This lecture was intended to continue the discussions on why and how to establish a distinctive sport management discipline that was initiated by previous Earle F. Zeigler Lecture Award recipients. Through applying the dual process theory (Dijksterhuis & Nordgren, 2006), it was intended to explore the differences between tangible and intangible variables, how they have been studied as distinct perspectives, and how they can be integrated through two application examples, one on service quality of sport event operations and the other on market demand for sport events. Hopefully, this lecture would help reenergize the discussions and inquiries on this important matter. These illustrations are certainly debatable and subject to further empirical examinations.
James Jianhui Zhang
Tyreal Yizhou Qian, Jerred Junqi Wang and James Jianhui Zhang
Shifting from a player-oriented approach, e-sports has increasingly positioned itself as emerging spectator entertainment. In the wake of the growing online viewer market, the industry has made tremendous efforts to innovate marketing strategies and build up a base of passionate fans across the globe. To augment this endeavor, the current study investigated push and pull factors that influence e-sports online viewers’ consumption behaviors (N = 1,309) using partial least squares structural equation modeling. The authors proposed a new way to operationalize push and pull factors that have been relatively overlooked in the literature. The findings indicated that, while push and pull factors had different effects on e-sports consumption behaviors, they should be considered equally important in e-sports livestreaming. The study expanded our understanding of the attractiveness and desirability of e-sports and shed some critical light on management and marketing issues within and beyond the e-sports space.