size, timing (slow motion, instant replay, collapsing time through highlights), the selection of camera angles, and the introduction of commentary that focuses the viewer’s attention. These factors are generally at the broadcasters’ discretion, but are also thought to reflect the needs and wants of the viewing audience. In some cases, certain teams have a direct association with a regional or local network, or their own network, and therefore the coverage is more targeted (Jarvie, 2006). For example, the Boston Red Sox games are telecast through the New England Sport Network (NESN) and therefore the coverage is very focused on the Red Sox in commentary and feed. Similarly, the New York Yankees have their own broadcast network, the Yankees Entertainment and Sport (YES) Network, which is focused on the broadcast of both New York Yankees (baseball) and New Jersey Nets (basketball) games. Regardless of the influence of the media on the product that the consumer views, the televised product offers individuals another avenue through which to consume the live game or event, and it provides the consumer with alternative consumption sites in which they can view a sport competition. Similar to attending games in stadia, the social benefits of televised sport have also been acknowledged. In particular, the viewing of televised sport is influenced by the social situation in which it is viewed (Jarvie, 2006; Rothenbuhler, 1988, 1989; Sapolsky & Zillmann, 1978; Weed, 2006, 2007; Wenner & Gantz, 1989, 1998). However, space restrictions typically limit the number of people with whom one can watch a game at home, thus, some individuals prefer to view sporting events in third places. The Third Place Most work on sport spectators and fans has focused on viewing the game at the stadium or site of production (e.g., Holt, 1995; Melnick, 1993) and on viewing televised sport at home (e.g., Gantz & Wenner, 1995). A third place is considered to be somewhere conceptually and geographically between the stadium and home. Sport bars and pubs are prime examples of a third place (Eastman & Land, 1997; Weed, 2006, 2007) as they are situated between the at-home and stadium experiences. Bars and pubs are often transformed for sport occasions and use live telecasts of events as a draw to entice individuals to frequent their venues. Initially, low penetration levels of satellite and cable television in people’s homes were thought to contribute to the increase in people visiting bars and pubs to watch live games. While for some the reason for watching games in a bar or pub relates to access and functionality, for others the reason is more about the social milieu that the bar or pub provides. Weed (2006, 2007) examines the experience of viewing a sport event at a pub. In considering the experience of fans viewing sport in pubs, Weed discusses “proximity” in watching the game. In particular, Weed suggests that the primary element in the consumer’s mind is watching the game (at least for those outside of the stadium), and watching the game in a setting that is proximate to a game-like social experience. Weed emphasizes that it is not proximity to the actual stadium where the game is being played that is of prime importance, but rather, proximity to the social experience that is of key importance to sport fans. Other authors concur that the viewing of a game in a third place is legitimized by the social needs that one does not get from watching a game at home (Eastman & Land, 1997; Weed, 2007). Further, researchers have attributed the popularity of sport viewing at pubs to “the place-making quality of people” (Bale, 1998, p. 272), suggesting that when individuals gather in a shared place to watch a sport event, they can set a social climate that emulates the social experience of the game. Third places are not limited to bars and pubs. In an attempt to further a sense of community among fans who are unable to attend various games, sport marketers have begun to create additional consumption sites for their fans by televising live games on large screens in predetermined locations (Chalip, 2006). Further, the showcasing of live sport events in cinemas provides another example of a third place. Each third place may provide a distinctly unique viewing experience given the social norms and behaviors associated with each viewing space. What may be considered socially acceptable behavior in one venue may not be in another venue. For example, how one views television in public places is thought to be governed by unspoken rules (Lemish, 1982), and there are other conventions that govern the American cinema experience. At the cinema, movies are consumed in a mass group, but moviegoers want to feel isolated in their experience. Therefore, theaters are darkened, obscuring the visibility of others, and there is an expectation of silence to reinforce the illusion of isolation (Ellis, 1982; Phillips, 2007; Turner, 1988). However, the social conventions that guide the experience of viewing a sport event in a cinema may include a unique amalgam of sport spectator and cinema attendee norms. Authenticity Work in consumer behavior suggests that individuals seek authentic offerings when they are purchasing goods, services, brands, and experiences (Goldman & Papson, Bringing Baseball to the Big Screen 261 1996; Holt, 2002; Kozinets, 2002; MacCannell, 1973, 1976). The way in which consumers view technology as an authentic form of communication has received mixed reviews. Some authors note the tension between imitation or simulated products and authenticity based on the technological advances of television (Halliday, 2001; Orvell, 1989), while other authors suggest that modern technology can make the inauthentic look more authentic (Fjellman, 1992). The cinema, as a viewing place, is by definition a third place. However, it would seem that the experience of viewing live games at cinemas is a unique amalgam of a first place and a third place. The cinema experience combines a live television broadcast on a big screen with a deliberately themed ballpark setting. Authenticity in this context then relates not only to the actual televised product, but to the simulated experience of the ballpark that includes proximity to social space. Thus, showcasing live games in cinemas provides a different experience from traditional third places in which fans of a team can follow their team. The cinema offers a milieu that is different from a bar or pub given the setting and social conventions associated with the viewing space. The current study sought to understand what factors differentiate the cinema consumption experience from other sport viewing alternatives through examining the experiences of those who attend the cinema to view the live telecast of Boston Red Sox games. Method Setting The Boston Red Sox are a Major League Baseball team that plays at Fenway Park in Boston, Massachusetts. The city has supported professional baseball since 1871 (Voight, 1970), and Fenway Park has been the home stadium of the Red Sox since 1912. In part because it is the oldest stadium in the league, Fenway holds considerable symbolic importance to fans. Red Sox games, already popular to New England residents, became increasingly attractive as the team had greater on-field success, including a World Series championship in 2004. The team’s history, popularity, and success combined with Fenway Park’s limited seating (approximately 35,000) makes acquiring Red Sox tickets extremely difficult. During the 2005 season, Fenway Park’s 100.6% attendance-tocapacity mark led the league (“Turnstile Tracker,” 2005). For those fans unable to get tickets or unwilling to travel to Boston, an alternative option was available at six National Amusements cinemas in New England that aired 17 Boston Red Sox baseball games during the season. The games were shown in High Definition, via a live feed from the on air broadcast. The game appeared on the cinema screen as it would to someone watching at home, complete with commentator dialogue and commercials. Most games took place on Tuesday evenings and admission was $7 for all attendees; the cinema charged $10 for games on Sunday afternoon against the Red Sox’s main rival, the New York Yankees. Procedure and Analysis Multiple data collection methods were used in this study. First, both authors conducted participant observation and casual conversation during showings of live games at local area cinemas. Both authors attended four games at the local area cinema together, while the second author attended a fifth game at another cinema. The cinemas were both located in small cities in Massachusetts, each at least an hour from Fenway Park. The atmosphere and feedback from attendees was similar across both venues, and thus the data from the two locations have been aggregated for purposes of analysis. The authors arrived at the venue at least half an hour before the commencement of each screening. Until the game started, the authors took turns being stationed inside of the cinema and outside of the cinema entrance to observe people entering the cinema and those getting positioned for the start of the screening. The authors took detailed field notes on the setting itself, how individuals were positioned within, and how individuals interacted both within the cinema space and with the telecast. Further, the authors engaged in casual conversations with cinema attendees so as to further understand their experience. The casual conversation occurred both inside and outside the cinema, and it involved discussions such as why individuals were attending the cinema, their previous experience attending games at Fenway Park or the cinema, and why they chose to attend the cinema rather than watch the game at another venue (e.g., home, bar or pub, or Fenway Park). Field notes were transcribed after each observation. Second, a short survey with open-ended questions was designed to assess the motives and experiences of individuals who attended the cinema to view a live game. The survey focused on the motivation for attending the cinema to watch the game, how the experience at the cinema differed from other game viewing experiences (e.g., at the game, on television at home or at a bar or pub), how viewers believed the cinema experience could be improved, and standard demographic measures. Examples of survey questions include: What motivated you to attend the live screening of the Red Sox game at the cinema? How did you find out that the Red Sox games were being broadcast at the cinema? With whom did you attend the cinema? How does the cinema experience compare with attending a game at Fenway Park? How does the cinema experience compare with watching the game on television (at home or in a bar or pub)? Further, the survey was used to solicit potential focus group participants. Specifically, in the survey respondents were asked if they would be willing to participate in a follow-up discussion group about their cinema experience. The survey was distributed before three games toward the end of the baseball season. Cinema attendees were approached randomly as they entered the theater and were asked if they would complete a short survey asking for their opinion about viewing the Red Sox games at the cinemas. This was deemed an appropriate time to distribute surveys as it did not require disruption of attendants during their viewing experience. Respondents were provided with 262 Fairley and Tyler a clipboard and a pencil and were allowed to take the survey into the cinema to complete. Respondents were told that the survey would be collected at the end of the telecast of the game. While there was some overlap in attendees over the multiple games, respondents who had completed the survey at a previous screening were asked not to complete the survey again. While total attendance figures were not released, cinema staff suggested that attendance at the cinema games ranged from about 100 people for a game against a less popular opponent to 600 for the games against the New York Yankees. Author field notes indicate that the cinema was at 25%, 65%, 70%, 80%, and 100% capacity over the five data collection dates. Capacity of the individual theater is 410, which was adequate for the demand for most games. For the Yankee game, however, a second theater was used after the first theater sold out, and this second theater was approximately 50% full. Thus, the number of attendees over the five viewings were approximately 100, 250, 275, 325, and 600, respectively. A total of 500 surveys were distributed, and 188 valid surveys were returned, representing a response rate of 37%. Fifty-four percent of survey participants were female; 49% of participants were age 40 years old or above. All respondents lived in New England at the time of the research. Ninety percent of respondents had been to Fenway Park, thus allowing them to compare the cinema experience with the instadium game. Third, four focus groups were conducted to gain further insight into the experience of viewing a live baseball game at the cinema. The following semistructured questions were included in the focus groups: Describe your fanship with the Red Sox; Discuss how you display your fanship with the Red Sox in terms of product consumption and game attendance; Describe your experience inside the theater and how the cinema experiences differs from (or is similar to) other viewing settings; Discuss who you watch the game with in different settings. Each focus group ran for approximately one hour and a half with three participants in each group. The small focus group sizes allowed for respondents to elaborate their answers, providing a greater depth than would have been possible with a larger group. Fifty-eight percent (7 out of 12) of focus group participants were female; 67% (8 out of 12) of respondents were age fifty or above. Field notes, survey data, and focus group responses were transcribed verbatim and were entered into the NVivo qualitative software program. The authors independently read through the focus group transcripts and field notes coding all phrases and opinions independently to enhance reliability (Miles & Huberman, 1994). The authors then conferred to compare, contrast, and develop the codes and themes identified while working dialectically with the literature. Core categories were systematically derived from the data through the use of open, axial, and selective coding (Creswell, 1998). First, each author independently coded the data and identified common themes and categories. Second, the authors conferred to further finalize codes and categories and to ensure reliability (Creswell, 1998). Three key themes were identified: proximity and authenticity, increased focus on the game provided by the cinema setting, and the sense of community and social experience enabled by the cinema experience. Each of these three themes is described below. Specific quotations from the survey, focus groups, and observation field notes have been included in the results section as they best represent the views of the respondents. Results Proximity and Authenticity Given that viewing a live game in a cinema is an alternative to watching the game at the ballpark or on television (at home or at a bar or pub), respondents (through all data collection methods) constantly made comparisons between the experiences that each of the different viewing sites offered. Almost one third (30%) of survey respondents thought the experience at the cinema was as good or better than attending games at Fenway Park, while 70% of respondents believed viewing games at Fenway Park was the ultimate viewing location. Comparisons related to the setting itself, the viewing experience of the actual game, and the atmosphere and social experience at the site of consumption. As seen from the following field note, certain elements of the cinema were adapted to create a game-like experience: The cinema was purposefully themed to contain elements that would be consistent with that of the ballpark. Ushers were encouraged to wear teamrelated apparel, a food cart that sold “game time” food (e.g., hotdogs, popcorn, nachos) was placed at the front of the cinema, and beer was sold inside the theater (which was made possible by the cinema acquiring a one-day liquor license for each televised game and staffing a police officer within the theater). During each game, cinema staff did not dim the lights to regular movie levels of darkness, but rather kept the same lighting that is used before and after movies are shown. With the HD feed and the surround sound, the sounds of the ballpark were there in some ways, and the smell of the ballpark was there with hotdogs and popcorn. With fans dressed in their Red Sox attire—the setting was very reminiscent of a ballpark outside a ballpark. (Observation, Field note #1) These themed elements created an atmosphere where those in attendance felt as though they were in some ways at a ballpark watching the game. One respondent described it this way: …you actually have the experience of being there at the game with what they do at the cinema. You have the food they serve; your hotdogs, nachos, popcorn, drinks. It’s almost like actually being there without actually being there, let’s put it that way…. The high definition you could almost reach out and touch the players in my experience…. You can’t experience Bringing Baseball to the Big Screen 263 even with HD on TV, you can’t experience the fullness of the screen around you and the people actually there, and what they’re going through. With the experience that way it’s almost like being at Fenway Park or Yankee Stadium or any other stadium. So it actually puts you in that perspective of actually seeing the game the way they show it and my opinion on it, I loved it. (male, Focus group participant #2) In addition to the themed elements, the respondent above noted quality and size of the picture image. This visual presentation also contributed to the sense that respondents felt that they were actually at the game. “Using standard movie theater screens, the games were screened in High Definition on a 58’ by 25’ screen, which is substantially larger than even the most extravagant of home televisions” (Observation, Field note #2). The magnitude and picture quality of the game allowed some individuals to feel closer to the action than if they were at the actual ballpark itself. One respondent stated, “I’ve already been to many Red Sox games at Showcase [cinemas]. Nothing beats the big screen” (male, Survey respondent #143). Another respondent explained: I think having the sense that you’re on the field. I mean, you have a sense that you’re on the baseball field itself, so that’s an experience you’re not going to get even at Fenway Park. No matter where you are, you’re not going to get that sense that you’re actually literally on the field. That’s the sense [you get] when you’re sitting in the seats [at the cinema], that you’re sitting on the field. From my perspective, that’s an excellent feeling. You feel like you’re a part of what’s happening…. Here you’re right in the middle of everything. (male, Focus group participant #9) In this regard, some respondents felt that the experience at the cinema was actually a more authentic experience of viewing the game in its totality, one that would be better than the view from any seat at the actual stadium. In particular, being able to see the “whole game” and follow every play in a magnified way allowed individuals to feel “closer to the action.” Constant reference was made to the fact that attendance at the actual ballpark did not necessarily equate to a good viewing experience of the game, whereas the cinema offered an experience that felt like “you’re right behind the dugout” (male, Focus group participant #5) from every seat. One survey respondent described her preference for the cinema over Fenway Park this way: “Actually, I like it better. You can see better, the crowds are just as excited, it’s climate controlled, I didn’t have to drive 90 miles. Plus, I didn’t realize how much the announcers (Remdawg & Co) make the show. I really missed their commentary attending the game at Fenway” (female, Survey respondent #181). Notice the reference to a combination of elements including the enhanced viewing experience, comfort, and the presence of commentary that make viewing in a cinema the preferred setting. The announcers’ commentary through the live feed, coupled with screening the pregame show before the game, provided additional elements that helped individuals to feel more connected to the game. In particular, the commentary allowed individuals to feel that they were getting up-to-date information in the form of statistics, insider information, and a description of the play from a credible source (i.e., known baseball commentators). One respondent, who had attended live games at the cinemas before she attended her first game at Fenway Park, described these as elements that were missed: [when I went to Fenway I realized] there were little things I kind of took for granted seeing it in the theater setting [that] I really missed when I went to Fenway, like the announcers which I think really add to the whole experience. I found that going to Fenway there’s just so much chitter-chatter going around you, people not even paying attention to what’s going on and you have to really focus because you are so far away from what’s going on. I just like the cinema experience much better. (female, Focus group participant #7) In addition to the themed elements of the theater and the size and quality of the projected image, the atmosphere created by individuals in the cinema mimicked that of the ballpark: Individuals came to the cinema dressed in teamrelated apparel (shirts, hats, jerseys, etc.) just as if they were going to the ballpark. They would also clap, cheer, and chant for their team in a manner consistent with what they would do at a live game…. It was interesting how you could actually match up the sounds of the crowd through the telecast and the sounds of the attendees at the cinema. (Observation, Field note #5) One respondent described the cinema experience as follows: It [being at the cinema] is more like being in the park and people are cheering and clapping and “let’s go Red Sox” and that kind of stuff. So you have that same kind of atmosphere to it as well, so there’s a sense that you’re in the park even though you’re not in the park. People are doing the wave; people are cheering or applauding. (male, Focus group participant #9) Another respondent described the experience this way: [as] soon as something exciting happened you might just as well be on the first base line at Fenway because everybody in the theater was chanting and screaming and clapping so as the game develops the same atmosphere you will find at Fenway. (female, Focus group participant #1) While the attendees at the cinema displayed and engaged in ritualistic activities that are commonplace at 264 Fairley and Tyler a ballpark on their own, at times, cinema staff prompted individuals to participate in such activities: “Cinema ushers arranged for children under thirteen to sing “Take Me Out to the Ballgame” in the front of the theater during the seventh inning stretch” (Observation, Field note #5). Thus, the atmosphere in the theater and the actions of the crowd contributed to the overall experience being similar to that of the ballpark. While in many ways the theater experience was described as an experience equal to, or better than, the ballpark based on the theming of the cinema and the similarities in crowd behavior, attending the game at the cinema provided many logistical advantages over attending the game at Fenway Park. In particular, the shorter commute, the immunity to any changes in weather, the comfort of the seats, and the relative low cost when compared with attendance at the ballpark were all seen as key advantages of being able to attend the game in the cinema. One respondent commented: You don’t have the long drive to and from home at a reasonable time. You’re not paying an arm and a leg, and you can enjoy it in the cool evening or in the hot summer afternoon in an air-conditioned building… [compared to] the game where it’s an all-day experience and very, very expensive. (female, Focus group participant #6) Respondents believed that the cinema provided a family friendly alternative to the ballpark given these logistical factors. In reference to family affordability, one respondent stated, “you can’t go to Fenway with a family or even an individual because the prices go up so much each year” (female, Focus group participant #3). In addition, respondents felt that the theater provided a safer and more relaxed environment especially when children attended with them. While alcohol was for sale at the cinema, respondents believed that it was a safer atmosphere as there was not as much alcohol consumption at the theater. This perception of safety was further aided by the fact that children could purchase concessions from the food cart at the front of the cinema while under the watchful eye of the parent/guardian. In summary, the combination of all of these elements, including the themed setting, the high quality of the picture image, and the presence of other fans dressed in team-related apparel, encourages fans to respond to the game as if they were at the ballpark. Individuals then perceive the theater experience as a Fenway-like experience, one that for the most part is considered to be more feasible than attending games at the ballpark, especially for families. Thus, the theater provides what individuals interpret as an authentic experience through which they can view the live game. Increased Focus on the Game While most fans likened the cinema experience to that of the ballpark, a key factor that differentiated the cinema experience from watching the game at the ballpark or at home was the increased focus on the game that fans felt was possible at the cinema. Individuals felt that watching the live games in the cinema enabled them to focus more on the game than if they were viewing the game through any other medium. One survey respondent explained: “I love the giant screen and the excitement the audience brings to it. Also, it’s complete immersion – none of the distractions of being in a bar or even at home” (female, Survey respondent #71). Compared with the ballpark, the increased focus related to less interference between the individual’s line of sight and the ballgame. For example, individuals described the common distractions of people walking in front of them to get food and beverages and visiting the restroom. One respondent noted: Usually what drives me crazy at any sporting event is the constant walking, people always walking and walking. Got to get popcorn, got to get this.… [People] walking back and forth.” (female, Focus group participant #1) Another respondent suggested that there are more distractions the further away from the field you sit: I think the further you are away from the field there is a lot more stuff going on in the stands. It’s very distracting. I like the cinema. If I had a choice and I had really good seats, I would pick [the cinema] anytime. I would do that right away. (female, Focus group participant #7) The cinema was believed to have less of these distractions. Individuals regularly left their seats to purchase concessions and visit the restroom. The seating configuration of the cinema (with extra room between each row of seats) did not require those in the row to stand when people wanted to get past, thus doing so provided minimal distraction. Most people waited for a commercial break before they got up to purchase food or drinks from the front of the cinema (where they could still view the game), or when they could go outside of the cinema to use the restroom or purchase a wider range of concessions available at the main cinema concession stand. (Observation, Field note #2) Game attendees appreciated the speed and ease with which concessions could be purchased. One respondent stated the following: Everything’s all wrapped up in a nice package. You got the game televised, the announcers detailing the game, got the refreshments right there so you don’t have to worry about making a long trip like you do at Fenway to the refreshment stands and don’t have to worry about making it back to your seat after. (male, Focus group participant #8) The magnification of the image and the separation from household chores and distractions were key factors Bringing Baseball to the Big Screen 265 that allowed cinema attendees to have an increased focus on the game in comparison with viewing the game on television at home. One respondent described it this way: You don’t miss anything…. You’re watching the game, you don’t have to do ten things around the house – answer the phone or anything like that. You’re not distracted and that’s what I like. (female, Focus group participant #6) For some, this level of focus was a strange departure from their typical consumption. One female game attendee commented, were she watching the game at home, she would be multitasking. She would have the game on, but would also be folding laundry and doing other items around the house instead of focusing totally on the baseball game… She mentioned explicitly that it was strange to sit and stay focused on the entire game – as opposed to tuning in and out like she would at home. (Observation, Field note #7) Some respondents went as far as describing the experience of watching the game at the cinema as though it was akin to watching the game on the field itself: You can see a lot more, you can see their expression more, you can see how they react like on the TV screen you can see them get mad, but at the cinema you know how mad they’re getting.… Puts the viewer on the field. (female, Focus group participant #1) Another respondent explained: “It’s like sitting in a lounge chair just [to] the right of the pitcher’s mound. You can call balls and strikes better than the umpire can” (male, Focus group participant #9). One other factor that contributed to individuals remaining more focused on the game was the crowd’s reaction to the game itself. In particular, respondents believed that the focus of other fans around them and the communal reaction that took place in the cinema to the happenings of the game allowed individuals to remain focused on the game itself, thus highlighting the social benefits that the setting enabled. One respondent identified the size of the screen and the other fans as helping her become immersed in the game, stating, “I think what’s so nice, well, being large was great, having the people there with you cheering and getting right into it” (female, Focus group participant #6). Sense of Community and Social Experience One key benefit of watching the live games in the cinema was the sense of community that was felt through sharing the experience with likeminded individuals. In particular, being able to celebrate and enjoy the game with other team fans was seen as a key motive identified by survey respondents for attending the cinema. When asked what motivated them to attend games at the cinemas, respon- dents answered: “to experience the game with a group of Sox fans as if I was at the game” (male, Survey respondent #175), “the great atmosphere of watching with other fans” (female, Survey respondent #56), “thought it would be fun to see a game with the crowd” (gender unknown, Survey respondent #70), and “it’s a lot of fun being with a crowd of fans cheering on the Red Sox” (female, Survey respondent #83). The social motive seemed to be especially strong for respondents who would have otherwise watched the game at home by themselves: No one at my house would watch baseball. I would be the only one watching baseball [at home]. My husband hated sports and I would watch everything all by myself so I liked having the crowd there, the more the better. (female, Focus group participant #6) The cinema provides an organized space that encourages fans of the team to come together and celebrate a sense of community around the team. As soon as attendees entered the cinema they started discussing topics related to the Red Sox, about recent team and player performances, about the specific shirts they were wearing, and about how they were expecting the forthcoming game to play out. It seemed like an instant sense of community developed between them based on their shared connection to the team. This was also evident when individuals started chanting during the game. (Observation, Field note #8). Another respondent went further to suggest that the communal setting of the cinema encourages individuals to outwardly express their feelings during the game: “It’s something different than if you’re watching TV [at home] because you don’t get out when you’re watching TV. This lets you get out, see other people and express your feelings for the game” (male, Focus group participant #2). With fans collectively feeling comfortable in outwardly expressing feelings toward the team (and by extension, the game), an atmosphere is created that is similar to that experienced at the ballpark. These comments highlight that, in many ways, it is the fans who simultaneously produce and consume the experience for other fans. In fact, the atmosphere in the cinema was said to be amplified compared with the ballpark given the enclosed nature of the cinema. This was also observed in the field notes: The noise generated from collective chanting and cheering of the cinema attendees reverberates around the enclosed space, thereby amplifying the noise in the theater, and by extension allowing fans to feel a sense of community with other fans within the cinema. (Observation, Field note #5) For some participants, the benefits of the communal experience are not limited to being part of the crowd, but include sitting back and watching the crowd react to the game. As a result, numerous participants would choose their seating position at the back of the cinema so that they 266 Fairley and Tyler could watch the behavior and reactions of other cinema attendees. As one respondent remarked: I would still sit in the back. Looking down at the crowd makes me feel more in a stadium, and I like that part of it…. I like to watch the crowd, don’t like to be down low, that’s part of the atmosphere. I like to watch people here and get excited. (female, Focus group participant #3) Another described it this way: I like to watch the crowd, that’s part of it and see what they’re doing. You get into it you know, it’s part of the crowd experience. I think if you were sitting like right in the front two rows or something I would feel like I missed out on something personally. (female, Focus group participant #4) For some fans, the cinema experience generated a sense of community through nostalgia. In particular, some of the older fans who could no longer attend games at Fenway Park (for various reasons such as medical, logistical, comfort, and convenience) expressed nostalgic memories relating to past attendance that related specifically to the social experience with family and friends. One respondent noted: The Red Sox have always been a thing that our family has been involved in since as far back as I remember. We used to go to games with my dad when we lived in that area and then periodically I’ve gone down, not as much being in Western Massachusetts [two hours from Fenway], which is why I like the idea of having the cinemas, having the comfort of watching it on the big screen. (male, Focus group participant #9) While the social nature of the cinema experience evoked nostalgic recollections for some fans, in other cases the cinema may serve as a first encounter with the team and a new base for future memories. Like Fenway Park, the cinema provides an experience that encourages repeat participation: Actually I used to hate baseball [before attending a game at the cinema]; the sound of it actually gave me a headache. Then when they started having it in the cinemas in 2004…. She’s [my mother] been a diehard baseball fan her whole life so she wanted a companion to go with. I went with her and after that very first game I was hooked. I just loved it and um, we’ve gone to every single game since, except for when we’ve been on vacation. Other than that, every single game. I’m absolutely a fanatic now. (female, Focus group participant #7) The social experience provided by the cinema allows individuals to feel a sense of community with other fans who are in attendance, one that many fans see as key and central to the experience. In addition, the social setting acts as both a setting for reflection on past experience following the team outside of the stadium, as well as providing an outlet through which newcomers can be encouraged to start following the team. Unlike the stadium, where there is a visible presence of fans of the opposing team, there was minimal attendance from fans of the opposing team at the cinema. The homogeneity of attendees was particularly apparent based on the lack of cheering for the Red Sox’s opponent, as supported in the following field note: “The first real cheers were in the bottom of the third, when Bill Mueller of the Red Sox hit a home run to right. This brought heavy applause and cheering from the fans” (Observation, Field note #3). With the exception of when the Boston Red Sox played the New York Yankees, the crowd was made up almost solely of Red Sox fans. The cinema therefore is a space where group members can celebrate their shared identity as Red Sox fans without the presence of a particularly salient and relevant out-group (fans of the other team). However, while there is no direct contact with members of relevant outgroups, the normal group processes that take place at a game when fans of both teams are present still exist in the cinema setting, including outgroup derogation toward both the players and the fans. Discussion Sport is fundamentally a social experience in the way that it is consumed (Holt, 1995; Melnick, 1993). Common sites for consumption are useful as they promote interactions among fans and spectators and provide a place where individuals can parade and celebrate a shared identity. In addition, common consumption sites (such as a stadium or pub) act as venues through which individuals congregate and are socialized into a consumption activity or consumption community. The social interaction provided by subcultural membership may become a key attraction for continued participation (Anderson & Stone, 1981; Green, 2001; Green & Chalip, 1998). The stadium as a venue for consumption is thought to be particularly conducive to a social experience (Melnick, 1993). Similar to other consumption sites (Fairley, 2003; Melnick, 1993; Weed, 2006), the cinema appears to provide a setting where a weakening of traditional social conventions fosters a liminoid sense of communitas (Turner, 1982). Thus, united by a shared interest in a particular team, fans begin to interact and socialize with each other during the course of the game. This is aided by the fact that the cinema is a more intimate venue than most other venues for viewing the game. The layout of the cinema and the size of the screen engulf the audience into the game. Further, there is less noise and fewer distractions than experienced when viewing the game at a pub or at home. Thus, in terms of the actual viewing of the on-field play, the cinema provides a more authentic experience than that of the ballpark—one where individuals feel close proximity to the game. Specifically, the cinema experience provides consumers with a more intimate and vivid visual connection with the athletes and their on-field play. Bringing Baseball to the Big Screen 267 It is often thought that consumers search for authenticity in experience (MacCannell, 1973; Rose & Wood, 2005). Some define authenticity as that related to “originals” and thus suggest that no reproduction could be authentic (Bruner, 1994). From this perspective, stadia are thought to have particular significance as the central geographic site where the sport product is simultaneously produced and consumed (Bale, 1998). The significance of stadium to a sport or team subculture is evident in the way that fans attach particular meaning to certain sites as the geographic home and therefore go on pilgrimages to the mecca (Bale, 1998; Gibson et al., 2003). By extension, this would suggest that given the chance, fans would prefer to attend a game at the stadium for its authentic appeal. Therefore, this view would have us believe that watching the game live at the stadium is the preferred sport experience. From this perspective the sport experience is geographically limited or constrained. Not all fans can attend games at the stadia, yet they are still able to watch the mediated live sport product through select media at various locations. The findings of this study suggest that some fans perceive the mediated experience of watching the game in the cinema as an authentic experience, one that rivals that of the experience at the stadium. Baudrillard (1983) suggests that social and consumption experiences do not require a sense of place and therefore that the fan experience need not be in the stadium itself to be authentic. Thus, consistent with the work of Bale (1998) and Weed (2007), the results suggest that authenticity in the sport viewing experience is not embedded in place, or in game form, but rather in the social setting and the experience when viewing. Further, the results highlight the ability of the viewing setting to provide an authentic experience as it relates to displaying and celebrating a shared identity. These findings echo the work of Leigh, Peters, and Shelton (2006), which suggests that there are multiple ways of understanding authenticity in the context of consumption including through a) ownership of an object, b) experience with the object, and c) identity construction and confirmation. The experience provides individuals with a subjective feeling that they are actively displaying their identity and supporting their team through viewing the live game with likeminded others—an experience that takes place in a liminoid space, one that engenders a sense of communitas among sport fans. The experience provides a sense of social authenticity in that the setting provides an environment through which individuals have the opportunity to share, communicate and gain acknowledgment from likeminded others within the subculture (Thornton, 1996; Wang, 1999). It is this role performance and acknowledgment from others that legitimates one’s identity as a devoted fan of the team (Leigh et al., 2006). The findings in this study are more consistent with other conceptualizations of authenticity that suggest that authenticity is a social construction where reality is a product of human interpretations and constructions (Schwandt, 1994), and therefore, what might be deemed as inauthentic or staged to an expert may be perceived as real from the consumers’ perspective (Wang, 1999). This study further emphasizes the “place-making quality of people” (Bale, 1998, p. 272) and lends support to the notion that for fans, the consumption of sport is not so much about the place, but about the shared communal experience. Specifically, a “sporting place” can be created with the addition of spectators who temporarily transform a space into a “sporting place”—and that the socially created place can be viewed by consumers as a preferred alternative to attending the game at the stadium. The authenticity is then not in the venue, but in the construction of a social milieu and experience based around supporting a sport team. The cinema provides a social setting that allows individuals to meet the need of consuming sport together (Urry, 2002). Thus, the findings are consistent with the proposition that the primary element of sport spectatorship is sharing the experience with likeminded others (Weed, 2007). The experience is enhanced and encouraged by modern technology and the theming efforts of both the sport and cinema marketers. Fans then view the experience of attending games at the cinema as an activity that legitimates their identity—as a fan of the team. Authenticity is thus negotiated by both the cinema, in the form of theming, and by the consumers in their attempt to replicate ritualistic displays that would occur at the game. This is not surprising as it is often thought that simulation is frequently substituted for genuine experience, and perhaps even preferred (Baudrillard, 1983); in the case of the cinema, the preference seems to come from its ease of access, a superior visual presentation of the game, and modern comforts inherent to the theater environment. Just as Gaffney and Bale (2003) suggest that the game in the stadium is consumed by all senses, the game in the cinema is also interpreted in a similar way. The game is viewed by participants in high definition from more angles than they would get while sitting in a seat at the ballpark. Modern technology can often make the inauthentic look more authentic (Fjellman, 1992). The sounds of the game are transmitted through the telecast, which include the sounds of the players, sounds of the crowd, and sounds of the commentary that directs the focus of the viewer. In addition, the sounds of the crowd in the cinema are often similar to that of the crowd in the stadium. Being in an enclosed space, the sound in the cinema is amplified and adds to the atmosphere, with some believing the amplification coupled with the surround sound technology produces a more intense experience. Tastes and smells of the ballpark are provided through the availability of the same food and beverage that are provided in the ballpark. Touch is provided by the proximity to others in the cinema. The sixth sense noted by Gaffney and Bale (2003), sense of community and history, is also experienced in the cinema. The sense of community is provided by sharing the experience with a group of likeminded others (most of whom are strangers), through the history of the team, and through nostalgic recollections of past game attendance and team performance. Further, new memories and personal histories are created by being at the cinema. 268 Fairley and Tyler Unlike attending games at pubs or at the stadium, where fans of the other team are present, there are no opponents other than the virtual ones on the screen. As the live broadcasts in the cinemas are currently only marketed to fans of one of the teams that are playing, the cinema provides a space that is unique to fans of that particular team. In some ways, it provides a place of “insulated adventure” (Schmidt, 1979, p. 441), where fans are physically away from the presence of a relevant outgroup. Cinema attendees can still hear and see the presence of a relevant outgroup in the coverage (i.e., the opposing team and fans of the opposing team), but the opportunity to engage in the face-to-face interaction and exchange with this relevant outgroup is very unlikely. The absence of a physical outgroup, however, does not inhibit intergroup behavior toward the virtual opponent. As watching sport events in movie cinemas is a relatively new experience for sport fans, attendees negotiate the social conventions and the way that they act and react to the broadcast. Baseball stadia are uniquely for sport, whereas cinemas are not. Modern cinemas are typically considered quiet places, where attendees listen silently to the movie with a feeling of losing oneself in the dark (Ellis, 1982). This desire for isolation is ironic given that cinema attendees may be motivated by a desire to relieve feelings of loneliness and to conform to societal norms (Austin, 1989; Jowett & Linton, 1989). Watching sports at the cinema, however, offers a greater opportunity to remain part of the social aggregate. Fans in the cinema cheer, clap, and react to what is happening in the game as a collective group. Further, watching movies at the cinema is a more emotionally passive experience than watching a live baseball game on the big screen with other fans of the team. Movies can clearly evoke emotions, however given the added emotional connection that fans have with their favorite sport team, the sense of community that fans feel with likeminded others, and the relaxed social conventions allowing fans to openly react to the broadcast, the experience is considerably different. Similar to studies on the television viewing of sport competitions, the commentators play a substantial role in the viewing experience of sport fans (Duncan & Brummett, 1989). Unlike watching the televised game in a bar or pub where there are other distractions, and the site is not limited to fans of a particular team, fans are more likely to listen to and hear the commentary. The commentary acts to fill nonaction time, updates fans on key happenings in the game, and essentially directs the attention and subsequent conversations of the fans. This commentary is not readily available to fans attending the game. The added information and knowledge provided through the commentary are then integrated into fans’ accounts of the game. It allows individuals to tell the story of their viewing experience with added detail, thereby further legitimizing cinema viewing as an authentic fan experience. This is a way of communicating added subcultural capital to others, serving to further legitimatize the behavior as authentic (Leigh et al., 2006). In addition, the larger screen/picture in the cinemas allows individuals to feel more intimately linked with the players, the team, and the action that is happening on the field. Just as ritual is produced and consumed at the ballpark and while watching the broadcast of sport in the home (Gantz & Wenner, 1995), ritual is also constructed and enacted in the cinema. Fans arrive at the cinema up to an hour early so that they can secure their preferred seats, socialize, and watch the pregame coverage—they are thus extending their viewing experience in both time and space. Ritualistic display of team-related apparel, merchandise, and memorabilia helps authenticate the experience. Wearing team-related apparel to the game denotes ritualized consumption that fans associate with watching a sport team. The chants and cheers in which individuals engage are the same as those shouted at the ballpark. These activities act as “authenticating acts and authoritative performances” (Rose & Wood, 2005, p. 287) that further help to transform and legitimize the cinema as a “sport place”. Nostalgic recollection of past attendance at ballgames encourages initial consumption of the cinema experience for some. However, the repeat consumption is not necessarily in its original form or venue. This does not mean that a consumer views one experience as being any more or less authentic than another as an individual’s viewpoint is real based on one’s own interpretation of authenticity (Cohen, 1988). The extent to which the experience is viewed as authentic is, in part, based on the meaning that the individual places on it. Implications and Future Research Screening live games at cinemas can be used to create and foster a sense of community among fans who are unable to attend games at the stadium as the cinema setting is particularly conducive for social interaction. The game-like atmosphere, accompanied by the opportunity to focus on the game (and not multitask), allows fans to feel more connected to the team as they believe the cinema provides an authentic environment in which to view live games. Thus, providing sites for fans to view the game with likeminded fans outside of the stadium can be used as a means of creating social ties that could lead to increased fan loyalty. Furthermore, such viewing occasions can lead to social benefits that extend the social leveragability of the team (Chalip, 2006). Sport marketers should consider creating themed viewing environments, particularly for events that are sold out or outside of the geographic region. These settings would provide individuals with the opportunity to socialize and celebrate a shared team identity with likeminded others. In order for marketers to best take advantage of “third place” viewing sites, they should maximize certain features of the viewing experience. The “third place” location offers a collective space in which likeminded individuals can unite in their shared common interest; therefore, a primary goal should be to cultivate the organic interaction among event attendees. A setting where viewers can see one another and move freely may be ideal, Bringing Baseball to the Big Screen 269 though as detailed above, even the rows of seats of a cinema can be effective. Another factor is the structure of the event itself. An event with frequent downtime and stoppages of play provides attendees with opportunities to engage one another (Holt, 1995; Melnick, 1993). Where event structure may be somewhat outside the marketer’s control, he or she can nevertheless provide interaction opportunity through extending the viewing period beyond that of the core event. Giving attendees reason to gather early for an event (e.g., airing the pregame show at the cinema) or remain after the event’s conclusion provides participants further time to extend their social experience. Lastly, Melnick (1993) suggests that the physical comfort of event attendees is conducive to communal formation. While most event organizers would already want to keep their customers comfortable, the potential communal benefits offer added motivation. Future research should examine the use of third places as venues for creating and fostering a shared sense of community among sport fans. This research should focus on third places as sites of socialization into a subculture of sport fandom. Given watching games at cinemas is a relatively new phenomenon, longitudinal work is needed that examines how the cinema setting can develop and affect sense of community among team fans over time. Further, the results hint that the cinema may work as a venue for the socialization of new fans. Future research should examine how the cinema experience, and by extension the experience at a third place, can be used as a venue for socialization and thus create and foster new fans into the consumption community. Research should also examine how existing fans’ identification with a team is affected after being exposed to live games in the cinema as opposed to exposure to other settings for viewing games. The setting used in this study consisted of fans of a single team, thus there was no physical presence of outgroup members (i.e., fans of the other team). 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