James Jianhui Zhang
Biographic Data
| ID | 6843034 |
|---|---|
| NAME | James Jianhui Zhang |
| GIVEN NAMES | James Jianhui |
| FAMILY NAME | Zhang |
| SIGNATURE | ZHANG J J |
| AFFILIATIONS | University of Georgia |
| VERIFIED | No |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 15 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
Assessing the effectiveness of ticket promotional strategies in sports
Ticket revenues are crucial for the financial success of sports teams. To maximize these revenues, teams continuously explore effective ticket promotional strategies. One such strategy includes partial season plans, which mirror bundle offers common across various industries. Another widespread promotional strategy across industries is offering discounted credit (i.e., store credit purchased at a lower price than its face value). However, its app…
Examining the Relationships Among Perceived Quality, Perceived Value, Customer Satisfaction, and Behavioral Intention in Turkish Fitness Centers
The purpose of this study is to analyze the relationships among perceived quality, perceived value, customer satisfaction, and behavioral intention in Turkish fitness centers. The data were collected from 305 fitness customers (149 women and 156 men) using the quantitative method of a questionnaire. The main procedure of this study was to conceptualize fitness clubs’ perceived value as a multidimensional construct of four dimensions. Through a co…
Push and Pull Factors in E-Sports Livestreaming
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 = …
Fulfilling the Basic Psychological Needs of Esports Fans
This study examines esports fans’ psychological processes and pertinent behaviors through the lens of the self-determination theory (SDT). The extent to which the esports fans’ basic psychological needs—that is, competence, autonomy, and relatedness—are satisfied were assessed by using a composite latent variable model. Findings derived from the data analyses confirmed the relevance of the SDT in explaining pertinent information on need satisfact…
Beyond the Game
This study explored and evaluated the dimensions and consequences of esports online spectator demand. In doing so, we identified preliminary dimensions of esports online spectator demand based on semistructured interviews and online open-ended surveys. Findings resulted from the qualitative study were adopted as the foundation to develop the Scale for Esports Spectator Demand (SESD). To validate the SESD and assess the impact of the SESD factors …
Sport Business in Leading Economies
Classifying and Profiling Sports Lottery Gamblers
We developed a typology of sports gamblers based on the Scale of Assessing Problem Gambling and then to describe the clusters we identified according to the demographic and behavioral characteristics of each. Participants ( N = 4,980) were Chinese sports lottery players selected using a multistage sampling procedure. All participants completed the survey. Through cluster analyses, we identified 5 distinctive clusters of sports gamblers: casual pl…
Fulfilling the Basic Psychological Needs of Esports Fans
This study examines esports fans’ psychological processes and pertinent behaviors through the lens of the self-determination theory (SDT). The extent to which the esports fans’ basic psychological needs—that is, competence, autonomy, and relatedness—are satisfied were assessed by using a composite latent variable model. Findings derived from the data analyses confirmed the relevance of the SDT in explaining pertinent information on need satisfact…
Beyond the Game
This study explored and evaluated the dimensions and consequences of esports online spectator demand. In doing so, we identified preliminary dimensions of esports online spectator demand based on semistructured interviews and online open-ended surveys. Findings resulted from the qualitative study were adopted as the foundation to develop the Scale for Esports Spectator Demand (SESD). To validate the SESD and assess the impact of the SESD factors …
Examining the Relationships Among Perceived Quality, Perceived Value, Customer Satisfaction, and Behavioral Intention in Turkish Fitness Centers
The purpose of this study is to analyze the relationships among perceived quality, perceived value, customer satisfaction, and behavioral intention in Turkish fitness centers. The data were collected from 305 fitness customers (149 women and 156 men) using the quantitative method of a questionnaire. The main procedure of this study was to conceptualize fitness clubs’ perceived value as a multidimensional construct of four dimensions. Through a co…
Classifying and Profiling Sports Lottery Gamblers
We developed a typology of sports gamblers based on the Scale of Assessing Problem Gambling and then to describe the clusters we identified according to the demographic and behavioral characteristics of each. Participants ( N = 4,980) were Chinese sports lottery players selected using a multistage sampling procedure. All participants completed the survey. Through cluster analyses, we identified 5 distinctive clusters of sports gamblers: casual pl…
Sport Business in Leading Economies
Beyond the Game
This study explored and evaluated the dimensions and consequences of esports online spectator demand. In doing so, we identified preliminary dimensions of esports online spectator demand based on semistructured interviews and online open-ended surveys. Findings resulted from the qualitative study were adopted as the foundation to develop the Scale for Esports Spectator Demand (SESD). To validate the SESD and assess the impact of the SESD factors …
Push and Pull Factors in E-Sports Livestreaming
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 = …
Fulfilling the Basic Psychological Needs of Esports Fans
This study examines esports fans’ psychological processes and pertinent behaviors through the lens of the self-determination theory (SDT). The extent to which the esports fans’ basic psychological needs—that is, competence, autonomy, and relatedness—are satisfied were assessed by using a composite latent variable model. Findings derived from the data analyses confirmed the relevance of the SDT in explaining pertinent information on need satisfact…
Examining the Relationships Among Perceived Quality, Perceived Value, Customer Satisfaction, and Behavioral Intention in Turkish Fitness Centers
The purpose of this study is to analyze the relationships among perceived quality, perceived value, customer satisfaction, and behavioral intention in Turkish fitness centers. The data were collected from 305 fitness customers (149 women and 156 men) using the quantitative method of a questionnaire. The main procedure of this study was to conceptualize fitness clubs’ perceived value as a multidimensional construct of four dimensions. Through a co…
Assessing the effectiveness of ticket promotional strategies in sports
Ticket revenues are crucial for the financial success of sports teams. To maximize these revenues, teams continuously explore effective ticket promotional strategies. One such strategy includes partial season plans, which mirror bundle offers common across various industries. Another widespread promotional strategy across industries is offering discounted credit (i.e., store credit purchased at a lower price than its face value). However, its app…
Business (5 works) · Computer Science (5 works) · Psychology (5 works) · Social Psychology (4 works) · Social Psychology (4 works) · Advertising (3 works) · Applied Psychology (3 works) · Applied Psychology (3 works) · Digital Marketing and Social Media (3 works) · Sociology (3 works)