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Sports betting marketing during sporting events: a stadium and broadcast census of Australian Football League matches

机译:体育赛事中的体育博彩营销:体育场和澳大利亚足球联赛比赛的广播普查

摘要

OBJECTIVE: Using Australian Football League (AFL) matches as a case study, we investigated the frequency, length and content of marketing strategies for sports betting during two specific settings: 1) at stadiums during four live matches; and 2) during eight televised broadcasts of matches. METHODS: Census of sports betting marketing during Round 12 of the 2011 AFL premiership season. RESULTS: Per match, there was an average of 58.5 episodes (median 49.5, s.d 27.8) and 341.1 minutes (median 324.1 minutes and s.d 44.5) of sports betting marketing at stadiums, and 50.5 episodes (median 53.5, s.d 45.2) and 4.8 minutes (median 5.0 minutes, s.d 4.0) during televised broadcasts. A diverse range of marketing techniques were used to: a) embed sports betting within the game; b) align sports betting with fansu27 overall experience of the game; and c) encourage individuals to bet live during the game. There were very few visible or audible messages (such as responsible gambling or Gambleru27s Help messages) to counter-frame the overwhelmingly positive messages that individuals received about sports betting during the match. CONCLUSIONS AND IMPLICATIONS: This study raises important questions about the impacts of saturation, integrated and impulse gambling marketing strategies in sporting matches. Future research should explore: 1) how wagering industry marketing strategies may affect the attitudes and behaviours of community sub-groups (e.g. young male sports fans, and children); and 2) which public health and policy strategies, including regulation and harm minimisation messaging, will be effective in responding to wagering industry marketing strategies during sporting matches.
机译:目的:以澳大利亚足球联赛(AFL)比赛为例,我们调查了两种特定情况下体育博彩营销策略的频率,时长和内容:1)在四场现场比赛中在体育馆进行;和2)在比赛的八次电视转播中。方法:2011年AFL英超赛季第12轮期间的体育博彩营销普查。结果:每场比赛在体育馆进行的体育博彩营销平均有58.5集(中位数49.5,sd 27.8)和341.1分钟(中位数324.1分钟和sd 44.5),以及50.5集(中位数53.5,sd 45.2)和4.8分钟(电视广播的中点时间为5.0分钟,标准偏差为4.0)。各种各样的营销技术被用于:a)将体育博彩嵌入游戏中; b)使体育博彩与球迷的整体游戏体验保持一致; c)鼓励个人在比赛中下注。很少有可见或可听的消息(例如负责任的赌博或Gambler帮助消息)来反驳个人在比赛中收到的有关体育博彩的绝大多数积极消息。结论和意义:本研究提出了有关饱和度,综合性和冲动性赌博营销策略在体育比赛中的影响的重要问题。未来的研究应探索:1)下注行业营销策略如何影响社区子群体(例如年轻的男性体育迷和儿童)的态度和行为; 2)哪些公共卫生和政策策略(包括法规和危害最小化消息传递)将有效地响应体育比赛期间的博彩业营销策略。

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