Deck 15: Technology and Sport Consumer Experiences
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Deck 15: Technology and Sport Consumer Experiences
1
Which recent technologies have disrupted the sport and recreation industries most significantly?
A) Television
B) Social media
C) Electric cars
D) New shoes and apparel
A) Television
B) Social media
C) Electric cars
D) New shoes and apparel
B
2
Social media is the collection of internet-based applications built upon _________ technologies to facilitate the creation and exchange of user generated content.
A) Internet
B) Web 1.0
C) Web 2.0
D) None of the above
A) Internet
B) Web 1.0
C) Web 2.0
D) None of the above
C
3
Which of the following platforms are NOT frequently used by sport organizations to reach consumers?
A) Twitter
B) Facebook
C) YouTube
D) LinkedIn
A) Twitter
B) Facebook
C) YouTube
D) LinkedIn
D
4
Social media has ____________ the stakeholders in the sport industry, from athletes to media members, providing them with a channel through which to communicate and voice their own opinions and personalities.
A) Eliminated
B) Individualized
C) Highlighted
D) De-platformed
A) Eliminated
B) Individualized
C) Highlighted
D) De-platformed
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5
Twitter serving as a ____________ medium expands its impact in the sport industry beyond that of marketing and communication.
A) Team identification
B) Financial
C) Social
D) Broadcasting
A) Team identification
B) Financial
C) Social
D) Broadcasting
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6
Which of the following are reasons sport consumers may turn to social media?
A) For up-to-date news
B) To consume highlights
C) To voice their opinions regarding a product
D) All of the above
A) For up-to-date news
B) To consume highlights
C) To voice their opinions regarding a product
D) All of the above
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7
Anthony decides he no longer needs to pay for cable, as he can watch the Champions League matches through a streaming service. This is an example of:
A) Cord crushing
B) Cord cutting
C) Media cancelling
D) Media cutting
A) Cord crushing
B) Cord cutting
C) Media cancelling
D) Media cutting
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8
Which of the following are considered top media market disruptors?
A) Expansion of mobile internet
B) Expansion of static internet
C) Social media emergence
D) None of the above
A) Expansion of mobile internet
B) Expansion of static internet
C) Social media emergence
D) None of the above
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9
Thanks to the internet, consumers can watch their favourite teams regardless of where they live. Streaming services have broken down which key barrier for sport consumers?
A) Cost barriers
B) Team identification barriers
C) There are no barriers to sport consumption
D) Geographic barriers
A) Cost barriers
B) Team identification barriers
C) There are no barriers to sport consumption
D) Geographic barriers
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10
Declining television ratings can be partially attributed to on-demand streaming.
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11
___________ marketing involves targeting potential consumers with personalized messages to a mobile device based on their position relative to a specific location.
A) Proximity
B) Social media
C) Quality and location
D) Team identification
A) Proximity
B) Social media
C) Quality and location
D) Team identification
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12
A Fitbit or an Apple Watch is an example of which of the following?
A) Excessive technology
B) Sport-focused technology
C) Wearable technology
D) None of the above
A) Excessive technology
B) Sport-focused technology
C) Wearable technology
D) None of the above
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13
Which of the following can be tracked on consumers or athletes who utilize wearable technologies?
A) Heartrate
B) Oxygen levels
C) Sleep quality
D) All of the above
A) Heartrate
B) Oxygen levels
C) Sleep quality
D) All of the above
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14
Using a Peloton, consumers can score points and move through levels based on their performance when working out, ranking them among all others who participated. This is an example of:
A) Social media campaigns
B) Gamification
C) Wearable technologies
D) Gambling
A) Social media campaigns
B) Gamification
C) Wearable technologies
D) Gambling
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15
Attending a soccer match and using a phone app to superimpose a computer-generated image onto the playing field would be an example of __________ reality.
A) Augmented
B) Virtual
C) Digital
D) Gamified
A) Augmented
B) Virtual
C) Digital
D) Gamified
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16
Which of the following are examples of the downside of emergent technologies?
A) Technology can ruin the spirit of the game
B) It can be initially expensive, limiting accessibility
C) It can come at the expense of consumer privacy
D) All of the above
A) Technology can ruin the spirit of the game
B) It can be initially expensive, limiting accessibility
C) It can come at the expense of consumer privacy
D) All of the above
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17
A consumer is unable to figure out how to use mobile tickets to attend an event. This is an example of the upside of emergent technology.
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