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A Uses and Gratifications-Based Market Segmentation Approach to Football Fans’ Online Media Usage Motivation

Bibliographic Data

ID13049604
AuthorsAnina Gächter (0009-0006-3789-0328, University of Bern, corresponding author), Pascal Stegmann (0000-0002-8948-2186, University of Bern), Grazia Lang (0009-0000-8859-5886, University of Bern)
Year2024
Volume13
Issue6
Pages1235-1253
Publication date2024-08-22
Open AccessYes
TypeARTICLE
VenueCommunication & Sport (JOURNAL)
Journal identifiersISSN: 2167-4795 • E-ISSN: 2167-4809
PublisherSAGE Publishing (PUBLISHER • US)
DOI10.1177/21674795241273875
OpenAlexW4401748253
LanguageEN
References cited44

With the rise of online media, the Uses and Gratifications approach has experienced a revival in general as well as in sports media research. However, most studies have not considered the variability in online media usage behavior, which indicates a heterogenity in fans’ gratification sought in online media consumption. To account for this heterogenity, this study conducts a cluster analysis based on the Uses and Gratifications approach to segment Swiss football fans according to their motivations for using online media. Further, it analyses how the emerging motivational profiles differ in online media usage and fan identification. The findings suggest that even though information, positive emotions, and entertainment remain the most sought gratifications across all participants, fans can be segmented into four motivational profiles: Football Afficionados, Casual Users, Joy-Seeking Spenders, and Online Media Enthusiasts. These profiles exhibit significant differences in their online media usage behaviour as well as in their fan identification. They, therefore, indicate a need for market segmentation when analysing online media usage motivation in football fans and demonstrate that clubs can achieve greater customer satisfaction by tailoring their online media content to the needs and online media consumption behaviour of their fans

Advertising · Business · College football · Football · Market segmentation · Multimedia · Political science · Computer Science · Psychology · Sport and Mega-Event Impacts · Sports Analytics and Performance · Sports, Gender, and Society · Marketing

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