SPECTATOR RESPONSES TO PERCEPTIONS OF THE SPORT PRODUCT Mark Pritchard, Arizona State University Daniel C. Funk, Griffith University What then is time? If no one asks me, I know what it is. If I wish to explain it to him who asks, I do not know. ~Saint Augustine Similar to Saint Augustine’s reference to time back in 354-430 AD, free time spent viewing a leisure experience, and more narrowly spectator sports, remains difficult to understand or define. Few settings or experiences in our society record greater exposure or have such a pervasive influence as sports do (Michener, 1976). Herbert Hoover’s observation, that “next to religion, baseball has furnished a greater impact on American life than any other institution”, still rings true. Indeed, for many the experience of going to a stadium is half like going to a political rally, half like going to church (Novak, 1976). What is the universal language of these experiences? Why do they grab so many millions? Where is its secret power of attraction, and why do we care so much? While casual social observers may find it tough to define what constitutes the [sport product] experience, participants certainly know when these experiences take on greater meaning than others. Perceptions of a spectator experience (its attributes and their meaning) have been suggested as central to the description of how people become increasingly involved with different leisure activities (Funk & James, 2001; James, 2001; Laurent & Kapferer, 1987), and what sort of behavioral and attitudinal responses may be undertaken as a result of this interaction. One theoretical model developed by Bloch and Richins (1983) has been used to explain how sources of stimuli (i.e. Situational and Personal Characteristics) impact on perceptions of a leisure experience [product], and how these in turn impact on a consumer’s response. The purpose of this paper is to examine how different personal and situational factors influence perceptions of a sport experience, and how these sources relate to certain attitudinal and behavioral outcomes within a context of experiential consumption (Havitz & Dimanche, 1999; Hirshman & Hoolbrook, 1983). Leisure consumption and spectator sport in particular reflect emotional and subjective reactions to objects that are predominately experiential (Gantz & Wenner,1991; Holt, 1995). As such, the area provides a fruitful arena for examining how different stimuli alter perceptions of a leisure experience. Results of the inquiry will not only contribute new information on the nature of spectator involvement, but help practitioners develop experience-driven strategies for managing events effectively. Literature Review Product perceptions represent a psychological phenomenon evoked by interaction with a given stimuli in a particular situation (Mitchell, 1979; Rothschild, 1984). Researchers have begun to examine the ongoing and task-related behavioral and cognitive consequences of enduring involvement (Burton & Netemeyer, 1992; Celsi & Olsen, 1988). While involvement and consumption of sport is experiential (Mullin, Hardy, & Sutton; 2000), with noted consequences being amusement, fantasy, sensory stimulation, and enjoyment (e.g., Holbrook & Hirschman, 1982), research has characterized these outcomes of product perceptions as being derived from both desired benefits and the meaning which the individual derived from their symbolic association with the experience (Duncan 1983; Gladden & Funk 2002). Janiszewski and Cunha, Jr. (2004) studies on evaluating product bundles revealed that consumers subjectively value attributes in a bundle and then sum the values to arrive at an overall importance. Bloch and Richins (1983) had early theorized that product perceptions could be understood by dividing factors into source and response sectors. The sources sector represented causes of product perceptions, which included product characteristics, situational variables, and consumer characteristics. Whereas, the response sector represented cognitive and behavioral outcomes associated with key perceptions of the product. Although empirical studies have utilized this framework to examine the relationship between enduring [product] involvement and response involvement (Burton & Netemeyer, 1997; Richins & Bloch, 1991), efforts have not examined the impact situational and consumer characteristics have on product perceptions and responses to that experience. Iwasaki and Havitz (1998) theorized that two sources (i.e., antecedents) individual characteristics and social situational factors "influence the formation of an individual's involvement with recreational activities or products" (p. 260). Individual characteristics include attitudes, values, motivation, needs, initial formation and preference, and behavioral experience. Social situational factors represent social support for significant others, situational incentives, social and cultural norms, interpersonal and structural constraints, and anticipation of social benefits. The relationships discussed in the previous review of sources and responses to the sport product experience are summarized in Figure 1. Method The data for the study were collected using the following procedures. Five home contests during a season of a professional sport team were randomly selected. For each contest, seat numbers were randomly selected and the Sport Interest Inventory was randomly distributed by team personal to 100 individuals aged 12 years old and above during halftime. Average home attendance for the season was approximately 2,150 for the year. Of the 500 surveys distributed, 370 were usable for a 74% response rate. Funk, Mahony, Nakazawa, and Hirakawa (2001) developed the Sport Interest Inventory (SII) to measure factors of sporting event, with 62 Likert-type items attached to 5-point “strongly disagree and strongly agree” scales. Confirmatory factor analysis provided evidence to support the uniqueness of the constructs. These source factors included: Team Identification, Sport Identification, Community Pride, Wholesome Environment, Support Women’s Opportunity in Sport, Players Serve as Role Models, Drama, Entertainment Value, Aesthetics, Player Interest, Food Service, Cleanliness of Facility, Parking, Excitement, Socialization and Bonding. Each source sector dimension was measured using three items. Behavioral responses assessed information and media search behavior as well as repeat attendance. Attitudinal responses used 3-item scales to examine product importance and vicarious achievement. Results The majority of the sample (n=370) did not hold season ticket (80.3%), but were white (90%), females (65.1%), between the ages of 33 and 42 years old. A confirmatory factor analysis was conducted using Joreskog and Sorbom's (1999) Linear Structural Relations (LISREL) 8.3 to examine the measurement model of 62 manifest items representing 18 source and response dimensions. A covariance matrix taken from these respondents was used as the input data. Structural equation modeling analysis was next employed to examine the plausibility of Figure 1. The model specified a series of relationships between the source factors Consumer Characteristics & Situational Characteristics, perceptions of Product Meaning & Product Attributes, along with key attitudinal and behavioral reponses. Hu and Bentler’s (1998) two-index combinational presentation strategy supported the model’s fit (see Table 1). The two indices reported, Root Mean Squared Error of Approximation (RMSEA) and Standardized Root Mean Squared Residual (SRMR), both satisfied recommend cutoff values of ≤ .08 and ≤ .06 respectively, and suggest model provided an acceptable fit to the data (Hu & Bentler, 1999). All of the paths held (p< .01) except the link between the consumer characteristic and perceptions of the product attributes. Discussion As in Kim, Scott, and Crompton’s work (1997), understanding the drive properties behind how people view different leisure activities offers insights to theory and practice (Havitz & Dimanche, 1999). In this case, situational and consumer characteristics both helped explain product perceptions. Strong positive views of the product increased spectator attitudes of importance, which in turn increased the level of vicarious achievement participants derived from the experience. Positive behaviors were also associated with favorable views of the product. Spectators were more likely to review more media and search for more related information (task related behavior) if the product was important. Ongoing repeat attendance also increased when perceptions of the product strengthened a spectator’s sense of importance about the team (Kahle, Kambara & Rose, 1996). Practitioners should note that hygiene factors like cleanliness, food service and entertainment still played a strong role in determining whether spectators became and continued to be involved (McIntyre, 1989). However, the meaning (e.g., symbolic representation) that spectators assigned to the event experience explained the largest proportion of a team’s importance (Funk, Mahony, & Ridinger, 2002). These connections aid practitioners’ intent on promoting a sport or a team (Armstrong, 1999; Funk & James, 2001). 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