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Anthony D. Pizzo

Other affiliations: La Salle University
Bio: Anthony D. Pizzo is an academic researcher from Temple University. The author has contributed to research in topics: Video game & Sport management. The author has an hindex of 5, co-authored 13 publications receiving 222 citations. Previous affiliations of Anthony D. Pizzo include La Salle University.

Papers
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Journal ArticleDOI
TL;DR: In this paper, the authors argue for the inclusion of organized e-sports events and competitions within sport management vis-a-vis e-games meeting certain defining criteria of sport in general.

199 citations

Journal ArticleDOI
TL;DR: In this article, the authors measured sport consumption motives to examine their influence on e-sports spectatorship and game attendance frequency and found that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market e-games similarly to traditional sport events.
Abstract: eSports–organized video game competitions–are growing in popularity, with top tournaments drawing crowds of spectators rivaling traditional sporting events. Understanding the extent to which eSport operates similarly to traditional sport is vital to developing marketing strategies for the eSport industry and informing academic research on eSport. Prior research has examined eSports in isolation from traditional sports, overlooking direct comparisons to understand the degree to which eSport spectators are motivated similarly to traditional sport spectators. The current study measures widely-used sport consumption motives to examine their influence on eSport spectatorship and game attendance frequency. In South Korea, spectator motives across one traditional sport (soccer) and two eSport contexts (FIFA Online 3 and StarCraft II) were measured. MANOVA results identify similar patterns for 11 out of 15 motives across the three. Significant differences between contexts include vicarious achievement, excitement, physical attractiveness, and family bonding. Multiple regression analysis results show that spectators across contexts have distinct sets of motives influencing game attendance. The current study demonstrates that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market eSport events similarly to traditional sport events.

89 citations

Journal ArticleDOI
TL;DR: In this paper, a collaborative self-study research project examining the influence of wearable fitness technology on physical activity is presented, focusing on the benefits, challenges, and opportunities associated with employing this underutilized qualitative method in sport management research.

22 citations

Journal ArticleDOI
TL;DR: In this paper, the authors examined the influence of wearable fitness technology (WFT) on the service experience in health and fitness clubs, and found that integrating WFT enhances service experience via increased social interaction, gamification, and accountability.
Abstract: Emerging technologies not only pose challenges for how sport organizations are managed but also create opportunities for sport organizations to become more competitive by enhancing consumers’ service experience. The integration of wearable fitness technology (WFT) by health and fitness clubs provides an opportunity to examine the influence of WFT on the service experience. Although existing research on technology innovations typically examines either the individual or the organizational perspective in isolation, we use the sport experience design framework to comprehensively examine the influence of WFT on the management and perceptions of service experiences. Participants (N = 37) who took part in the qualitative study included fitness club owners (n = 13), fitness club instructors (n = 7), and fitness club members (n = 17). Findings indicate that integrating WFT enhances the service experience via increased social interaction, gamification, and accountability. However, findings also suggest that technology innovations must be integrated carefully to avoid misalignment between providers’ and users’ perceptions. Despite the potential for misalignment, emerging technologies can enhance and expand the service experience beyond the physical environment, presenting sport organizations with technology-mediated opportunities to engage consumers.

20 citations

Journal ArticleDOI
19 Nov 2020
TL;DR: In this paper, the effectiveness of non-endemic sponsorships in esports remains uncertain, but traditional sport organizations and their sponsors are beginning to embrace esports, but the effectiveness remains uncertain.
Abstract: Traditional sport organizations and their sponsors are beginning to embrace esports, but the effectiveness of non-endemic sponsorships in esports remains uncertain. Esports consumers are notoriousl...

19 citations


Cited by
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Journal ArticleDOI
TL;DR: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.
Abstract: Purpose: In this study we investigate why do people spectate eSports on the internet. We define eSports (electronic sports) as a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces. In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet).Methodology: We employed the MSSC (Motivations Scale for Sports Consumption) which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (N=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model.Findings: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.Originality: During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.

431 citations

01 Jan 2006
TL;DR: In this paper, the effect of articulation of sponsorship fit on memory for sponsor-event pairings was examined, and it was shown that memory improvements via articulation are possible for incongruent sponsor event pairings.
Abstract: Corporate sponsorship of events contributes significantly to marketing aims, including brand awareness as measured by recall and recognition of sponsor‐event pairings. Unfortunately, resultant advantages accrue disproportionately to brands having a natural or congruent fit with the available sponsorship properties. In three cued‐recall experiments, the effect of articulation of sponsorship fit on memory for sponsor‐event pairings is examined. While congruent sponsors have a natural memory advantage, results demonstrate that memory improvements via articulation are possible for incongruent sponsor‐event pairings. These improvements are, however, affected by the presence of competitor brands and the way in which memory is accessed.

249 citations

Journal ArticleDOI
TL;DR: In this article, the role of e-sports in sport management is discussed and the role that sport management can be seen as a form of sportification, and the association among sport and various outcomes including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion.

104 citations

Journal ArticleDOI
TL;DR: In this article, the authors measured sport consumption motives to examine their influence on e-sports spectatorship and game attendance frequency and found that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market e-games similarly to traditional sport events.
Abstract: eSports–organized video game competitions–are growing in popularity, with top tournaments drawing crowds of spectators rivaling traditional sporting events. Understanding the extent to which eSport operates similarly to traditional sport is vital to developing marketing strategies for the eSport industry and informing academic research on eSport. Prior research has examined eSports in isolation from traditional sports, overlooking direct comparisons to understand the degree to which eSport spectators are motivated similarly to traditional sport spectators. The current study measures widely-used sport consumption motives to examine their influence on eSport spectatorship and game attendance frequency. In South Korea, spectator motives across one traditional sport (soccer) and two eSport contexts (FIFA Online 3 and StarCraft II) were measured. MANOVA results identify similar patterns for 11 out of 15 motives across the three. Significant differences between contexts include vicarious achievement, excitement, physical attractiveness, and family bonding. Multiple regression analysis results show that spectators across contexts have distinct sets of motives influencing game attendance. The current study demonstrates that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market eSport events similarly to traditional sport events.

89 citations

Journal ArticleDOI
TL;DR: In this article, the authors explored and evaluated the dimensions and consequences of online spectator demand in online games and identified preliminary dimensions of online esports online demand based on a series of metrics.
Abstract: This study explored and evaluated the dimensions and consequences of esports online spectator demand In doing so, we identified preliminary dimensions of esports online spectator demand based on s

72 citations