Review by Ryan Richardson in KIN 332 (Section 2)
Kansas State University found the student population to be sparse at non-marquee games leading up to the historically sold-out Kansas State vs. Kansas University basketball game (also known as the “Sunflower Showdown”). KSU also had a “first come, first serve” seating policy for students at home games, which created a mad rush when the gates were opened. To increase student turnout on the non-marquee games leading to the Sunflower Showdown and to create a safer alternative to students rushing to seats, KSU created a student rewards program.
Students were encouraged to sign up for the program in groups of two to ten people. Students were awarded a point for each home game they attended. The average number of games attended by members of the groups determined their seating for the
Sunflower Showdown. Pre-determined seating would eliminate the unsafe rush for marquee games and rewarding students with seats to the Sunflower Showdown would give students incentive to attend the games leading to it.
The program consisted of 3,324 students in 999 groups. Grouping the students would encourage entire groups to attend games. Registering in groups also emphasizes attending sporting events because of their social nature. Pressure is created on the students to organize and connect with members of the group for each game. This social aspect would also impact less committed spectators who want to be involved in a group. Also, if an individual’s reference group approves of going to the game, the game experience itself is perceived more favorably. Any student who only attended marquee games would be forced to attend other games.
Student attendance to the nine games leading up to the Sunflower Showdown increased on average by 1246 a game when compared to the previous season. That is an 18.2% average increase per game! The program was so successful KSU incorporated it into their other sports. This article shows marketing a rivalry is good. A rival can create an Us vs. Them mindset which helps increase the value of that specific game. Students will also be willing to attend other games to get seats for a rivalry game. It brings in the question of what else students will do to get seats to an important game. The rewards program could be implemented across all sports so attendance to less popular sports increases. The students are provided with a motivation to attend games. The perceived value or importance of non-marquee games increases. This could generate more hype and students not even involved in the program may attend because so many others are.
The program’s reward must be appealing to the customer segment you are targeting. Also, existing marketing activities such as half-time giveaways and entertainment must still be provided. It is important to keep marketing strategies focused on forming stronger connections with the team during a rewards program. Also, the social aspect of attending a game should be highlighted so win or lose, the fans enjoy their experience.
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Review by Jake Kennelly in KIN 332 (Section 2)
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