You are on page 1of 18

A conceptual framework for the adoption of

smartphones in a sports context

RESEARCH PAPER
Jae-Pil Ha
Assistant Professor, Sport Management Abstract
University of Arkansas, USA

Sun J. Kang This study proposes a conceptual model to


PhD candidate, Sport Administration comprehensively understand how sports fans perceive
University of Louisville, USA
and accept smartphones and applications in a
Jaehyun Ha (corresponding author) sport consumption context by developing a series of
Assistant Professor, Sport Marketing
Department of Sports Marketing
propositions. Theoretically based on the
Keimyung University, Daegu, South Korea 704-701 Technology Acceptance Model (TAM) and the
Tel: 82-53-580-5758 Sport Website Acceptance Model (SWAM), this study
Fax: 82-53-580-5314
Email: jaehyunha@kmu.ac.kr provides fundamental groundwork to better
conceptualise sports fans’ decision making processes
Peer reviewed involving the latest technology used to consume sport.

Executive summary
Today’s technologies have changed the way sports fans with friends with ease using a mobile web browser or
perceive and consume sport. In addition to various sports-related applications. With the rapid increase in
devices that provide instant access to the internet, the number of smartphone users and a greater degree
mobile phones have evolved to be smart handheld of integration into sports fans’ lives, smartphones
computers (known as smartphones) supporting a wide have the potential to significantly influence sport
range of services that can be accessed at any time experiences.
and from almost anywhere. For instance, the function In order to better understand mobile fans, this
of a smartphone allows sports fans to instantly follow study specifically focused on smartphones’ built-in
their favourite games live and share sports information hardware functions (e.g. web-browser, camera, touch

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 2

SMS16.3 Paper 1 Smartphones KT.indd 161 17/05/2015 10:16


Smartphones & sports consumption

screen) and applications that are downloadable to any cutting-edge technologies that are capable of
through different platform stores (e.g. App Store serving a similar purpose to a smartphone.
for iPhone). The conceptual model was developed The framework delivers several benefits for both
based on a series of 13 propositions suggesting scholars and practitioners. Theoretically, the conceptual
directional relationships between three main categories model provided clear perspective beyond TAM, bridging
(perceptions towards smartphones, sports-specific the gaps between unique smartphone functions and
factors and smartphone-specific factors) and users’ consumers’ intention to accept such technology for
intention to consume sport using a smartphone. sport. In addition, the framework lays groundwork
First, we specified perceptions about smartphones for future researche to be conducted in the areas of
and sport applications consisting of three constructs technology use for sports-specific content. For sports
(i.e. perceived usefulness, perceived ease of use, marketers, gaining a deeper understanding of sports
RESEARCH PAPER

perceived enjoyment) mainly driven from the fans’ decision making processes will provide ideas for
Technology Acceptance Model (TAM)-based literature. better services and sponsorship opportunities using the
In considering these three core constructs, we have current technologies.
suggested directional relationships between the
constructs as well as how it may influence users’
intention to use smartphones for sports consumption. Introduction
In addition, we have proposed that sports fans would
simultaneously perceive smartphones’ function People in both developing and developed countries
to be useful, easy and enjoyable especially when are rapidly moving from traditional mobile phones to
smartphones are capable of supporting numerous smartphones. According to Gartner Inc a total of 225
types of fan activities. million smartphones were sold in the second quarter
Second, we suggested that there are two sports- of 2013, accounting for 51.7% of total mobile phone
specific salient factors (i.e. sports involvement, sales worldwide (Meulen & Rivera, 2013). The rapid
commitment) influencing the use of smartphones for growth of smartphones presents alternative ways for
sports consumption. Based on previous literature, sports consumers to connect with their favourite sport
sports involvement factor was considered from a and sports teams. One of the driving forces behind
perspective where sport itself served as a stimulus. the growing popularity of smartphones is mobile
The commitment factor on the other hand involves applications that provide an easy way to access sport
sports fans’ emotional or psychological attachment (referred to hereafter as apps). Smartphone users
towards sport. In applying these sport-specific factors can download various categories of apps including
to the model, we have discussed the relationship entertainment (e.g. games), business, music, sport,
between sports involvement and the intention to social networking, weather, books, photo and video.
use smartphones and mediating effects of the sports The number of downloads at worldwide mobile app
commitment. These two factors are what distinguish stores surpassed 45.6 billion in 2012, up 82%
this framework from other technology concepts as it from an estimated 25 billion in 2011 and they
takes sports fan perspective into the consideration. are expected to soar to 310 billion by 2016 (Petty
Finally, we provided support for three unique individual & Meulen, 2012). With the increasing number of
factors (i.e. social influence, personal attachment, users and greater inclusion into one’s daily life, it
media multi-tasking) influencing the use of is not uncommon for people to actively engage in
smartphones and applications for sports consumption, activities that are specific to their smartphones such
in addition to the TAM-based perceptions and sports- as specialised information search, social networking,
specific salient factors. The three factors are unique emailing and purchasing products or services through

3 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 162 17/05/2015 10:16


Smartphones & sports consumption

either pre-installed web-browsers (e.g. Safari for Lanasa, Ramos, Lunchs, & Lou, 2010). Smartphones
iPhones) or apps themselves on the smartphones. took the popularity of the Internet to the next level
Accordingly, mobile business has become an important as they broaden the horizon of the Internet as the
segment of the economy. device allowed users to access the internet anytime,
The rapid growth in the use of smartphones and anywhere. In considering unique aspects and
mobile apps has also created new opportunities for functionality of the smartphone, which is relatively
the sports industry to connect with sports consumers. new to the field of sport and technology, it is critical to
For example, smartphones’ web-browsers and explore various important factors influencing decision-
apps allow sports fans to easily obtain news and making processes of sports fans while consuming
information about their favourite teams and players, sports products and services using smartphones.
purchase game tickets and receive promotional offers Before exploring the factors, it is necessary to

RESEARCH PAPER
by one-click access almost anytime and anywhere understand some of the differences that are associated
(Olson, 2010). Further, a smartphone provides an with the smartphones over the traditional computer-
opportunity for sports fans to communicate with each based websites in the sports consumption process.
other about sports-related issues using online social For the purpose of this study, smartphone functions
media apps (e.g. Twitter, Facebook), text messaging are defined broadly to include hardware functions
and online blogs without a computer. Indeed, (e.g. camera, voice recognition, touch and 3G/4G
according to the Global Sports Media Consumption connection) as well as operating system’s software
Report (TV Sports Markets, 2013), approximately functions (e.g. applications, internet browser, texting
56% and 80% of online sports fans in the U.S. and and phone calls). With smartphones, sports fans
China respectively employed internet-enabled mobile can easily and instantly access sports information
devices (e.g. smartphones) to access sports content. using short cuts and touch functions without access
With the significant increase in smartphone use in restrictions, while fans accessing the same information
sports consumption, numerous sports organisations using computer-based internet need to type text, make
are investing significant financial resources into several clicks and must have access to an internet
mobile marketing for smartphones and mobile apps server. In addition, smartphone users have access to
in order to generate a high level of fan engagement. smartphone apps that are designed specifically for
In addition, mobile marketing using smartphones devices with a touch function. Such apps (e.g. ESPN
and apps can play a critical role in managing data for ScoreCenter, MLB.com, At Bat) allow sports fans to
fans, enhancing the secondary revenue stream from access customised sports-related information, meaning
sponsorship, advertising, promotions and fan services that they are capable of receiving only information
both on and off the field (Olson, 2010). and news about the teams, players and sports
Due to the ever-increasing popularity of the Internet leagues of their choice. The customisation function
and its increased importance as a marketing operation of smartphones may lead sports fans to develop a
tool for sports organisations, a plethora of studies strong personal association with the smartphone as
have paid increasing attention to sports websites they feel more attached to their favourite teams (see
in the realm of sports management. The topics Anthes, 2011; Bellman, Potter, Treleaven-Hassard,
include, but are not limited to, motivations for sports Robinson, & Varan, 2011), which may not occur with
websites (Hur, Ko, & Valacich, 2007; Seo & Green, use of computer-based websites. Finally, mobility
2008), involvement, commitment and attributes of of the smartphone provides users with convenient
sports websites (Hur, Ko, & Claussen, 2011, 2012), ways to consume sport while they are on the move.
sports website loyalty (Carlson & O’Cass, 2012) and Unlike laptops, most smartphones are designed to fit
marketing opportunities (Filo & Funk, 2005; Ciletti, into a pocket or purse to be highly portable. Indeed,

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 4

SMS16.3 Paper 1 Smartphones KT.indd 163 17/05/2015 10:16


Smartphones & sports consumption

it was found that a key reason for following sport consumption behaviour. Specifically, drawing upon
on a smartphone was due to the ease of accessing the Technology Acceptance Model (TAM; Davis,
the Internet using 3G/4G while travelling (TV Sports Bagozzi, & Warshaw, 1989; Venkatesh & Davis,
Market, 2013). Although traditional devices, such as 2000), the Theory of Reasoned Action (TRA; Ajzen
computers, may be able to provide information in a & Fishbein, 1980; Fishbein & Ajzen, 1975) and the
similar manner, the additional functional advantages Sport Website Acceptance Model (SWAM; Hur et al,
of smartphones provide an alternative option for fans 2011, 2012), the purpose of this study is to propose
to stay closely connected with sports. For instance, the a conceptual model to comprehensively explain how
touch-enabled shortcut functions enable users to easily sports fans perceive and accept smartphones in a
access information while on the move or when rushed sports consumption context by developing a series
to look up information. Considering the aforementioned of propositions. In addition to the above theoretical
RESEARCH PAPER

advantages (i.e. instant access, customisability and frameworks, we employed a network theory (Burt,
portability), it is implied that these perceptions driven 1980) and prior studies to incorporate three individual
by function reflect perception towards the degree of factors unique to smartphones and mobile apps (e.g.
ease of smartphone use in a sports consumption personal attachment, social influence and media multi-
setting. tasking).
Recently, scholars in the fields of marketing, For the purpose of the current study, we regarded
consumer behaviour, information technology and sports consumption behaviour using a smartphone
communication have started to pay attention to as any sports-related activities (e.g. searching for
smartphones and their apps, because it is assumed sports-related information, purchasing game tickets
that the new technologies have a great opportunity for and sports products) through either mobile websites
advertising, marketing, branding and mobile commerce or sports-related apps. Given that every single activity
channels (Anthes, 2011; Bellman et al, 2011; Wang in a smartphone is based on a mobile technology (e.g.
et al, 2012). Although the importance of a smartphone pre-installed web-browser or sports-related app), it
and apps as a new marketing device is emphasised is not reasonable to differentiate sports consumption
outside of the sports marketing field, little attention behaviour between the smartphones’ web-browsers
is paid to the role of smartphones in understanding and sports-related apps. Therefore, we considered
various sports consumption behaviours. Generally, functions of a smartphone comprehensively from
because sports fans are incredibly passionate and hardware and software perspectives.
identify with their favourite teams and players (Olson,
2010) compared to general consumers, sports fans
are much more likely to accept large amounts of Technology Acceptance Model (TAM)
sports-related information via smartphones. The rapid
growth and popularity in the use of smartphones The TAM is conceptually grounded in Theory of
and sports apps has created new ways for sports Reasoned Action (TRA; Fishbein & Ajzen, 1975),
organisations to communicate and link with their fans which has long been employed in predicting and
(Kang, Ha, Hambrick, & Greenwell, 2012). Thus, explaining fundamental human behaviour. The TRA
we need to understand how sports fans perceive and theorises the sequential links between attitudes,
accept the rapidly developing technology in a sports subjective norms, behavioural intention and actual
consumption setting. Given the paucity of academic behaviour. Specifically, an individual’s actual behaviour
research on sports fans’ acceptance of smartphones is determined by his/her intention to perform the
and sports apps, we developed a conceptual model behaviour. The behavioural intention is in turn
by identifying important factors influencing sports influenced by the individual’s attitudes and subjective

5 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 164 17/05/2015 10:16


Smartphones & sports consumption

norms associated with the behaviour. Based on the Although the SWAM explained how new technologies
TRA, Davis (1989) first developed TAM to explain how could be used and accepted by sports fans, the model
individuals use and accept information technology. had limitations as it specifically addressed the use of
During the past two decades, TAM has evolved through sports websites. As mentioned previously, the sports
evidence from numerous studies. Basically, TAM is consumption process through computer-based sports
based on two key constructs (perceptions) – perceived websites share similar characteristics but are different
usefulness (PU) and perceived ease of use (PEU) – due to their distinctive functions. In fact, it is plausible
that are predictive of attitudes, behavioural intention that there are unique factors such as social influence,
to use and the actual use of technology. Although the personal attachment and media multi-tasking that
TRA attitude construct was originally included in the would influences smartphone usage in a sports
TAM, it was later eliminated in the TAM due to the consumption context (Kang, Ha, & Hambrick,

RESEARCH PAPER
limited effect of attitude on behavioural intention (Davis 2012). Therefore, it is necessary to incorporate the
et al, 1989). While the TRA is employed to explain unique factors for the use of smartphone as well as
general and fundamental human behaviours, the TAM TAM-based constructs and sport-specific factors into
is more likely to explain variance in technology-related a theoretical framework, which can comprehensively
behaviour. explain the use of smartphone in a sports context.
Extensive research has been conducted to
empirically validate and support the TAM in the
field of information technology (Hong et al, 2006; A proposed conceptual framework
Moon & Kim, 2001;Van der Heijdenn, 2004). Some
scholars, however, have pointed out that the TAM Based on Eisenhardt’s (1989) approach, our
has been limited to account only for the number of conceptual framework is mainly built upon integration
factors involved in explaining the use of information of literature, common knowledge and past experience.
technology systems. Due to the primary focus of the Briefly speaking, the proposed framework is composed
TAM, it has been criticised for being too simple and of three components. First, we specify that perceptions
parsimonious (Park et al, 2008; Venkatesh, 2000). about smartphones/sports apps consist of three
In addition, Davis (1989) suggested that additional constructs (i.e. perceived usefulness, perceived ease
variables influencing the use and acceptance of new of use and perceived enjoyment) mainly derived
technologies should be explored, which may be from TAM-based literature and we suggest that they
different across various technologies and contexts. With influence behavioural intention to use smartphones
these perspectives, Hur et al (2011) developed the for sports consumption. Second, there are two sport-
Sport Website Acceptance Model (SWAM) by arguing specific salient factors (i.e. sports involvement and
that there are two sports-specific salient factors (i.e. commitment) influencing the use of smartphones for
sports involvement and commitment) that influence sports consumption. Lastly, we propose that there are
the use of sports-related websites, in addition to the three unique individual factors (i.e. social influence,
TAM-based constructs (e.g. PU and PEU). According personal attachment, media multi-tasking) influencing
to Hur et al (2011), sports fans are likely to visit sports the use of smartphones/apps for sports consumption.
websites and search for sports-related information At the end, the relationship between intention to use
because they are interested in (sports involvement) or a smartphone and actual use in a sports context was
committed to a specific team, player, or sport. explained (see Figure 1).

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 6

SMS16.3 Paper 1 Smartphones KT.indd 165 17/05/2015 10:16


Smartphones & sports consumption

FIGURE 1 Proposed conceptual framework for smartphones and mobile apps

PERCEPTIONS TOWARDS SMARTPHONE

PERCEIVED PERCEIVED PERCEIVED


USEFULNESS EASE OF USE ENJOYMENT
P2 P3

P1
P6 AGE OF
USER
P4 P5 P7
RESEARCH PAPER

SPORTS
INTENTION TO USE OF SMARTPHONE
INVOLVEMENT
P8 USE P13 FOR SPORTS
CONSUMPTION
P9
P10 P11 P12
SPORTS
COMMITMENT

SOCIAL PERSONAL MEDIA


INFLUENCE ATTACHMENT MULTI-TASKING

SMARTPHONE-SPECIFIC FACTORS

Perceptions about smartphones to consumers’ usage and adoption of the technology


derived from TAM (e.g. Gao et al, 2012; Pagani, 2004; Plouffe et al,
2001). As explained previously, the two TAM-based
The literature on information system has shown that constructs – PU and PEU – predict behavioural
TAM has played a leading role in providing theoretical intention and actual use of a new technology. Besides
framework in explaining and predicting system use these two constructs, some researchers have argued
and adoption of technology in the workplace. In fact, that the existing TAM should be extended to include an
TAM has become popular to be cited in most of the additional construct – perceived enjoyment (PE) – to
research that concerned users’ intention to accept better explain adoption of hedonic technology systems
new technology (Lee, Kozar, & Larsen, 2003). Even (e.g. providing entertainment value to users) (Ha et al,
though TAM-based models are primarily applied to 2007;Van der Heijden, 2004).
innovative technology adoption within the organisation Although previous studies have demonstrated
(e.g. Davis, 1989, 1993; Hong et al, 2006), it has TAM’s general applicability for latest technologies,
also been applied to more general settings relating the meanings within the constructs are unique across

7 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 166 17/05/2015 10:16


Smartphones & sports consumption

different devices. Especially when considering PU, et al, 2005; Pagani, 2004). In a sports context, sports
PEU and PE for smartphones, their function is capable fans would perceive a smartphone as useful and
of crossing all three constructs (Kang et al, 2013). For beneficial when they can obtain various information
example, smartphone’s portability can be viewed from about his/her favourite teams, players and sports
an ‘easy to use’ and ‘useful’ perspective depending on leagues through mobile sports websites or sports-
the usage and user. Accessing team information can related apps.
also be considered from ‘enjoyment’, ‘useful’ or ‘easy to The construct, perceived ease of use (PEU), is
use’ perspectives. Thus, we have applied the general defined as “the degree to which a person believes
concept of TAM and modified its construct to consider that using a particular system would be free of effort”
unique aspects of smartphone function. Below is a (Davis, 1989). In other words, PEU refers to “the level
conceptualisation on how these three key constructs of cognitive and deliberative effort that is required

RESEARCH PAPER
as beliefs about smartphones and apps influence of the individual in learning to use the technology”
intention to use and actual use of smartphones in a (Kwak & McDaniel, 2011,). In a sports consumption
sports consumption context. context, the PEU conceptually relates to convenience,
which was defined as a motivation to obtain and
Simultaneous perception towards consume sports-related information in a quick and
a smartphone easy way, regardless of time and place (Hur, Ko et al,
2007; Kaufman-Scarborough & Lindquist, 2002).
Simultaneous perception is an important concept With regard to smartphone/sports app adoption in a
applied exclusively to smartphone usage. As sports consumption context. PEU can be described
mentioned above, the benefits of smartphones provide as the extent to which sports fans would find it easy
a wide array of function assisting users both personally to operate and navigate the smartphone in order to
and professionally. Considering smartphones’ multiple find desired information about his/her favourite teams,
functionality that can be used for many user activities, players or sports effortlessly, anywhere and at anytime.
simultaneous perception is defined as a concept The TAM-based research has traditionally focused
that captures the degree to which a person believes on professional settings and, as such, the employed
function or action taken using a smartphone will models paid much attention to utilitarian aspects of
be easy, useful and enjoyable when accomplishing the technologies. Yet, various technologies are also
tasks using a smartphone. In order to address the used partially or entirely for personal purposes. In other
unique function of smartphones, simultaneous words, a new technology use might be motivated not
perception considers simultaneous occurrence of only by expected increases in productivity or efficiency,
TAM’s core constructs including perceived usefulness, but also by intrinsic motivation such as enjoyment and
perceived ease of use and perceived enjoyment. Prior fun (Igbaria et al, 1996). Thus, utilitarian aspects of
to examining TAM’s applicability, each of the core the technology are supplemented with hedonic ones.
constructs is examined. While the utilitarian aspects of a technology refer to
Based on the suggestions of TAM, perceived those that lead to extrinsic value for the user (e.g.
usefulness (PU) is defined as “the degree to which usefulness), the hedonic aspects of the technology refer
a person believes a certain system will help perform to those which the user values for the sole intrinsic
a certain task” (Bruner & Kumar, 2003, p. 553). In reward that lead to the experience of entertainment
other words, PU mirrors more instrumental utilities and enjoyment (Abad et al, 2010; Bruner & Kumar,
provided by the new technology. The construct, PU, 2003). In the proposed model, the perceived
has also been widely employed in the technology enjoyment (PE) refers to the extent to which sports
consumption settings (Kulviwat et al, 2007; Nysveen fans expect smartphone use to be fun and enjoyable in

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 8

SMS16.3 Paper 1 Smartphones KT.indd 167 17/05/2015 10:16


Smartphones & sports consumption

a sports consumption setting. For example, sports fans Three TAM-based constructs and
may have fun and enjoy watching the highlights of intention to use
his/her favourite team’s play and communicating with
other sports fans through smartphones. As noted above in Proposition 1, the three TAM-based
The TAM constructs for information technology or perceptions are more likely to occur simultaneously
computer-based internet can easily employ each of addressing smartphone functions. However, once
the TAM’s core constructs to examine user intentions. simultaneous perception takes place, it is plausible
However, smartphone’s functions enable users’ that a certain construct may reinforce perceptions
intention to be more flexible by allowing multiple of other constructs. For example, a sports fan may
perceptions on a smartphone to occur simultaneously. perceive smartphone to be easy, useful and enjoyable
For instance, many sports fans use the push function when following his or her favourite sports team. After
RESEARCH PAPER

from ESPN ScoreCenter app to receive latest news having the simultaneous perception, the fan may
about their favourite team. The fans who conveniently perceive that sports apps are very easy to use when
obtained the latest news using their smartphone following his or her favourite teams and players, which
would perceive the technology to be easy and useful. in turn reinforces the perception of its usefulness. More
While they read the news, the fans would perceive specifically, Venkatesh (2000) posited that PU will be
the smartphone as an entertainment source as they influenced by PEU, “because the easier a technology
discover news that may intrigue their interest. In this is to use, the more useful it can be”. Indeed, some
case, sports fans’ perceptions towards a smartphone studies found that PEU reinforced PU (e.g. Jantan et
occurred simultaneously and the action pertaining to al, 2001; Moon & Kim, 2001). Another significant
their perception is rather difficult to classify into the finding in regard to the relationships between
specific construct of TAM. TAM-based constructs was that PE significantly
Further, smartphones are perceived to be easy reinforced PEU (Venkatesh, 2000; Yi & Hwang,
and useful for sports fans who express or share their 2003). This finding is theoretically supported by the
opinion about sport through social media sites and following rationale: “Enjoyment makes individuals
blogs. For example, while watching a sporting event, underestimate the difficulty associated with using the
smartphone users are able to take a picture and technologies since they simply enjoy the process itself
post it instantaneously on their social media page by and do not perceive it to be arduous” (Sun & Zhang,
using an app. By doing so effortlessly, sports fans 2006). Accordingly, the following two propositions are
would perceive the smartphone to be easy, useful presented in regard to the relationships between the
and entertaining as they can easily keep up with their three TAM-based constructs:
friends and have an opportunity to share their on-going
sports experiences. Again, the inherent nature of the Proposition 2: The easier a smartphone is to use, the
multi-functionality feature for smartphones allows user more likely sports fans are to perceive it as useful in a
perceptions on a smartphone to occur simultaneously sports consumption setting.
unlike other technologies. Therefore, the following
proposition is presented: Proposition 3: Sports fans’ level of PEU for the use of
smartphone in a sports consumption setting would be
Proposition 1: When sports fans consume sport using significantly reinforced by PE.
smartphones, they would simultaneously perceive its
function to be useful (PU), easy (PEU) and enjoyable In addition to the theoretical relationships between the
(PE). perceptions, numerous TAM-based empirical studies
have shown that the three perceptions based on the

9 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 168 17/05/2015 10:16


Smartphones & sports consumption

TAM significantly influence the use and acceptance Proposition 7: Sports fans who enjoy and have
of technologies. For example, PU was a strong fun in consuming sports products or services via
determinant of user acceptance and usage behaviour smartphones would be more likely to develop future
in work settings (Davis, 1989, Davis et al, 1989; intention to use them.
Fenech, 1998) as well as in consumer adoption
contexts using mobile devices (Bruner & Kumar, 2003; Sports-specific salient factors
Kulviwat et al, 2007; Pagani, 2004). Also, other Although the above TAM-based perceptions
studies found that PEU directly influenced intention influence the adoption of smartphones in a sports
to use a technology (e.g. Hur et al, 2012; Venkatesh, consumption context, it is critical to understand and
1999; Venkatesh & Davis, 2000). However, given identify sports-specific salient factors predominantly
that the majority of smartphone users are relatively influencing sports consumption behaviour. According

RESEARCH PAPER
young and technology savvy, the influence of PEU to the Sport Website Acceptance Model (SWAM)
on intention to use it may be different depending developed by Hur and his colleagues (2011, 2012),
on ages. Indeed, Arning and Zifle (2007) found there are two sports-specific salient factors when
that the strength of relationship between PEU of a fans access computer-based sports websites: sports
Personal Digital Assistant (PDA) and intention to use involvement and sports commitment. Hur and his
it was significantly different based on the age group. colleagues (2011, p. 211) argued that sports fans
More specifically, young people were more likely to “visit a sport website and search for sport information
perceive use of the technologies to be easy and more because, in addition to the site’s ease of use or
likely to take an advantage of them when compared usefulness, they are interested in or committed
to their counterparts. PE has gained attention as to” following his or her favourite team, sport and
various technologies became more personal. In the player. Given that the function of e-commerce is
consideration of a hedonic nature of the technology, still conducted using the function of mobile web
quite a few studies have found that PE was a technology in smartphones rather than the app itself,
significant determinant of the adoption and utilisation we attempted to integrate these two salient factors into
of new technologies (Ha et al, 2007; Hsu & Lin, the conceptual framework.
2008; Moon & Kim, 2001). Taking all together, the
following four propositions are suggested: Sports involvement
Involvement is “evoked by a particular stimulus or
Proposition 4: Sports fans who perceive smartphones situation and has driven properties. [Involvement’s]
as useful for sports consumption are more likely to use consequences are types of searching, information-
smartphones. processing and decision making” (Kapferer & Laurent,
1985, p. 49). In this regard, involvement embraces
Proposition 5: Sports fans who perceive smartphones the relevance or amount of importance a stimulus
as easy are more likely to use them in a sports object (e.g. a product) has on an individual. Based
consumption setting. on this definition, a considerable amount of research
on involvement has been conducted in the field of
Proposition 6: The relationship between PEU of a consumer behaviour and regarded it as a critical
smartphone and intention to use would be moderated predictor of the consumer decision making process.
by a sports fan’s age. Specifically, the relationship Involvement in the sports context was defined as
between the two would be stronger for young sports “the perceived interest in and personal importance
fans than for older sports fans. of sport to an individual” (Shank & Beasley, 1998)
by utilising sport itself as the stimulus. In the realms

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 10

SMS16.3 Paper 1 Smartphones KT.indd 169 17/05/2015 10:16


Smartphones & sports consumption

of leisure and sports activities, involvement has also activity, but also commit to various objects in a
shown to be a significant predictor of various sports spectator context such as team, player, coach, sport
consumption behaviours and pertinent psychological itself and so forth.
factors such as psychological commitment and loyalty To clarify the concept of sports commitment, we
(Bee & Havitz, 2010; Bennett et al, 2009; Hur et al, further examined the concept of loyalty. In sport and
2012; Iwasaki & Havitz, 1998, 2004, Kerstetter & leisure settings, loyalty was conceptualised to reflect
Kovich, 1997; McGehee et al, 2003). For example, both one’s attitudinal and behavioural aspects towards
McGehee et al. (2003) and Bennett et al. (2009) a brand, product, or service (Backman & Crompton,
found that individuals with high levels of involvement 1991a, 1991b; Park, 1996). It has, however, been
conduct more detailed information searches and spend suggested that attitudinal aspect of loyalty is regarded
more time gathering information as well as reading as an independent construct separate from behavioural
RESEARCH PAPER

and analysing the collected information. Therefore, aspect of loyalty (Bee & Havitz, 2010; Iwasaki &
it is quite natural to consider that sports involvement Havitz, 2004; Mahony et al, 2000; Pritchard et
facilitates sports fans to adopt a smartphone or al, 1999). Given that attitudinal aspect represents
sports app to obtain various information about his/her one’s psychological state, the emphasis of sports
favourite teams, players and sport. Even though the commitment in this study is examined from the
sports involvement construct was originally proposed to psychological aspect.
influence directly both intention to use a sports website In sport and leisure settings, several scholars have
and its actual use in the SWAM (Hur et al, 2011), found that sports commitment (i.e. psychological
their following empirical study (Hur et al, 2012) found commitment) was affected by involvement, which
that the sports involvement only directly influenced in turn influenced behavioural loyalty (Bee & Havitz,
intention to use. Accordingly, the following proposition 2010; Iwaski & Havitz, 2004). For example, sports
is presented: commitment mediated the relationship between sports
involvement and behavioural loyalty (Bee & Havitz,
Proposition 8: Sports fans who have high levels 2010). In other words, if an individual is interested
of sports involvement would be more likely to use in a certain sports team, he/she would be more likely
smartphones in a sports consumption setting. to find information about the team’s games through
psychological attachment to the team. Based on these
Sports commitment findings, we suggest the following proposition:
A term closely associated with involvement is
commitment, which is conceptualised as an emotional Proposition 9: Sports commitment would mediate
or psychological attachment to a brand, product, or the relationship between sports involvement and the
service (Beatty et al, 1988; Crosby & Taylor, 1983). adoption of a smartphone in a sports consumption
In a sports context, sports commitment was defined setting.
as “a psychological state representing the desire and
resolve to continue sports participation in a particular Smartphone-specific factors
programme, specific sport or sport in general” (Casper In addition to TAM-based constructs (i.e. PU, PEU,
& Andrew, 2008). Even though it appears to be PE) and sport-specific factors (i.e. sports involvement
only applicable for the sports participation context, and commitment), Kang et al, (2012) suggested
many studies have also investigated the commitment that there are two individual factors unique to the
construct in the spectator sports context (e.g. Bee & use of smartphones in a sports consumption setting:
Havitz, 2010; Mahony et al, 2000). In other words, social influence and personal attachment. Further,
individuals not only commit to sports participation given that media multi-tasking is prevalent among

11 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 170 17/05/2015 10:16


Smartphones & sports consumption

smartphone users, we added media multi-tasking people to decide to download sports apps based on
as a smartphone-specific factor to the theoretical others’ evaluations/reviews posted on the app stores as
framework. The following section discusses how these well as recommendations of others who share similar
three factors play a significant role in the adoption of interests (e.g. peers of sports fans). In this regard, we
smartphones for sports consumption. present the following proposition:

Social influence Proposition 10: A sports fan’s intention to download


New technology tends to be spread through a process and use sports apps on the smartphone is influenced
of imitation (Rogers & Shoemaker, 1971). This by others’ comments and suggestions (social
phenomenon appears to be the case with sports influence).
apps on the smartphone, wherein individuals adopt

RESEARCH PAPER
the technology based largely on the influence of Personal attachment
others within their social networks (Taylor, Voelker, & Personal attachment is defined as the extent to
Pentina, 2011). According to network theory (Burt, which individuals view the smartphone as extensions
1980), various types of peer-to-peer relationships of themselves and an integral part of their life by
are conceptualised as a series of nodes (e.g. sports personalising their smartphones with unique content,
app users in this study) and ties (e.g. relationships wallpapers and ringtones as ways to present their
between the users). It is becoming increasingly clear phones (Gao et al, 2012). For example, it is plausible
that these networks play a critical role in the diffusion that while one fan downloads and uses the ESPN
of a new technology (Goldenberg et al, 2009; ScoreCenter app to obtain information on his/her
Christophe Van den Bulte & Joshi, 2007). favourite teams, another fan could use the Yahoo!
In the TRA, Fishbein and Ajzen (1975) already Sportacular app even if they support the same
addressed the aspect of social influence with, among team. Furthermore, sports fans can customise and
others, the term subject norm. This term refers to personalise their own sports apps on smartphones
the perceptions an individual has of whatever social by setting a certain function on the apps to receive
influence might be exerted on him with regard only information they care about (e.g. push function).
to performing or not performing the behaviour in Accordingly, one’s smartphone is completely different
question. Venkatesh and Davis (2000) have also from anybody else’s even if they are the same brand
included social influence in the extension of TAM and and model. In this regard, people are likely to be
concluded that individuals are inclined to respond to attached to their smartphones by having the capability
social influence in order to “establish and maintain to personalise and customise the phones to meet their
a favourable image within a reference”. Indeed, individual needs. Thus, personal attachment primarily
numerous empirical studies have shown that social encompasses one of the smartphone’s unique
influence was a significant determinant of acceptance functions; customisability.
of a new technology (Sajjad et al, 2009; Taylor et Prior studies have attempted to investigate the role
al, 2011; Venkatesh & Davis, 2000). Specifically, in of personal attachment in mobile phone use (Kim,
the context of mobile devices, the adoption of mobile 2002; Skog, 2002; You et al, 2011). For example,
devices is affected by the behaviours and attitudes You et al. (2011) found that emotional attachment
of the consumer’s social network (Lu et al, 2005). to a smartphone had a positive effect on continued
Further, Taylor et al. (2011) found that social influence intention to use the smartphone. The central theme
played a significant role in consumer’s decisions to in these studies was that the mobile phone is not
download and use mobile apps on the smartphone. only used to represent a communication device, but
In a sports context, for example, it is very common for also used to represent extensions of the self through

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 12

SMS16.3 Paper 1 Smartphones KT.indd 171 17/05/2015 10:16


Smartphones & sports consumption

personalised features. Thus, it is becoming increasingly through the apps provide convenient ways to do media
clear that smartphones have become a significant multi-tasking. As such, the following proposition is
extension of oneself (Sultan et al, 2009). presented:
Recently, Gao and his colleagues (2012) found that
greater levels of personal attachment to one’s mobile Proposition 12: Sports fans who often perform and
phone led to more positive attitudes towards mobile become engaged in media multi-tasking are more likely
marketing activities of a company. Similarly, Tossell to consume sports using the smartphones.
and his colleagues (2012) found that the more users
personalise their smartphones, the greater amount of Intention and actual usage
time they spend on them. Based on these findings, While some studies based on TAM examined only
it is possible that once sports fans are attached the relationship between TAM-based perceptions
RESEARCH PAPER

to smartphones, they are more likely to use the (e.g. PU, PEU, PE) and intention to use a new
smartphone in a sports consumption setting. From this technology without actual usage variable (e.g. Song et
perspective, the following proposition is presented: al, 2007; Sun & Zhang, 2006), others examined the
relationship between intention and actual usage (e.g.
Proposition 11: The more sports fans are attached Davis et al, 1989; Van der Heijden, 2003; Venkatesh
to smartphones, the more they are likely to consume & Davis, 2000; Hur et al, 2012). However, intention
sport through the smartphones. and actual usage should be considered as a separate
construct because there exists a certain circumstance
Media multi-tasking in which an individual cannot actually use a new
The creation of smartphones and sports apps technology even though he or she has strong intention
introduced new and different ways for sports fans to use the technology due to constraints (Hur et al,
to consume sport using smartphone/apps. The core 2011). Considering that numerous studies have found
function of a smartphone includes constant connection that the intention to use a new technology positively
to the 3G/4G network, portability, information sharing influenced actual usage of the technology (Davis et al,
and enhanced communication. Such useful functions 1989; Van der Heijden, 2003; Venkatesh & Davis,
allow users to undertake media multi-tasking, which 1996, 2000), we present the following proposition.
was found to influence smartphone usage (Baron &
Segerstad, 2010; Zhong, 2013). In a smartphone Proposition 13: A sports fan who has a strong
context, media multi-tasking combines traditional intention to use a smartphone would be more likely to
multi-tasking and an action of switching between use the smartphone in a sports consumption setting.
devices (Zhong, 2013). Traditional multi-tasking on
a smartphone/app refers to being involved in two
or more media activities such as watching game Summary
highlights on YouTube while chatting with friends
on the phone. The other part of media multi-tasking In spite of the practical importance of a smartphone
involves use of multiple devices. For example, a in a sports context, no academic research on the
baseball fan watching a game on television and smartphone adoption has been done yet. To fill
looking up the player’s statistics using his/her this gap, we proposed a theoretical framework of
smartphone apps would be an example of media smartphone use in a sports consumption setting
multi-tasking. Although such functions can be by developing a series of propositions. Throughout
performed using other devices such as a personal the study, we developed a conceptual framework
computer, a smartphones’ portability and shortcuts to provide an underpinning for understanding (1)

13 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 172 17/05/2015 10:16


Smartphones & sports consumption

the central perceptions of smartphones and sports by focusing on sport-specific factors. In addition, we
apps based on TAM; (2) the sport-specific salient explored SWAM (Hur et al, 2011) that evolved from
factors affecting the use of smartphones for sports TAM to suggest additional variables that are assumed
consumption; and (3) smartphone-specific factors to be important in predicting smartphone users’
that attribute to the sports consumption context. behaviour.
More specifically, the conceptual framework (see However, TAM and SWAM failed to address
Figure 1) for the adoption of a smartphone included various aspects and functionalities of smartphones
three perceptions of a smartphone and sports apps: as they were originally developed to address older
perceived usefulness (PU), perceived ease of use technologies. With the introduction of smartphones
(PEU) and perceived enjoyment (PE). The proposed and apps that are capable of assisting every aspect
conceptual model postulated that these three of our lives, the models needed to be conceptualised

RESEARCH PAPER
perceptions occur simultaneously due to the inherent differently. In order to overcome such limitations, we
nature of multi-functionality feature for smartphone have included simultaneous occurrence of the three
and directly affect intention to use the smartphone TAM-based perceptions (i.e. PU, PEU and PEU)
and sports apps. This fundamental proposition is as well as directional influence of the three main
well supported and documented by the TAM-based categories (i.e. perceptions towards smartphones,
literature. In addition, the sport-specific salient factors sport-specific factors and smartphone-specific
are included in the model: sports involvement and factors) based on the support of previous studies that
commitment. These two factors influence intention reported the affect (Jantan et al, 2001; Moon & Kim,
to use a smartphone for sports consumption. This 2001, Sun & Zhang, 2006; Venkatesh, 2000; Yi &
premise is also well supported by leisure and sports Hwang, 2003). Most importantly, we have included
activities literature. Furthermore, the conceptual smartphone-specific factors that are relevant in
model proposed social influence, personal attachment addressing today’s sophisticated devices. Although the
and media multi-tasking as unique individual factors model was developed to address smartphone usage,
influencing intention to use the smartphone in a sports the model could be used to address other mediums
consumption setting. that are designed to include similar functions (e.g.
tablets). Considering the limitations of comprehen-
sively addressing current technology uses in sport,
Implications the proposed model is intended to provide additional
insights by laying the initial groundworks for future
Theoretical implication studies.
The present study proposed a theoretical model
specifically addressing the smartphones and apps in Practical implications
the field of sport. Upon validation, this model could The proposed model is also intended to help
serve as a fundamental groundwork for evaluating practitioners as new technologies provide additional
sports fans’ intention to consume sport using their outlets for marketing and sponsorship opportunities.
smartphone. It is critically important to understand In order to utilise smartphones’ marketing potential,
sports fans’ decision making processes regarding sports marketers should first understand mobile
smartphone usage as the growing trend will create users’ intention to consume sport. Many smartphone
additional marketing and promotion opportunities. users will initially download and try out an app just
Taking sports fans’ unique individual differences that for fun or out of curiosity. In other words, in order
will affect technology acceptance behaviours, we have to continually retain mobile fans’ attention, sports
first examined the TAM and expanded the frameworks marketers must be aware of how the users got to

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 14

SMS16.3 Paper 1 Smartphones KT.indd 173 17/05/2015 10:16


Smartphones & sports consumption

where they are in the first place. Considering many include information providing, purchasing products or
smartphone users perform mobile searches after services, communication and so forth. For example,
seeing an advertisement on other forms of media (e.g. information providing apps such as ESPN SportCenter
computer website, TV, newspaper), it is also very and Yahoo! Sportacular should continue their effort to
important for sports marketers to convey information improve sports-related information (e.g. player stats)
about sports-related apps to sports consumers through on real-time bases and design their apps based on an
other media. For example, using unified logos on individual user’ need (customisation). In addition to
an app, mobile web browser and official webpage apps, sports fans also consume sports information,
increases consumer awareness. Sports-related apps service and product via mobile websites. As such,
are a prime example of the self-advertising agent. The developing high-quality mobile websites is paramount.
apps automatically generate an access point (icon) on Once the model is empirically tested and validated,
RESEARCH PAPER

users’ smartphones upon downloading. The majority it will provide a theoretical and practical foundation
of the apps are in the shape of the organisation’s logo, for understanding smartphone users’ behaviour in
providing an opportunity to increase brand image on sport. With a limited amount of studies available
users’ personal devices. In addition, providing services for smartphones in a sports context, the model
either to support user’s daily activity or fanship, will provide initial entry to further examining the
encourages users to become familiar and develop users’ behaviour and decision making processes. As
a positive image towards the organisation that had mentioned above, benefits associated with smartphone
created the app. functions are undeniable. Furthermore, the model
Smartphones and sports-related apps also present could be expanded in an attempt to understand other
opportunities for sponsorship and promotion within technologies to come in the future in a sports setting.
the space available on the app. For instance, the
PGA Masters tournament app for 2012 featured their
main sponsors’ logo on the top and the bottom of the Future research
apps they provided. The same space could be used to
advertise with words or pictures to increase visibility The model serving the purpose of entry point will
of the promotional effort. However, these opportunities help to generate more specific questions towards
need to be considered with caution given that understanding smartphone users’ sports consumption
smartphone-specific factors may play a critical role in behaviour. First, future studies should focus on
creating a successful marketing campaign. validating the current model in order to take advantage
In regards to sponsorship opportunities, the model of the benefits mentioned above. Another interesting
may serve as a tool to analyse users’ characteristics area for future research, in addition to testing the
and perspectives (e.g. age, gender, usefulness proposed model, may be integrating the TAM-based
and convenience of the apps) in cooperation with perceptions (PU, PEU, PE) with other key drivers
smartphone providers such as Apple, Blackberry, found to affect smartphone usage in a sports setting.
Verizon, AT&T and so forth. With this information, It is plausible that the TAM-based perceptions might
potential sponsors can decide which sports-related interact with other key drivers of sports app usage such
app is the most appropriate for them to maximise as level of curiosity (Kang et al, 2012). For example,
return on investment. The proposed model may even when sports fans perceive some of their sports
also provide an opportunity for sports marketers to apps to be less useful or enjoyable, they are still
evaluate various aspects of smartphone and apps likely to use the apps due to a high level of curiosity.
as they play a critical role in attracting individuals Therefore, it would be worthwhile to examine other
to be further engaged in sport. These aspects may factors influencing the use of sports apps.

15 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 174 17/05/2015 10:16


Smartphones & sports consumption

Future study should also explore the difference in of technology in sport and marketing influences of
users’ consumption behaviour between the types new media. He has publications in the International
of sports-related apps available (e.g. sports news Journal of Sport Communication and with the Holcomb
app vs. fitness app). Furthermore, each factor in the Hathaway publishers.
model should be examined in detail to determine
whether the smartphone is unique when compared Jaehyun Ha (corresponding author) is an assistant
to other studies that had examined new media (i.e. professor of the College of Physical Education at
social media, mobile TV). One of the effective ways in Keimyung University in South Korea. His research
examining the factors within the model is to analyse interests include sports fan consumption behavior
consumer evaluation/reviews of the sports-related regarding fan motivation, spectator satisfaction,
apps on smartphones. Examining users’ reviews psychological commitment, attitude strength and

RESEARCH PAPER
on sports-related apps is a critical to understanding fan loyalty as well as organisational behaviour in
how the apps they purchased (or downloaded for sport related to organisational justice, organisational
free) influences their sports consumption experience. commitment and organisational citizenship behaviour.
Another possible topic for future research may be
comparing the use of smartphones with that of tablets
in a sports context. Although smartphones’ functions References
and attributes are very similar to those of tablets, there
may be usage difference between the two in terms of Abad, M., Diaz, I., Vigo, M. (2010). Acceptance of mobile
circumstances. Considering our model being the first technology in hedonic scenarios. Paper presented at the 24th
attempt to understand smartphone users’ intention and British HCI Group Annual Conference, Dundee, United
Kingdom.
behaviour, many questions will be generated from this
study to further examine smartphones in the context of Ajzen, I., Fishbein, M. (1980). Understanding attitudes and
sports consumption. predicting social behavior. Englewood Cliffs, NJ: Prentice-Hall.
Arning, K., & Ziefle, M. (2007). Understanding age differences
© 2015 International Marketing Reports in PDA acceptance and performance. Computers in Human
Behavior, 23, 2904-2927.
Anthes, G. (2011). Invasion of the mobile apps.
Biographies Communications of the ACM, 54(9), 16-18. doi:
10.1145/1995376.1995383
Jae-Pil Ha is an assistant professor at the University Backman, S. J. & Crompton, J. L. (1991a). Differentiating
of Arkansas at Little Rock, Sport Management between high, spurious, latent and low loyalty participants
programme. His research interests focus on sports in two leisure activities, Journal of Park and Recreation
Administration 9(2), 1-17.
consumption behavior of minorities, new media
technologies in sport and sport for development and Backman, S. J. & Crompton, J. L. (1991b). The usefulness of
peace. He had publications in, among others, the selected variables for predicting activity loyalty. Leisure Sciences,
13, 205-220.
Journal of Sport Management, International Journal of
Sports Marketing and Sponsorship, Journal of Sport for Baron, N. S., & Segerstad, Y. H. (2010). Cross-cultural patterns
in mobile-phone use: Public space and reachability in Sweden,
Development.
the USA and Japan. New Media & Society, 12(1), 3-11.

Sun J. Kang is a PhD candidate and an instructor Beatty, S. E., Homer, P., & Kahle, L. R. (1988). The
involvement-commitment model: Theory and implications.
at the University of Louisville, Sport Administration
Journal of Business Research, 16(2), 149-167.
programme. His research interests focus on the use

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 16

SMS16.3 Paper 1 Smartphones KT.indd 175 17/05/2015 10:16


Smartphones & sports consumption

Bee, C., & Havitz, M. (2010). Exploring the relationships among Davis, F. D., Bagozzi, R. P. & Warshaw, P. R. (1989) User
involvement, psychological commitment, and behavioral loyalty acceptance of computer technology: A comparison of two
in a sport spectator context. International Journal of Sport theoretical models. Management Science, 35(8), 982-1003.
Marketing and Sponsorship, 11(2), 140-157.
Eisenhardt, K. M. (1989). Building theories from case study
Bellman, S., Potter, R. F., Treleaven-Hassard, S., Robinson, J. A., research. Academy of Management Review, 14, 532–550.
& Varan, D. (2011). The effectiveness of branded mobile phone
Fenech, T. (1998). Using perceived ease of use and perceived
apps. Journal of Interactive Marketing, 25(4), 191-200. doi:
usefulness to predict acceptance of the World Wide Web.
10.1016/j.intmar.2011.06.001
Computer Networks and ISDN Systems, 30, 629–630.
Bennett, G., Ferreira, Lee, J. & Polite, F. (2009). The role of
Filo, K. & Funk, D. C. (2005) Congruence between attractive
involvement in sport and sport spectatorship in sponsor’s
product features and virtual content delivery for internet
brand use: The case of Mountain Dew and action sport
marketing communication. Sport Marketing Quarterly,
sponsorship. Sport Marketing Quarterly, 18(1), 14-24.
14(2), 112-122.
RESEARCH PAPER

Bruner, G., & Kumar, A. (2003). Explaining consumer


Fishbein, M. & Ajzen, I. (1975) Belief, attitude, intention and
acceptance of handheld Internet devices. Journal of Business
behaviour: An introduction to theory and research. Reading, MA:
Research 58, 115-120. doi:10.1016/j.jbusres.2003.08.00
Addison-Wesley.
Burt, R. S. (1980). Model of network structure. Annual Review
Gao, T., Rohm, A. J., Sultan, F., & Huang, S. (2012).
of Sociology, 6, 79-141.
Antecedents of consumer attitudes toward mobile marketing:
Casper, J. M., & Andrew, D. P. S. (2008). Sport commitment A comparative study of youth markets in the United States
differences among tennis players on the basis of participation and China. Thunderbird International Business Review, 54(2),
outlet and skill level. Journal of Sport Behavior, 31(3), 201-219. 211-224.
Carlson, J., & O’Cass, A. (2012). Optimizing the online channel Goldenberg, J., Han, S., Lehmann, D. R., & Hong, J. (2009).
in professional sport to create The role of hubs in the adoption process. Journal of Marketing,
73, 1-13.
trusting and loyal consumers: The role of the professional sports
team brand and service quality. Journal of Sport Management, Ha, I., Yoon, Y. & Choi, M. (2007) Determinants of adoption
26, 463-478. of mobile game under mobile broadband wireless access
environment. Information and Management, 44(3), 276-286.
Casper, J. M., & Andrew, D. P. S. (2008). Sport commitment
differences among tennis players on the basis of participation Hong, S., Thong, J. Y., Tam, K. Y. (2006) Understanding
outlet and skill level. Journal of Sport Behavior, 31(3), 201-219. continued information technology usage behaviour: A
comparison of three models in the context of mobile internet.
Christophe Van den Bulte, Y. V., & Joshi, Y. V. (2007). New
Decision Support Systems, 42(3), 1819-1834.
product diffusion with influential and imitators. Marketing
Science, 26(3), 400-421. Hsu, C. & Lin, J. C. (2008) Acceptance of blog usage: the
roles of technology acceptance, social influence and knowledge
Cilletti, D., Lanasa, J., Ramos, D., Luchs, R., & Lou, J. (2010).
sharing motivation. Information and Management, 45(1), 65-74.
Sustainability Communication in North American Professional
Sport Leagues: Insights from web-site self-presentations. Hur, Y., Ko, Y. J., & Valacich, J. (2007) Motivation and concerns
International Journal of Sport Communication, 3(1), 64-9 of online sport consumption. Journal of Sport Management,
21(4), 521-539.
Crosby, L. A., & Taylor, J. R. (1983). Psychological commitment
and its effects on postdecision evaluation and preferences Hur, Y., Ko, Y. J., & Claussen, C. L. (2011). Acceptance of sport
stability among voters. Journal of Consumer Research, 9(4), websites: A conceptual model. International Journal of Sport
413-431. Marketing & Sponsorship, 12, 209-224.
Davis, F. D. (1989) Perceived usefulness, perceived ease of use Hur, Y., Ko, Y. J., & Claussen, C. L. (2012). Determinants of
and user acceptance of information technology. MIS Quarterly, using sport web portals: An empirical examination of the Sport
13(3), 319-340. Website Acceptance Model. International Journal of Sport
Marketing and Sponsorship, 3, 169-188.
Davis, F. D. (1993). User acceptance of information technology:
System characteristics, user perceptions and behavior impacts. Igbaria, M., Parasuraman, S., & Baroudi, J. (1996). A
International Journal of Man-Machine Studies, 39, 475-487. motivational model of microcomputer usage. Journal of
Davis, F. D., Management Information Systems, 13(1), 127-143.

17 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 176 17/05/2015 10:16


Smartphones & sports consumption

Iwasaki, Y. & Havitz, M. E. (1998). A path analytic model of Lee, Y., Kozar, K. A., & Larsen, K. R. T. (2003). The
relationships between involvement, psychological commitment Technology Acceptance Model: Past, present, and future.
and loyalty. Journal of Leisure Research, 30(2), 256-280. Communication of the AIS, 12(50), 752-780.
Iwasaki, Y. & Havitz, M. E. (2004). Examining relationships Lu, J., Yao, J. E., & Yua. (2005). Personal innovativeness, social
between leisure involvement, psychological commitment and influences and adoption of wireless Internet services via mobile
loyalty to a recreation agency. Journal of Leisure Research, technology. Journal of Strategic Information Systems, 14(3),
36(1). 45-72. 245-268.
Jantan, M., T. Ramayah, and Chin, W. W. (2001). Personal Mahony, D. F., Madrigal, R. & Howard, D. R. (2000) Using the
computer acceptance by small and medium sized companies psychological commitment to team (PCT) scale to segment sport
evidence from Malaysia. Journal Management & Business, consumers based on loyalty. Sport Marketing Quarterly, 9(1),
3(1), 1-14. 15-25.
Kang, S. J., Ha, J.-P.., & Hambrick, M. (2012, June). McGehee, N. G.,Yoon, Y., & Cardenas, D. (2003). Involvement

RESEARCH PAPER
Smartphone in sport: Examining motivations of smartphone as an indicator of travel to road races for recreational runners.
users for sport-related mobile applications. Presented at the Journal of Sport Management, 17(3), 305-324.
2012 North American Society for Sport Management, Seattle,
Meulen, R., & Petty, C. (2012). Gartner says worldwide sales of
WA.
mobile phones declined 2.3 percent in second quarter of 2012.
Kang, S. J., Ha, J.–P., Hambrick, M., & Greenwell, T. C. Retrieved from http://www.gartner.com/it/page.jsp?id=2120015
(2012, October). A conceptual model for sport-related mobile
Meulen, R., & Rivera, J. (2013). Gartner says smartphone sales
application. Presented at the 2012 Sport Marketing Association,
grew 46.5 percent in second quarter of 2013 and exceeded
Orlando, FL.
feature phone sales for first time. Retrieved from http://www.
Kang, S. J., Hambrick, M. E., & Ha, J.-P. (2013 June). A gartner.com/newsroom/id/2573415
qualitative study exploring the motives of sport-related mobile
Moon, J. & Kim, Y. (2001) Extending the TAM for a world wide
applications. Presented at the 2013 North American Society for
web context. Information & Management, 38, 217-230.
Sport Management, Austin, TX.
Nysveen, H., Pedersen, P. E., & Thorbjornsen, H. (2005).
Kapferer, J. N., & Laurent, G. (1985). Consumer involvement
Intentions to use mobile services: Antecedents and cross-service
profiles: A new practical approach to consumer involvement.
comparisons. Journal of the Academy of Marketing Science,
Journal of Advertising Research, 25, 48-56.
33, 330–346.
Kaufman-Scarborough, C., & Lindquist, J.D. (2002). E-shopping
Olson, E. (2010). Bonding with fans who can’t get enough.
in a multiple channel environment. Journal of Consumer
The New York Times. Retrieved from http://www.nytimes.
Marketing, 19, 333-350.
com/2010/09/21/business/media/21adco.html?_r=0
Kwak, D. H., & McDaniel, S. R. (2011). Using an extended
Park, S. H. (1996) Relationships between involvement and
Technology Acceptance Model in exploring antecedents to
attitudinal loyalty constructs in adult fitness programs. Journal of
adopting fantasy sport league websites. International Journal
Leisure Research 28(4), 233-250.
of Sport Marketing & Sponsorship, 12, 240-253.
Park, N., Lee, K. M. & Cheong, P. H. (2008) University
Kerstetter, D. L. & Kovich, G. M. (1997). An involvement profile
instructor’s acceptance of electronic courseware: an application
of Division I women’s basketball spectators. Journal of Sport
of the technology acceptance model. Journal of Computer-
Management, 11, 234-249.
Mediated Communication, 13(1), 163-186.
Kim, S. D. (2002). Korea: Personal meanings. In J. E. Katz &
Pagani, M. (2004). Determinants of adoption of third-generation
M. Aakhus (Eds.), Perceptual contact: Mobile communication,
mobile multimedia services. Journal of Interactive Marketing,
private talk, public performance (pp. 63–79). Cambridge, UK:
18(3), 46–59.
Cambridge University Press.
Petty, C., & Meulen, R. (2012). Gartner says fee apps will
Kulviwat, S., Bruner, G. C., II, Kumar, A., Nasco, S. A., & Clark,
account for nearly 90 percent of total mobile app store
T. (2007). Toward a unified theory of consumer acceptance
downloads in 2012. Retrieved from http://www.gartner.com/it/
technology. Psychology & Marketing, 24, 1059–1084.
page.jsp?id=2153215

l APRIL 2015 l International Journal of Sports Marketing & Sponsorship 18

SMS16.3 Paper 1 Smartphones KT.indd 177 17/05/2015 10:16


Smartphones & sports consumption

Plouffe, C. R., Vandenbosch, M., & Hulland, J. (2001). Tossell, C. C., Kortum, P., Shepard, C., Rahmati, A., & Zhong, L.
Intermediating technologies multi-group adoption: A (2012). An empirical analysis of smartphone personalization:
comparison of consumer and merchant adoption intentions Measurement and user variability. Behavior & Information
toward a new electronic payment system. Journal of Product Technology, 31(10), 995-1010.
Innovation Management, 18(2), 65–81.
TV Sports Market. (2013, May). Global sports media
Pritchard, M. P., Havitz, M. E. & Howard, D. R. (1999) consumption report 2013: A study of sports media consumption
Analyzing the commitment-loyalty link in service contexts. and preference in 14 international markets. London, United
Journal of the Academy of Marketing Science 27(3), 333-348. Kingdom: Author.
Rogers, E. M., & Shoemaker, F. F. (1971). Communication of Van der Heijden, H. (2003). Factors influencing the usage of
innovations: A cross-cultural approach. New York: The Free websites: The case of a generic in the Netherlands. Information
Press. & Management, 40, 541-549.
Sajjad, M., Saif, M. I., & Humayoun, A. A. (2009). Adoption Van der Heijden, H. (2004). User acceptance of hedonic
RESEARCH PAPER

of influence technology: Measuring social influence for senior information systems, MIS Quarterly, 28(4), 695-704.
executive’s. American Journal of Scientific Research, 3, 81-89.
Venkatesh, V. (1999). Creation of favorable user perceptions:
Seo, W. J., & Green, B. C. (2008). Development of the Exploring the role of intrinsic motivation. MIS Quarterly, 23(2),
Motivation Scale for Sport Online Consumption. Journal of Sport 239-260.
Management, 22, 82-109.
Venkatesh, V. (2000). Determinants of perceived ease of use:
Shank, M. D., & Beasley, F. M. (1998). Fan or fanatic: Refining Integrating control, intrinsic motivation, and emotion into the
a measure of sport involvement. Journal of Sport Behavior technology acceptance model. Information Systems Research,
21(4): 435-443. 11, 342–365.
Skog, B. (2002). Mobiles and the Norwegian teen: Identity, Venkatesh, V., & Davis, F. D. (2000). A theoretical extension
gender, and class. In J. E. Katz & M. Aakhus (Eds.), Perceptual of the Technological Acceptance Model: Four longitudinal field
contact: Mobile communication, private talk, public studies. Management Sciences, 46(2), 186-204.
performance (pp. 255–273). Cambridge, UK: Cambridge
Wang, D., Park, S., & Fesenmaier, D. R. (2012). The role of
University Press.
smartphones in mediating the touristic experience. Journal of
Song, J., Koo, C., & Kim, Y. (2007). Investigating antecedents Travel Research, 51(4), 371-387.
of behavioral intentions in mobile commerce. Journal of Internet
Yi, M. Y., & Hwang, Y. (2003). Predicting the use of web-based
Commerce, 6(1).
information systems: Self-efficacy, enjoyment, learning
Sultan, F., Rohm, A., & Gao, T. (2009). Factors influencing goal orientation, and the technology acceptance model.
consumer acceptance of mobile marketing: a two-country study International Journal of Human-Computer Studies, 59, 431-449
of youth markets. Journal of Interactive Marketing, 23,
You, J. H., Lee, J. H., Park, C. (2011). Factors influencing
308–320.
adoption and post-adoption of smart phone. 2011 International
Sun, H., & Zhang, P. (2006). Causal relationships between Conference on Software and Computer Applications, 9,
perceived enjoyment and perceived ease of use: An alternative 108-112.
approach. Journal of the Association for Information System,
Zhong, B. (2013). From smartphones to iPad: Power users’
7(9), 618-645.
disposition toward mobile media devices. Computers in Human
Taylor, D. G., Voelker, T. A., & Pentia, I. (2011). Mobile Behavior, 29, 1742-1748.
application adoption by young adults: A social network
perspective. International Journal of Mobile Marketing, 6(2),
60-70.

19 International Journal of Sports Marketing & Sponsorship l APRIL 2015 l

SMS16.3 Paper 1 Smartphones KT.indd 178 17/05/2015 10:16

You might also like