Purpose
– The purpose of this paper is to gain insight into how consumers value sports team-branded merchandise. Two experiments are conducted to examine the effects of rivalry and team identification on evaluations of licensed product (Study 1). Study 2 examined the effects of team brand cue, team performance priming and product category on licensed product evaluations.
Design/methodology/approach
– Study 1 (N = 104) examined the effects of team rivalry and team identification on multidimensional product values and purchase intent. In Study 2, a 3 (performance priming: positive/negative/neutral) × 2 (team brand cue: present/absent) × 2 (product category: symbolic/utilitarian) between-subjects design (N = 285) was utilized. Samples were recruited from students and alumni at a large Midwestern university in the USA. A series of multivariate analysis of covariance was conducted to test the proposed hypotheses.
Findings
– Fans view a product licensed with a rival team’s logo to have significantly less functional, emotional and social value than a product licensed with their favorite team’s logo. Highly identified fans showed greater bias in evaluating the product than less identified fans. Team performance priming also moderated the effect of team brand cues on purchase intentions toward the licensed product.
Research limitations/implications
– Team identification level accentuates bias in valuations of a licensed product. In addition, better performance of a team further motivates purchase decisions. Use of a collegiate brand in this study limits generalizability of the findings.
Practical implications
– Practitioners should realize that simple heuristic cues can change consumers’ perceptions of licensed merchandise product values.
Originality/value
– The current study extends previous research on licensed product valuation by using multidimensional value propositions and a variety of product-related cues.
Although 30 million individuals are engaged in fantasy sports games in the United States, little is known about the personality, attitudes, and intentions of fantasy sports game participants. This study (N = 244) explored the role of gender, sensation seeking (SS), locus of control (LOC), and need for cognition (NFC) in predicting attitudes and intentions relative to participating in fantasy football league. A domain-specific construct (e.g., perceived football knowledge: PK) was employed as a moderator to control the potential attenuating effects of personality and related human behavior. A moderated multiple regression technique (MMR) examined the first-order and lower-order interaction effects on attitudes and behavioral intentions toward fantasy games. For males (n = 123), SS, LOC, and PK were related to both attitudes and intentions toward participating and PK acted as a moderator between LOC and intentions. For females (n = 121), none of the personality traits was associated with attitudes or intentions. The applied and theoretical implications of the findings are discussed along with future directions for research.
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