Sport events tourism and the internet marketing: A case of Monsoon Cup Terengganu (original) (raw)

Maximizing tourism potential of sports events VIA sport Internet marketing: A conceptual model

2012

Sports event tourism is a major component of sports-related tourism in many countries worldwide. Sports event organizations should strive to develop Internet marketing communications that feature event information relevant to potential sports tourists in ordcr to maximize the tourism potential for that particular sports event. Obviously, the sports events market is very competitive, which means event organizers must be creative and possess entrepreneurial skills when marketing their sports events. In addition, previous research revealed that the Internet has developed faster than any form of electronic technology or communication. The Internet has been found to be an effective way to create an image for products and services that can impact consumer behavior while reinforcing satisfaction and loyalty. 'Thus, this paper advances our understanding of the relationship between sports Internet marketing in the context of sports and event consumer behavior (SECB) in maximizing the tourism potential of sports events in Malaysia. This is achieved through an analysis and examination of relevant secondary data and a review of the previous literature culminating in a conceptual model. Although extensive research has been conducted in sports Internet marketing, to date no substantial work has been reported attempting to develop relationships between the Sports Website Acceptance Model (SWAM), initially developed from the Technology Acceptance Model (TAM) and SECB, and sports Internet marketing. Such models could enhance communications and stimulate further research for sports marketing scholars. This paper proposes a model apposite for further rescarch and in the process leads to the potential confirmation, rejection or indeed, adaptation of the conceptualization of sports services.

Sports events tourism: The impact of online sports marketing in significance to sports consumer behaviour

2012

Sports events tourism is a major component of sports-related tourism in many countries worldwide.AS the sports events market is very competitive, the event organizers must be creative and possess entrepreneurial skills when marketing their sports events.Previous research revealed that the Internet has developed faster than any form of electronic technology or communication.The Internet has been found to be an effective way to create an image for products and services that can impact consumer behaviour while reinforcing satisfaction and loyalty.Purpose: This study focuses on the sports events tourism and the impact of online sports marketing by using the assimilation theory and the Sports Websites Acceptance Model (SWAM) in significance to sports consumer behaviour by using the Psychological Continuum Model (PCM) as the theoretical based.Methods: A self-administered questionnaire was designed and distributed to 160 respondents among active and passive sports tourists involved in the ...

A CONCEPTIONAL RESEARCH ON DETERMINING THE TOURISM POTENTIAL OF ELECTRONIC SPORTS EVENTS: E-SPORTS TOURISM 2

E-sports events drawing attention by being demanded are recently considered as one of the travel motivations. As any sports organization's touristic draw, in a similar way, organized e-sport events are coming into prominence as one of the touris-tic draw factors. When growing numbers of organized international e-sports events and 380 million global e-sports viewers according to 2018 data considered, touristic potential of e-sports events could be easily understood. In line with these subjects, e-sports events are approached as one of the alternative tourism products and the importance and necessity of comprehensive researches discussing the term e-sports tourism by examining e-sports activities within the tourism paradigm is emphasized.

Effects of consumer motivational factors on acceptance of sports event tourism websites and intention to use the websites

2014

Previous studies on the uses and gratification theory (U & G) suggested that consumer motivational factors affect how they will consume the media and media contents. Recent marketing research has extended the theory to study the use of websites as a marketing and communication tools. The current study investigates the moderating effects of acceptance of sports event websites (ASETW) and intention to use the websites. Initially, components of acceptance of sports event tourism websites were developed based on the Sport Website Acceptance Model (SWAM). These components consisted of accessibility, flexibility, interactivity and reliability. As online consumers have been assumed to be actively involved in their Internet and website marketing, it is important for present researchers understand why online consumers choose to utilize the Internet and websites as well as to investigate the moderating effects of motivational factors on the relationship between acceptance and intention to use the websites. A sample of the study comprised of 530 local and international tourists participated in three selected sports event tourism conducted in Malaysia in 2013 (315 males and 215 females). A simple random sampling technique was applied to select these respondents. Results of regression analysis show that there was a significant relationship between acceptance and intention to use the websites. In order to determine the effects of motivational factors as the moderating variables that moderate the relationship between independent and dependent variable, a multiple regression analysis through the stepwise method was carried out. Results show that this study indicates only 14.8% of the total variation of intention to use the websites was explained by accepting, entertainment gratification, informativeness gratification, moderator entertainment gratification and moderator informativeness gratification. The findings of this study suggest that future researchers in academia and tourism industry may include other moderating attributes apart from the ones mentioned here when developing and providing online information marketing and communication through tourism websites.

Journal of Management and Economic Studies A Conceptual Overview of E-Sports Tourism as a New Trend in the Tourism Industry

2021

The tourism industry is in a relationship with the sports discipline as well as with many other disciplines. Sports have been an important source of motivation for people to participate in tourism movements throughout history. As a result of the development of the internet and the developments in the digital age, the concept of traditional sports has also been affected by this development and the concept of e-Sports (electronic sports), which has been frequently encountered in recent years, has come into our lives. Events including e-Sports matches are watched worldwide today and reach large audiences. The mobility created by the participants from both domestic and abroad to these events also develops the tourism sector by contributing mainly to accommodation, catering, travel and transportation services. This dynamism in the e-Sports market and activities creates a supply source for alternative tourism potential in terms of the tourism industry, and e-Sports tourism is considered to be important in terms of product diversity. The purpose of this article is to examine and introduce the concept of e-Sports, which we come across recently, as a new tourism trend, by technology and computer, which are the outputs of the 21st century.

Motivational Factors on the Propensity to Use Sports Events Tourism Websites: The Utilization of UGT

Jurnal Intelek

Even though extensive Internet research has been conducted around the world, there is still a lack of knowledge about motivational factors and their moderating effects on the inclination to utilize sports event tourism websites. Two theories are being utilized in this study – (i) the Sport Website Acceptance Model (SWAM) and (ii) the Uses and Gratifications Theory (UGT). Customer-perceived values which are derived from the SWAM consist of four components including accessibility, flexibility, interactivity, and reliability, while motivation factors include informativeness gratification and entertainment gratification. This study utilized a self-administered questionnaire. A total of 530 sports tourists (315 males and 215 females) participated in three major sporting events involved in this study. Respondents were selected by using a probability sampling technique. The results of Pearson correlation analyses show that there was a significant relationship between customer-perceived val...

Relationship of Sport Tourism Management with the Appropriate Marketing Mixtures Usage for Sport Tourism: Case Study of Sport Club in Buriram Province, Thailand

SSRN Electronic Journal, 2017

The purposes of this research are to study the level of the Sport Tourism Management in Buriram province, to study the Appropriate Usage of Marketing Mixtures for Sport Tourism in Buriram province and to study the Relationship between Sport Tourism Management with the Appropriate Usage of Marketing Mixtures for Sport Tourism: Case Study of Sport Club in Buriram province. Sample group is the total of 384 tourists that toured at Sport Clubs in Buriram province. Instrument is Questionnaire and the statistics used are mean, t-Test, Pearson's simple correlation moment. The study found that the level of Sport Tourism Management in overall is in good level, the level of the Appropriate Usage of Marketing Mixtures for Sport Tourism in overall is in good level and also found that Sport Tourism Management with the Appropriate Usage of Marketing Mixtures for Sport Tourism in overall has relationship in high level of the statistical significant level of .01 and with the coefficient correlation value of .787.

A Conceptual Overview of E-Sports Tourism as a New Trend in the Tourism Industry

Turk Turizm Arastirmalari Dergisi

The tourism industry is in a relationship with the sports discipline as well as with many other disciplines. Sports have been an important source of motivation for people to participate in tourism movements throughout history. As a result of the development of the internet and the developments in the digital age, the concept of traditional sports has also been affected by this development and the concept of e-Sports (electronic sports), which has been frequently encountered in recent years, has come into our lives. Events including e-Sports matches are watched worldwide today and reach large audiences. The mobility created by the participants from both domestic and abroad to these events also develops the tourism sector by contributing mainly to accommodation, catering, travel and transportation services. This dynamism in the e-Sports market and activities creates a supply source for alternative tourism potential in terms of the tourism industry, and e-Sports tourism is considered to be important in terms of product diversity. The purpose of this article is to examine and introduce the concept of e-Sports, which we come across recently, as a new tourism trend, by technology and computer, which are the outputs of the 21st century.

Sport tourists' preferred event attributes and motives: A case of sepak takraw, Malaysia

Journal of Hospitality & Tourism Research, 2021

This study investigates differences in motives, event attributes, and information sources, which influenced sport tourists' decision and attendance at the Sepak Takraw event in Malaysia. Data were collected from 224 domestic sports tourists and 92 foreign sports tourists. Findings show that domestic and foreign sports tourists significantly differed in their motives and preferred event attributes. Domestic sports tourists indicate using mass communication items in their decision making to attend the event. Social networking was the most important information source for foreign sports tourists. Practical implications for local sports tourism marketers within small-scale sports events in Malaysia are discussed.

E-Sport Events within Tourism Paradigm: A Conceptual Discussion

International Journal of Contemporary Tourism Research

E-sports (electronic sports) refers to organized video gaming events or tournaments that culminate in championships at either the regional or international level. The e-sports market is experiencing rapid growth. By 2020, the market is expected to generate over US$1.48 billion in revenue. The number of viewers who regularly follow the industry and tune in to watch international competitions is projected to reach 589 million by 2020. There are many reasons why esports events are attractive and remarkable experiences: fans get the chance to (a) watch the best players in the world compete; (b) meet their favorite players; and (c) share their passion with hundreds of like-minded fans. This hip version of event tourism, e-sports tourism, has been flying under the radar for a long time but has finally, in recent years, entered the mainstream. This study discussed the relationship between e-sports and tourism by examining esports events within the tourism paradigm. Consequently, e-sports events, as a growing market, constitute an important attraction for the tourism sector.