Why do some fans travel to follow professional sport teams? In order to answer that question, participant observation and ethnographic interviews were used to examine the motives and behaviors of a group that undertakes a 5-day bus trip to watch its team play in a distant city. Nostalgia was identified as a key element of the experience. In particular, nostalgic recollections of past trips were found to be a vital basis for repeated travel by the group and for socializing new members. Five themes having to do with nostalgia were identified: nostalgia as motive, norms and rituals as objects of nostalgia, best experience as object of nostalgia, nostalgia as a basis for trip suggestions, and nostalgia through socialization. It is suggested that group-based nostalgia can play a more significant role in fan travel behavior than has heretofore been recognized and that nostalgic appeals can foster repeat purchase.
Volunteers have become essential to the delivery of sport events. Megaevents, such as the Olympic Games, rely on a large number of volunteers for the successful running of the event, some of whom travel to volunteer. This study investigates the motives of a group of people who volunteered at the Sydney Olympics as they prepared to travel to volunteer at the 2004 Athens Olympic Games. Four key motives were identified: (a) nostalgia, (b) camaraderie and friendship, (c) Olympic (i.e., subcultural) connection, and (d) sharing and recognition of expertise. The motives identified distinguish event volunteer tourists from other volunteer tourists and from other event volunteers. It is suggested that the recruitment, retention, and reacquisition of event volunteers will be served by understanding the motives and experiences of repeat event volunteers.
The purpose of this article is to add to the conceptual discussion on eSport, analyze the role of eSport within sport management, and suggest avenues for future eSport research. The authors suggest that debates surround the degree to which eSport represents formal sport, and disagreements likely stem from conceptualizations of sport and context. Irrespective of one's notion of eSport as formal sport, the authors suggest the topic has a place in sport management scholarship and discourse. Such a position is consistent with the broad view of sport adopted by Sport Management Review, the perspective that eSport represents a form of sportification, and the association among eSport and various outcomes, including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion. Finally, the authors conclude that eSport scholarship can advance through the study of its governance, marketing, and management as well as by theorizing about eSport.
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