Daily Grind: A Comparison of Causality Orientations, Emotions, and Fantasy Sport Participation

2017 ◽  
Vol 34 (1) ◽  
pp. 1-20 ◽  
Author(s):  
Brendan Dwyer ◽  
James Weiner
2021 ◽  
Vol 10 (1) ◽  
pp. 20-24
Author(s):  
Brody J. Ruihley ◽  
Heidi Grappendorf

Fantasy Sports Collection, Inc. (FSC) is a fantasy sport organization offering fantasy play since 2005. Having plateaued in consumer growth, FSC is faced with difficult financial decisions. In a brainstorming session regarding new initiatives, Molly Brinkmeyer suggested an idea to purposefully market to and recruit more women to preestablished offerings. Molly’s reasons driving this idea were the fact that only 14% of their consumers were women and, after an evaluation of FSC’s marketing campaigns, employees of FSC quickly saw that advertisements were overtly produced for men. FSC’s management team felt that this was an idea worth pursuing. They charged Molly with acquiring information about women’s fantasy sport participation and gave her a 3-week window to learn more and report back. She found that women’s top perceptions of the activity were that: (a) the activity was time consuming; (b) the activity required research, surveillance, and information; (c) they had no interest or understanding of it; (d) they felt the activity was too competitive; (e) they thought it wasn’t real; and (f) they still had a positive opinion of fantasy sport. With this new information, marketing decisions could now be made to address existing concerns by women regarding fantasy sport participation.


2020 ◽  
Vol 13 (1) ◽  
pp. 55-76
Author(s):  
Andrew C. Billings ◽  
Melvin Lewis ◽  
Kenon A. Brown ◽  
Qingru Xu

A national sample of 393 NFL (National Football League [professional]) fans were surveyed about their use of ancillary devices when consuming NFL media products. Results indicate that male, younger, and highly educated participants were more likely to use second-screen options. Such second-screen activities were just as likely to be used for distraction (multitasking other content not related to the NFL) as for enhancement (bolstering NFL consumption with other NFL-related content). Moreover, the more participants used second screens for multitasking and distracting purposes, the more they felt that second-screening helped build, interact, and maintain vast social networks; advanced social interactions among their social groups for a shared purpose; and made them feel psychologically present among other people. Fantasy-sport participation was also found to be a relevant predictor of second-screen use.


2016 ◽  
Vol 5 (6) ◽  
pp. 732-750 ◽  
Author(s):  
Andrew Billings ◽  
Brody James Ruihley ◽  
Yiyi Yang

The fantasy sport industry has grown rapidly in the past decade, now boasting 56 million participants in North America alone. More recently, the ascent of fantasy sport appears directly attributable to the rise of new websites offering daily/weekly fantasy games. This study surveys 438 fantasy participants—some who play traditional fantasy sports and others who participate in daily fantasy sports along with traditional forms of fantasy offerings. Results reveal that motivations for play do not differ between traditional and daily participants, yet the two sets of respondents differed in terms of media consumption, economic commitment, and perceptions of games being skill versus chance based. Ramifications are offered not only based on the differences in financial investment but also regarding the seeming downturn in motivations for traditional fantasy sport participation.


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