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Is The FIFA Video Game an
Antecedent to Team Loyalty?
             Evan Baechler
                    
        Adviser: Whitney Wagoner




                   !1
How many team brands?

                             ...
                        !2
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




                                      !3
Digital & Geographic Expansion

 • Content production is cheap

 • Distribution is Free

 • Create out-of-market brand touch
   points
   

 • BUT...sports marketers must choose
   between many digital spaces
                        spaces

 • Proliferation poses danger




                                      !4
Branding & Sport Video Games
  • 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



  Brand intimacy and
 achievement potential

                                       !5
Games Are Extremely Realistic




                 Little disparity between virtual
                brand experience and real brand
                           experience.


                  !6
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
What is FIFA?
• 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

                                  !8
The FIFA Experience




                            Play single match
                         Create player
   Customize /help
      Play online
                                 Extended exp.
                                As a team
                                                  Tutorials
     Single games
                                   Live Season
                            As a single player
                                          Profile MGMT
     Tournaments
                                  Manager mode
                            With the computer
                                           Game manual
Aligned with real events
                         Offline tournament
                               With friends           !9                                Friends' records
Why FIFA?
Best research platform for
 team sports and loyalty


• 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




                                     !10
What is Brand Loyalty?
                    Two-dimensional Construct

           Attitudinal                         Behavioral
• Psychological commitment to         • Demonstrates commitment
  team
                                 through brand interactions

• Bias in favor of one team           • Such as purchases, watching
  relative to similar teams             games, consuming news...




   Satisfaction is an antecedent and sustainer of loyalty
                                !11
Why is Brand Loyalty Important?

                                              Soccer team example:
 Mechanism of profitability:
                                              • An increase in out-of-market
 • Repeat purchases
                                                loyalty leads to increased
 • Willingness to pay more to stay
                                              • Licensed product purchases
   with one brand over another
                                                (jerseys, etc.)
 • Increase in word of mouth, online
                                              • Media consumption
   sharing, referrals, socialization
                                              • More lucrative licensing, media,
 • Growth of per customer revenue
                                                and sponsorship partnerships




                                        !12
Existing Video 
Game Research
• 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
                                        !13
Methodology
           First survey
                               Second survey

• Identify a sample of viable              • Measures loyalty - attitude and
  research participants
                     behavior

• People who have played a lot             • Psychological commitment to team
  and often
                                 scale (attitude)

• People who play with one team 
          • Open-ended questions about team
                                             brand interactions outside FIFA
• People who weren't loyal to team           (behavior)
  before playing FIFA (basic
  awareness OK)
                           • Series of yes/no and how often
                                             questions about brand interactions
• People who are skilled                     (behavior)


   35-50 participants

                                     !14
Methodology
Targeted online distribution

• Qualtrics

• Through LCB classes
  (Whitney to help)

• Through EA campus rep. 

• Second survey is a follow-up

• Incentives!!!




                                  !15
Hypothesis
 Based 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.




                                  !16
Implications

                                        • Clubs can use FIFA to grow
                                          brand
 • FIFA becomes a bona fide
   branding medium
                     • Elevate team within game
                                          through EA partnership (be on
 • Can sell exclusives to clubs           cover, integrate other media)
   who want to boost loyalty
                                        • Increase jersey sponsor and
                                          license fee value
 • Can sell data about where
   pockets of loyalty exist 
           • Locate foreign pockets of loyal
                                          fans - align other markets there.
 • Interview to determine other
   possible implications                • Manchester City example...

            Interviews with other sports organizations:
              media (ESPN), footwear / apparel (NIKE)
                                  !17
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
                                                      !18
Further Research
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:
 Other games:
 Body movement-
 How / Why players
   Relevent to 
 Relevent to non-US
 controlled video 
      Select teams:
  building MLS?  Basketball loyalty?     games
         Inform Specific tactics for 
                                                               elevating teams

                                        !19
Questions 
 please!


    !20

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Is FIFA an Antecedent to Soccer Team Brand Loyalty?

  • 1. Is The FIFA Video Game an Antecedent to Team Loyalty? Evan Baechler Adviser: Whitney Wagoner !1
  • 2. How many team brands? ... !2
  • 3. 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 !3
  • 4. Digital & Geographic Expansion • Content production is cheap • Distribution is Free • Create out-of-market brand touch points • BUT...sports marketers must choose between many digital spaces spaces • Proliferation poses danger !4
  • 5. Branding & Sport Video Games • 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 Brand intimacy and achievement potential !5
  • 6. Games Are Extremely Realistic Little disparity between virtual brand experience and real brand experience. !6
  • 7. 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
  • 8. What is FIFA? • 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 !8
  • 9. The FIFA Experience Play single match Create player Customize /help Play online Extended exp. As a team Tutorials Single games Live Season As a single player Profile MGMT Tournaments Manager mode With the computer Game manual Aligned with real events Offline tournament With friends !9 Friends' records
  • 10. Why FIFA? Best research platform for team sports and loyalty • 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 !10
  • 11. What is Brand Loyalty? Two-dimensional Construct Attitudinal Behavioral • Psychological commitment to • Demonstrates commitment team through brand interactions • Bias in favor of one team • Such as purchases, watching relative to similar teams games, consuming news... Satisfaction is an antecedent and sustainer of loyalty !11
  • 12. Why is Brand Loyalty Important? Soccer team example: Mechanism of profitability: • An increase in out-of-market • Repeat purchases loyalty leads to increased • Willingness to pay more to stay • Licensed product purchases with one brand over another (jerseys, etc.) • Increase in word of mouth, online • Media consumption sharing, referrals, socialization • More lucrative licensing, media, • Growth of per customer revenue and sponsorship partnerships !12
  • 13. Existing Video Game Research • 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 !13
  • 14. Methodology First survey Second survey • Identify a sample of viable • Measures loyalty - attitude and research participants behavior • People who have played a lot • Psychological commitment to team and often scale (attitude) • People who play with one team • Open-ended questions about team brand interactions outside FIFA • People who weren't loyal to team (behavior) before playing FIFA (basic awareness OK) • Series of yes/no and how often questions about brand interactions • People who are skilled (behavior) 35-50 participants !14
  • 15. Methodology Targeted online distribution • Qualtrics • Through LCB classes (Whitney to help) • Through EA campus rep. • Second survey is a follow-up • Incentives!!! !15
  • 16. Hypothesis Based 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. !16
  • 17. Implications • Clubs can use FIFA to grow brand • FIFA becomes a bona fide branding medium • Elevate team within game through EA partnership (be on • Can sell exclusives to clubs cover, integrate other media) who want to boost loyalty • Increase jersey sponsor and license fee value • Can sell data about where pockets of loyalty exist • Locate foreign pockets of loyal fans - align other markets there. • Interview to determine other possible implications • Manchester City example... Interviews with other sports organizations: media (ESPN), footwear / apparel (NIKE) !17
  • 18. 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 !18
  • 19. Further Research 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: Other games: Body movement- How / Why players Relevent to Relevent to non-US controlled video Select teams: building MLS? Basketball loyalty? games Inform Specific tactics for elevating teams !19