Evan Baechler Adviser: Whitney Wagoner Is The FIFA Video Game an Antecedent to Team Loyalty? 1
Jun 19, 2015
Evan Baechler
Adviser: Whitney Wagoner
Is The FIFA Video Game an Antecedent to Team Loyalty?
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...How many team brands?
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Team Sport Marketing Environment
• Strong association with place
• Like any business growth is goal
• Geographic expansion is an opportunity
• Digital technologies make geographic more accessible
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• Content production is cheap
• Distribution is Free
• Create out-of-market brand touch points
• BUT...sports marketers must choose between many digital spaces
• Proliferation poses danger
Digital & Geographic Expansion
• BUT...sports marketers must choose between many digital spaces
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• Product placement and digital signage common
• BUT...sports teams overlook huge potential
• Players take control of the core brand experience
• Games facilitate achievement and actions people can't do themselves
Branding & Sport Video Games
Brand intimacy and achievement potential
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Games Are Extremely Realistic
Little disparity between virtual brand experience and real brand
experience.
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Test The Viability of Team Sports Video Games:
• Is playing FIFA an antecedent to developing brand loyalty to an out-of-market soccer club with which an individual has no other "real" connection?
• If yes, how can sports organizations use FIFA as a marketing tool to elevate their brand among gamers?
• What further research does this project reveal?!7
• Club soccer video game produced by Electronic Arts
• 29 leagues from 22 countries; 42 national teams; 56 stadiums
• Available on all major game consoles and mobile devices
• Players manipulate teams in a variety of scenarios
• Social: play with friends and community
• $50-60
What is FIFA?
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Play online Single games Tournaments
Aligned with real events
The FIFA Experience
Play single match As a team
As a single player With the computer
With friends
Extended exp. Live Season
Manager mode Offline tournament
Create player Customize /help Tutorials
Profile MGMT Game manual
Friends' records
• Most successful sports game - 100 million copies
• Exclusive licenses
• Most teams aren't American / best teams aren't American
• Decreases previous, close contact with teams prior to play
Why FIFA?Best research platform for
team sports and loyalty
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• Psychological commitment to team
• Bias in favor of one team relative to similar teams
What is Brand Loyalty?Two-dimensional Construct
• Demonstrates commitment through brand interactions
• Such as purchases, watching games, consuming news...
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Attitudinal Behavioral
Satisfaction is an antecedent and sustainer of loyalty
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Why is Brand Loyalty Important?
Mechanism of profitability:
• Repeat purchases
• Willingness to pay more to stay with one brand over another
• Increase in word of mouth, online sharing, referrals, socialization
• Growth of per customer revenue
Soccer team example:
• An increase in out-of-market loyalty leads to increased
• Licensed product purchases (jerseys, etc.)
• Media consumption
• More lucrative licensing, media, and sponsorship partnerships
• Violent Video game play leads to aggressive emotion, cognition, and behavior.
• More graphically real games lead to stronger effects.
• Players develop tangible relationships with game characters
• Virtual success = self-esteem = satisfaction.
Research proves video games can influence satisfaction, behavior, and attitude - components of brand loyalty
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Existing Video Game Research
First survey
• Identify a sample of viable research participants
• People who have played a lot and often
• People who play with one team
• People who weren't loyal to team before playing FIFA (basic awareness OK)
• People who are skilled
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MethodologySecond survey
• Measures loyalty - attitude and behavior
• Psychological commitment to team scale (attitude)
• Open-ended questions about team brand interactions outside FIFA (behavior)
• Series of yes/no and how often questions about brand interactions (behavior)
35-50 participants
Targeted online distribution
• Qualtrics
• Through LCB classes (Whitney to help)
• Through EA campus rep.
• Second survey is a follow-up
• Incentives!!!
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Methodology
HypothesisBased on existing research proving video games do influence
behavior and attitude, and because of the self-esteem parallel
between sports fandom and video game play, I anticipate players
who fit the profile determined by the first survey will show signs of
loyalty toward the teams they manipulate in the FIFA video game.
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Implications
• FIFA becomes a bona fide branding medium
• Can sell exclusives to clubs who want to boost loyalty
• Can sell data about where pockets of loyalty exist
• Interview to determine other possible implications
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• Clubs can use FIFA to grow brand
• Elevate team within game through EA partnership (be on cover, integrate other media)
• Increase jersey sponsor and license fee value
• Locate foreign pockets of loyal fans - align other markets there.
• Manchester City example...
Interviews with other sports organizations: media (ESPN), footwear / apparel (NIKE)
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Exclusive jersey release in FIFA 12 using this video distributed through game platform
Elevated brand experience: stadium detail, game content aligned with real events, more detail in MCFC players
Further Research
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This study focuses only on FIFA, soccer, specific gaming
platforms, American gamers, and if FIFA leads to team loyalty.
A new study could alter each of these variables:
League brands: Relevent to
building MLS?
Other games: Relevent to non-US Basketball loyalty?
Body movement- controlled video
games
How / Why players Select teams:
Inform Specific tactics for elevating teams
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Questions please!