Second Test Flashcards

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1
Q

what are sports and entertainment

A

leisure activities for the purpose of enjoyment

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2
Q

who do sports and entertainment marketers always sell participation in sports or entertainment to

A

consumers

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3
Q

what is a consumer

A

people who use products; person who spends money on stuff (goods and services)

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4
Q

discretionary income

A

money left to spend after necessary expenses are paid

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5
Q

what has the growth of sports and entertainment relied on

A

customers with free time, discretionary income, and a desire for recreation

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6
Q

who were sports and entertainment originally made for and why

A

wealthy people; others could not afford the prices to go to different events

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7
Q

how were all people eventually able to go to all of the entertainment

A

wages were raised, better working conditions, and reasonable working hours for their members (people could now afford it all)

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8
Q

what else made entertainment more available to the working class

A

development of technology and some new inventions

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9
Q

kinetoscope

A

a device used to view a sequence of moving pictures; everyone could use it no matter what social class, so people really liked it

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10
Q

William “Bill” Veeck

A

key figure in the development of sports marketing (owned Cleveland Indians and the Chicago White Sox)

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11
Q

what did William “Bill” Veeck introduce

A

fireworks, dazzling scoreboards, special event nights, grandstand manager’s day (all of this made the games more valuable to fans

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12
Q

Adolph Zukor

A

founder of Paramount Pictures; knew how to get a crowd

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13
Q

what can’t you rely on today

A

cannot simply rely on the entertainment value of their products; need other aspects to complete the experience for people

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14
Q

vendors

A

sellers of products

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15
Q

what is needed to ensure that everything will go smoothly with entertainment and everything

A

a plan; will be based on demographics

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16
Q

product

A

a good or service that any for-profit industry sells to its customers; good or service bought or sold

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17
Q

what are celebrities and athletes used for

A

to advertise and start an exposure of different things on television, magazines, ads, or anything like that

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18
Q

what is basis of all marketing

A

4 P’s

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19
Q

what is sometimes considered the 5th P of that marketing mix

A

people

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20
Q

promotion

A

any form of communication used to persuade people to buy products

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21
Q

what is the difference between sports and entrainment products from traditional consumer products

A

sports and entertainment products are not physical goods that can be stacked on a store shelf; they are more dynamic

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22
Q

examples of that more dynamic aspect

A

tiger woods sells more than just golf stuff, esp. restaurant sells burgers and gods, not just tickets or stuff to places

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23
Q

endorsement

A

approval or support of a product or idea, usually by celebrity

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24
Q

what are celebrities used for and why

A

not only used in sports marketing; they are powerful marketing tools because they have a public persona

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25
Q

what is public persona

A

personality perceived by the public

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26
Q

core product

A

the main product, such as sports event, move, stage show, or book (tangible)

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27
Q

ancillary product

A

a product related to or created from the core product (cane tangible/intangible

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28
Q

what can companies market products as in sports and entertainment and what can come from it

A

either core or ancillary products/ can earn additional revenue

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29
Q

revenue

A

gross income

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30
Q

place relation

A

matters when marketing a certain product and who you are going to market it to

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31
Q

price relation

A

radically different than traditional consumer product prices (movie theaters don’t lower prices to compete with other theaters)/ price is set and adhered to uniformly, based on what people will pay

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32
Q

price problems

A

when rich athletes or celebrities protest for more money, which can later damage their public relationship

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33
Q

ticket scalpers

A

unauthorized ticket sellers who stand outside an event and offer tickets at a higher price

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34
Q

piracy

A

the unauthorized use of an owner’s or creator’s music, movies, or other copyrighted material

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35
Q

bootleg

A

products and distributed without organization

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36
Q

royalty

A

a payment for material that has been copyrighted, or legally declared as belonging to the creator

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37
Q

product tie-in

A

use of ancillary products such as merchandise as promotional tools

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38
Q

cross promotion

A

any form of communication through which one industry relies on another to promote its product

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39
Q

convergence

A

the overlapping of product promotion

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40
Q

snyergy

A

a combined action that occurs when products owned by one source promote the growth of related products

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41
Q

risks

A

unforeseen events and obstacles that can negatively affect business

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42
Q

risk management

A

a strategy to offset business risks

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43
Q

what can’t marketers just do

A

can’t just sell tickets, they must generate a fan base/loyalty

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44
Q

what are the three main areas that sports and entertainment differ in

A

consumer loyalty, product, revenue stream

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45
Q

consumer loyalty

A

consumer’s attitude that occurs when they are happy with a company and become repeat customers

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46
Q

product

A

we know what this is by now

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47
Q

revenue stream

A

the amount of revenue that something gets and where it comes from; entertainment has a stronger revenue stream because there are more aspects to get money from it, where sports usually just generate about the same amount of money each night form the game and all that

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48
Q

what do sports marketers target

A

a core group of fans and wok on maintaining their loyalty

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49
Q

what is an entertainment consumer motivated by

A

not by a brand or team loyalty, but by a desire for satisfying entertainment; subject to “whats hot and whats not”

50
Q

what is the job of the entertainment marketer

A

find a winning formula to try and know what consumers want, then CREATE the product

51
Q

what is the job of the sports marketer

A

find a winning team to try and know what consumers want, then DELIVER that product

52
Q

what is the difference between the two products

A

consistency, or stability, of the sports product, and the variability of the entertainment product (entertainment has to predict trends)

53
Q

sponsorship

A

the promotion of a company in association with a property

54
Q

what has created enormous amounts of revenue

A

visual advertising

55
Q

question for product

A

who is my customer

56
Q

question for price

A

how do i compete for customers

57
Q

question for place

A

where will i sell the product

58
Q

questions for promotion

A

how will i inform my customer

59
Q

labor unions

A

more pocket, more time to spend it

60
Q

exterior factors

A

better transportation, radio, etc.

61
Q

interior factors

A

pre game, in game, post game entertainment

62
Q

leisure activities for the purpose of enjoyment

A

what are sports and entertainment

63
Q

consumers

A

who do sports and entertainment marketers always sell participation in sports or entertainment to

64
Q

people who use products; person who spends money on stuff (goods and services)

A

what is a consumer

65
Q

money left to spend after necessary expenses are paid

A

discretionary income

66
Q

customers with free time, discretionary income, and a desire for recreation

A

what has the growth of sports and entertainment relied on

67
Q

wealthy people; others could not afford the prices to go to different events

A

who were sports and entertainment originally made for and why

68
Q

wages were raised, better working conditions, and reasonable working hours for their members (people could now afford it all)

A

how were all people eventually able to go to all of the entertainment

69
Q

development of technology and some new inventions

A

what else made entertainment more available to the working class

70
Q

a device used to view a sequence of moving pictures; everyone could use it no matter what social class, so people really liked it

A

kinetoscope

71
Q

key figure in the development of sports marketing (owned Cleveland Indians and the Chicago White Sox)

A

William “Bill” Veeck

72
Q

fireworks, dazzling scoreboards, special event nights, grandstand manager’s day (all of this made the games more valuable to fans

A

what did William “Bill” Veeck introduce

73
Q

founder of Paramount Pictures; knew how to get a crowd

A

Adolph Zukor

74
Q

cannot simply rely on the entertainment value of their products; need other aspects to complete the experience for people

A

what can’t you rely on today

75
Q

sellers of products

A

vendors

76
Q

a plan; will be based on demographics

A

what is needed to ensure that everything will go smoothly with entertainment and everything

77
Q

a good or service that any for-profit industry sells to its customers; good or service bought or sold

A

product

78
Q

to advertise and start an exposure of different things on television, magazines, ads, or anything like that

A

what are celebrities and athletes used for

79
Q

4 P’s

A

what is basis of all marketing

80
Q

people

A

what is sometimes considered the 5th P of that marketing mix

81
Q

any form of communication used to persuade people to buy products

A

promotion

82
Q

sports and entertainment products are not physical goods that can be stacked on a store shelf; they are more dynamic

A

what is the difference between sports and entrainment products from traditional consumer products

83
Q

tiger woods sells more than just golf stuff, esp. restaurant sells burgers and gods, not just tickets or stuff to places

A

examples of that more dynamic aspect

84
Q

approval or support of a product or idea, usually by celebrity

A

endorsement

85
Q

not only used in sports marketing; they are powerful marketing tools because they have a public persona

A

what are celebrities used for and why

86
Q

personality perceived by the public

A

what is public persona

87
Q

the main product, such as sports event, move, stage show, or book (tangible)

A

core product

88
Q

a product related to or created from the core product (cane tangible/intangible

A

ancillary product

89
Q

either core or ancillary products/ can earn additional revenue

A

what can companies market products as in sports and entertainment and what can come from it

90
Q

gross income

A

revenue

91
Q

matters when marketing a certain product and who you are going to market it to

A

place relation

92
Q

radically different than traditional consumer product prices (movie theaters don’t lower prices to compete with other theaters)/ price is set and adhered to uniformly, based on what people will pay

A

price relation

93
Q

when rich athletes or celebrities protest for more money, which can later damage their public relationship

A

price problems

94
Q

unauthorized ticket sellers who stand outside an event and offer tickets at a higher price

A

ticket scalpers

95
Q

the unauthorized use of an owner’s or creator’s music, movies, or other copyrighted material

A

piracy

96
Q

products and distributed without organization

A

bootleg

97
Q

a payment for material that has been copyrighted, or legally declared as belonging to the creator

A

royalty

98
Q

use of ancillary products such as merchandise as promotional tools

A

product tie-in

99
Q

any form of communication through which one industry relies on another to promote its product

A

cross promotion

100
Q

the overlapping of product promotion

A

convergence

101
Q

a combined action that occurs when products owned by one source promote the growth of related products

A

snyergy

102
Q

unforeseen events and obstacles that can negatively affect business

A

risks

103
Q

a strategy to offset business risks

A

risk management

104
Q

can’t just sell tickets, they must generate a fan base/loyalty

A

what can’t marketers just do

105
Q

consumer loyalty, product, revenue stream

A

what are the three main areas that sports and entertainment differ in

106
Q

consumer’s attitude that occurs when they are happy with a company and become repeat customers

A

consumer loyalty

107
Q

we know what this is by now

A

product

108
Q

the amount of revenue that something gets and where it comes from; entertainment has a stronger revenue stream because there are more aspects to get money from it, where sports usually just generate about the same amount of money each night form the game and all that

A

revenue stream

109
Q

a core group of fans and wok on maintaining their loyalty

A

what do sports marketers target

110
Q

not by a brand or team loyalty, but by a desire for satisfying entertainment; subject to “whats hot and whats not”

A

what is an entertainment consumer motivated by

111
Q

find a winning formula to try and know what consumers want, then CREATE the product

A

what is the job of the entertainment marketer

112
Q

find a winning team to try and know what consumers want, then DELIVER that product

A

what is the job of the sports marketer

113
Q

consistency, or stability, of the sports product, and the variability of the entertainment product (entertainment has to predict trends)

A

what is the difference between the two products

114
Q

the promotion of a company in association with a property

A

sponsorship

115
Q

visual advertising

A

what has created enormous amounts of revenue

116
Q

who is my customer

A

question for product

117
Q

how do i compete for customers

A

question for price

118
Q

where will i sell the product

A

question for place

119
Q

how will i inform my customer

A

questions for promotion

120
Q

more pocket, more time to spend it

A

labor unions

121
Q

better transportation, radio, etc.

A

exterior factors

122
Q

pre game, in game, post game entertainment

A

interior factors