Sport Marketing: Managing the Exchange Process
By E. N. Jackson. 2000
160 citations recorded by the source corpus.
Subfields: Economics and Econometrics, Gender Studies, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/34bea7116ffa41624f3bb8ae87728eb24821ba20
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Economics and Econometrics
- Max Sjöblom
- B. Stewart
- Konstantinos Alexandris
- Min Xiao
- Juho Hamari
- Aaron C. T. Smith
- Nikolaos Tsigilis
- N. Theodorakis
In Gender Studies
- Serafim Karvounis
- Nikolaos Tsigilis
- N. Theodorakis
- James J. Zhang
- Konstantinos Alexandris
- Max Sjöblom
- B. Stewart
- Min Xiao
In Sociology and Political Science
- Max Sjöblom
- Min Xiao
- Juho Hamari
- Serafim Karvounis
- Nikolaos Tsigilis
- N. Theodorakis
- Konstantinos Alexandris
- James J. Zhang
Citations in the corpus
- What is eSports and why do people watch it? (2017, background): “An appreciation of player skill has been shown to be an impactful motivational factor in sports (Milne and McDonald, 1999).”
- The Travelling Fan: Understanding the Mechanisms of Sport Fan Consumption in a Sport Tourism Setting (2007, methodology): “Trail & James’ (2001) Motivation Scale for Sport Consumption (MSSC) produced a similar model of fan motivation and interest, which integrated Wann’s (1995) studies with the Motivations of the Sport Consumer Scale of Milne & McDonald (1999).”
- eSport vs. Sport: A Comparison of Spectator Motives (2018, unknown): “Common motives include vicarious achievement, drama, excitement, entertainment value, and social opportunities (Funk et al., 2001; Milne & McDonald, 1999; Trail & James, 2001). eSport represents a new area for study in sport consumer behavior (Funk, 2017).”
- Predicting spectators’ behavioural intentions in professional football: The role of satisfaction and service quality (2013, background): “These dimensions clearly correspond to the core product in spectator sports, as defined by a number of authors and researchers (Milne & McDonald, 1999; Mullin, 1985; Mullin et al., 2007).”
- Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action (2020, methodology): “Wann’s (1995) scale is based on the conceptual literature of sports sociology, and Milne and McDonald (1999) developed their scale based on Sloan (1985) and Maslow (1943).”
- Impact of core and peripheral service quality on consumption behavior of professional team sport spectators as mediated by perceived value (2013, background): “Various scholars have stressed that winning is the ultimate goal for a professional sport team due to its enormous impact on the financial success of the sport organization; thus, variables related to winning were often found to be very important (Milne & McDonald, 1999; Zhang et al., 2003b).”