Abstract
- Top of page
- Abstract
- Introduction
- Literature Review
- Methods
- Results
- Summary
- Future Research
- References
- Appendices
Over 15 million people participate in online fantasy sports. Applying a uses and gratifications framework, we use Q-methodology, a quantitative means for developing typologies of people, to examine types of online fantasy sports users and their motivations. Five types of players emerged, with casual players, skilled players, and isolationist thrill-seekers being the three most common types. Differences among types of users were primarily associated with two motivations—arousal and surveillance—while entertainment, escape, and social interaction motivations were judged to be less important. The minimal importance of social interaction to fantasy sports users in this study was unexpected, based on previous research, and implies that not all online communities build or maintain relationships.
Introduction
- Top of page
- Abstract
- Introduction
- Literature Review
- Methods
- Results
- Summary
- Future Research
- References
- Appendices
The immense popularity of professional sports, especially the NFL and MLB, has brought fans to the Internet in search of other ways to enjoy their favorite sports, teams, and players (Fantasy Sports Trade Association, 2003). Fantasy sports leagues are one way fans can enjoy their favorite sports away from the stadium or arena. A fantasy sports league is made up of a dozen or so participants who compete against each other based on statistics from real-world competitions. Fantasy leagues normally begin with a draft of some sort, where owners either select their players or are randomly assigned players. During a sport’s season, points are generated for each of the participants’“teams” based on real-world performances of the owners’ players. In fantasy football, for example, teams usually compete based on categories such as touchdowns, yards gained, and turnovers (Hu, 2003).
Statistician Glen Waggoner is commonly cited as the originator of the first fantasy sports league. Waggoner’s original league, in the early 1980s, required hours of work with statistics by the participants and was not nearly ready for the masses. The rise of computer technologies and the Internet changed the structure of fantasy sports in the 1990s. For the first time, participants could enjoy fantasy sports without having to labor for hours compiling statistics (Hu, 2003). Today’s online fantasy sports offer statistical analysis and recordkeeping with the click of a mouse. Average fans are now able to participate in fantasy leagues at relatively low cost and with a relatively low time commitment.
As of several years ago, there were around 15 million fantasy sports users (FSUs) in America (Fantasy Sports Trade Association, 2003). A majority of FSUs are 18 to 34-year-old males (Fantasy Sports Trade Association, 2002, 2003). FSUs each spent about $175 annually on fantasy sports league fees, fantasy sports information sources, and add-ons such as live stat-tracking programs (Fantasy Sports Trade Association, 2003). CBS Sportsline reported a 40% increase in their billings for fantasy football and baseball in 2003, an increase that brought their total fantasy football and baseball billings to $14.4 million (Sportsline.com, Inc., 2003).
The increasing time and dollars spent annually on fantasy sports warrant research on the users, the providers, and the general role of fantasy sports in the community. Research in the area of sports fan motivation is considerably developed and includes several scales for motivation measurement (see especially James & Ridinger, 2002; Trail & James, 2001; Wann, 1995). However, knowledge of motivations for participating in a fantasy sport that is based on the real sport is lacking and may provide further insight into sports fan motivations in general. Additionally, there may be gratifications sought through online gaming that are not fulfilled by mere sports consumption alone or perhaps not fulfilled completely.
The following study examines types of FSUs based on motivations using Q-methodology, in an attempt to better understand online gaming in general and fantasy sports users specifically. Through analysis of 42 Q-sorts, five clear FSU types were identified based on two primary differentiating motivations—surveillance and arousal—and a handful of secondary motivations.
Literature Review
- Top of page
- Abstract
- Introduction
- Literature Review
- Methods
- Results
- Summary
- Future Research
- References
- Appendices
Past research has shown motivations for Internet use (Chan-Olmsted & Park, 2000; Green, 1996, 2001; Leung, 2001; Perse & Ferguson, 2000; Taylor, 2003), although studies focusing on fantasy sports in the online environment are lacking. Past uses and gratifications (U&G) research regarding sports fan motivations, however, suggests potential motivations for online fantasy sports use. Trail and James (2001) provide a detailed analysis of three motivation scales and offer a list of nine sports fan motivations. Three of these motivations include physical attributes of athletes and the games themselves, which are not applicable to a strategy game based in a virtual environment. A handful of motivations from sports fan research, however, seem quite applicable. The motivations most frequently found in uses and gratifications research on sports fanship (although lacking uniform labels across the field) are social interaction, surveillance, escape, arousal, and entertainment (James & Ridinger, 2002; Milne & McDonald, 1999; Sloan, 1989; Trail & James, 2001; Wann, 1995). Our aim is to examine how these motivations may operate among FSUs participating in a virtual environment.
Chan-Olmsted and Park (2000) suggest that the Internet’s characteristics are “inherently very different from the traditional broadcast media” because they include higher levels of interactivity and personalization (p. 321). Thus, some uses and gratifications may not transfer from older media studies cleanly into Internet-based U&G studies. However, a variety of studies (Althaus & Tewksbury, 2000; Conway & Rubin, 1991; Green, 1996, 2001; Leung, 2001; Lin & Jeffres, 2001; Milne & McDonald, 1999; Papacharissi & Rubin, 2000; Perse & Ferguson, 2000; Rabby & Walter, 2003; Rubin, 1981; Rubin & Perse, 1987; Taylor, 2003; Trail & James, 2001; Vincent & Basil, 1997; Wann, 1995; Wann, Friedman, McHale, & Jaffe, 2003) have applied the uses and gratifications perspective to Internet use and virtual interactions, and in these studies a set of common motivations—including personal utility, passing time, information seeking, convenience, and entertainment—emerge as the primary motives associated with Internet usage.
Ruggiero (2000) suggested that uses and gratifications research regarding the Internet has seen and will continue to see resurgence, due to the Internet’s characteristics of interactivity, demassification, and asynchroneity (originally developed by Rogers in 1986). The interactive nature of many fantasy sports websites lends itself to highly involved participants and particularly attracts those who enjoy working with statistics and details in the management of their teams. Demassification refers to the individualistic nature of participation in fantasy sports (Ruggiero, 2000). Each FSU is able to develop highly personalized displays of information and strategies for competition. Asynchroneity on the Internet enables FSUs to participate at their leisure, checking teams, players, and statistics around the clock.
Due to the lack of research specifically focusing on fantasy sports, hypotheses are not justifiable for our study. Uses and gratifications research on both sports fanship and Internet usage, however, suggests that the five motivations used in this study are potentially applicable to the study of fantasy sports users. Because of this potential, the following research questions are asked:
RQ1: Which motivations are considered important to fantasy sports users?
RQ2: What possible types of fantasy sports users emerge based on these motivation combinations?
Methods
- Top of page
- Abstract
- Introduction
- Literature Review
- Methods
- Results
- Summary
- Future Research
- References
- Appendices
To examine uses and gratifications associated with FSU participation in fantasy sports, we chose Q-methodology for its ability to group individuals based on their responses. Q-methodology is “a rigorous quantitative means for examining human subjectivity” (McKeown & Thomas, 1988, p. 7). Stephenson (1953) laid the groundwork for Q-methodology. Unlike R methods, Q-methodology aims to develop typologies of people. That is, instead of focusing on variables, Q-methodology focuses on people. Typically a Q-study involves having a small, purposive sample of people sort carefully selected statements about a self-referent topic. In Q-methodology, judgments are interdependent, meaning that each decision is affected by other decisions. Each statement ranking by a participant is, by design, affected by the ranking of other statements (Stephenson, 1953).
After more than 50 years in which Q-methodology has been used to study human behavior and subjectivity across a wide variety of disciplines, it still remains an obscure methodology in most disciplines, seldom taught in graduate methods courses. Consequently, its differences with R methods are not generally known. The fundamental difference in this study, as in most Q-studies, lies in the object of its generalizations. Within Cattell’s data box, Q represents the second way of analyzing person-by-variable relationships while holding occasions constant (Cattell, 1978). R methods in the social sciences (e.g., surveys and experiments) analyze how variables correlate across people or populations. The aim is to make generalizations about these variables (e.g., their distributions, relationships with other variables). Q-methodology, on the other hand, views the cases-by-variables matrix differently, seeking to analyze how people correlate across variables. Since making generalizations about variables in a population is not the objective of Q-methodology, the sampling emphasis in this methodology is more concerned with how the sample of statements (the Q-sample) is constructed than with the representativeness or randomness of the sample of people doing the sorting (McKeown & Thomas, 1988).
Operational Definitions
Fantasy Sports—Based on the Fantasy Sport Trade Association’s survey of most popular fantasy sports, the games considered in this study included fantasy football, baseball, basketball, hockey, golf, and NASCAR. We further limited our focus to online versions of these sports.
Fantasy Sport User (FSU)—For the purposes of this study, an FSU was operationalized as an individual who had participated online in a fantasy sport within one year prior to participation in the study. For an extensive description of fantasy sports users, their involvement levels, and their financial commitments, see the Fantasy Sports Trade Association (2002, 2003) surveys.
Regard for Fantasy Sports—This measure of attitude in FSUs was formed in two ways: 1) based on a questionnaire completed prior to the participants’ Q-sorts and 2) through the Q-sorts.
Involvement—Involvement concerns time and money spent on fantasy sports. It was determined for participants by a questionnaire accompanying the Q-sort, as well as through the Q-sort itself.
Entertainment—Entertainment involves participating for pure enjoyment of the game. Fantasy sports, in this light, are seen as a fun way to pass the time.
Escape—Escape involves mentally getting away from daily rituals such as work, school, or any other environment.
Arousal—Arousal involves participating for the thrill of victory. This motivation is fulfilled through victory and pursued with the thought that the next victory is just around the corner.
Social Interaction—Social interaction involves creating and maintaining relationships and includes both family and friends.
Surveillance—Surveillance includes information gathering, working with statistics, and staying in touch with real-world sports.
Gathering and Measuring Data
A Q-methodology study generally involves a smaller sample of participants (P-sample) than other methodologies. In this case, 42 participants (38 males, 4 females, which is similar to the male-female participation rates reported by the Fantasy Sports Trade Association, 2003) were selected. The convenience P-sample was comprised of FSU college students at a large, midwestern U.S. university recruited in various lecture courses.
A Q-sample is a list of stimulus statements that are given to the P-sample for sorting. These statements were based on the 2 (high/low regard) × 2 (high/low involvement) × 5 (entertainment/escape/arousal/social interaction/surveillance motivations) factorial design first used by Carlson and Hyde (1984) and later adapted by McKeown and Thomas (1988). The number of replications (three) was also based on McKeown and Thomas. The statements in this study comprise a ready-made sample from various editorials regarding fantasy sports. The editorials were gathered using the Lexis-Nexis search engine and the keywords “Fantasy Sports.” The statement population (247 editorial statements) represented a great number of views and opinions. To ensure a manageable list for assessing the motivations reflected in the literature, the statement sample for this study was selected using a structured design (see Appendix 1). Each statement was tagged with an implied set of components.
The participants ranked the 60 statements that resulted from the above process using a forced-normal distribution frequently employed in Q-studies. The participants were instructed first to sort the 60 statements into three piles. These piles were labeled “Most characteristic of my viewpoint,”“Most uncharacteristic of my viewpoint,” and “Neutral/Ambivalent” (McKeown & Thomas, 1988). After sorting into the initial piles, the participants placed the three most “agreed” with statements in the far right column. Then, they did the same for the most “disagreed” with statements in the far-left column. They continued to operate in this pattern until they were left with 10 statements in the middle (neutral) column. There were 11 columns in the distribution, ranging from −5 (“most uncharacteristic of my viewpoint” to +5 (“most characteristic of my viewpoint.”)
Although they were forced to place a prescribed number of items in each rank, the participants were completely free in the actual placement of any specific item. The participants controlled the specific rank and significance of each item. Thus, the participants individually determined the meaning of the continuum (McKeown & Thomas, 1988). After the Q-sort was completed, each participant was asked to answer an open-ended question regarding his or her personal thoughts on fantasy sports and his or her elaborations on the most agreed with and most disagreed with items.
Data Analysis
Data analysis occurs in Q-studies with intercorrelations of the N Q-sorts (e.g., participants) as variables and factor analysis of the N(sort) ×N(statement) correlation matrix (McKeown & Thomas, 1988). In other words, the data matrix is rotated so that persons become the columns of data and variables become the rows. Thus, persons are correlated, or factor analyzed, instead of traits or variables. The factor analysis produces factors—various points of view—of the people grouped together. Factor loadings, then, show the association between individual respondents and a particular factor. These factor loadings and other analyses were computed with PQMETHOD, a specific Q-method software program. Each participant had a factor loading for every factor, and the design is such that as many participants as possible will load heavily on one and only one factor. Each participant was then assigned to the factor on which he or she had the highest factor loading. Of the original P-sample (n = 42), 32 participants loaded heavily on one and only one factor. Once participants were included in a group through factor loadings, other data including demographics could be computed for each factor.
The final step (McKeown & Thomas, 1988) is the calculation of factor scores. Here, each statement in the Q-sample is given a z-score for each factor, indicating the relative importance of the statements to the participants who loaded significantly on specific factors. This scoring helps the researcher interpret the factors. The scoring is shown in a factor array, which facilitates analysis among factors that have given statements ranked much differently (for a comprehensive review of Q-methodology, see McKeown & Thomas, 1988).
Summary
- Top of page
- Abstract
- Introduction
- Literature Review
- Methods
- Results
- Summary
- Future Research
- References
- Appendices
Generally, FSUs in this study fell into two categories, based on surveillance and arousal motivations. The FSUs were either highly involved and enjoyed the statistics, knowing that they outsmarted those who did not win, or they were less involved and sought the thrill of victory and subsequent bragging rights.
The FSUs primarily motivated by surveillance saw fantasy sports as games of skill. These FSUs enjoyed working with the statistics and often formed strategies about creating the most efficient and productive teams. It should be noted that some low involvement members of F1 enjoyed the statistics, but still saw fantasy sports as a game of chance. In contrast, the FSUs primarily motivated by arousal saw fantasy sports as games of chance. These FSUs enjoyed the thrill of victory most of all, generally had low involvement levels, and did not devote too much time or money to fantasy sports.
Some less experienced FSUs (particularly F5) might have still been forming their opinions regarding fantasy sports. This group showed affinity for both arousal and surveillance components. As time passes and these FSUs gain experience, it is likely that they will join one of the other factors and fully develop either arousal-based or surveillance-based motivations.
The primary motivations produced by this study support past research on online groups (Conway & Rubin, 1991; Leung, 2001; Lin & Jeffres, 2001; Perse & Ferguson, 2000; Rubin, 1981; Vincent & Basil, 1997). The most surprising of this study’s motivations was social interaction, which was ranked quite low by most of the participants. On the surface, this appears contrary to previous work (Green, 1996; Rabby & Walther, 2003; Utz, 2003) which showed that virtual communities are an effective way to fulfill the social interaction motivation. Although some of the participants’ personal statements mentioned playing with family and friends, the relatively low ranking of social interaction compared to most factors points to an interesting direction for future study: online interactions and competition that may be non- or even anti-social.
Uses and gratifications proved useful as a theoretical framework, providing a starting point from which primary motivations could be developed and applied to the Internet. FSUs in this study certainly supported Rogers’ (1986) and Ruggiero’s (2000) concepts of asynchroneity, demassification, and interactivity and their application to the Internet. In addition, much of the other past work on this theory (Chan-Olmsted & Park, 2000; Green, 1996, 2001; Leung, 2001; Perse & Ferguson, 2000; Taylor, 2003) was supported by this study, specifically findings regarding motivations of arousal and surveillance, which were found in both sports fanship and Internet use research.
Asynchroneity seemed to be most important to those FSUs who showed low involvement levels. Members of all factors except F2 favored low involvement over high involvement statements. These FSUs liked the idea of being able to control their team when it was most convenient for them, as opposed to having a rigid schedule for participation.
Demassification was important to all FSUs in this study. All online fantasy sports leagues allow for a high level of control and personalization, either through a league commissioner or through a small governing body. The skilled players, more than any other group, may benefit from increased personalization of leagues and teams.
Interactivity was most important to members of F2, the skilled players. This group sought the most control and feedback from fantasy leagues. These FSUs often paid extra money for increased statistical feedback and more control.
Strengths and Limitations
Q-methodology, by design, is intended to describe only the sampled group. Q-method is not used to make inferences about the distribution of factors within a general population; rather, it provides a systematic way of understanding some, but not all, of the factors that do exist. The list of FSU categories found in this study is in no way exhaustive; Q-method allows for a potentially infinite number of possible factors. In an effort to create the best possible understanding of the participants in our study, we focused on the five clearest factors. Different criteria for evaluating factor solutions could yield different results.
A limitation of note in this study regards the Q-sample of statements. These statements represent a ready-made sample; the case for the three implied components comprising each statement could be strengthened through the inclusion of participants in the development of the Q-sample through interviewing and pre-testing (McKeown & Thomas, 1988).
Future Research
- Top of page
- Abstract
- Introduction
- Literature Review
- Methods
- Results
- Summary
- Future Research
- References
- Appendices
Research on communication in virtual settings will undoubtedly increase in the near future with the increasing popularity of virtual gaming communities. Future research could focus on the types of relationships formed and maintained in such settings. Frequently, participants in these types of virtual groups consider each other friends but actually know relatively little about each other. Additionally, the differences between anonymous participation with strangers and competition among friends need to be examined more closely. It may be that playing with strangers is connected to motivations (thrill of victory without risk of shame, creating relationships, escape) that differ from the motivations associated with playing with family and friends (thrill of victory, maintaining relationships).
Future research could also analyze the factors from this study in terms of individual roles and levels of activity in online gaming. Some FSUs, particularly those who view fantasy sports as a game of chance, are relatively inactive, while others (those who view fantasy sports as a game of skill) step forward to act as league commissioners, enforcing league rules, collecting dues, paying winners, and so on. Such activities could have significant effects on online community formation and maintenance.
Last, future research might benefit from applying Q-methodology to other populations of FSUs (such as younger groups, older groups, or populations of the same age outside of college), participants in other types of online gaming (such as MMORPGs or Yahoo! games), or members of other types of online communities (such as chatrooms or social networking sites), in order to further contribute to an understanding of the motivations and types of users who frequent these increasingly popular online environments. Although research on motivations of other groups may provide some support for the findings of this study, it is very likely that it would also generate entirely new motivation-based categories of users, since other online gamers and community members would not necessarily be driven by the same motivations as the population of the present study. This study provides an early step from which such possibilities can be explored in the future.