Terms Flashcards

1
Q

Property

A

a person (athlete), corporation, event, team, place, or concept which holds the ownership of intellectual property rights

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2
Q

In-house group

A

a collection of employees who work directly for a property or brand to provide services similar to those commonly performed by outside agencies

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3
Q

Entitlement

A

associating the name of a sponsor with the name of an event, facility, or similarly unique offering in exchange for cash or other considerations

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4
Q

Inventory

A

the assets that a sport property has to sell

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5
Q

Collective Bargaining Agreement (CBA)

A

A legal agreement between an employer and a union representing the employees. The result of an extensive negotiation process between the parties regarding topics such as wages, hours, and terms and conditions of employment. In sport, it commonly affects player-agent relationships

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6
Q

Grassroots programs

A

programs targeted to people at the primary involvement level, usually participants rather than spectators

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7
Q

ROI analysis

A

a method by which the output or outcome of an investment is calculated in light of the dollars or resources spent on that investment to determine the investment’s relative success

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8
Q

Strategic planning

A

A systematic process of envisioning a desired future, and translating this vision into broadly defined goals or objectives and a sequence of steps to achieve them.

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9
Q

Turnkey program

A

a product or service offering that a vendor executes without further involvement from the purchaser (client)

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10
Q

Client

A

a person, brand, property, media company, or concept represented by a sport agency

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11
Q

Gatekeepers

A

individuals or groups responsible for controlling the flow of proposals or solicitations to the decision maker

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12
Q

Skills essential to working in sport marketing and management agencies

A

Technical, People, and Organizational Skills

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13
Q

Youth Olympic Games (YOG)

A

an elite multisport event created by the IOC to provide competitive opportunities to 15-18 year olds in 28 summer sports and 7 winter sports

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14
Q

International Olympic Committee (IOC)

A

A nonprofit, international, multisport federation responsible for the governance of the Olympic Movement and its premier event, the Summer and Winter Olympic Games. It is also responsible for the Youth Olympic Games. The IOC works closely with national Olympic committees, with international sport federations, and with the organizing committees of the Olympic Games

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15
Q

Title IX

A

a U.S law that mandates equal opportunities for women and men in educational programs and activities that receive federal financial assistance

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16
Q

European Union (EU)

A

a unique economic and political partnership between 28 democratic European countries

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17
Q

International Paralympic Committee (IPC)

A

a nonprofit, international, multisport federation responsible for the governance of the Paralympics Movement and its premier events, the Paralympic Summer and Winter Games. The IPC promotes sport excellence for Paralympics

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18
Q

Match Fixing

A

An illegal activity in sport in which the outcome of the competition is predetermined and goes against the rules of sport; it is often motivated by gambling where bettors give money to players, coaches, or officials to arrange the outcome of the game.

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19
Q

Environment Sustainability

A

the condition of meeting the needs of the present without compromising the ability of future generations to meet their own needs; in the context of sports, it is the strategic planning for addressing environment issues related to all facets of a sport organizations operations

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20
Q

World Trade Organization (WTO)

A

an intergovernmental organization that regulates and facilitates international trade between nations

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21
Q

United States-Mexico-Canada Agreement (USMCA)

A

Free-trade agreement among the three countries that aim to grow North American economy through a mutually beneficial win for NA workers, farmers, ranchers, and businessess

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22
Q

Spot Fixing

A

An illegal activity in sport that involves betting on aspects of a game (that are not related to the final outcome of the game) that are fixed such as the timing of the first throw-in in football (soccer) or the timing of a ball’s wide delivery in cricket; often associated with cricket, football, and rugby.

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23
Q

Artificial Intelligence (AI)

A

training computers to mimic aspects of human intelligence, including processing the human language and digital images

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24
Q

Machine Learning

A

algorithms trained to find patterns in data and self-adjust to those patterns with more data

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25
Q

Virtual Reality (VR)

A

the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

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26
Q

Augmented Reality (AR)

A

a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view.

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27
Q

Streaming

A

the digital process of making content available to the public for viewing

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28
Q

Esports

A

also known as electronic sports, they are organized video gaming competitions between individual players or teams

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29
Q

Fantasy Sport

A

a type of online game play that allows users to assemble a hypothetical or imagery team composed of real-life sport players (in football) and play against other users for a chosen amount of time, whether a single day or an entire season

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30
Q

Traditional Fantasy Sport (TFS)

A

a fantasy sport game that covers an entire season, for which users draft players and assemble a team prior to the season and then adjust their lineup throughout the season with the players they have drafted

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31
Q

Daily Fantasy Sport (DFS)

A

represents the shorter version of traditional fantasy sport. Users can draft players before the real-life games start and create a unique lineup every day based on matchups, injuries, or favorite players. As the name implies, the game can be completed within the course of one day

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32
Q

Sports Betting

A

wagering money on the outcome of sport events

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33
Q

Marketing Mix

A

4 P’s: product, price, place, promotion. Sport marketers alter, modify, customize, or manipulate these elements to achieve marketing goals and objectives

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34
Q

Product Life Cycle

A

the life span stages of a sport product: introduction, growth, maturity, and decline

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35
Q

SWOT Analysis

A

assess the internal strengths and weaknesses of an organization and the external opportunities and threats that it faces

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36
Q

Branding

A

the process of using a name, design, symbol, or any combination of the three to help differentiate a sport product from the competition

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37
Q

Market Segmentation

A

the process of identifying smaller and viable clusters of sport consumers who may exhibit similar wants, needs, and interests regarding sport

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38
Q

Sport Sponsorship

A

The exchange relationship whereby entities acquire the rights to affiliate or associate with sport to achieve marketing benefits.

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39
Q

Ambush Marketing

A

when a company who has not paid a rights fee to become an official sponsor attempts to unofficially create an association with a sport property

40
Q

Promotions Mix

A

The collection of activities designed to communicate, inform, increase awareness, persuade, and motivate consumer action

41
Q

Athlete Activism

A

both a means and medium by which athletes promote social justice and other causes that affect their communities

42
Q

Marketing Research

A

the systematic process of obtaining, analyzing, and interpreting data or information to evaluate and improve marketing practices

43
Q

Social and Cultural Responsibility

A

Practices that promote the well-being of society, respond to the social environment, and respect the culture of consumers.

44
Q

Consumer Behavior

A

the set of actions a consumer makes before, during, and after a purchase

45
Q

Market Segment

A

a portion of the population that is distinctive in terms of its needs, characteristics, or behavior

46
Q

Target Market

A

a market segment identified as the focus of an organization’s marketing efforts

47
Q

Extrinsic Rewards

A

rewards given to a person by someone else

48
Q

Intrinsic Rewards

A

rewards a person receives from the experience itself

49
Q

Diversion

A

a distraction from a course or activity

50
Q

Eustress

A

positive levels of arousal provided to sport spectators

51
Q

Need Recognition

A

perception of a difference between a desired state and the actual situation; the first stage of the decision-making process

52
Q

Consumer Demand

A

consumers’ expectations about the attributes of a core product

53
Q

Service Quality

A

an indication of how well a delivered service conforms to the customer’s expectations in terms of what the customer is receiving and how the service is delivered through the interaction between the customer and the service provider

54
Q

Sport Sales

A

The revenue-producing element of the marketing process for sport organizations.

55
Q

Direct Sales

A

Sales strategies that target consumers directly via one-on-one interaction

56
Q

Quantitative

A

a numeric representation of an amount

57
Q

Data Management

A

a process that includes the collection, storage, and distribution of data

58
Q

Analysis

A

the examination of data to explain events

59
Q

Variable

A

an action or object that is measured, often at different (changed) points in time or positions

60
Q

Regression

A

the statistical study of the relationship between variables (independent and dependent)

61
Q

Bayes’ Rule

A

a formula named after Reverend Thomas Bayes that can be used to predict the probability of an uncertain outcome

62
Q

Probability

A

the chance or likelihood that an event or action will occur

63
Q

Measurements

A

quantifying the attributes of observable events

64
Q

Sport Communication

A

a process by which people in sport, in a sport setting or through a sport endeavor, share symbols as they create meaning through interaction

65
Q

Sport Mass Media

A

those individuals and entities involved with delivering sport communication content to the masses through traditional (or legacy) print channels

66
Q

Effects

A

varied results of communication in regard to its effect on audience members and society in general

67
Q

Strategic Sport Communication Model (SSCM)

A

depicts the dynamics of communication and the various settings in which communication occurs in sport

68
Q

Sport Print Communication

A

communication through printed publications such as sports sections in newspapers, sports magazines, and sport books

69
Q

Over-the-top (OTT) Delivery

A

The process by which a broadcast network, such as Fox Sports Go or HBO Now, delivers its content directly to a consumer through an Internet app. This delivery can eliminate the need for the consumer to subscribe to a cable or satellite provider.

70
Q

Sport Social Media

A

Sport-specific use of web-based applications to share information, opinions, and experiences.

71
Q

Sport Ephemeral Social Media

A

sport-specific use of web-based applications in which the content is automatically deleted after a designated amount of time

72
Q

Sport Public Relations

A

A brand-centric communication function designed to manage and advance relationships between a sport organization and its key publics

73
Q

Community Relations

A

focuses on the promotion of charitable initiatives affiliated with the sport organization and the development of opportunities to directly engage with diverse stakeholders

74
Q

Scarcity

A

the basic economic problem facing all institutions, including sport. A sport product is considered scarce of people want more of the product than is freely available for consumption

75
Q

Economic Interaction

A

the exchange of one product of value for another product of value

76
Q

Demand

A

the relationship between the price of the product and the amount of the product that consumers are willing to pay

77
Q

Law of Demand

A

a general rule that consumers will demand less of a product as its price increases and more of a product as its price falls

78
Q

Supply

A

the relationship between price and the product suppliers are willing to produce and sell

79
Q

Law of Supply

A

general rule that suppliers will increase production as the price of the product increases and decreases production as the price falls

80
Q

Market Equilibrium

A

the price at which the quantity demanded equals the quantity supplied

81
Q

Market Surplus

A

a price at which the quantity supplied of a product is greater than the quantity demanded

82
Q

Market Shortage

A

a price at which the quantity demanded of a product is greater than the quantity supplied

83
Q

Sport Economic impact Studies

A

analyses of how expenditures on sport teams, events, or facilities economically affect a specific geographic region

84
Q

Privatization

A

the act of transferring management oversight from the public sector to a private company or organization

85
Q

Tax-Exempt Bonds

A

Owners of professional sport franchises receive subsidies from local, state, and federal taxpayers when the stadium is financed with government bonds. These bonds are issued at below-market interest rates and are paid for by the exemption of the bonds’ interest income.

86
Q

Booking

A

securing and contracting one specific sport or entertainment event

87
Q

Boilerplate Contract

A

generic document that uses standard language and a fill-in-the-blank format to outline expectations between parties

88
Q

Cost Analysis

A

a systematic process used to provide an estimation of the revenues and expenses of an event

89
Q

Work Order

A

a document that details all the requirements of an event

90
Q

Work Breakdown Structure (WBS)

A

a document that divides event tasks into smaller, manageable tasks

91
Q

Gantt Chart

A

a bar chart that displays the various tasks and the timeline in which they must be completed

92
Q

Run Sheet

A

a detailed schedule of the timing and sequence of the event elements

93
Q

Exercises

A

Focused practice activities that place staff members in simulated incident scenarios and require them to function in the capacity expected of them in a real-world event.

94
Q

Command Center

A

a designated area where the command group (security team) controls the security functions by monitoring activities inside and outside the facility

95
Q

Settlement

A

reconciling the expenses and revenues of an event and dividing the profits according to a contracted arrangement