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C S M R e s e a rc h R e p o r t 2 0 17

DANCING WITH THE DRAGON


– THE QUEST FOR THE CHINESE FOOTBALL consumer –
introduction

Dear readers,

The Chinese government is pushing the tions and needs (e.g., for drama, escapism, study was conducted with the support of
country to become a powerhouse in foot- or knowledge) that influence the decision Nielsen Sports. Overall, 5,000 people par-
ball. Their ambitious plans include getting to watch football and to better target the ticipated in the online survey and face-to-
50 million Chinese to play football by 2020, communication toward sport spectators. face interviews (China). Their opinions are
with the ultimate goal of winning the representative for a population of 1.899
football World Cup in the next decades to We decided to examine what a typical Chi- billion people in Asia, Europe, and the USA.
come. China’s concerted football engage- nese football consumer looks like. What
ment fertilizes the development of domes- are the motives to watch football? Which The survey results were discussed with
tic football consumers supporting both football stars and clubs are supported and China experts to derive recommendations
domestic and foreign clubs. Winning over why? What role do digital channels play for for designing marketing and sales strat-
the Chinese football fan means compet- football consumption? How does a boom egies tailored to win the Chinese football
ing with the well-advanced entertainment in esports affect sport consumer behav- consumers.
industry in China. The Chinese Super ior? What are commonalities and differ-
League and top European football clubs ences between the Chinese and more or
need to face their competitors from other less advanced football markets abroad?
sports and entertainment industries to
take advantage of the current gold rush Accordingly, the Center for Sports and
fever in football. Their efforts in growing Management (CSM) at WHU – Otto Beis-
a fan base will promote the sport to be- heim School of Management designed a
come a national pastime in China. For a representative survey across five different
fan culture to grow and fuel, it is crucial countries (China, Germany, USA, South
to understand how and why the Chinese Korea, and Japan) exploring individual Prof. Dr. Sascha L. Schmidt
people consume football – on the pitch as spectator motives, characteristics of fa- Director of the Center for Sports
well as in the digital sphere. Furthermore, vorite players and teams, and sport (me- and Management (CSM) at WHU – Otto
it is important to identify inherent motiva- dia) consumption behavior. The research Beisheim School of Management

3
content

central theses 6

Dancing with the dragon – the quest for the chinese fooball consumer 8

Understanding the Chinese football consumer 12 - 19

Currently, the typical Chinese football consumer is a male, mid-aged member of the 14
Chinese middle class who watches football rather than plays it himself

For Chinese football consumers, experiencing drama and gaining knowledge 15


are most decisive for watching football

Chinese consumers who do not watch football reason their disinterest 15


with a lack of understanding of the game’s rules

Chinese football consumers tend to identify with a player 16


rather than with a team

For Chinese sport consumers, a player represents a role model 17


if he is cool and good-looking with down-to-earth behaviors

Chinese football consumers follow international superstars, 17


while Chinese football players still play a minor role

Although the player market in esports is still dispersed, Chinese football consumers 18
are attracted to emerging esports stars

The Chinese football consumer in comparison 20

Recommendations and outlook 26

Research design and methodology 30 - 43

Overview 32

sample structure and Representativeness 34

Details on key analyses 35

Country profiles - At a glance 38

References 40

about the authors 46

4 5
central theses

1 China is currently the most


vibrant football market, 2 Currently, the typical Chinese
football consumer is a male,
and is on the verge of making mid-aged member of the
football the best-loved sport Chinese middle class who
in the country watches football rather than
plays it himself
p. 10 p. 14

3 For Chinese football


consumers, experiencing 4 Chinese consumers who do
not watch football reason
drama and gaining know- their disinterest with a lack
ledge are most decisive for of understanding of the
watching football game’s rules

p. 15 p. 15

5 Chinese football consumers


tend to identify with a player 6 For Chinese sport consumers,
a player represents a role
rather than with a team model if he is cool and
good-looking with down-to-
earth behaviors

p. 16 p. 17

7 Chinese football consumers


follow international 8 Although the player market
in esports is still dispersed,
superstars, while Chinese Chinese football consumers
football players still play are attracted to emerging
a minor role esports stars

p. 17 p. 18
Dancing with
the dragon –
the quest for the
Chinese football
consumer

8 9
China is currently the most vibrant football market, kets. Having focused on developing the
non-domestic European and the US foot-
differences between football markets in
China and Germany, the United States,
and is on the verge of making football the best-loved ball market over recent decades, European
clubs now turn their attention to China as
South Korea, and Japan are identified (The
Chinese football consumer in comparison,
sport in the country the number one target for international page 20), and recommendations and an
expansion. Besides summer tours, mar- outlook on the Chinese football market are
keting events, and friendly games against provided (page 26).
local football clubs, European football
clubs have professionalized their market
The results from the Center Only basketball is still more popular in to be skyrocketing. Recent examples in- presence in China. Top football clubs have
for Sports and Management Asia’s largest economy (CIA, 2015). How- clude Brazilian Hulk’s €56 million transfer set up their offices and hired local staff
(CSM) Survey demonstrate that ever, football is set to become the number to Shanghai SIPG or Alex Texeira’s €50 to better anticipate consumer needs and
football clubs encounter one sport in China – thanks to govern- million move to Jiangsu Suning (Trans- market trends to tailor their offerings.
a hungry football consumer ment support. When China’s president Xi fermarkt.com, 2016a). With €339 million
in China. Jinping announced the Chinese govern- in transfer money, Chinese Super League For both European and Chinese football
ment’s strategic plan to become a world clubs outspent the Premier League in the clubs, associations, and governmental
Today, 237 million people in China call football superpower by 2050, the football winter transfer window 2015/16 – spending institutions, now is the time to really
football “my favorite sport” and, at 308 world pricked its ears. China’s plan aims more than the other four major European understand Chinese sport consumption
million, even more Chinese football con- to provide a football pitch for every 10,000 leagues (Germany, Italy, France, and Spain) behavior in order to succeed in the quest
sumers watch football at least once a people by 2030. Envisioning the male together (Transfermarkt.com, 2016b). At- for the Chinese football fan.
week (see Fig. 1.1). Interestingly, the size national football team as becoming one tracted by tremendous financial remu-
of the Chinese football market potential is of Asia’s leading teams, the Chinese long- neration, the football stars’ rush to China In the following, an in-depth analysis of
about nine times greater than the well-ad- term goal includes hosting and eventually cannot be expected to abate anytime soon. the Chinese football consumer is provided
vanced German market and surpasses winning the football World Cup. As a result, average attendance per game based on socio-demographics, sport (me-
consumption of traditional sport such as in the CSL rose by 50% over the last five dia) consumption, motives and reasons for
badminton, table tennis, or volleyball. In Professional clubs competing in the Chi- years – amounting to 22,564 people per watching football and esports, and on the
addition, further potential to develop sport, nese Super League (CSL) further fertilize game (Transfermarkt.com, 2016c). Euro- perception of football players and clubs,
and particularly football fans, is given by the budding Chinese football market. The pean football clubs in particular have in- as well as on favorite players as role mo-
414 million Chinese people that currently influx of big-name football players into the vested into enlarging their fan base be- dels (Understanding the Chinese football
do not watch sport at all. CSL is apparent, and transfer sums seem yond their rather established home mar- consumer, page 12). Commonalities and

FIG. 1.1 FIG. 1.2


football consumer potential across countries favorite sports to watch in china
in million

Basketball
21
Football
17
Badminton
6

308
Table tennis
6
volleyball
3
other
13

36 50 17 14 i don‘t watch
sports

no answer
30

N = 1,000 / values in %

10 11
Understanding
the Chinese
football consumer

12 13
Currently, the typical Chinese football consumer is For Chinese football consumers, experiencing
a male, mid-aged member of the Chinese middle class drama and gaining knowledge are most decisive
who watches football rather than plays it himself for watching football

Based on analysis of variance, week – their sport media consumption nese football consumers watch esports at Chinese football consumers FIG. 2.3
we were able to sketch out is relatively high. Considering only those least once a week – 10% more than among are prone to drama and derive Most important factors for watching football in China
the “prototype” of the Chinese respondents who watch football at least the full Chinese sample. For Chinese foot- pleasurable stress from
football consumer. According once a week, they spend approximately ball consumers who named an esports closely contested games until 1 A tight game between two teams is more enjoyable than a blowout D
to our representative sample, three hours (M = 2.87, SD = 3.47) of their title (55%), League of Legends is the fa- the very last minute. They are
the Chinese football consumer seven hours of total sports consumption vorite game (55%), followed by Coun- keen on football-specific data. 2 I can increase my knowledge about the activity K

who watches football at least


once a week can be character-
per week (M = 6.70, SD = 7.85) on watch-
ing football. In addition, 44% of Chinese
ter-Strike: Global Offensive and World of
Warcraft (9% each). Considering only those Among the top five factors for Chinese
3 I prefer ”close“ games rather than ”one-sided“ games D

ized along three dimensions: football consumers use social media to football consumers who watch esports consumers watching football, three are re- 4 I like games where the outcome is uncertain D
follow sports content. Interestingly, they at least once a week, they watch 7 hours lated to experiencing drama (see Fig. 2.3).
1 SOCIO-DEMOGRAPHICS are most interested in stars and follow (M = 7.36, SD = 14.48) and play 8 hours Drama reflects the motive that sport 5 I enjoy watching the skill of the players S

At 73%, the majority of current Chinese them primarily via Wechat (27%), Wei- (M = 7.84, SD = 9.50) of esports in an aver- spectators feel positive stress and arou-
football consumers are male and on av- bo (19%), and Renren (14%). Overall, sport age week. For Chinese football consu- sal from the uncertainty of the outcome of
D Drama K Knowledge S Skills
erage 40 years old (M = 39.62 years, media consumption translates into con- mers, Youku (48%) is the most widespread a sport event (Funk et al., 2002; Trail et al.,
SD = 13.71). In terms of education and in- sumer spending of €15.68 per consumer, streaming provider, followed by Douyu 2000; Wann et al., 2008). Their excitement
come, the typical Chinese football con- per year, on average. More than 50% of the (42%). is often triggered by anxious uncertainty consumers to acquire knowledge about specific playing strategies and tech-
sumer is most likely to be a member of the spending contains merchandising items regarding the expected game and/or tour- the specifics of the game. In this case, niques, or with particular football players
rapidly growing middle class in China. (see Fig. 2.2). nament outcome. When watching foot- knowledge concerns the need to acquire and teams (Andrew et al., 2009; Wang et
ball, it is also very important for Chinese information associated with football rules, al., 2013b; Trail & James, 2001).
2 MEDIA CONSUMPTION 3 Esports interest
AND SPENDING BEHAVIOR 42% of the Chinese football consumers FIG. 2.1
Although only a few Chinese football con- are at least slightly interested in esports, “Prototype” of the Chinese
sumers play football themselves – less
than 7% play at least a few minutes a
which is almost 20% higher compared to
the entire Chinese sample. 15% of the Chi-
football consumer
Chinese consumers who do not watch
football reason their disinterest with a lack
of understanding of the game’s rules
FIG. 2.2
Annual spending of Chinese football consumers
in China by category in %
rather male
Chinese consumers’ Exploring the reasons why people in Chi- grow up with football. Finally, friends’ lack
knowledge about the sport, na are not interested in watching football of interest in football (28%) influences Chi-
5 their education, and the established that almost every second nese not to follow football. These findings
people around them impact Chinese respondent mentioned, “I don’t correspond to the Chinese football con-
12 the likelihood of them understand the rules.” The second most sumers’ hunger for knowledge to become
watches watching football. important reason (37%) is that they did not connoisseurs of the game.
3 hours football

52
per week

FIG. 2.4 1 I don‘t understand the rules


Reasons why Chinese
31 are not interested 2 I didn‘t grow up with football
very interested
in watching football
in esports 3 My friends don‘t watch football

Merchandise Tickets TV Other

14 15
Chinese football consumers For Chinese sport consumers, a player
tend to identify with a player rather represents a role model if he is cool and good-
than with a team looking with down-to-earth behaviors

FIG. 2.5
For Chinese football con- Based on ordinary least the characteristics of the favorite football seem to appeal to the Chinese sport con-
share of Chinese football consumers with
sumers, a favorite football square regression analyses, player that lead to depicting the star as a sumer. In addition, the talent of the player
a favorite player / favorite team
player has a more pronounced especially male, sportive role model reveal mixed and not signifi- is decisive to qualify the favorite player as
role than the favorite football Chinese sport consumers cant results. Looking at the Chinese sport a role model. Here, talent refers to the play-
club does – they tend to tend to perceive their favorite consumer irrespective of his favorite sport, er’s exceptional performance, as well as
identify with him.

Almost every second (49%) Chinese foot-


49% 32% Both favorite
player as a role model.

A “role model” is a construct that helps hu-


it becomes apparent that further charac-
teristics are decisive for qualifying a favo-
rite player as a personal role model.
his spectacular style of play. Thus, it seems
that Chinese sport consumers regard an
appealing personality and exceptional tal-
favorite player favorite team
ball consumer named a favorite football player and team mans with acquiring new capabilities and ent as desirable for their own personal life.
player, whereas only 32% stated a favorite social norms and, further, to define their Although common interests remain the These results are in line with recent em-
football team (see Fig. 2.5). In addition, self-efficacy (Bandura, 1977). A precondi- strongest predictor, the personality and pirical findings on German football fans
football consumers in China not only tend tion for the association of a role model is talent of the players become significant, (Schmidt & Hoegele, 2011), who also valued
to support a favorite player rather than a that the fan and the star share common too. Having personal attributes such as coolness and appearance for a favorite
favorite team, but also identify more interests. This precondition is met in our a cool and relaxed manner, charisma, a player to act as a personal role model.
strongly (M = 3.18, SD = 0.99) with their fa- ordinary least square regression analysis. personable manner, and down-to-earth
vorite football player than with their favo- For a Chinese football consumer, however, behaviors, as well as being good looking,
rite football team (M = 3.13, SD = 1.08) (see
Fig. 2.6). This strong identification with a
star is a common phenomenon in many
fan–star relationships, e.g., with musi-
cians, movie stars, or celebrities from
Chinese football consumers follow
individual sports (Shih-Hao et al., 2012;
Alperstein, 1991; Albert, 1998; Ravid, 1999).
international superstars, while Chinese football
They are able to exert influence on their fol- players still play a minor role
lowers even without direct or personal in-
teraction (Alperstein, 1991; Gibson, 2004). FIG. 2.6
Chinese football consumers’ identification Mean on 5-point
A football player is to some extent always with a favorite player / favorite team Likert scale
a representative of his team. Therefore, The Chinese favor star FIG. 2.7
prominent football players also influence players and football teams Overview of top 3 football players and teams in China
identification with player
the degree to which their followers identi- from the Spanish La Liga. in %
3.18
fy with their football team (Hoegele et al., identification with team
2014a; Fisher & Wakefield, 1998). 3.13 32% of the Chinese football consumers
with a favorite football player follow FC
Barcelona’s Lionel Messi. Ranking in se-
cond and third place are Cristiano Ronaldo
1 Lionel Messi 32
(20%) and David Beckham (18%), respec- 2 Christiano Ronaldo 20
Top
tively. The highest-placed favorite Chinese Players
football player, Yang Chen, ranks 6th (3%). 3 David Beckham 18
All Chinese footballers mentioned play or
used to play in the Chinese Super League.

Our data show that football clubs employ-


ing global superstars also appeal to an in-
ternational audience. 42% of the Chinese 1 Real Madrid 42
football consumers who follow a favorite Top 2 FC Barcelona 24
football team support Real Madrid. The teams
second most popular team in China is FC 3 Shandong Luneng Taishan F.C. 8
Barcelona (24%) followed by Shandong
Luneng Taishan F.C. (8%).

16 17
Although the player market in esports FIG. 2.8
Top esports players and teams in China
is still dispersed, Chinese football consumers in %

are attracted to emerging esports stars


Top Top
esports esports
Players teams
Esports stars are on the that the player market in esports is still Looking at the Chinese football consu-
rise in China and appeal to dispersed and true star players are rare. mers, 42% are at least slightly interested in
football consumers – Similar to football, favorite players play esports. However, only 4% of them named
1 Jian ”Uzi“ Zi-Hao
1
13 1 Edward Gaming 1
17
especially to those who an important role for the Chinese esports a favorite esports player and/or a favorite
watch esports regularly. fan – they have the highest percentage esports team. This changes dramatically 2 Lee ”Faker“ Sang-hyeok 1
10 2 Invictus Gaming 1, 2, 3
14
of respondents who state a favorite play- when football consumers watch esports at
The favorite esports player in China is er compared to all other countries in our least once a week: 27% of Chinese football 3 Liu ”mxlg“ Shi-yu
1
10 3 Oh My God  /  Star Horn Royal Club
1 1
14
Chinese Jian “Uzi” Zi-Hao (13%), followed sample. The top four favorite teams in consumers named a favorite esports play-
by South Korean superstar Lee “Faker” China are all Chinese organizations, with er and 24% a favorite esports team.
Sang-hyeok (10%) and Chinese Liu “mlxg” Edward Gaming (team of favorite player
Shi-yu (10%). However, our results show “Uzi”) in the lead. 1
League of legends 2
Dota 2 3
Starcraft II

18 19
The Chinese
football consumer
in comparison

20 21
Motives for watching
Compared to other football markets, the Chinese football in comparison
the possibility of escaping daily routine are
likewise prominent among the investigat-
lished football leagues have a balanced
ratio between having a favorite player and

market offers huge growth potential in football ed countries. following a favorite team. The opposite
holds true for countries with football mar-
consumption, practice and spending The CSM survey results (see Fig. 3.2) show kets that tend to be developing such as in
that experiencing drama is among the Favorite players, China. Here, almost 50% of the football
most decisive drivers for watching foot- teams, and role models consumers selected a favorite player, but
ball in all countries investigated, including in comparison only 32% named a favorite football team.
China. Learning more about the game pri-
Analyzing commonalities and differences between China, Germa- football consumers read sport news on marily accounts for football consumption This is the lowest ratio in our sample next
ny, the United States, South Korea, and Japan the Chinese football social media foremost. The highest social in football markets that tend to be devel- In contrast to China, football consumers to the USA. In contrast, 50% of the German
market reveals unique characteristics along ten dimensions. media affinity for sports content is held by oping. Thus, especially in China and the in established markets such as Germa- football consumers named a favorite team.
The Chinese football consumer still watches, plays, and spends US football consumers. 80% use social USA, “knowledge acquisition” plays an im- ny tend to support and identify with their In all other investigated countries, football
considerably less than football consumers in the other markets. media channels to seek sports-related portant role when watching football. Other favorite team. In addition, football con- consumers tend to follow a favorite player
information. factors such as the skill of the players and sumers in those comparatively estab- rather than a favorite team (see Fig. 3.3).
FIG. 3.1 consumer (M = 4.41, SD = 4.41). However,
considering the total amount of weekly Star focus on
Chinese football consumers
sport consumption in China (M = 6.71, SD social media FIG. 3.2
in comparison
= 7.85) and Germany (M = 6.65, SD = 6.68), Motives for watching football in comparison
1 GENDER the football consumer behavior does not 8 ESPORTS INTEREST
The Chinese subsample reveals the largest differ significantly from each other. Compared to the most advanced esports
gender gap in favor of male football consu- markets such as South Korea and the
mers. In contrast, although the difference lower football USA, where 80% and 86% of the football
is not statistically significant, the German consumption consumers are at least slightly interested
D Tight Game D
K Tight Game K Increase Knowledge S Player Skills S Player Skills
subsample reveals the highest share of in esports, the Chinese football consumer
female football consumers. 5 FOOTBALL PRACTICE base with an interest in esports (42%) still K Increase Knowledge D Uncertain Game S Player Skills D Uncertain Game S Player Performance
Chinese football consumers play signifi- offers great growth opportunities.
More often male D Close Game E Distraction D Uncertain Game D Close Game D Close Game
cantly less football than their peers in all
other markets except Japan. Interestingly, Untapped growth D Uncertain Game S Talking S Player Performance E Distraction D Tight Game

2 AGE a large share of US football consumers, potential In esports


S Player Skills E Get Away K Strategy & Tactics D Tight Game E Distraction
Football consumers in football markets of almost every second, plays football them-
China and the USA tend, on average, to be selves on a weekly basis. This is the highest 9 ESPORTS CONSUMPTION
slightly younger than football fans in more ratio in our sample – even higher than the AND PRACTICE
advanced football markets such as in Ger- Germans. With regard to esports consumption and D Drama E Escape K Knowledge S Skills s Social

many and in Japan. 46% and 59% of the practice, Chinese football consumers are
football consumers in China and the USA Lower football practice comparable to the other markets in our
are 34 years old or younger. In contrast, in sample, with the exception of US football
our German sample, only 37% of the foot- 6 SPENDING consumers, who, on average, watch and
ball consumers are 34 years old or younger. Chinese football consumers spend signi- play significantly more esports per week. FIG. 3.3
ficantly less money on sport consumption As expected, FIFA 16 is the favorite esports Football consumers with a favorite player / favorite team
Younger compared to the other four markets inves- game of football consumers in all markets in % 69
tigated. They have the lowest average in our except China, where only 3% of the football
3 EDUCATION AND INCOME sample. Each German football consumer, consumers named FIFA 16 their favorite
In terms of education and income, the in contrast, currently spends €177.52 per esports title. 52 54 54
49 50
Chinese football consumer is comparable year – almost 12 times more than Chinese
to the other international markets in the football consumers do. Interestingly, in Still little 42 44
sample. Interestingly, in the USA, 63% of all survey countries except China (over interest in
32 33
the football consumers belong to a high- 50% spend on merchandise), spending on
income class – the highest percentage in tickets makes up the largest category. 10 ESPORTS STREAMING
our sample. Chinese consumers use their domestic
Lower spending streaming platforms such as Youku and
Comparable income Douyu. Accordingly, the most famous
& education 7 MEDIA USAGE streaming platforms in the other esports
In terms of using social media to follow markets such as YouTube (incl. YouTube
4 FOOTBALL CONSUMPTION favorite sports, the Chinese are compa- Gaming) and Twitch do not play a role in
At about three hours, Chinese football con- rable to German football consumers (44% China.
sumers reveal the lowest average in our and 43%). Interestingly, however, Chinese
sample. They watch significantly less foot- football consumers primarily follow sport Own domestic
ball than, for example, the German football stars on social media, whereas German streaming platforms favorite player favorite team

22 23
FIG. 3.4 ket is astonishing. In China, 132 million among the full sample. Similar to China, in South Korea, the motherland of esports,
Significant characteristics for perceiving people watch esports at least once a week. the other countries in our sample the mar- which yielded one of the international
the favorite player as a role model With 46 million Chinese watching football ket for favorite esports players is largely superstars in esports – League of Legends
and esports on a weekly basis, football scattered and true esports stars are rare. professional Lee “Faker” Sang-hyeok. Al-
consumers are particularly attracted by Interestingly, the Chinese esports consu- though esports shares a global online
esports (see Fig. 3.6). Overall, 60% of the mers have the highest share of respond- community, in China, the USA, and South
UT
SC H
E

football consumers in the survey state ents who named their favorite esports Korea, the number one esports team is

DE

R
an interest in esports – 20% more than players (33%) and teams (30%) – and not based locally.

FIG. 3.6
Football and esports consumers in million
1 Common Interest Common Interest Off-pitch behavior Off-pitch behavior Off-pitch behavior
2 Personality Off-pitch behavior Personality Common Interest Common Interest
3 Talent Personality Common Interest Talent On-pitch behavior

308
In contrast to the Chinese sport consu- dominated by German football brands FC Esports consumers
mer, the key driver for a favorite player to
become a role model in all other countries
Bayern Munich and Borussia Dortmund.
The pull effect of employing international-
in comparison 36 50 Football
consumers

investigated is, besides common interest, ly recognized football stars also becomes 17 14
the player’s behavior off the pitch. This visible in Japan. Here, Japanese player Whereas South Korea and the USA are the
includes showing social engagement and Shinji Kagawa ranks first while his club, most advanced in esports (61% and 50%
following a glamorous and spectacular Germany’s Borussia Dortmund, places 3rd are at least slightly interested in esports),
lifestyle. The personality of the player, the among Japanese’s favorite teams. the sheer size of the Chinese esports mar-
key factor for the Chinese sport consu-
mer, is also statistically significant in
Germany and the USA. The talent of the FIG. 3.5
top 3 football players and teams per country in %

132
players (South Korea) and the players’
behavior on the pitch, referring to strong
commitment and service to the team
(Japan), are especially important to foot-
92 esports
consumers

ball consumers in other markets in our 11 15 5


sample (see Fig. 3.4).

As expected, Lionel Messi and Cristiano


Ronaldo are the global superstars in the
Players teams

46 37
Football
minds of our survey respondents (see Fig.
and esports
3.5). Both superstars are ranked among the 1 Lionel Messi 32 1 Real Madrid 42 consumers
top three favorite football players in four 2 Cristiano Ronaldo 20 2 FC Barcelona 24
8 9 1
out of five countries (excluding Germany) 3 David Beckham 18 3 Shandong Luneng 8
in our sample. In countries with somewhat Taishan F.C.
more developed football leagues, such as
Germany and Japan, some national foot- 1 Thomas Müller 20 1 FC Bayern Munich 35
ball stars, e.g., Shinji Kagawa and Tho- 2 Manuel Neuer 11 2 Borussia Dortmund 15
mas Müller, are more popular than the two 3 Mats Hummels 7 3 FC Barcelona
global idols.
Electronic sports (esports; e.g., League of Legends, Coun- (Newzoo, 2016). By then, most esports consumers will live
Our data show that football clubs employ- 1 Lionel Messi 58 1 Real Madrid 40 ter-Strike: Global Offensive, Dota 2, FIFA 2016, Hearthstone, in China and the USA. As such, the Chinese esports mar-
ing global superstars have an exceptional 2 Cristiano Ronaldo 32 2 FC Barcelona 33 and Overwatch) refers to competitive gaming, organized in ket is years away from approaching market saturation.
appeal to the international fan commu- 3 Gareth Bale 5 3 A.C. Milan 7 leagues, events and channels, or tournaments. It is set in Accordingly, interested in the internationalization of their
nity. Real Madrid and FC Barcelona from an ecosystem that is made up of game publishers, teams, audience, leading football clubs from around the world
Spain’s La Liga occupy a leading role in 1 Lionel Messi 21 1 Manchester United 22 events, leagues, and channels. The industry is on a tre- (e.g., Beşiktaş Istanbul, FC Schalke 04, Manchester City
all countries except Germany – which is 2 Son Heung-min 18 2 FC Barcelona 19 mendous growth path: In 2019 the global esports market F.C., Santos FC, Sporting Lissabon, VfL Wolfsburg, West
3 Cristiano Ronaldo 14 3 Real Madrid 15 will be worth US$ 1 billion. At this time, approximately 427 Ham United F.C., and Valencia CF) have started moving
million people will at least occasionally consume esports into esports.
1 Shinji Kagawa 19 1 Kashima Antlers 13
2 Ichiro Suzuki 14 2 FC Barcelona 13
3 Lionel Messi 8 3 Borussia Dortmund 10

24 25
Recommendations
and outlook

26 27
fans to engage actively with the club and Electronic sport games such as EA Sports’ FC Schalke 04 was the first profession-
its players. Since social media networks FIFA are a gateway to educate fans about al football club to acquire a professional
How to be successful and ecommerce platforms like Tencent
(comparable to Amazon) build a complex
esports and bring rather traditional football
fans to the world of gaming. Although, as
League of Legends team playing in the
highest European league, EU League of
in the Chinese football market landscape, especially for non-Chinese outlined in the survey results, EA Sports’ Legends Championship Series, as part of
football clubs, and standardized key per- FIFA is the favorite esports game in most a strategic business expansion leveraging
formance indicators for channel efficiency football markets, it still plays a minor role in already existing skills. Further investment
are currently still scarce, it is decisive to China. However, with rising common inter- opportunities are contained within plat-
carefully select and adapt their presence est in football and the new star players of forms and technologies to service esports
Provide a mobile and re-live the deciding goal in the World Cup, males, youngsters) to achieve best pos- on the different online channels to achieve the Chinese Super League to be included offerings.
immersive football could set the spark for children and adults sible market penetration. For the Chinese best possible market penetration. in one of the next versions of the game, EA
experience including to engage in football. In addition, theme sport fan, favorite players that exhibit an Sports’ FIFA offers large growth potential Fueled by a network-based community,
drama, excitement, parks are currently booming in China, appealing personality, including having a in China. In Europe, first movers such as the esports scene puts strong emphasis
and knowledge to engage and football-themed fun parks are a great cool and charismatic manner, being like- Leverage esports and its VfL Wolfsburg, West Ham United, Valencia, on authenticity and rising talent from with-
future fans in China chance to let the Chinese submerge able and personable, and having a down- stars to build an active etc. have already signed professional FIFA in the audience. Here, the use of esports
themselves in the world of football. Here to-earth attitude, qualify as a role model. football fan community players that represent the club in national stars as influencers and promoters of non-
especially digital solutions that offer fans FC Bayern Munich recognized this early on and international virtual tournaments. endemic brands like football clubs can be
First, Chinese football needs to create an immersive experience could make the in their quest for the Chinese fan. The club helpful in establishing credibility in the
products that are tailored to the motives of difference in bringing young Chinese on systematically promoted Thomas Müller The worlds of esports and football have Investing into non-sports games such as esports community. Although the market
the Chinese football consumer by deliver- the football pitch. during the FC Bayern China tour and on common ground in China – 46 million China’s favorite League of Legends game for esports stars is still dispersed in China,
ing drama and excitement. Drama can only their social media channels to develop a FC Chinese already watch both football and also provides an interesting business case esports players as brand ambassadors
be delivered from a Chinese Super League An interested and educated football audi- Bayern superstar for the Chinese market. esports at least once a week. Although for European and Chinese football clubs. for football clubs are a promising future
with a healthy competitive balance. Ex- ence sets the breeding ground for making In particular Müller’s offbeat humor, char- esports provides a promising bridge for Prize money at global esports competi- asset. Given the very international esports
citement might be warranted by the influx the Chinese football market even more ismatic personality, personable manner, blending the world of football and digi- tions amounts to several million euros and, rosters, high player turnovers, and hard-
of foreign players strengthening the overall attractive for foreign football clubs. Paired and down-to-earth behavior appeal to the tal experiences, it is not primarily about coupled with streaming of practice and ly developed talent systems, chances for
level of competition. Only with high-quality efforts from local (government) organiza- Chinese fans. The increasing number of converting esports fans into football fans. game sessions, provides viable refinan- foreign football clubs to find a right (Asian)
game play will the Chinese Super League tions and induced knowledge spillovers Chinese female football fans are especially Instead, exposing the club’s brand to a cing opportunities for the clubs. Football brand ambassador are very promising.
attract both local fans and foreign football from football clubs in established markets attracted to such personalized social media young, digital, and active esport commu- clubs incorporate the prerequisites to
spectators. Our survey results showed are, however, indispensable. Opportunities content. They present a rapidly growing nity is key. For football clubs, verging into excel in the world of esports, including,
that Chinese consumers thirst for specif- for knowledge transfers from European target group in Chinese football with a esports is a ready-made touch point to ex- amongst others, the acquisition of spon-
ic information about football rules, playing football clubs and associations to China tendency to impulse buying and a strong perience and learn first-hand from chang- sors, the organization of events, and ticket-
strategies and tactics, teams, and players, are manifold. The support of grassroots affinity for merchandise, and thus offer at- ing consumption patterns that are shaped ing, as well as the distribution of sport-spe-
creating relevant touch points with exist- initiatives such as Borussia Dortmund’s re- tractive new revenue potential for clubs. by fans’ connectivity and live reactions. cific online and offline content. Globally,
ing and new football fans. cently held soccer school in Jinshui aim at
improving the competitive base in China. The importance of brand equity of foot-
Since 90% of Chinese Internet users are ballers is growing even more rapidly in
mobile Internet users (CNNIC, 2015), ad- today’s age of social media platforms.
dressing the digital adeptness of the Focus social media As outlined before, Chinese football
Chinese fan and coping with the pace of communication on stars fans primarily follow stars when using
innovation and the quality of the mobile that fulfill role-model social media. They are not just passive
experience in China is crucial for success- criteria consumers, but very keen on expressing
fully reaching out to the Chinese football their opinion by sharing, liking, and com-
fan. Mobile and scalable digital solutions menting. By actively involving the fans,
that offer a seamless digital omni-channel In China, football consumers have a football clubs show fans that they value
experience to the fan are pivotal in a terri- stronger identification with their favorite their opinion – an important criterion to
torial state like China. We found that 56% player than with their favorite team. Ac- achieve fan loyalty. Video content is key,
of the Chinese football consumers think cordingly, winning football fans in China and platforms such as Youku and Weipai
that in the next 12 months virtual reali- requires strong brand ambassadors with offer a great chance for football clubs to
ty (VR) will become relevant for them in celebrity status that bring a football club’s leverage personal insights into the life of
sports – with 40% even thinking about brand and values close to the consumer the players with, for instance, home sto-
buying a device in the next year. VR bars base. Although global superstars from Eu- ries. Entering China means capitalizing
where fans can test and experience the ropean leagues are among the Chinese’s on Chinese social media platforms like
exciting digital worlds are popping up in favorite football players, the demand for Wechat (China’s WhatsApp with much
Shanghai and Peking – a great opportunity domestic Chinese players is rising. more extended functionalities), Renren
to bring a football game close to the fans. (comparable to Facebook), Weibo (compa-
A virtual fan experience, including replicas A player’s influence on fans is strongest rable to Twitter), Youku (comparable to You-
of a team’s locker room, training sessions, when he is perceived as a role model. Ac- Tube), and Weipai (Instagram for videos).
fitness exercises, etc., which are guided cordingly, it is important to pick the right They not only trigger fandom, but also al-
by holograms of football champions and players for each target segment (e.g., fe- low clubs to control communication and

28 29
research design
and methodology

30 31
286.9M*

r e p r e s e n tat i v e o f

> 1.89
Billion people

115.1M*
UT
SC H
E

71.7M*
DE

45.3M*
1379.8M
overview

The large-scale, representa- revenues generated by companies in the lish by a professional translation agency.
tive CSM survey was conducted global games industry and exclude hard- The survey was then administered online
in April/May 2016 in China (CHN), ware sales, tax, business-to-business ser- through Nielsen Sports (Cologne, Germa-
Germany (GER), the United States vices, and online gambling and betting ny) and took between 15 and 20 minutes
of America (USA), South Korea revenues (Newzoo, 2016). to complete. In China, however, face-to-
(sko), and Japan (JPN). face interviews were conducted in order
The CSM survey questionnaire contained to account for a comparatively lower on-
These countries were selected based on 35 pre-tested questions with an empha- line population and potentially distorted
global game revenues estimated for 2016 sis on sport consumer behavior, including response behavior in online polls.
per country in order to ensure, besides respondents’ motives for watching sports/
sport affinity, sufficient esports pene- esports, choosing a particular role model, In addition, we further used qualitative da-
tration in the investigated countries. The and using social media. Using a standard ta generated by interviews with regional
above-mentioned countries occupy the forward-backward translation procedure, experts to collect anecdotal evidence and
first five positions with regard to annu- the German language version of the ques- validate empirical data.
al estimated esports revenues in 2016. tionnaire was translated into Mandarin,
Revenue estimates include consumer Japanese, Korean, and (American) Eng-

* Online Population 32 33
Athletes as We explored the potential role of these demand for professional sporting pro-
role models five dimensions in shaping an athlete’s ducts such as basketball or football games
Sample structure Similar to other celebrities, football play-
ers encompass role model qualities that
role model suitability, using ordinary least
squares (OLS) with White (1980) standard
(e.g., Schreyer et al., 2016). Further, in order
to control for country-specific differences
and representativeness qualify them as socialization agents (Bush errors robust to heteroscedasticity. In ad- in education and household net income,
et al., 2004) whose behavior can have a dition to our key independent variables, we the questions on both respondents’ level
substantial impact on football consumer’s further introduced a series of control varia- of education and the disposable house-
beliefs and behaviors. bles. The subsequent results turned out to hold net income were adapted to each
be robust to the inclusion of control varia- country. Categories for household net
Overall, 5,000 participants In order to better characterize the football Identification with favorite Accordingly, we examined which charac- bles such as the participants’ age, gender, income accounted for differences in cur-
completed the CSM survey consumer, we further collected data on athlete/team teristics would make someone’s favorite relationship status, and the level of educa- rencies, e.g., Chinese yuan vs. euro vs. US
questionnaire. Respondents sport activity (“How many hours do you, According to social identity theory (cf. athlete his or her personal role model. More tion and income. dollar, and income groups. In order to allow
in GER, USA, sko, and JPN on average, play/undertake the following Tajfel, 1974, 1978, 1982; Tajfel & Turner, 1985; specifically, having indicated a favorite cross-country comparisons, both educa-
were representative of the sport per week?”), stadium attendance Turner, 1975), an individual’s self-concept athlete, respondents were first able to Further, as an additional robustness test, tional and income level were grouped into
respective country’s online (“How often did you attend games/com- not only consists of a personal identity rate the extent to which they would agree/ participants were asked whether they three categories, i.e., low, medium, and
population (n = 1,000) in terms petitions of your favorite sport during the containing idiosyncratic characteristics, disagree with a set of 20 items, e.g., cool- agree/disagree with additional statements high, to properly reflect the distribution
of age, gender, and geogra- last 12 months?”), and preferred forms of but also of a social identity derived from ness, exceptional talent, good-looks, lika- such as “My favorite player provides a within a specific country.
phic location (Internet World consuming football. the affiliation with social groups such bility, and performance, as the basis for good model for me to follow,” “My favorite
Stats, 2016). as age cohort, gender, or organizational their initial decision using a 5-point Likert- player shows the behavior that I try to imi- Further
Finally, in those cases where respondents membership (Mael and Ashforth, 1992). type scale. tate,” or “My favorite player is a good role variables
Due to the use of face-to-face interviews did not choose football as their favorite model for others.” All these statements In order to characterize the international
in China, respondents in China, however, sport, survey participants were asked if In this context, organizational identification In our analysis, however, we used five dif- had to be assessed using a 5-point Likert- football consumer further, we collected
were representative of the country’s total they were interested in watching football (OI) refers to the degree to which an indivi- ferent dimensions, namely on-pitch be- type scale, too. data on individual sport media consump-
(rather than the country’s online) popula- and, if this was not the case, why they were dual affiliates him- or herself with a particu- havior, off-pitch behavior, personality, sim- tion (e.g., usage of second screens and
tion (Worldometers, 2016). not interested. With regard to the latter lar organization, for example, a professional ilarity, and talent, rather than the individual Socio-demographic social media for sport consumption), spen-
question, respondents chose from the fol- football team. It is worth noting that the items. For example, the personality scale information ding behavior, and opinions on innovative
On average, survey respondents were 41 lowing seven answers: “There is not suffi- concept of OI can be applied not only to was characterized by the five items cha- Our survey instrument includes a long list future technologies such as virtual reality
years old (M = 41.29, SD = 13.17), with age cient complexity in the game,” “I didn’t grow internal, but also to external stakeholders rismatic (“has a charismatic appeal”), cool of socio-demographic control variables (VR). With regard to the latter aspect, re-
ranging between 16 and 69. Further, the fi- up with football,” “It’s too mainstream,” “My and, therefore, allows otherwise unassoci- (“has a cool and relaxed manner”), likeable including, among others, survey respon- spondents had to assess whether current
nal sample consisted of slightly more friends (and people around me) don’t ated individuals such as football spectators (“has a likeable manner”), down-to-earth dents’ age (in years), gender, and citizen- trends such as augmented reality, holo-
male (50.50%) than female (49.50%) res- watch football,” “I don’t understand the or fans to indirectly participate in organiza- (“is down-to-earth and approachable”), ship. In fact, these demographic factors graphic replays, VR, and wearables would
pondents. The vast majority of respond- rules,” “It’s not fast enough,” and “I don’t tional achievements (Katz and Kahn, 1978; and good-looking (“is good-looking”). are regularly associated with shaping the become relevant for them.
ents were citizens of the respective coun- like the atmosphere at football games.” Mael and Ashforth, 1992). Typically, the more
try (99.32%) and either in a relationship Multiple choices were permitted and an an individual identifies with a particular
(11.86%) or married (55.60%). additional open text field was provided for group, the more s/he experiences the suc-
the respondents to include further rea- cesses/failures of the respective group as
sons, if necessary. her/his own (Foote, 1951; Tolman, 1943). Details on
Description
of key variables Sport consumption Our identification measure is based on key analyses
motives a well-established reflective construct,
Sport consumer behavior research has which comprises an average of six items
We first collected data on the individuals’ identified several motives, namely aesthe- measuring the extent to which an individual
favorite sport to watch. More specifically, tics, drama, escapism, knowledge acquisi- identifies with either his or her favorite
respondents were able to answer the ques- tion, physical attraction, physical skills of player, team or, in some cases, both (see CHARACTERIZATION OF the football consumers in Germany, Japan, consumers (M = 2.94, SD = 3.73). In relative
tion “What is your favorite sport to watch?” players, social interaction, and vicarious e.g. Bhattacharya et al., 1995; Bergmann et CHINESE, GERMAN, us, SOUTH South Korea, and the USA, Chinese foot- terms, Chinese football consumers report-
by choosing from a comprehensive list achievement, for watching a specific sport al., 2016; Hoegele et al., 2014a; Ngan et al., KOREAN, AND JAPANESE ball consumers were the group with the ed spending about 44% of their total sport
of 38 favorite spectator sports (Nielsen (Funk et al., 2002; Sloan, 1989; Trail & James, 2011; Mael & Ashforth, 1992). All six items FOOTBALl CONSUMERS highest relative share of male respond- consumption time (M = 6.71, SD = 7.85) on
Sports), including football. Multiple choices 2001; Trail et al., 2003; Wann, 1995). We reflect statements such as “If someone ents. In terms of education and income, football, i.e., the highest share in all five
were prohibited and an open field was pro- assessed the consumers’ consumption criticized my favorite team it would feel like The Chinese the Chinese football consumer was most countries except for Germany (66%). Inter-
vided for the respondents to include an ad- motives by employing the so-called Moti- a personal insult” or “I am very interested in football consumer likely to be part of the rapidly growing Chi- estingly, for Chinese football spectators,
ditional favorite sport, if necessary. vation Scale for Sport Consumption (MSSC; what others think about my favorite team”. nese middle class. one important motive for watching the
Trail & James, 2001). Consistently updated, All statements had to be assessed on a game was the acquisition of knowledge
Sport the MSSC has been tested extensively in 5-point Likert-type scale. Noticeably, for Summarized in table 4.1, Chinese Although only 7% of all Chinese football (see page 15). Chinese football consumers
consumption explaining motives for consuming various our five subsamples, the construct is suf- football consumers who watch consumers stated they played football reported that they preferred watching a
In order to explore consumption patterns, sports, among others in Japan and South ficiently reliable with a Cronbach’s alpha football at least once a week themselves, by far the lowest relative share football game either via TV (75%) or online
respondents were asked to indicate how Korea (Won & Kitamura, 2007) or the USA of 0.93/0.89 (CHN), 0.92/09.93 (GER), were, on average, 40 years old in all five subsamples, their football media streaming (11%), rather than experiencing it
many hours per week, on average, they (James & Ross, 2004). A 7-point Likert-type 0.94/0.92 (JAP), 0.94/0.94 (SKO), and 0.88/ (M = 39.62, SD = 13.71) and composed of a consumption was, at 2.9 hours/week (M = in the stadium (12%).
would spend watching each of the sports scale was used to assess a set of eight dif- 0.85 (USA) for team and star identification, significantly greater percentage of males 2.87, SD = 3.47) on average, already on a
mentioned earlier. ferent dimensions consisting of 24 items. respectively. (73%) than females (27%). Compared to comparable level with Japanese football

34 35
Obviously, some Chinese football con- highest value in all five countries. In rela- highest relative share of consumers that they preferred watching the game at home Interestingly, compared to China, Germa- media platforms to keep up to date with
sumers also use social media platforms tive terms, German football consumers re- reported watching football at home via either via TV (78%) or online streaming (6%) ny, South Korea, and the USA, Japan has their favorite sport. Those Japanese foot-
to keep up to date with their favorite sport ported spending about two-thirds of their online streaming (15%). or experiencing it in the stadium (15%). by far the oldest football consumer popu- ball consumers using social media are
(44%), primarily in order to follow sport total sport consumption time watching lation. In terms of income, Japanese foot- most likely to be found on YouTube (18%),
stars rather than teams. While the use of football (M = 6.65, SD = 6.68), the highest Most US football consumers reported Interestingly, a high share of the South ball consumers are comparable to those Twitter (16%), or Facebook (11%).
Western social media platforms such as share in all five countries. German football using social media platforms to keep up Korean football consumers reported using consumers in other markets, except for
Facebook, Instagram, or Twitter is quasi consumers were specifically interested in to date with their favorite sport (56%), pri- social media platforms to keep up to date the United States, where most football 46% of all Japanese football consumers
non-existent, Chinese football consumers the dramatic aspect of the game (Paw- marily via Facebook (68%), YouTube (60%), with their favorite sport (57%), primarily in consumers are part of the highest income were at least slightly interested in esports,
are best found on Wechat (27%), Weibo lowski, 2013; Schreyer et al., 2016) and and Twitter (50%). order to (re)watch games and highlights group. Interestingly, two thirds of all Japa- with about 10% of them watching esports at
(19%), and Renren (14%). reported that they preferred watching foot- or follow the news. South Korean football nese football consumers were located in least once a week for, on average, 3.5 hours
ball via TV (50%) or online streaming (4%) 86% of all US football consumers were at consumers are most likely to be found on the highest education group. (M = 3.50, SD = 3.78). The top three esports
Finally, with regard to electronic sport or or experiencing it in the stadium (38%). least slightly interested in esports, with Facebook (37%), YouTube (35%), Twitter, titles reported by Japanese football con-
esports, Chinese football consumers were about 75% of those football consumers and Instagram (both 15%). Similar to Chinese football consumers, sumers were FIFA 16 (33%), Super Smash
best understood as being somewhat inter- Similar to the Chinese football consumers, watching esports at least once a week for, Japanese football consumers are not ne- Bros. Wii U (17%), and Battlefield 4 (17%).
ested. More precisely, 42% of all Chinese a fair share of German football consumers on average, 20 hours/week (M = 20.48, 80% of all South Korean football consumers cessarily active on the pitch. 14% of all Ja-
football consumers were at least slightly reported using social media platforms to SD = 23.37). The top three esports titles were at least slightly interested in esports, panese football consumers reported that
interested in esports, with roughly 15% of keep up to date with their favorite sport reported by US football consumers were with roughly 53% of them watching esports they played football themselves (M = 0.14,
them watching esports at least once a (43%), primarily to follow sport news. Ger- FIFA 16 (45%), Call of Duty: Black Ops III at least once a week for, on average 6.1 SD = 0.35) – the second lowest relative
week for, on average, 7.4 hours (M = 7.36, man football consumers are most active (11%), and Battlefield 4 (8%). hours (M = 6.09, SD = 9.70). The top three share in all five subsamples after China.
SD = 14.48). Interestingly, the (very few) Chi- on Facebook (34%), YouTube (21%), and esports titles reported by South Korean foot- Similarly, their football media consump-
nese football consumers watching esports Twitter (7%). ball consumers were FIFA 16 (25%), League tion was, on average, about 2.9 hours/week
reported to prefer a multiplayer online bat- The south Korean of Legends (23%), and StarCraft II (23%). (M = 2.94, SD = 3.73), the second lowest
tle arena (MOBA) game such as League of 47% of German football consumers were football consumer value in all five countries. In relative terms,
Legends (LOL; 55%) rather than a sport at least slightly interested in esports; 22% Japanese football consumers reported
simulation such as FIFA 16 (3%). of them watch esports at least once a The Japanese spending about 41% of their total sport
week for, on average, 7.3 hours (M = 7.27, South Korean football consumers football consumer consumption time (M = 7.24, SD = 8.51) on
SD = 8.67). Interestingly, the top three who watch football at least once football, which is comparable to the Chi-
The German esports titles reported by German foot- a week were, on average, 41 years nese subsample (43%). Unlike those foot-
football consumer ball consumers were FIFA 16 (54%), Call old (M = 41.00, SD = 13.03) and Japanese football consumers ball consumers in China, Germany, and
of Duty: Black Ops III (8%), and League of composed of a significantly greater per- who watch football at least once the USA, Japanese football consumers
SC H
UT E
DE

Legends (7%). centage of males (65%) than females a week were, on average, 45 years reported that they are primarily interested
As can be observed from table (35%). In terms of income, South Korean old (M = 45.03, SD = 11.80) and in the skills of professional football players.
4.1, German football consumers football consumers are comparable to composed of a significantly greater per- Only one third of the Japanese football
who watch football at least once The US consumers in China, Japan, and Germany. centage of males (67%) than females (33%). consumers (34%) reported using social
a week were, on average, 42 years football consumer Interestingly, three-quarters of all South
old (M = 41.52, SD = 13.45) and composed Korean football consumers are located in
of a significantly greater percentage of the highest education group – the second
males (64%) than females (36%). However, American football consumers highest value among all five markets in- table 4.1
compared to those football consumers in were significantly younger than vestigated. Summary statistics on chn, ger, usa, sko and jpn football consumers
China, Japan, South Korea, and the USA, football consumers in China,
German football consumers were the Germany, Japan, and South Ko- Unlike football consumers in China, Ger-
group with the highest relative share of rea. On average, US consumers who watch many, and Japan, South Korean football
female respondents. In terms of income, football at least once a week were 34 years consumers tend to be active on the pitch.
German football consumers are generally old (M = 34.36, SD = 10.09) and composed 37% of all South Koran football consu- age years 39.26 39.62 41.35 41.52 40.66
34.36 41.01 41.00 44.21 45.03
comparable to those consumers in other of a significantly greater percentage of mers reported playing football themselves male % 51.20 73.09 50.70 64.10 49.90 71.68 50.90 64.69 49.80 67.21
markets, except for the United States, males (72%) than females (28%). Inter- (M = 0.37, SD = 0.48) – the second highest
where most football consumers are loca- estingly, in terms of income, almost two- relative share in all five subsamples after income %*
ted in the highest income group. Almost all thirds of American football consumers American football consumers. Their foot- low 31.50 24.22 24.70 18.34 31.50 17.92 17.30
14.29 40.90
35.25
German football consumers are at least lo- (63%) were located in the highest income ball media consumption amounts to, on medium 41.90 45.29 48.50 48.92 41.90 19.08 62.80
61.73 44.20
43.44
cated in the medium education group. group, while even more were part of the average, 3.2 hours/week (M = 3.21, SD = 4.37) high 23.50 26.91 26.80 32.74 23.50 63.01 19.90
23.99 14.90
21.31
highest education group (82%). and was neither exceptionally high nor low.
Only about 20% of all German football In relative terms, South Korean football education %
consumers stated that they played foot- US football consumers reported not only consumers reported spending only about low 38.10 28.70 0.60 0.39 2.50 1.16 0.50
- 1.40
0.82
ball themselves, a relative share that is the highest share of active football play- 30% of their total sport consumption time medium 47.80 56.50 52.10 47.93 35.80 17.34 23.50
24.26 42.50
34.43
significantly higher than in China and sig- ers (50%) but also the highest football watching football (M = 10.61, SD = 11.87), the high 14.10 14.80 47.30 51.68 61.70 81.50 76.00
75.74 56.10
64.75
nificantly lower than in both South Korea media (M = 4.47, SD = 3.81) and sport second lowest share among all football
and the USA. Their football media con- consumption (M = 21.17, SD = 17.40). US consumer groups. Primarily interested in
sumption was, on average, ca. 4.4 hours/ football consumers were interested in the dramatic aspects of the game, South
week (M = 4.41, SD = 4.41), the second the acquisition of knowledge and had the Korean football consumers reported that * percentages partially do not add up to 100% due to no answers all consumers football consumers

36 37
country profiles
– at a glance

China South Korea

favorite sports favorite Esports favorite sports favorite Esports


to watch in % to watch in % to watch in % to watch in %

1 Basketball 20.5 1 League of Legends 5.6 1 Baseball 38.6 1 StarCraft II 12.4

2 Football / soccer 17.2 2 World of Warcraft 0.8 2 Football / soccer 21.5 2 League of Legends 9.6

3 Badminton 6.4 3 Cross Fire 0.8 3 Golf 4.4 3 FIFA 16 9.1

4 Table tennis 5.7 4 CS: Global Offensive 0.6 4 Basketball 3.0 4 World of Warcraft 4.0

5 Volleyball 2.8 5 Dota 2 0.5 5 Martial arts 2.5 5 CS: Global Offensive 1.2

I don‘t watch sports 29.8 I don‘t watch esports 83.1* I don‘t watch sports 14.4 I don‘t watch esports 53.8*

GERMANY JAPAN

favorite sports favorite Esports favorite sports favorite Esports


to watch in % to watch in % to watch in % to watch in %

UT
SC H
E
1 Football / soccer 38.2 1 FIFA 16 9.1 1 Baseball 18.8 1 Super Smash Bros. Melee 1.9

2 Dancing 2 Call of Duty: Black Ops III 2 Football / soccer 2 Super Smash Bros. Wii U
DE

5.2 1.8 10.1 1.7

3 Motor racing 4.8 3 CS: Global Offensive 1.5 3 Volleyball 6.9 3 FIFA 16 1.3

4 Athletics / track and field 3.6 4 League of Legends 1.4 4 Figure / ice skating 6.0 4 Battlefield 4 1.1

5 Swimming 3.0 5 Battlefield 4 1.2 5 Tennis 5.2 5 Call of Duty: Black Ops III 0.5

I don‘t watch sports 17.7 I don‘t watch esports 77.5* I don‘t watch sports 26.5 I don‘t watch esports 91.6*

USA

favorite sports favorite Esports


to watch in % to watch in %

1 American football 26.6 1 FIFA 16 12.0

2 Basketball 11.2 2 Call of Duty: Black Ops III 5.6

3 Baseball 10.7 3 Battlefield 4 3.8

4 Football / soccer 7.6 4 Dota 2 1.9

5 Ice hockey 2.8 5 League of Legends 1.7

I don‘t watch sports 19.0 I don‘t watch esports 62.2*

* Including no interest and no answer 38 39


references

40 41
references

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Movie stars and the distribution & Bush, V. D. (2004) & Torgler, B. (2014a) & Tsang, A. S. (2011) The motives of sports fans. & Fink, J. (2000)
of financially successful films in Sports celebrity influence on the Superstars as Drivers of Organizational Linking sports sponsorship with In J. H. Goldstein (Ed.), Sports, games, and A theoretical model of sport spectator
the motion picture industry. behavioral intentions of generation Y. Identification. Empirical Findings from purchase intentions. play: Social and psychological viewpoints consumption behavior.
Journal of Cultural Economics, Journal of Advertising Research, Professional Soccer. European Journal of Marketing, (2 ed.) (pp. 175-240). International Journal of
22, 249–270. 44, 108–118. Psychology & Marketing, 31 (9), 736–757. 45(4), 551–566. Hillsdale, NJ: Lawrence Eribaum Sport Management, 3, 154-180.
Associates.
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44 45
about
the authors

Prof. Dr. Sascha L. Schmidt Ass. Prof. Dr. Dominik Schreyer Caroline Päffgen

Sascha is a senior professor and director of Dominik is an assistant professor at WHU. Caroline is a doctoral student at the Center
the Center for Sports and Management at He has spent recent years exploring both for Sports and Management. In her doctor-
WHU. He studied economic sciences at the individual and organizational behavior al thesis, Caroline investigates motives
Universities of Essen and Zurich, and at Har- through the lenses of sports. Since he and behaviors of sports fans in the digital
vard Business School. After several years at showed no sign of sporting talent, Dominik age. She studied General Management at
McKinsey, Sascha was appointed director of studied politics, communications, busi- the WHU - Otto Beisheim School of Man-
the ICS research program at the University ness, and economics at the Universities agement, the Queen’s University in King-
of St. Gallen and did his habilitation at EBS of Düsseldorf and Auckland and the Zep- ston and the Monash University in Mel-
University. Sascha then became an entre- pelin University in Friedrichshafen. In 2014 bourne. Before starting her doctoral thesis,
preneur and built up the German branch of he finished his PhD at EBS University in Caroline worked in management consult-
the recruitment agency a-connect. In 2011 Oestrich-Winkel. His current focus lies on ing for three years.
he returned to academia by founding the topics related to the future of sports, par-
Institute for Sports, Business and Society, ticularly related to trends in sports con-
before joining the WHU in 2014. sumer behavior.

@ProfSLS @schreyerforscht @caropaeffgen


sascha.schmidt@whu.edu dominik.schreyer@whu.edu caroline.paeffgen@whu.edu

about our market


intelligence provider

of independent and holistic market data in thank Nielsen Sports for their high-quality
the sector and the most complete view of field-work in the course of the CSM survey
consumer trends and habits worldwide and with 5,000 respondents in five countries.
has become the global leader in delivering In particular, the valuable contributions by
tailored commercial solutions for teams, Jens Falkenau, and Michael Heina from
Nielsen Sports is the premier provider of leagues, federations, brands, broadcasters Nielsen Sports were highly appreciated.
analytics and insights within the sports and agencies. The Center for Sports and
industry, offering the most reliable source Management (CSM) at WHU would like to

46
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