Chapter 3 n What is sports marketing? n Name different types of players. – I.e. amateur vs professional n Title IX n Who are sports consumers? n What are.

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Presentation transcript:

Chapter 3 n What is sports marketing? n Name different types of players. – I.e. amateur vs professional n Title IX n Who are sports consumers? n What are some benefits of international sports?

Chapter 4 n Market Segmentation – Analyzing a market by specific characteristics n What are differences between sports good and services? – Tangible and intangible n Product line or Product mix – Line is all one sport (baseballs, glove, bat) and mix is one store selling all sporting goods.

n Economic Effects – Money spent at sporting events is divided among all groups involved as well as city, and state. This helps with roads, public transportation and police. n Grassroots Marketing – Activities at the local community level such as charity drives and fundraiser. Good relations between team and consumers.

Chapter 10 n What is entertainment marketing? n Fad - many products or services influenced by entertainment are fads n Economics of Entertainment – Is in the top ten of highest grossing segment of the economy – Merchandising is a big part. Cross-selling -related products tied to one name. n I.e. movies and McDonalds happy meals - both benefit from advertising.

Types of Entertainment n Movies n Theme Parks n Television n Radio n Music n Performing Arts n Internet/Computers n Others - circus, opera, ballet

Chapter 11 n Evergreen - popular films or products year after year n Rack jobbers - independent vendors who distribute, price and control their own inventory with in a store. n Films after the theater - either are for rent or “sell through”

Location-based Entertainment (LBE) n Attractions which a person or family most travel to. (Six Flags) n LBE venues are usually owned by entertainment conglomerates n Water parks are one of the fastest growing entertainment business because of the low- cost and captive audiences

Edutainment n Recreation-based entertainment linked to education – Museums, Zoos, Historical places

Fun Facts n Television is the #1 entertainment medium. n Theater is the oldest n The first amusement parks were in Europe in the 1550’s n 8 minutes out of every 30 minutes is commercial time on TV n Print media - books, magazines, comics, and newspaper - is the second oldest – Romance publishers sell over 700 titles a year

Random Vocab n Syndication -many actors make more money on reruns than on the actual show. – Page 252 n Payola - an illegal payment by record companies to radio stations to persuade them to play their records

Chapter 5 Product Development Seven step method

n 1. SWOT (Strengths-Weakness- Opportunities-Threats) page 101 n 2.Idea Generation n 3.Screening and Evaluation n 4.Business Analysis n 5.Development n 6.Test Marketing n 7.Commercialization

Product Life Cycle Introduction Growth Maturity Decline

Price n Defined as the value placed on goods or services being exchanged n Price is effected by consumer perception, demand, cost, product life- cycle, and competition

Consumer Perception n Image of a product is closely related to its price n Prestige Pricing - Higher price for quality n Odd-Even - odd suggests bargain (25.99) even suggests quality (100.00) n Target pricing - working backward from what people will pay

Supply Demand Price Quantity Equilibrium Demand is always connected to price

Three methods of Cost Pricing n Cost Plus – price is based on cost plus desired profit n Mark-up – the difference between the retail and cost of item. (Pg 110) n Competitive market conditions-

Product Newness - Product Cycle n Pricing a new item high is called skimming price - recover cost of development. n Pricing a new item below competition is called penetration pricing.

In real- life situations, virtually all price setting is market- inspired to some extent.

Competition n Definition -Businesses that compete with price lower prices to draw customers. n Non-price competition exists when you compete with quality, service and customer loyalty.

Special Pricing Strategies n Price lining n Bundle pricing n Loss leader n Yield-management n Page 112

Price Adjustments and Regulations n Discounts and Allowances n Regulatory Laws - Sherman Anti-trust Act n Price Fixing and Predatory pricing

Chapter 6 n Research and Place Decisions

n Secondary Research - published data that have been collected for some other purpose - outside sources (books, articles, research companies) n Primary Research -original research conducted for a specific marketing situation.

Primary Research n Experiment n Observe n Survey – Focus Groups – Questionares n Collect Data n Census n Sample n Data mining – Pg 129

PLACE n “Location, Location, Location”

Channels of Distribution

Direct Telephone sales Print Television and the Internet Indirect Agents Wholesalers Retailers

Copy chart page132

Project Page 139 Present tomorrow

Chapter 12 and 13 n Product and Price decisions n Market Research

Role of Brands in Entertainment n Star Wars - n Different Identities - Disney vs Universal Studios n Trademarks not just logos and pictures - soundmark, motionmark

Branding on the internet n Company domain name n Copyright issues - Ipod downloads

n Celebrities as brands n Crossover n Archived Brands

Price Decisions n Pricing Strategies (page 278) – Recovering Costs – Return on Investment – Competition Pricing – Net Profit Pricing

Television & Radio n Cost is figured by reach and frequency – On average it takes three exposures to have a successful ad n Record labels or companies pay for air time. Radio stations can make more money from payoffs by a record company than they can from ad revenue.

n If a television show can air for three years or 60 episodes it is a financial success. The real profits are generated in reruns. n Some of the longest running shows are not reruns

Film Industry n 7 out of 10 films are not profitable at the box office. However, a theater generates a high gross-profit margin.

Customer Perception n In the entertainment industry, costs will determine what the customer is willing to pay.