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Browsing by Author "Sherman, Geoffre"
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Item Assessing the Importance and Value of Events for Indianapolis Using Willingness to Pay(2023-08) Burke, Michael; Pierce, David; Liu-Lastres, Becky; Sherman, GeoffreHaving the support of the local community is vital to having events go well. This study is needed to better understand the value of the current events and event types to be able to bring better events to Indy. This study used the contingent valuation to measure the willingness to pay for a variety of events held in Indianapolis and then assessed the difference between them while including identity and quality of life factors as additional variables. An online questionnaire was used to gather responses for all the variables. Event type and sports identity were significant variables impacting the willingness to pay to attend.Item Traditional Versus Immersive Video-Based Referee Training Methods and How They Affect Situational Confidence Levels in Intramural College Basketball Officials(2022-09) Feller, Kevin Arthur; Krohn, Brian; Pierce, David; Sherman, GeoffreThe number of sports officials around the United States and world has been slowly declining. The average age of sports officials keeps rising year over year, meaning younger officials are leaving their jobs at a high rate. The goal of this study was to compare training methods, traditional and immersive video-based, specifically RefReps training, to see how this training method affects officials’ confidence level at performing their duty as college intramural basketball officials. The study included college level intramural basketball officials from different universities in the United States (N = 34). A pre-test survey asking about confidence level was administered to each participating official prior to training for the upcoming intramural season. A control group (N = 13) used the university’s traditional training as their only form of training, while the test group (N = 21) trained using RefReps immersive video-based training. A post-test survey was given with the same confidence level questions for the participants to answer. The results showed that the RefReps group showed a greater increase in confidence in their ability to possess the most extensive knowledge of the rules compared to anyone else at the game and an increase in confidence in their ability to determine if a foul or violation had been committed.Item Understanding In-Person Fighting Game Event Amenities Through the Kano Model(2023-08) Mechelin, Kyle Joseph; Pierce, David; Mirehie, Mona; Sherman, GeoffreThough often misunderstood, esports can be defined as simply as competitive video gaming (Hamari & Sjoblom, 2017). Esports events have grown into a notable sector of the sport tourism industry. Jenny et al. (2016) described the esports industry as “the convergence of culture, technology, sport, and business” (p. 4). These in-person events can draw a global audience of competitors and fans and have filled some of the largest stadiums in the world. This study explores how competitors perceive the importance of features and amenities offered in the context of in-person fighting-game tournaments. This study adopted a quantitative approach, utilizing the Kano model, which is a user design research method that assesses how users value different features of a product. This model has recently been popularized in tourism and sports research settings, laying a foundation for further event research with the model (Gregory & Parsa, 2013; Pierce et al., 2020). The Kano model asks on each item twice and categorizes each feature into four categories based on the user responses. Based on the available research, twelve survey items were compiled and included in the survey. Of these items, the results found that the prize money and spectator space are performance features, meaning the more the tournament organizer can invest in them, the more satisfied attendees will be. The results also uncovered that practice space, an event livestream, bonus events, non-monetary prizes, famous players, and merchandise are attractive features, which are features that users will be delighted to see but will not be dissatisfied if the feature is missing. While the esports industry has become highly lucrative, mistakes made when entering the field have grown costly and can even ruin a brand or destination’s reputation. As the esports industry continues to grow, this study will lay a model for impactful investments to create a satisfying and exciting tournament experience.