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University of South Dakota<br />

Athletics<br />

COYOTE<br />

<strong>CONSULTANTS</strong><br />

1


MCOM 442<br />

Integrated Marketing<br />

Communications<br />

Coyote Consultants<br />

Eide, Eisma, Kokesh, Ridgway, and Schultze<br />

2


TABLE OF CONTENTS<br />

Executive Summary . ............................4<br />

Situation Analysis<br />

Company Analysis . .........................7<br />

Primary Research . ..........................10<br />

Consumer Analysis . ........................12<br />

Product Analysis . ...........................16<br />

Competitive Analysis . .......................18<br />

Problems and Opportunities . .....................20<br />

. ..........................27<br />

Objectives . ....................................31<br />

Budget . .......................................35<br />

Marketing Communications Strategy Overview . .....38<br />

Advertising Strategy<br />

Creative Strategy . ..........................42<br />

Media Strategy . ............................43<br />

Sales Promotions Strategies . .....................58<br />

Public Relations Strategies . ......................61<br />

Direct Marketing Strategies . ......................63<br />

Campaign Evaluation . ...........................66<br />

Appendices . ...................................69<br />

3


4<br />

EXECUTIVE<br />

SUMMARY


EXECUTIVE SUMMARY<br />

This campaign created for the University of South Dakota Athletics’ Department<br />

is #CoyoteGameDay. We have selected this as our campaign because we want to get<br />

students excited for game days and attend games. The goals for the campaign are to<br />

raise awareness, increase attendance, and increase school spirit. The target audience<br />

is freshman and sophomores undergraduate students at USD. We chose this as our<br />

target audience, because by creating a tradition within these students of game day<br />

participation, they will continue to attend athletic activities throughout the remainder of<br />

their academic career. The total budget available is $10,000 of which we plan to spend<br />

$8,300.<br />

Our creative strategy aims to promote school spirit, increase awareness, and<br />

increase attendance at University of South Dakota Athletic events. Our focus is on<br />

nontraditional advertising efforts online through the use of social media, on the app<br />

Snapchat, and posters, promotions, and other collateral to serve as daily reminders<br />

about the season schedule and upcoming athletic activities.<br />

We plan to include activities to get students involved with the Athletic Department<br />

and the student athletes. These activities include pep rallies, online contests, and<br />

games and contests in the Muenster University Center. This campaign will run during the<br />

2015-2016 football and men’s and women’s basketball season (August through March).<br />

5


6<br />

SITUATION<br />

ANALYSIS


COMPANY ANALYSIS<br />

The University of South Dakota was established in 1862, making it the oldest<br />

public university in the state. The University of South Dakota is committed to giving<br />

students the best education at the most affordable price. USD sponsors 15 total sports<br />

at the Division I level. They are members of the Summit league in all sports except<br />

football in which they are in the Missouri Valley Conference.<br />

Company Culture<br />

The mission of the University is, “The University of South Dakota offers<br />

undergraduate, graduate and professional programs within the South Dakota System of<br />

Higher Education. As the oldest university in the state, the University of South Dakota<br />

<br />

a rural area, which sets it up as the center for most events within Vermillion and some<br />

areas around it. Because USD has many different sports to offer, it gives students with<br />

different backgrounds a chance to connect with one another on a similar level. Based<br />

on the information students gave through our research, it is important to students that<br />

athletic events be entertaining and engaging.<br />

Company Strengths<br />

1. The small size of the University<br />

USD is a smaller university with a total enrollment just over 10,000 students. The<br />

small university makes getting information to students about athletic events easier. Also,<br />

the size of the university serves as a positive, because with nearly 50 percent of USD’s<br />

classes having fewer than 20 students in them, it is easier to build relationships among<br />

fellow classmates as well as faculty.<br />

2. The 2015 schedule includes Dakota Days and South Dakota State University<br />

in the 2015 season<br />

The inclusion of Dakota Days and a game against South Dakota State is a<br />

strength, because these games have the highest interest and attendance numbers.<br />

Students throughout the university enjoy Dakota Days for its tailgating event and enjoy<br />

the SDSU game for the rivalry and game time atmosphere. It has been shown in the<br />

past that game attendance is highest for these two games. This will help increase over<br />

all attendance throughout this year’s athletic events. While the SDSU game is only in<br />

Vermillion every other year, this is an opportunity, because it builds anticipation for years<br />

it is in Vermillion and keeps the rivalry alive.<br />

7


3. The Paw Points Program<br />

The paw points program helps gain attendance at athletic events by providing<br />

free prizes after attending an allotted number of games. Free items tend to be a huge<br />

motivator to get people to attend events. Therefore by marketing paw points correctly to<br />

the USD students, it can increase student attendance to athletic events.<br />

Company Problems<br />

1. Students attend the games but leave before the game ends<br />

Even though students come to the game, it is hard to keep them at the game until<br />

the end. Students tend to lose interest as the game goes on. An average football game<br />

lasts about 3 hours, and students tend to get restless if there is nothing to do. Another<br />

factor that tends to drive students to leave is if the team is losing. Granted there is<br />

no way to control the outcome of a game, but the atmosphere of the game can be<br />

controlled.<br />

2. Decline in school spirit and tradition among USD students<br />

The main driver for participation is the emotional connection individuals have to<br />

the action or event. Recent years have shown a decline in university spirit and an overall<br />

loss in student loyalty as a group. This has caused the tradition of traveling in large<br />

groups to be supportive of the University a decline. The students of USD are moving<br />

away from traditions, which is changing the way the University arranges activities. The<br />

games with the highest attendance numbers are against rivals such as SDSU and Dakota<br />

Days opponents. It is of importance for USD to maintain traditions, rather than create<br />

new ones.<br />

School spirit can be directly related to the student’s perceptions of the campus<br />

and activities. One main thing discovered in our research was a high dissatisfaction<br />

with the University’s athletic teams. Students felt that the athletes did not participate<br />

enough with activities on campus. Overall, student perception of athletes is negative.<br />

Survey results have depicted them as “rude” and those who think they are better than<br />

the rest of the student population. Athletes represent the University at the games, and a<br />

negative relationship with their own student body will affect the tone of events. Students<br />

do not feel the need to support a team to which they hold no emotional connection. The<br />

image that the student population has for the athletes needs to improve before students<br />

will feel the need to attend games simply to support the team.<br />

<br />

Communication about the games to the students is an extreme problem for the<br />

department. Focus group and survey data showed that students are unaware of the<br />

dates and times of sporting events, in particular basketball games. Currently, there are<br />

several methods of promotion for athletics schedules, but most have proven ineffective.<br />

8


USD athletics’ communication system to students is too varied and does not have much<br />

consistency.<br />

4. Ineffective marketing of the Paw Points system<br />

The Paw Points program has been in effect for almost one academic year, yet<br />

students are not participating in it as well as they should. The program rewards students<br />

with points based upon the number of athletic events and other university events the<br />

student attends. This is tracked using students’ I.D. cards, which are swiped through an<br />

electronic reader upon entry at the event. Each athletic event has a different amount of<br />

points, and students may earn more points if they stay the entire game. The students<br />

can then earn prizes as these points accumulate.<br />

5. Negative thoughts the students have about student athletes.<br />

Many USD students have negative opinions about student athletes and it is<br />

important to show that the student athletes are not bad and are similar to everyday USD<br />

students. Engaging student athletes to interact with USD students will allow them to get<br />

to know the athletes and then they will feel a connection to the team and attend games<br />

to cheer on their fellow classmates.<br />

Company Opportunities<br />

<br />

athletic events more fun and engaging for its students. It is doing so by attempting to<br />

change the game day experience. The University of South Dakota has recently allowed<br />

alcohol at tailgates, giving students a new and exciting way to experience football.<br />

The University is also in the process of building a new basketball complex that gives<br />

something different for current students to be excited about. Another opportunity the<br />

University has is that because of small class sizes, students have the opportunity to work<br />

along side athletes, making it easier for them to change the way they feel about athletes<br />

and their attitudes. Lastly, the addition of the paw points program motivates students to<br />

attend more games and provides the opportunity to receive a prize.<br />

9


PRIMARY RESEARCH<br />

The purpose of primary research was to understand why USD students are<br />

not attending football and basketball games. The consumer group is made up of<br />

undergraduate USD students. To learn about our consumer group we conducted a<br />

survey, focus group, and personal interviews. The survey was given to 526 students,<br />

but two were thrown out due to incompletion, which leaves us with 524 surveys. The<br />

sampling was convenience sampling due to the fact we distributed to students on the<br />

USD campus and no attempt was made to randomly sample. The distribution of sex<br />

was 62.8% female and 37.2% male with a majority of the student’s major being in the<br />

College of Arts & Sciences. Therefore our selection of students accurately represented<br />

the University of South Dakota in those categories. We gathered primarily junior<br />

undergraduates who made up 28% of our data. Sophomore undergraduates were<br />

<br />

The results were collected and we created our own datasheet in Microsoft Excel for<br />

the answers that included qualitative data, we utilized a pre-made codebook for the<br />

quantitative and qualitative data. A color coding system was used to code for the<br />

qualitative data to make analyzing the data easier. A copy of the survey and codebook<br />

can be found in Appendix A. The survey led us to discover that students did not attend<br />

due to: a lack of team spirit, an unsuccessful team record, work, a lack of interest in<br />

<br />

among the crowd.<br />

To understand how to motivate students to attend games we held a focus group<br />

consisting of ten undergraduate students. The focus group was held the Al Neuharth<br />

Media Center on the USD campus. All the students sat in a circle and while one member<br />

of our group was the leader who prompted questions for the participants to answer. The<br />

remaining members of the group then took notes and observed the participants and in<br />

addition one group member recorded the participants with a camera. The focus group is<br />

purposive sampling because we selected participants to attend, and what topics would<br />

be discussed. The topic/questions for our focus group can be found in Appendix B.<br />

After discussing reasons why students did not attend football or basketball games, they<br />

were asked what would motivate them to attend. We found the following as potential<br />

motivators: improve the tailgate experience, change the student ticket distribution,<br />

increase the school spirit among students with pep rallies and more Charlie Coyote, and<br />

<br />

We wanted to know more how well the paw points system was working; therefore<br />

we conducted 10 personal interviews with students who used the new system. We<br />

selected ten students, of various grades and majors, who all had accumulated enough<br />

paw points to be in the top ten for most paw points. We conducted these interviews via<br />

email and we concluded the following results from their responses. The questions for<br />

the personal interviews can be found in Appendix C. The most important information<br />

we concluded from these personal interviews were as follows: develop a new marketing<br />

strategy for paw points, redesign the prize pick-up method, and improve the prize<br />

selection.<br />

10


SECONDARY RESEARCH<br />

<br />

information on the issue of low student attendance at collegiate level games. To provide<br />

us further information we selected a literature analysis, benchmarking, and a social<br />

media audit. To begin our secondary research we created a literature review. Our entire<br />

literature review can be found in Appendix D.<br />

Next we completed benchmarking. Our full benchmarking information can be<br />

found in Appendix E. The main information found from benchmarking is that schools<br />

around the country are using halftime entertainment as a way to keep students at<br />

athletic events for the entirety of the event. Also this portion showed that the way<br />

schools market to students versus people in the community differs greatly. It shows that<br />

things such as food prices and admission prices matter more to students than those<br />

within in the community. It also shows that students want to be engaged in halftime<br />

activities and by doing so it heightens the game day experience.<br />

Finally, we conducted a social media audit after hearing concerns from students<br />

about social media accounts. The social media audit is purposive sampling. To gather<br />

information we looked at the social media accounts that USD athletics has on Twitter,<br />

Facebook, and Instagram. We located the social media accounts through search terms<br />

such as, “USD Athletics” and “University of South Dakota Athletics”. The most important<br />

<br />

Twitter accounts (@SDCoyotes and @CoyoteCrazies), the Facebook accounts need to be<br />

updated, the lack of engagement on the pages displays a lack of school spirit and lack<br />

of interest on Facebook, and we discovered there was no Instagram account for USD<br />

athletics.<br />

11


CONSUMER ANALYSIS<br />

The University of South Dakota Athletics has many different consumer markets<br />

to which it will be able to target. Of the 7,541 students at USD, 62.8% are female<br />

and 37.2% male. We found that the primary group of consumers is freshman and<br />

sophomore undergraduate students at USD; to which there are 1,683 freshman and<br />

1,179 sophomores. Our secondary group of consumers will be the junior class consisting<br />

of 1,188 students. The lowest group of consumers is senior undergraduate students and<br />

graduate students; 1,684 seniors and 1,992 graduate students.<br />

Our surveys indicated the average number of football games attended during the<br />

2014-2015 season was 1.45 games compared to 2.05 games last season. The number of<br />

games students attended 2013-2014 men’s basketball games was 1.25, and .45 games<br />

for women’s basketball. At the time of this survey, the 2014-15 basketball season had<br />

not occurred yet, so but the projected games students would attend would be 1.8 for<br />

men’s, and .905 for women’s basketball games.<br />

Identifying Consumer Motivations<br />

Table 1 shows results of your<br />

survey. These is why people choose to<br />

come to a USD football or basketball<br />

game. The top two reasons are<br />

atmosphere and tailgating, both<br />

social aspects to a sporting event.<br />

The top three reasons people do not<br />

attend are because 1. they have other<br />

commitments with friends, or they<br />

have to work or have school work.<br />

This shows people are choosing social<br />

options to spend their time when they<br />

are not working or have to work on<br />

school.<br />

Table 1 -<br />

Favorite Part of the Game<br />

Reason<br />

Percentage<br />

Atmosphere 25%<br />

Tailgating 25%<br />

Friends/ Socializing 18%<br />

Don’t Attend 17%<br />

Supporting Team 8%<br />

Like the game/ watch the 7%<br />

game<br />

From our research, we also found people that people like when they get incentives<br />

for attending games, they like entertainment during games other than the game itself,<br />

and like free food. We found students do not like attending due to their friends not<br />

attending, having other commitments, lack of overall school spirit, or some students<br />

come too drunk to games, or they do not particularly like students of the teams. There<br />

are a wide variety of reasons why students choose to come or not to come to games,<br />

but this is what our research revealed.<br />

12


Identifying Consumer Needs, Wants, Problems, Interests<br />

<br />

sporting events with ease. Research indicated the preferred method of learning<br />

of sporting events is word-of-mouth, followed by the USD website, and Facebook.<br />

Consumers of USD athletics want to be able to tailgate near alumni at games and<br />

want to be able to interact with Charlie the Coyote at those tailgate areas. In addition,<br />

consumers want more giveaways and free items at games. According to focus group<br />

and survey data those items included: apparel, stickers, electronic devices, and money<br />

<br />

to their win-loss record. We found that consumers have a problem with how tickets<br />

for football games have been distributed. Focus group data showed that consumers<br />

wished to be able to swipe their I.D. cards to enter games, rather than pickup tickets<br />

in the MUC. An additional option consumers expressed interest in was an electronic<br />

ticket delivery system, such as an app. Also, consumers have a problem with the<br />

alcohol infused crowds at the games. Overly intoxicated people caused a problem for<br />

consumers, and many would like better regulations for letting intoxicated fans enter the<br />

sporting events.<br />

Identifying Consumers Values and Lifestyles<br />

At USD, there are 7,541 underclassmen with 62.8% female students and 37.2%<br />

male. Sixty-one percent of USD students are enrolled full time and 39% are full time.<br />

Students are also 89% white. Sixty-six percent of students are from South Dakota, 20%<br />

are from Iowa, Nebraska, or Minnesota and 10% from the other states, and 2.4% are<br />

international students.<br />

Going to games for students means incorporating USD into their lives other than<br />

in the classroom. Students time is broken down between going to class, homework and<br />

studying, working, internships, clubs, hobbies and lastly social activities. Our research<br />

suggests students consider a USD football or basketball game to be a social activity.<br />

<br />

the time. They do not cost anything, which is of value to generally “poor” students,<br />

compared to other social events that may cost money, or any money for travel because<br />

Vermillion does not offer a vast array of activities to do. School spirit helps draw<br />

students to games, such as during D-days and playing against our rivals SDSU. School<br />

spirit and having pride in your school helps draw students to games, and our data<br />

suggests school spirit is considered to be low.<br />

13


MARKET ANALYSIS<br />

College athletics is important to the culture of higher education, and the<br />

population of athletics as a whole has not shifted. Collegiate sports draw in millions in<br />

revenue to colleges and networks. The entire market is college athletics, which can be in<br />

other states around South Dakota. The market is narrow in terms of seeking attendance<br />

<br />

be special to the college. If we look at an overall market of college athletics, USD is a<br />

small percentage of that market. Collegiate sports is very demanding and competitive<br />

among consumers, and other events such as March Madness work around them to add<br />

to the consumer’s demands. The market covers students from other areas who may be<br />

interested in attending events as well. While the events as a whole are as important to<br />

the consumers as ever, it is the participation with the events directly that has begun to<br />

see problems. Coyote Consultants will focus on creating a campaign that will draw in<br />

more attendance to the University of South Dakota.<br />

Market Segmentation<br />

Coyote Consultants will focus its marketing activities on reaching the student<br />

population at USD. We are using the demographics of young students ages 18 to 25.<br />

These students must be sports fans who are willing to attend events but regularly<br />

choose not to. Coyote Consultants will cater to the students desire to be socially<br />

connected to their peers and the university. We can also focus lesser markets as<br />

community members of Vermillion who go to games to seek outlets from boredom.<br />

Faculty and staff also participate to support the students and the university. These<br />

groups are the most likely to be convinced to participate in the events themselves.<br />

Market Potential<br />

In recent years there has been a large decrease in student attendance at football<br />

<br />

for their athletic events have begun seeing a decline in attendance. According to Jon<br />

Solomon on CBSSports.com, “72 percent of the top 25 attendance leaders experienced<br />

increases or remained the same…but only 48 percent of the remaining schools<br />

maintained or increased their crowd average, and many schools in smaller conferences<br />

continued to decline” (Solomon, para. 5). The primary reasoning for this is higher social<br />

media and television usage which makes watching games easier. Looking at television<br />

contracts for college sports in 2013, ACC (ESPN/Raycom) held $3.6 billion and Pac-10<br />

(ESPN/Fox) was at $3 billion. The NCAA Intercollegiate Athletics Report for 2013 showed<br />

that the largest revenue reported for Division II athletics was $13,769,700 (Fulks, 17).<br />

This is a large drop from the highest reported in 2012, which stood at $34,311,500<br />

(Fulks, 17). Our market needs to compete with these other networks.<br />

Individuals will seek out and receive information that controls their reasons to<br />

attend games. Our research shows that students prefer to hear about games over<br />

social media and word-of-mouth than other communication media. A problem for<br />

14


this demographic is that they are paying less attention to other advertising. The<br />

communication areas for which to reach the student demographic are decreasing, but<br />

they are also learning to ignore messages that do reach them. Social media has not<br />

had the strong response that the client had originally hoped for. Our group must go<br />

over the main social media attempts by the athletic department and change the media<br />

positioning.<br />

The target market needs to focus its efforts on the media messages students<br />

actually interpret. To get this market to attend more willingly we have to use the<br />

psychographic of emotional fan motivation. We must work the campaign to include<br />

students in activities that encourage their emotional connection to the game. Our<br />

group will work to create strategies which allow the target market to have face-toface<br />

interaction with USD athletics. These activities will make these individuals feel<br />

more inclined to attend games. The more interaction that these people receive with the<br />

department, the more likely they will feel connected to events.<br />

A major problem for the college athletic market is that students now have many<br />

other options for social interaction. Students would rather be involved with others online<br />

or at bars and parties than at games. Other colleges may have better stadiums or higher<br />

student loyalty to the teams than USD. It is also a problem that USD does not have a<br />

<br />

several sites, but none of them hold decent information or interact with the students.<br />

USD seems to be trying to gather attendance through any method, and several versions<br />

of it, that they can. This causes a lack of interaction in all the sites, and the students<br />

themselves do not have one particular site to go to. Instead the students break up and<br />

<br />

<br />

same information.<br />

15


PRODUCT ANALYSIS<br />

The University of South Dakota offers students the chance to watch Division I<br />

level sporting games such as football and men’s and women’s basketball. While USD has<br />

much to offer to students while attending the game, not all the students see the sporting<br />

events as a past-time event. It is important to look at what the University does for the<br />

sporting events and how the students feel about the efforts and results of the games.<br />

The University of South Dakota holds an outdoor tailgate for every home football game<br />

and there is a student tailgate section and an alumni section. In the past the student<br />

section and the alumni section were together, but due to construction on campus they<br />

have been split. We discovered in our focus group, that the students did not like to be<br />

separated from the alumni section. It is important to students to be connected with the<br />

other half of the USD community.<br />

According sporting events offers a chance for students to socialize with one<br />

another and support their fellow students by cheering them on at games. The<br />

atmosphere of the Dakota Dome during game days relates to the social experience for<br />

students. If the students are not pleased with the atmosphere (due to rough crowd<br />

or lack of school spirit) it severely affects their mood at the game and often leads the<br />

students to leave the game. It is important to keep the atmosphere of the Dakota Dome<br />

full of energy and school spirit to keep students at the game and happy.<br />

The University offers a student section in the Dakota Dome and tickets are<br />

required to gain entrance. Tickets can be picked up in the Muenster University Center<br />

on select days at select times and are available until sold out. But what do the students<br />

think about the ticket pick-up? The results from our survey concluded that students did<br />

not like the process of getting a ticket. Most students do not have time to wait in a line<br />

to pick-up a ticket or did not want to wait in a line. Then in our focus group students<br />

suggested a swipe method at the entrance to solve this problem. They also suggested<br />

“over-selling” the game due to students who get a ticket but then decide not to attend<br />

the game; therefore wasting a ticket another student could use to gain entrance. If<br />

the students are not willing to get their tickets it is crucial for USD to change the ticket<br />

method to increase student attendance at games.<br />

The number of tickets acquired by the students’ increases when team’s record is<br />

better. In addition when the Coyotes play against competitors that are better known this<br />

increases student attendance. There is no surprise that game day tickets are distributed<br />

the quickest for Dakota Days or when the opponent is South Dakota State University.<br />

The sense of a long school rivalry motivates students to attend the games to support<br />

their school; Dakota Days has been around for 100 years and it is a long standing<br />

tradition at USD. Following traditions is very important to colleges as well as their<br />

students that leads to why these events tend to have higher attendance.<br />

16


Tradition is an important part about being a USD Coyote. Students take pride<br />

in their fellow Coyotes and it is important to focus on that. Students enjoy seeing the<br />

mascot, Charlie Coyote around because it reminds them of tradition and being a Coyote.<br />

Right now there is a lack of interaction with the students and Charlie, but by having<br />

Charlie interact more with students it will instill a reminder in them that they are all<br />

Coyotes and we need to support one another.<br />

The University of South Dakota encourages students to attend the football and<br />

men’s and women’s basketball games, but the encouragement is nothing without a<br />

true meaning behind it. Students need to be reminded of their Coyote bond and their<br />

traditions. Then by including the wants of the students the USD athletics department<br />

<br />

students that the University does care about their wants and students will be motivated<br />

to attend games.<br />

17


COMPETITIVE ANALYSIS<br />

A competitive analysis is important because it is as crucial to evaluate the<br />

competition, as it is to evaluate one’s own product. Our product is a time consuming<br />

option for entertainment and social purposes. It is important to understand what<br />

is competing for students’ time in which they would be more likely to do that than<br />

attending a USD football or basketball game.<br />

Table 2-<br />

I am NOT LIKELY to attend a USD<br />

football or basketball game because I<br />

am more likely to...<br />

Reason<br />

Other commitments with<br />

friends<br />

Average<br />

Response<br />

2.89<br />

School work/studying to do 2.93<br />

Have work commitments 3.54<br />

Watch sports on TV 4.43<br />

Exercise 4.49<br />

Play recreational sports 4.74<br />

Go to the bar 4.79<br />

Attend another college or<br />

4.81<br />

Professional game<br />

As noted in Table 2, the student’s primary competitors for time are commitments<br />

to friends, schoolwork, and work commitments. These three have the lowest mean<br />

<br />

<br />

very popular options as to what students would rather be doing than attending a USD<br />

football or basketball game.<br />

Our product requires a college student’s time. We are indirectly competing against<br />

all the other time requirements in a USD student’s life. College students have heavy<br />

agendas balancing school, studying, homework, jobs, internships, sports, and clubs<br />

<br />

these distinctions, students are not seeing athletic events with the same amount of<br />

importance. These events lack the ability to hold interest and promote excitement in<br />

their lives, so they have stopped attending, and others have followed because of the<br />

low attendance.<br />

18


Students ranked pregame events high for likelihood of attending a game. This reemphasizes<br />

the importance of social aspects associated with sporting events. But during<br />

the basketball season, pregame events are limited because they do not hold tailgates or<br />

other University pre-game events. Many students get to the tailgate but leave instead<br />

of going into the game, or choose to leave before the game is over. Our competitors are<br />

places people are choosing to go instead of into the game. This can be going to bars,<br />

house parties, friend’s houses, or going home.<br />

Also, our direct competitions are any place, other than the Dakota Dome, where<br />

one can watch a USD football or basketball game. Some bars in Vermillion show the<br />

games, any cable television, or any place where you can stream the game from your<br />

computer is a competitor.<br />

Because students get into games for free, we have an advantage over our<br />

competition. Most entertainment and/or social functions result in money loss. Purchasing<br />

food and drink at bars and restaurants or traveling to another college/professional<br />

sporting event cost students money. Because college students are generally low income,<br />

anything that is free or cheap is seen positively.<br />

South Dakota State University is a also a competitor of USD. They are a larger<br />

school that has found success, so it is important for us to analyze their strategy. Looking<br />

at their success may help us reach success. One tactic SDSU uses is ticket giveaways<br />

for away games via social media. This can draw a crowd at away games. They also<br />

advertise ticket and food bundle packages for select games online, such as $40 for<br />

four tickets, four hotdogs, four popcorns and four sodas. During double headers, they<br />

advertised discounted concession items in-between the two games. Another promotion<br />

<br />

would be awarded for dressing with the most spirit and being the roar of the crowd.<br />

One tactic SDSU used to keep people till the end of the game was having an auction for<br />

special jerseys. Also, on their social media pages, they release videos of student athletes<br />

encouraging students to attend games and informing them of game day promotions and<br />

themes. SDSU has also been more successful at attracting a crowd for sporting events.<br />

Holding competitions, having discounted food, and releasing videos of student athletes<br />

promoting attendance worked for SDSU.<br />

While competition takes away potential consumers from attending University<br />

athletic events, it is crucial to remind the consumer about our product. Through our<br />

<br />

increasing attendance to football and men and women’s basketball.<br />

19


PROBLEMS<br />

AND<br />

OPPORTUNITIES<br />

20


PROBLEMS<br />

<br />

Communication about the games to the students is a problem for the department.<br />

Focus group and survey data show students are unaware of the dates and times of<br />

sporting events, in particular basketball games. Currently, there are several methods<br />

of promotion for athletics schedules, but most have proven ineffective. USD athletics’<br />

communication system to students is too varied and does not have much consistency.<br />

<br />

<br />

<br />

lettering and do not include any images or videos to draw attention. Other than e-mail<br />

<br />

Ineffective Marketing of the New Paw Points Program<br />

The paw points program has been in effect for the duration of the 2014-15<br />

academic year, yet there is a very low number of student participating. The program<br />

rewards students with points based upon the number of athletic events or other student<br />

events the student attends. This is tracked using students’ I.D. cards/numbers, which<br />

are swiped through an electronic reader upon entry at the event. Each athletic event<br />

has a different amount of points, and students may earn more points if they stay the<br />

entire game. The students can then earn prizes as these points accumulate. The current<br />

<br />

are:<br />

• Students are not grasping the existence of the paw points. They generally know<br />

what the program is but they do not go out of their way to participate.<br />

• Students do not feel the prizes for the paw points are worth the effort of<br />

participating.<br />

• No one picks up their rewards because they do not care about the prizes, or<br />

sometimes are unaware that they have earned anything.<br />

• The school only has certain areas for students to pick up their items and at<br />

certain times. This may cause trouble because students do not want to travel to<br />

the Dome to pick up something they don’t see as having much value.<br />

21


Decline in School Spirit and Tradition among USD Students<br />

The main driver for participation is the emotional connection individuals have to<br />

the action or event. Recent years have shown a decline in university spirit and an overall<br />

loss in student loyalty as a group. This has caused a decline in the tradition of traveling<br />

in large groups to be supportive of the University. The students of USD are moving away<br />

from traditions, which is changing the way the University arranges activities. The games<br />

with the highest attendance numbers are Dakota Days and games against rivals such as<br />

SDSU.<br />

School spirit can be directly related to the student’s perceptions of the campus<br />

and activities. One main thing discovered in our research was a high dissatisfaction<br />

with the University’s athletic teams. Students felt that the athletes did not participate<br />

enough with activities on campus. Overall, students perception of athletes is negative.<br />

Survey results have depicted them as “rude” and those who think they are better than<br />

the rest of the student population. Athletes represent the University at the games, and a<br />

negative relationship with their own student body will affect the tone of events. Students<br />

do not feel the need to support a team to which they hold no emotional connection. The<br />

image that the student population has for the athletes needs to improve before students<br />

will feel the need to attend games simply to support the team.<br />

The Ticket Distribution Process is Viewed as an Inconvenience to<br />

Students<br />

Ticket distribution is unorganized and students dislike the process. Ticket<br />

distribution is held at one location for a few hours each day on Tuesday through<br />

Thursday the week of a game; however, with only an average of 1500 tickets available,<br />

distribution is often completed by Wednesday. One issue with this method of distribution<br />

is that students have minimal interaction with sales staff at the one current distribution<br />

location. During the focus group, participants noted that often they just do not wish<br />

to travel to the tables to pick up a ticket. Although the ticket table is placed within<br />

the Muenster University Center (MUC) that alone does not automatically mean that all<br />

<br />

The time-frame for ticket distribution is also a problem. The department only<br />

keeps the table open for about three hours in the center of the day. It is important to<br />

point out that most students are in class at this time and generally do not want to travel<br />

to the MUC during the time between classes to pick up a ticket. The results from the<br />

focus group and survey showed that students do not like to wait or spend effort to get<br />

the ticket. Holding distribution for such a short period ensures lines and a waiting time,<br />

which deters the students. This time is also usually during lunch when students would<br />

rather get in line for their food than for a ticket.<br />

22


The Lack of an Engaging Social Media Presence for the USD<br />

Athletics Department<br />

It is important to focus on the social media problems of the Athletic Department.<br />

<br />

the information they wanted. Our social media audit showed us each sport has a Twitter<br />

account and the content on each page is generally the same. But we discovered from<br />

our social media audit that USD does have a focused Twitter page set up for students,<br />

but the students are simply unaware of it. This leads us to wonder how students are not<br />

aware of the page with all the content that they all claim to want.<br />

In addition there is a lack of follows amongst some the pages on Twitter accounts<br />

and Facebook pages. As well as there being too many pages, interaction with the<br />

students on all the pages is low. There is no real system to actively communicate among<br />

the pages and their followers. This gives a negative image to the site because it makes<br />

it appear as if there is no interest in students. The University must focus its social media<br />

<br />

Students Leave Before the Game Ends<br />

There has been a trend among students who do attend the games, to leave before<br />

the game is over therefore it is hard to keep the students at the game until the end.<br />

Students tend to lose interest during the course of the game. According to focus group<br />

and survey data, there is a lack of entertainment during breaks in the game. An average<br />

football game lasts about 3 hours, and students tend to get restless if there is no other<br />

form of entertainment (other than the game itself) during the game. Another factor<br />

that tends to drive students to leave is if the team is losing. Granted there is no way to<br />

control the outcome of a game, but the atmosphere of the game can be controlled.<br />

23


OPPORTUNITIES<br />

New Marketing Techniques for the Paw Point Program<br />

From our research we found most students were unaware that paw points<br />

existed and their are rewards for attending games. Students from our focus group<br />

stated they would attend three games to receive a prize. No student at our focus<br />

group was aware of the paw points program, which shows that there is a lack of<br />

promotion for the program. This presents us with an opportunity to make students<br />

aware of the paw points program. The program could be a successful tool to increase<br />

student attendance if students were aware of the program and the incentives they<br />

could potentially receive. In addition to new marketing efforts, the paw points<br />

program needs a few improvements. Students want to receive apparel, electronics,<br />

or money as we found from our focus group. While the prizes for the paw points<br />

program range from free breadsticks, a color-changing mug, to a trip to an out-ofstate<br />

game. The prizes for the paw points system need to be improved so students<br />

will be more interested in attending games.<br />

More Engagement on Social Media<br />

Data collected from our focus group and social media audit found that there<br />

are many social media sites for USD athletics. We also discovered a Twitter page<br />

that had all of the athletic information on one feed, but not many students are<br />

aware of this page. The University lists all of its social media accounts on their<br />

webpage (www.usd.edu), but it does not list the Twitter account with all the athletic<br />

content that students want. Therefore, the University needs to update their listing<br />

of their social media pages but unfortunately this out of the hands for the Athletic<br />

Department’s control.<br />

In addition interaction on Facebook is nonexistent, so it is important to begin<br />

engaging conversations with the followers of the page. Interaction between a brand<br />

and its consumer is essential today, thus the Athletic Department needs to begin<br />

interacting with their consumers so they will continue to consume the product.<br />

Also, with the increase popularity of Snapchat this gives us an opportunity to<br />

utilize a social medium that engages students. After we conducted our social media<br />

audit, the Athletic Department joined Snapchat. Since they joined Snapchat, this<br />

opens the door to many opportunities to engage with students who use the app.<br />

By increasing the social media interaction with the students it will show that the<br />

University does care about their students, and students will be motivated to attend<br />

games.<br />

24


More Interaction with the Students from the School Mascot,<br />

Charlie the Coyote<br />

A mascot symbolizes a school, and the mascot for USD is Charlie Coyote. Students<br />

from our focus group said they enjoy being able to interact with Charlie Coyote and<br />

would like to see more of Charlie and would like to interact with him outside the Dome.<br />

This gives us a chance to increase the amount of exposure Charlie gets throughout<br />

campus and online. If Charlie could walk through the MUC on game days to promote<br />

games in the evening or later in the week, this could increase student attendance.<br />

Students also want to see more of him on game days. The students from our focus<br />

group requested to see him at the tailgate and in the stands with the students. This<br />

presents us an opportunity to take his presence to the next level, online as well. It is<br />

important to focus online because his Facebook presence is low, with a mere 1, 371 likes<br />

on the page. The Charlie Coyote Twitter page appears as if the posts are automatic and<br />

<br />

online should have a personal feel and more engaging with the students. Since Charlie<br />

Coyote is a symbol of school spirit, it could help raise student’s school spirit as well.<br />

Improvements to the Tailgate Could Increase Student Attendance<br />

Our research suggests students generally feel positive towards the student tailgate<br />

prior to USD football games. This provides us an opportunity to direct students into the<br />

game. They have already made it to the USD tailgate alongside the Dome; therefore<br />

getting them into the Dome should not be hard. That being said, it is important to create<br />

a game day experience in which students can have fun outside of their regular everyday<br />

schedule. Students from our focus group enjoyed the old tailgate because they were<br />

able to be together with the students and Alumni. However, the students did not like the<br />

tailgate this year because it moved the students away from the Alumni and other fans<br />

due to the construction. Improving the tailgate gives us an opportunity to create a more<br />

organized and engaging tailgate which will give students a different experience on the<br />

game day and will draw them to attend the game.<br />

25


Create New Traditions for Students at USD to Increase School Spirit<br />

Our data suggests students do not attend the sporting events due to a lack of<br />

school spirit. This presents an opportunity to increase school spirit so students will<br />

be more likely to attend games to support their school. Ways to increase school spirit<br />

include:<br />

<br />

<br />

in the MUC and have a pep band to play music.<br />

• Wear red Fridays – by requesting students to wear the school colors it promotes<br />

students to show their school spirit in their clothing and can promote a unity<br />

in the school. This suggestion has been done at USD previously, but it needs<br />

better promotion since there is a lack of participation from students.<br />

• Charlie Coyote – as stated prior, Charlie Coyote symbolizes our University and<br />

promotes school spirit.<br />

• Student Athletes – by having regular students get to know the student athletes,<br />

it may increase school spirit because they know the team members and will want<br />

to come support them on game days.<br />

• Traditions – Dakota Days and SDSU rivalry are the biggest traditions at USD, but<br />

new traditions can still be developed to increase school spirit. New traditions could<br />

be more frequent pep rallies, or wear red competitions.<br />

By increasing the school spirit the number of students who attend games will increase,<br />

therefore it is a great opportunity for the Athletic Department to focus on.<br />

26


TARGET<br />

MARKET<br />

PROFILES<br />

27


PERSONA #1<br />

Name: Jane<br />

Age: 18<br />

Gender: Female<br />

Background: Jane is a freshman at USD and is from Sioux Falls,<br />

SD. She lives in the dormitories on campus, and works a parttime<br />

job. She is not a loyal sports fan; however, she has attended<br />

a couple USD football games and basketball games. Outside of<br />

working and studying, she spends much of her time hanging out<br />

with her friends. She stays in Vermillion most weekends, except<br />

on breaks and holidays. She plans to obtain a Bachelor’s Degree<br />

from USD, and then move back to Sioux Falls once completed.<br />

She enjoys attending USD, and is proud to be a Coyote.<br />

Motivations<br />

The main motivation for Jane to attend sporting events is her desire to socialize<br />

with her friends. She seeks entertainment and enjoys watching the halftime shows, and<br />

other game entertainment during breaks in the games. She also enjoys cheering on her<br />

fellow classmates at the games and feels a better connection with her fellow Coyote fans<br />

when she attends the games because all of her friends attend with her. In addition, Jane<br />

enjoys the food at the tailgate and at the sporting events.<br />

Barriers<br />

Jane feels it is important to support her school’s sports teams, but doesn’t always<br />

have the time or willingness to attend. She often works nights and weekends which,<br />

in some cases, prevents her from attending. Widespread game scheduling information<br />

would enable Jane to plan her schedule so that she is able to attend more games. There<br />

are times when Jane would like to attend games, but her friends do not wish to attend<br />

with her, or they invite her to do other activities. A larger emphasis on entertainment<br />

and engaging the fans at the games would motivate Jane and her friends to be<br />

interested in attending more frequently.<br />

28


PERSONA #2<br />

Name: Hailey<br />

Age: 19<br />

Gender: Female<br />

Background: Hailey is from a small town in rural South Dakota<br />

and chose to attend USD because she enjoys the small town<br />

atmosphere. She is a sophomore at USD and while she did not<br />

<br />

has a tight knit group of friends, with whom she spends much<br />

of her time. She does not work during the school year, so she<br />

has a fair amount of free time outside of her studies. She is not<br />

a sports fan, but does think it is important to show her school<br />

spirit. She has attended several sporting events while at USD<br />

but her social schedule does not always coincide with game<br />

schedules. She suggests going to games with her friends, but<br />

<br />

in Vermillion on most weekends, with the exception of holidays<br />

and breaks. She likes to have fun, and regularly looks for things<br />

she and her friends to do in Vermillion.<br />

Motivations<br />

Hailey seeks entertainment and fun in the activities she partakes. She feels that<br />

showing school spirit and cheering on the Coyote teams is important, but will not attend<br />

without her friends. Activities during time outs and halftime are of interest to Hailey and<br />

an aspect of the game that she enjoys. For Hailey, attending the games is not about<br />

the sports being played, it is a social event. She enjoys spending her free time with her<br />

friends, and likes the atmosphere at the games.<br />

Barriers<br />

Hailey has a fair amount of free time outside of her studies, but does not always<br />

have interest in going to sporting events. She is not a sports fan, so entertainment at<br />

the games is important. She does not have a large group of friends with which to go to<br />

games. She likes to have fun with her friends, but does not always know when sporting<br />

<br />

details. An improvement in the frequency and types of activities before, and during the<br />

games would entice Hailey and her friends to attend more sporting events.<br />

29


PERSONA #3<br />

Name: Jon<br />

Age: 18<br />

Gender: Male<br />

Background: Jon is from Omaha, Nebraska and chose to<br />

attend USD because it is close to home and cost effective. He<br />

is a freshman and an avid sports fan. He prefers professional<br />

sports to college sports, but enjoys watching most all sports. His<br />

favorite sport is football and his team is the St. Louis Rams. He<br />

has watched almost every Rams game on television since he was<br />

a young boy. Jon works a part time job while attending school,<br />

<br />

weekends to spend time with his family. He has many friends<br />

at USD, and makes sure to spend as much time with them as<br />

possible. Jon has attended a few USD football games, but does<br />

not attend regularly. Jon is often unaware of athletic schedule<br />

<br />

does wish to attend.<br />

Motivations<br />

Jon loves the competition in sports and that is what motivates him to watch<br />

on television or attend games. He loves football and enjoys spending time with his<br />

<br />

to attend events with him. He likes the atmosphere at the games, as well as at the<br />

tailgate. Jon feels it is important to feel a connection with sports teams for which he is<br />

<br />

emotional connection, he will be inclined to attend more USD sporting events.<br />

Barriers<br />

Jon is a big fan of professional sports, and not as interested in collegiate sports. He is<br />

always sure to watch the St. Louis Rams on television each week, and the game times<br />

could possibly interfere. His work schedule and his desire to travel home to Omaha on<br />

weekends can prevent him from attending. Appealing to Jon’s desire for competition<br />

by more promotion of games like Dakota Days and opponents like SDSU will entice<br />

<br />

information and is often unaware of when USD sporting events occur. Since Jon has<br />

friends who are players at USD, this provides him the opportunity to build that emotional<br />

connection he seeks. Providing him with easily accessible game scheduling information<br />

will make him more aware of when events occur at USD.<br />

30


OBJECTIVES<br />

31


Objective #1<br />

Increase the University of South Dakota’s student attendance to football and<br />

men’s and women’s basketball games by 25% during the 2015-2016 academic<br />

year.<br />

The main goal for the USD Athletic Department is to increase the overall student<br />

attendance to football and men’s and women’s basketball. To achieve this overall goal<br />

our other objectives, which include new marketing efforts, new activities, and a new<br />

ticket distribution process, are important in increasing student attendance. This goal also<br />

includes the high attendance for the Dakota Days and SDSU rival games. Therefore it is<br />

important for the Athletic Department to get students to attend other games and more<br />

frequently.<br />

Objective #2<br />

Increase interaction among the followers by 25% by May 2016<br />

To reach our main goal it is important to improve the social media presence of USD<br />

Athletics. After conducting the social media audit it is clear the pages lack interaction so<br />

it is important for the new social media pages to interact with the followers. As stated<br />

prior, it is important for a brand to engage with their consumer. The consumer bases<br />

most decisions on his/her emotions, therefore if the University responds to a student’s<br />

tweet he/she will be more likely to attend a game. To achieve this goal, new engaging<br />

content needs to be presented. An example of the engaging content is: “It’s #GameDay<br />

tomorrow ‘yotes! What’s your favorite part of #CoyoteGameDay?” The use of a hashtag<br />

will be important to keep students engaged with the content and users can search the<br />

hashtag and see what other users are saying. In addition to new engaging content, we<br />

would like to see interaction daily from the accounts, with at least three replies a day.<br />

The replies could be as simple as replying to a photo from game day and commenting,<br />

“Looks like you had a fun #CoyoteGameDay!” In order to measure this objective the<br />

social media accounts will be tracked to see if the interaction among the followers<br />

increases to a minimum of three replies per day and have at least three engaging posts<br />

a week<br />

32


Objective #3<br />

Increase the overall amount of follows/like by 25% by May 2016.<br />

We discovered in our focus group students did not like that the USD Athletics<br />

Department had multiple pages. The students wanted a page with all the sports content<br />

without having to follow multiple pages. We then found through our social media audit<br />

that the USD Athletic Department did have one social media page that was dedicated to<br />

all the sports and had all the desired content from the students. To achieve the goal of<br />

increase the overall amount of follows/likes we believe it is necessary for the Athletics<br />

Department to delete all the individual sports social media pages and use one page with<br />

all the sports information. By only having one page with all the sports information it will<br />

<br />

one account with all the information. To measure this goal we will track the amount of<br />

<br />

look at is @SDCoyotes on Twitter and South Dakota Coyotes Athletics on Facebook.<br />

Objective #4<br />

Increase USD student knowledge about the paw points program by 50% by<br />

May 2016.<br />

Currently not many USD students are aware of the paw points program, therefore<br />

the marketing for paw points needs to be improved. The program began in the fall<br />

2014, and the marketing efforts were not strong. By improving the marketing efforts<br />

it will increase the student’s knowledge of the program, thus our goal of increasing<br />

the knowledge by 50% is attainable since it is not well known due to lack of marketing<br />

upon the beginning of the program. To measure this goal is to see if new students<br />

participated, more points are earned by the students, and all the prizes are picked up in<br />

a timely way.<br />

Objective #5<br />

Increase student participation at USD football games by 50% by December<br />

2015.<br />

During football games students just stand in the bleachers and watch the game,<br />

there is no effort to get them involved and keep their energy up. By including activities<br />

that will require student participation it will keep the energy level of the students up<br />

and it will keep students at the game longer. It is important to get students to the game<br />

but it is equally important to make sure they stay until the end of the game and have a<br />

positive experience while attending. Measuring this goal is simple; include at least one<br />

activity for students to engage in per game. It is possible that USD Athletics may want<br />

to write down the names of the students participating to ensure that some students do<br />

not play more than other students.<br />

33


Objective #6<br />

Increase knowledge of USD Men’s and Women’s basketball games by 25% by<br />

May 2016.<br />

Basketball game attendance is generally lower than football attendance, and it<br />

can be due to the lack of promotion for the games. Basketball game days vary while<br />

football game days are strictly on Saturdays, so students do not always know when<br />

the basketball games occur. With increasing the promotion for the basketball games<br />

it will increase the student’s knowledge of the season schedule. Increasing student<br />

knowledge of basketball games by 25% is an attainable goal because currently there is<br />

little promotion and low attendance for basketball games. How to measure this goal is<br />

to analyze the number of promotions that are used in the 2015-2016 academic year in<br />

comparison to the number of students who attend the basketball games.<br />

Objective #7<br />

Increase student ticket pick-up for football and basketball games by 25% by<br />

May 2016.<br />

USD students do not prefer the current process for picking up their tickets to<br />

games and to increase the number of students who pick up their tickets it is important<br />

to modify the ticket process so that they will pick up tickets and attend the games. Most<br />

students base their feelings on ticket pick-up because they only pick up tickets to Dakota<br />

Days or South Dakota State games. These games have the highest attendance therefore<br />

the line is longer and students need to wait longer. We want to increase student ticket<br />

pick-up by 25% because it is intended to show students it is not an inconvenience to<br />

pick-up their ticket. To measure this goal, one will need to analyze the number of tickets<br />

picked up by students in the 2015-2016 season compared to 2014-2015 season.<br />

Objective #8<br />

Increase overall school spirit with students by 25% by May 2016.<br />

Students at USD only show their school spirit on Dakota Days and South Dakota<br />

State rivalry games. The lack of school spirit effects students and their attendance, if<br />

students have little school spirit they are unlikely to attend games. But if students have<br />

higher school spirit they are likely to attend games. To increase school spirit by 25%<br />

improvements will be made to pep rallies and wear read Fridays. Measuring school<br />

<br />

attendance number to pep rallies and gather lists of names of students who wear red on<br />

Fridays and are in the MUC.<br />

34


BUDGET<br />

35


BUDGET<br />

The budget we have to work with is $10,000 for the Athletic Department. The<br />

Coyote Consultants have estimated to use $8,300. We broke the budget into four<br />

sections which have been allocated a certain amount of money. The sections we broke<br />

the budget down into are: social media advertising, print advertising, prizes, and other.<br />

Social media advertising costs contain the promoted posts/tweets on social media. Social<br />

media advertising uses $4,000 of our budget. Print advertising costs include posters,<br />

<br />

Prizes contain items that will be given away at games or during contests. These prizes<br />

include t-shirts and free dome dogs. We also included a chilli feed in this section because<br />

it will be given away to students. Prizes uses $2,000 of our budget. Lastly, the other<br />

costs include items necessary for other promotional events such as the penny wars and<br />

basketball in the MUC. Other items uses $300 of our budget. Our campaign will only run<br />

until the end of the basketball season, so we budgeted our money from August 2015 to<br />

March 2016. The graph on the next page provides a monthly breakdown of how each<br />

section uses the money.<br />

36


Aug Sept Oct Nov Dec Jan Feb Mar<br />

$0 $210<br />

Promoted<br />

Posts<br />

$420<br />

Promoted<br />

Posts<br />

$840<br />

Promoted<br />

Posts<br />

$0 $840<br />

Promoted<br />

Posts<br />

$840<br />

Promoted<br />

Posts<br />

$840<br />

Promoted<br />

Posts<br />

$500<br />

Flyers<br />

$144<br />

Posters<br />

$50<br />

Napkin Holders<br />

$50<br />

Flyers<br />

$50 $50 $288 $0 $50 $50 $50<br />

Flyers Flyers<br />

Posters<br />

Flyers Flyers Flyers<br />

$50<br />

Napkin Holders<br />

$150<br />

Dome Dog<br />

Coupons<br />

$400<br />

Chilli Feed<br />

$0 $0 $0<br />

$1,200 $0<br />

$50<br />

Chick-Fil-A<br />

Coupons<br />

$150<br />

Dome Dog<br />

Coupons<br />

T-Shirt<br />

Giveaway<br />

at game<br />

$200<br />

Pocket<br />

Schedules<br />

$0<br />

$0<br />

$200<br />

Pocket<br />

Schedules<br />

$50<br />

Items for<br />

Basketball<br />

in the MUC<br />

$100<br />

End of the<br />

Football<br />

season<br />

video<br />

$0<br />

$50<br />

Items for<br />

Penny War<br />

$100<br />

End of the<br />

Basketball<br />

season<br />

video<br />

Other<br />

Prizes<br />

Print<br />

Social Media<br />

37


MARKETING<br />

COMMUNICATIONS<br />

STRATEGY<br />

OVERVIEW<br />

38


MARKETING COMMUNICATIONS<br />

STRATEGY OVERVIEW<br />

Strategy: Use print advertisements to create awareness of game<br />

days and game day activities/promotions<br />

Rationale<br />

Posters are valuable advertising tools that can be utilized to learn about the<br />

athletic programs throughout the USD campus. The posters will help raise awareness<br />

for the program, as well as gain acceptance with prospective students. The new design<br />

for the posters will provide attractive visuals and information about when games are<br />

and where they are located. The USD Athletic Department can send these posters to<br />

buildings throughout campus. Posters will be used for students to reference, while<br />

gaining awareness and acceptance. Napkin holders in the Muc will also be used as<br />

advertiseing space for game times/ paw points. Adding advertisements to the MUC<br />

napkin holders will give students a bit of time to look at these advertisements while they<br />

eat their meal.<br />

<br />

Facebook, Twitter @SDCoyotes<br />

Rationale<br />

As stated in our research, students in the focus group found it hard to navigate<br />

<br />

information about where USD will be holding athletic events, we will use one page where<br />

the athletic events schedule will be conveyed, @SDCoyotes. The Facebook and Twitter<br />

page will include visuals, as well as information regarding game times and place. It will<br />

also help us raise awareness of paw points. The Facebook and Twitter page, will help the<br />

University of South Dakota reach our goal by engaging with students on social media.<br />

Strategy: To increase awareness of University of South Dakota<br />

Athletics and bolster school spirit through Snapchat<br />

Rationale<br />

The @SDCoyotes Snapchat account will allow students to interact with the<br />

universities athletic teams and mascots. This will give students a behind the scenes look<br />

at athletics, athletes, coaches, and alike. The week prior to games, announcements<br />

will be made to remind students of games/gametimes in a way that doesnt seem like<br />

advertising. Snapchat uses videos and pictures to tell stories. On gamedays, photos and<br />

videos before the game, tailgates, photos with charlie, will all be used to help share the<br />

gameday experience, and engage with students in a new way. Snapchat is a popular<br />

media and is only increasing in popularity.<br />

39


Strategy: Increase entertainment at games<br />

Rationale<br />

Increasing entertainment at games will help students stay longer during games.<br />

By having more entertainment, students attending will be willing to stay longer. USD<br />

does not have a winning record, so adding more entertainment during media breaks,<br />

halftimes, and other breaks will keep students entertained and will create a better<br />

attitude towards attending games and will encourage students to come to another game.<br />

Strategy: To increase awareness and bolster school spirit by<br />

offering pep rallies and other promotions in the week leading up to<br />

a game<br />

Rationale<br />

Pep rallies are used to get students excited for upcoming university athletic events.<br />

The Pep Rally will be a way for students to interact with coaches and players, increase<br />

students want to support their fellow student athletes as well as another way to inform<br />

students of game times and place. Other promotions in the week prior to games will<br />

include promotions. These promotions may include games in the Muc between athletes<br />

and students, or Penny Wars. These promotions with help raise awareness of games,<br />

create excitement within students, and help students bond with student athletes.<br />

Strategy: Designing new brochures to inform students of the game<br />

dates so they can always have the schedule close by<br />

Rationale<br />

Brochures are a valuable tangible item that students will be able to utilize to learn<br />

more about game time and location. The brochures will use the same design as the<br />

current wallet-sized schedules. These fold-out brochures will be distributed to students<br />

who are attending the university in the fall semester. These brochures will help raise<br />

awareness of game times and location and allows us to better distribute the information<br />

to reach our goals.<br />

Strategy: Add more time and places to ticket distribution process<br />

Rationale<br />

Our data suggests students currently do not like the ticket distribution process.<br />

This can be changed simply by adding more times to pick-up as well as more locations.<br />

The current process includes few hours in the MUC, usually dur/class times. We want to<br />

increase how many hours they will be open for pick-up. Adding more locations will make<br />

it more convenient for students, and will help pin point our target market by adding<br />

locations to North Complex and Coyote Village were underclassmen reside.<br />

40


ADVERTISING<br />

STRATEGY<br />

41


CREATIVE STRATEGY<br />

We will be directing our messages to USD students. Our creative target audiences<br />

include freshman and sophomores because these are the people that will be at the<br />

University the longest. Our target market includes social and sports minded individuals.<br />

They are not die-hard fans, nor are they against going to some games.<br />

Half of the target are new to campus and most likely have never been to a Coyote game.<br />

Most live mostly on campus, in the dorms, Coyote Village, McFadden Hall, Burgess Hall,<br />

and Norton Hall. Our target audience eats most meals in the MUC.<br />

Creative Objectives<br />

- To create pride through bolstering school spirit.<br />

- To have the target audience be aware of game days, game day activities and<br />

promotions.<br />

- To get the target audience excited about game days, and have them stay longer<br />

during games through improved game day experiences.<br />

Strategic Focal Point<br />

We want the target audience to feel proud to being a coyote, feel a sense of pride<br />

for their school, and feel excited when engaging with our messages.<br />

We will be using integrated marketing efforts to target our market. We will be<br />

<br />

displays, to reach our target market.<br />

Big Unifying Idea<br />

We will utilize a new slogan, or hashtag, to be used on all advertisements and<br />

social mediums. #CoyoteGameDay will be on Facebook posts, twitter posts, and<br />

advertisements we produce. #GoYotes is currently the slogan that has been used on<br />

social media and promotional materials. We are not trying to push this hashtag our of<br />

use, but will be utilizing #CoyoteGameDay when referring to game, game times, and<br />

promotions on our advertisements and social media messages.<br />

The University of South Dakota’s school colors include Vermillion red, black, and white.<br />

All advertisements, promotions, will incorporate the use of these colors.<br />

42


MEDIA STRATEGY<br />

It was a common factor in the situation analysis that USD students are not aware<br />

of game dates and times and the paw points program, they are confused with the social<br />

media accounts, and they lack school spirit. To reach our target market we are utilizing<br />

the use of print media, social media, and mobile apps. To begin the media strategy<br />

section, the media objectives will be discussed.<br />

Media Objectives<br />

1. Gather 25% of incoming freshmen students to follow/like at least one USD<br />

<br />

academic year.<br />

We want the freshmen class to begin following the USD Athletics’ social media pages<br />

early in the year so they are aware of game day times and paw points information.<br />

<br />

away and one home game. We want the students to be aware of the games because by<br />

the ninth week of school it is Dakota Days. Therefore we know students will know about<br />

the Dakota Days game, but it is important they know about the games after Dakota<br />

Days. This is why it is crucial we have freshman following the USD Athletics’ on social<br />

media so they are aware of game day times and other information.<br />

2. Connect with 30% of the freshmen and sophomores on Snapchat within the<br />

<br />

Snapchat is a popular app that we want to utilize. This app will allow the Athletic<br />

Department to keep student up-to-date on game day times and other information, and<br />

it allows them to show behind the scene photos and videos and information about the<br />

student athletes. We want freshmen and sophomores to connect with the department<br />

on Snapchat since they are the target audience. Once again we selected the goal to be<br />

<br />

eight weeks. It is important to get the students aware of the games in the beginning<br />

rather than later on in the year when there are less games for them to attend.<br />

Media Strategy Elements<br />

Target Audience<br />

Our target audience for the campaign is USD students. We are targeting<br />

<br />

attend games, have friends to attend the games with, and enjoy sports. One of main<br />

concern with the campaign is to make students aware of the game days, therefore we<br />

selected the media classes according to this concern.<br />

43


Media Classes<br />

<br />

<br />

We selected social media sites because it is a simple way for new students to obtain<br />

information pertaining to game days. Social media sites also allow for the Athletic<br />

Department to engage in conversation with the students and when a consumer can<br />

engage with a company they are more likely to support the company. Since we want to<br />

gain attendance, by gaining the support of the student and by educating the student<br />

about the game day information the student will be more likely to attend a game. In<br />

addition to educating students about games we will also use these platforms to promote<br />

paw points. We will inform students of basic information about paw points, which games<br />

they will receive paw points, and when to pick up their prizes.<br />

The other media class we selected was mobile apps, but we are focusing<br />

on Snapchat. Snapchat is a very popular app therefore we believe freshman and<br />

sophomores will have it on their phones and will be willing to add USD Athletics’ on<br />

Snapchat. Snapchat allows users to upload a “snap story” for all their friends to see. The<br />

posts we believe the Athletics Department should upload on Snapchat are reminder for<br />

game days and times, behind the scenes videos and photos, photos and videos of fans<br />

on game days, features of student athletes, and more. Snapchat allows us to then see<br />

how many people have viewed the story, so we know whether or not people are viewing<br />

the content we post. In addition Snapchat will allow the students to send in their own<br />

game day photos to the account. When students send their own photos to the Snapchat<br />

account it will allow us to take screenshots of the photos and then display the photos on<br />

the display board in the Dome. If students are aware their photos can make it onto the<br />

board they will be willing to send photos to the Snapchat account.<br />

<br />

napkin holders. We wanted to utilize posters so students will see the football and<br />

basketball schedule every day. The posters will be placed in the dormitories and in<br />

the Muenster University Center (MUC). The napkin holders purpose is the same as the<br />

posters. It will feature the football and basketball schedules when it is the appropriate<br />

season. The posters and napkin holders will be a constant reminder to students of the<br />

<br />

Department will hold on campus.<br />

Media Mix<br />

We selected social media pages as one of our medias because it is a simple way<br />

for students to interact with the Athletics’ Department and students tend to be online<br />

so they will be more willing to follow/like a USD Athletic Department social media page.<br />

Especially when targeting freshman and sophomores they are more likely to follow USD<br />

pages because they are new and want to stay up to date with activities and games that<br />

occur during the year. We selected Snapchat because of how simple it is to use and the<br />

rise in popularity of the app. There are more smartphones on campus and therefore<br />

we believe that most students with smartphones have Snapchat and will be willing to<br />

add the Athletic Department on Snapchat. The unique aspect of Snapchat is the user<br />

<br />

are choosing the view our content. In addition when a student views the photo/video<br />

44


the app lets us know. So we will get feedback of how many students view our posts on<br />

<br />

<br />

will see them. For example, since our target market is freshmen and sophomores so<br />

while they eat lunch in the commons they can view the football schedule on the napkin<br />

holder on their table. The posters are used to be a constant reminder so freshmen and<br />

sophomores are aware of the game days. Flyers were selected to remind students on the<br />

events that will occur soon.<br />

We did not choose to utilize television, radio, or newspaper because we believe<br />

that students, especially freshman, will view those media. Even though there are student<br />

operated TV show (Coyote News), radio show (KYOT), and newspaper (Volante) they<br />

do not have a big audience. We believe the freshman will not know about Coyote News,<br />

KYOT, or the Volante and it would be pointless to target them if they are not viewing<br />

the media. In addition we found from our surveys that newspapers, radio, and TV<br />

advertisements were not preferred communications of USD students. While the survey<br />

results found that Twitter, Facebook, Snapchat, and posters were preferred methods.<br />

Therefore we selected the correct media vehicles to reach our target audience.<br />

Media Timing<br />

As for the timing for Facebook and Twitter posts, there will be activity that occurs<br />

daily. The activity will be either new posts or replies to followers. But when it is close to<br />

a game day there will be a heavy amount of posts to remind students and inform them<br />

about the game day. For Snapchat there will not be daily posts, but there will be at least<br />

one post a week. The posting will focus around game days so there will be multiple posts<br />

before a game so students are aware of the game and can see what they will have to<br />

look forward to when they attend. The posters and napkin holders with schedules will be<br />

<br />

will be displayed according to the event dates.<br />

Decision Criteria<br />

<br />

<br />

the information out to the students while there will be no advertising when there are<br />

no games. The form of advertising we will take is promoted posts and tweets. We<br />

<br />

information to more people, but we hope that once the students are exposed to the<br />

account they will follow it. This method will also allow us to save money for other<br />

promotions since we will have no advertising at points.<br />

Media Tactics<br />

As mentioned before the media vehicles we selected to reach our target audience<br />

<br />

demonstrate what we would like to accomplish through these medias. To begin the<br />

media tactic section, we will look at the social media pages and how they will accomplish<br />

getting the message to the target audience.<br />

45


Social Media Pages<br />

Table 4 lists the content that will be featured on the social media pages for the<br />

USD Athletic Department. On the next few pages are examples of a week of posts on<br />

Twitter and Facebook that demonstrates the content we want the pages to include.<br />

Table 4 -<br />

Content on Facebook and Twitter<br />

Upcoming game dates and times<br />

Scores of games<br />

Pictures of fans at games<br />

Pictures of athletes at games<br />

Behind the scenes photos and videos<br />

Information about athletes<br />

Replies to students<br />

Contests for students to participate in<br />

Paw points program informations and updates<br />

46


Facebook Posts<br />

Saturday<br />

(Game Day)<br />

#COYOTEGAMEDAY<br />

47


Friday<br />

Thursday<br />

Wednesday<br />

Tuesday<br />

Monday<br />

48


Twitter Posts<br />

Saturday<br />

(Game Day)<br />

49


Saturday<br />

Friday<br />

Thursday<br />

Wednesday<br />

Tuesday<br />

Monday<br />

50


Facebook Advertisement<br />

Get ready for #CoyoteGameDay this Saturday, Sept 19 vs. Drake!<br />

Twitter Advertisement<br />

Get ready for #CoyoteGameDay! This Saturday, Sept. 19 vs. Drake!<br />

51


Snapchat<br />

The content on Snapchat should be used to get students excited. Instead of<br />

directing messages toward them, we want to show them stories. Instead of announcing<br />

what time pick-up for tickets are, we can show students picking up there tickets and<br />

when, and where. Snapchat allows you to convey information without making it feel like<br />

its an advertisement. We can use fun Snapchat stories to feature videos and photos of:<br />

- Game days and times<br />

- Fans at games and tailgates<br />

- Athletes before, during, after games<br />

- Behind the scenes videos of athletes, coaches, Dome activities<br />

- Paw points information and pick-up times<br />

- Information on ticket pick-up times<br />

Below are examples of what the Snapchat content would look like.<br />

52


Posters<br />

Napkin Holders<br />

53


Media Calendar<br />

Our media calendar runs from August 2015 to March 2016. It features the dates<br />

when all our media will run and when events we planned will occur.<br />

Dome Dog<br />

54


Dome Dog<br />

55


Media Budget Summary<br />

<br />

allows the Athletic Department to advertise heavily around game days, and not advertise<br />

when there are no games. Since there will be periods with no advertising this will save<br />

money for the department to use in other areas. While we save money, we also need<br />

to spend it. The budget amount we will spend on promoted posts/tweets will be a total<br />

of $4,000. The promoted posts/tweets allow us to select the location we wish to target<br />

and then the higher the cost the more people the post will reach. We just want to target<br />

USD freshman and sophomores so the cost is relatively low. Therefore we will spend<br />

$15 per day on promoted posts/tweets for seven days up to the selected game day.<br />

So each game will receive $210 for promoted posts/tweets on Facebook and Twitter.<br />

We will advertise every home football game and select home basketball games. Not all<br />

basketball games will be advertised because there are a lot of basketball games in a<br />

season and the advertising costs would take up most of the budget. Then for Snapchat<br />

<br />

budget.<br />

<br />

holders. Posters will cost $18 per poster and with eight posters one set will cost $144.<br />

Therefore the posters with schedules will cost $432. Napkin holders we estimated for<br />

$50 per season for a total of $100 for the napkin holders. Flyers will be made for the<br />

<br />

budget is $1,500.<br />

57


58<br />

SALES<br />

PROMOTION<br />

STRATEGY


SALES PROMOTION STRATEGY<br />

Our sales promotion strategy will focus on USD students, and will be held mainly<br />

through the campus. Our goal for this campaign is to increase attendance to games,<br />

and we believe the best way to do this is to increase awareness as well as excitement<br />

about the games. We are going to target our sales promotions toward USD students for<br />

interaction. However we are going to keep the promotional items open so that others<br />

way participate as well.<br />

Sales Competitions<br />

There will be at least one competition before every major athletic event that will<br />

<br />

which students, professors, and others can participate. It is important to have some<br />

student athletes participate as well, because it will only strengthen the relation to sports<br />

for the students. The games must grab enough attention to draw a crowd, such as noise<br />

or use of items. Students who participate can win some prize like a gift card or device.<br />

1. Basketball in the MUC<br />

Volunteer or chosen students can go to the MUC to participate in an activity that mirrors<br />

basketball. There will be a small basketball hoops set up, and there will be a barrier<br />

so that there is distance between it and the students. Each hoop will be at a different<br />

<br />

basketballs into the nets to score. There can be prizes labeled on each hoop, or mystery<br />

prizes. This can improve interaction, especially if the ones in charge of announcing the<br />

game are one or two of the basketball players.<br />

2. Penny Wars<br />

Students will go to the MUC where nominated professor’s each have a jar with their<br />

name/photo on them. Students will put pennies into the professor’s jar of their choosing.<br />

<br />

to participate in an event. This could be getting a pie in the face or having the football<br />

team pour Gatorade on them. The meaning of this is to promote a fun activity that will<br />

<br />

3. Show us Your Spirit Contest<br />

USD athletics can hold a “spirit” contest in the MUC or outside in a busy area. The<br />

student who comes dressed in the greatest amount of school attire or appearance will<br />

receive something of value to students. This can be turned comical if athletes participate<br />

to get the events started; they can dress extremely outwardly to gain the attention of<br />

students.<br />

4. Hunt Charlie<br />

Charlie the coyote will hide somewhere on campus, and students will receive clues as to<br />

where he is. This could be through email or social media (Snapchat). The student who<br />

<br />

for food in the MUC. This is an interesting way for students to be involved with athletics<br />

through social media. The clues could be funny pictures and draw attention for students. 59


Promotions<br />

Dome Dog Giveaway<br />

<br />

coupon for their loyal participation to the sport. This will allow people to be more<br />

interested in arriving a bit early for the games. It is inexpensive for the school and is<br />

just a small reward that students will take note of.<br />

Price Reductions<br />

Through email, allow students to participate in a sweepstakes. Students can<br />

answer a few questions (this may even help solve some problems for athletics—maybe<br />

a mass survey) with the understanding that they can get a discount on clothes from<br />

<br />

discount for http://shop.goyotes.com/.<br />

Rivalry Week<br />

This can be an emphasis on particular major games during the season. On<br />

Facebook athletics could keep track of games won and lost during between the USD and<br />

another team. This may increase the school spirit for other games other than D-Days or<br />

SDSU games, and give more importance to games with other schools. This will not be an<br />

attack on every other school, but a way for students to get excited about having games<br />

against others.<br />

Ticket Sales<br />

During our research stage, we discussed ticket distribution with students during<br />

interviews and in our focus group. The students often expressed that many times they<br />

do not pick up a ticket because they feel that they do not have the time during the<br />

distribution time frame. The ticket distribution method mainly included a table in the<br />

MUC that only allowed students to get tickets during a time slot of about three hours.<br />

Students felt that they would rather get lunch or that they had to be in class during<br />

these times. We needed to give students more opportunities to get a ticket based on<br />

their own schedule. In order to do this, we decided that it would be best for the athletic<br />

department to set up distribution tables at more than one area on campus, maybe<br />

<br />

be open for more than three hours a day. The tables should be open for a few hours,<br />

probably around 10 a.m. to 3 p.m as well as times at night, such as 5-8 p.m. This way<br />

they are available during the busiest times of the day for these areas. People running<br />

these tables could work in shifts to break up the time, or one table could be used and<br />

moved between these three areas during the day. Coyote Consultants feel this gives<br />

students more freedom to pick up a ticket when they do not have to choose between<br />

getting a ticket or going to class/lunch.<br />

60


PUBLIC<br />

RELATIONS<br />

STRATEGY<br />

61


PUBLIC RELATIONS STRATEGY<br />

In order to increase attendance at university football and basketball events, focus<br />

needs to placed on public relation strategies. Throughout our research we found reasons<br />

people don’t attend games are because they aren’t aware of when games are, they wish<br />

there was more promotion before games, and they didn’t like the attitude the players<br />

tend to give out. A simple way to address these issues is to promote the game times<br />

and players personalities through public relations. Throughout this section we will aim to<br />

increase awareness for fall athletic events, which will lead to an attendance increase.<br />

One of the best ways to promote game times through the use of social media<br />

sites such as Facebook and Twitter. Throughout our research, this is one place we found<br />

very confusing to navigate because there are a variety of different athletic pages. One<br />

solution to this problem is to create a page where students can go to get information<br />

just regarding game time and place. Another way to gain student attendance through<br />

public relation strategies is to promote the game in the MUC on the days leading up to<br />

the event. We want more than posting the game time and location to the white board.<br />

This can be achieved in a variety of ways.<br />

Students from our research group had suggested that we have a pep rally before<br />

our games, much like they did at high school athletic events. These rallies will get our<br />

<br />

rallies will create school and community unity. Also, it will prepare and inform the crowd<br />

about the big game. Finally, the pep rally should include everyone, teachers, students,<br />

staff, and player’s, by doing this it creates unity throughout the University. These pep<br />

rallies will happen before football games on Fridays and on select days for basketball<br />

games. By increasing student involvement at these rallies it will help bring students<br />

to the games. It would also allow for students to have another way of learning about<br />

game and not giving students the option of saying they did not know there was a game.<br />

Also, doing promotions during the game are a way to keep students active and into the<br />

athletic events.<br />

Once we get students to games, we need to keep the students in the stands. To do<br />

this, games need to include more music, jumbotron activities, and entertainment during<br />

<br />

during media breaks. Also, during half-time breaks, entertainment such as a threelegged<br />

races or football throw contest for randomly selected students will encourage<br />

students to stay longer by adding more entertainment value. These tactics will help keep<br />

students in the stands longer.<br />

<br />

the students information on game time and place throughout campus, will increase the<br />

chances of reaching our goal. These ways will also allow students to have a chance to<br />

get to know the athletes in a better light. We also will maintain students in the stands<br />

longer by having better entertainment, other than the game itself. Research helped<br />

determine these tactics to increase attendance at athletic events.<br />

62


DIRECT<br />

MARKETING<br />

STRATEGY<br />

63


DIRECT MARKETING STRATEGY<br />

In order for the University of South Dakota Athletics to have a successful<br />

campaign, it must utilize direct marketing strategies. The main direct marketing<br />

<br />

used in different ways across the campus of USD.<br />

Posters will be used in different locations across campus to promote football and<br />

basketball games. These locations include the MUC, North Complex, Coyote Village,<br />

Burgess Hall, McFadden Hall, and building such as Beacom or the Al Neuharth. There<br />

will be three different variations of posters used to highlight men’s basketball, women’s<br />

basketball, and football. The posters will provide scheduling information, promote the<br />

#CoyoteGameDay hashtag, and the Snapchat username. These posters will use visuals<br />

to appeal to the students, and also serve as a reminder of upcoming athletic events.<br />

Flyers will be similar to the posters in that they will provide the same information<br />

and visual appeal to students. They will be distributed to incoming freshman on movein<br />

day at North Complex. It will be important to distribute these as students will then be<br />

able to hang them in their dorm rooms serving as a visual reminder of athletic events<br />

<br />

Muenster University Center napkin holders that are placed on every table. Those half<br />

sized sheets will contain scheduling information for sporting events and paw points.<br />

Wallet-sized foldable brochures are an important direct marketing strategy, as it<br />

will enable us to put information about USD athletics in every student’s pockets. They<br />

will be wallet sized brochures that contain the schedule for football and basketball<br />

games, as well as promote the #CoyoteGameDay hashtag and Snapchat username in<br />

<br />

Email marketing will be one of the most important tactics in the direct marketing<br />

strategies. Email marketing will offer information about upcoming sporting events, ticket<br />

distribution, upcoming contests and promotions around campus, and various themes for<br />

each individual sporting event. Emails will be sent to students at the beginning of the<br />

week, and will include visually stimulating colors and photos in order to draw students<br />

in to the information, rather than the traditional black/white all text emails used in the<br />

past. The emails will also include links to the YouTube videos described in the creative<br />

strategies section of this plans book. These emails will be sent to all students enrolled at<br />

USD, which provides a perfect opportunity to push information directly to students. This<br />

offers the most direct relationship and marketing technique while achieving the goals of<br />

increasing awareness and attendance at the University of South Dakota athletic events.<br />

64


CAMPAIGN<br />

EVALUATION<br />

65


CAMPAIGN EVALUATION<br />

Coyote Consultants was given the task of increasing attendance to USD football<br />

games. Our primary research included a survey, interviews, emails, and a focus group<br />

to understand the student perspective on the games. The research showed that the best<br />

way to do this was to turn to the university’s social media and advertising methods.<br />

<br />

<br />

we hoped to reach by the end of your campaign. We will go through each goal and point<br />

out the methods in which we can determine if the campaign was successful.<br />

1. Increase the University of South Dakota’s student attendance to<br />

football and men’s and women’s basketball games by 25% during<br />

the 2015-2016 academic year.<br />

To evaluate the increase of student attendance to games, we must look at ticket<br />

sales and the overall population attending the games. We want student attendance to<br />

increase, and we can determine if this is higher than in previous years by tracking the<br />

<br />

and calculating ticket sales, which will give the percentage, an effort could be made to<br />

look into the games themselves. Someone may attend a game in order to witness or<br />

take notes on a change in atmosphere or overall number of students in the stands at<br />

the end. This could work as a visual study in its own way if we track several games for<br />

similarities. While it may be impossible to calculate an exact number, it is possible to<br />

witness a change in student interaction amongst each other.<br />

2. Increase interaction among the followers by 25% by May 2016.<br />

Our agency worked to organize the schools multiple social media pages into a<br />

<br />

for student athletics and that the majority will follow this one page rather than spread<br />

out among the many others. We feel that the more students active on one website,<br />

the more interaction they will have with each other. We hope to see a high level of<br />

social interaction (tweets, posts) among these followers. By comparing the number<br />

of interactions to those of the old website, the athletics department can determine the<br />

popularity of the new pages.<br />

3. Increase the overall amount of follows/like by 25% by May 2016.<br />

Evaluation will be determined by calculating the average increase of posts<br />

occurring before the campaign. The website would want to see the 25% increase for<br />

every post, which can be easily measured.<br />

66


4. Increase USD student knowledge about the paw points program<br />

by 50% by May 2016.<br />

During our research we sought out 10 students who actively used the paw points<br />

system and asked them their opinion on the program. While they all knew of the paw<br />

points, there was uncertainty among them about how exactly the system worked. Also<br />

<br />

points. They suggested better methods to pick up the prizes and methods for students<br />

to gain more information. We changed the pickup system for paw points as well as<br />

organized an email system that will be more attractive. When evaluating this section of<br />

<br />

well as an increase in prize pickup.<br />

5. Increase student participation at USD football games by 50% by<br />

December 2015.<br />

The increase in student participation can be measured by looking into the numbers<br />

of students attending the games before the campaign. The schools record system<br />

keeps track of the number of attendance at all games and then stores it on the athletic<br />

website. By going to the website and comparing the numbers of the prior year, there<br />

should be an increase of attendance overall for the year. Since our campaign aims to<br />

increase the participation of students with the athletic department in general, we may<br />

look into doing another survey. Originally we took a survey of 525 people who gave us<br />

our original data. By going out with another survey or similar content, we can judge<br />

whether or not student opinion has changed since the campaign.<br />

6. Increase knowledge of USD Men’s and Women’s basketball<br />

games by 25% by May 2016.<br />

This can be evaluated by social media discussions about games as well as an<br />

<br />

that better understands the increase itself, because attendance does not always equal<br />

<br />

be emailed to students. This survey can simply question them about their currently<br />

knowledge of game activity and how they received it. By doing this you can judge if<br />

the campaign methods to attract attention were successful, but also pinpoint the exact<br />

mental images that the students remember which measures the message quality.<br />

7. Increase student ticket pick-up for football and basketball games<br />

by 25% by May 2016.<br />

This is also a measure of increased attendance. USD uses an electronic system to<br />

control ticket activity, so the numbers of tickets bought are always in the system. The<br />

best way for this system to be evaluated is to track the number of ticket sales and see if<br />

they increased.<br />

67


8. Increase overall school spirit with students by 25% by May<br />

2016.<br />

An increase of school spirit can be separated from game days. During our<br />

research our literature review showed that students more emotionally attached to the<br />

event are more likely to participate. So of course higher numbers of attendance could<br />

be linked to spirit. However we can also look at this from a larger view as a campus<br />

goal. Spirit can be judged by an increase in students participating in other activities<br />

such as wear red Fridays and pep rallies. Our competitions and rivalry weeks are a<br />

great way to judge spirit because they demand for students to seek out these activities<br />

themselves. The more students interacting in these activities, the more attachment to<br />

the events, and the school, can be seen. Spirit can also be judged by an increase in<br />

student hunger to participate in organizations or follow social media. Overall, we want<br />

students to feel an attachment to USD.<br />

68


APPENDICES<br />

69


APPENDICES<br />

Appendix A<br />

Survey Questionnaire<br />

70


Survey Codebook<br />

73


Appendix B<br />

Focus Group Topics/Questions<br />

1. What types of games have you attended this year? How many?<br />

2. What is your favorite part of the game? What kind of game day entertainment did you<br />

enjoy?<br />

3. Did you attend the tailgate this year? What did you think?<br />

4. If you went to the tailgate, did you go to the game?<br />

5. Would you go to basketball games if there was a tailgate?<br />

6. What prevented you from attending?<br />

7. Would you attend football or basketball games if you knew that after attending 3<br />

games you could win a free prize?<br />

8. Did you like how the football tickets were distributed this year? How would you like to<br />

receive your tickets?<br />

9. What would you want to change about the game day experience?<br />

10. If there were half-time/time-out games/activities for the students to engage in<br />

would you go?<br />

11. What do you think about fan game-day pictures being shared on the dome board?<br />

a.What do you think is the best media to share these pictures?<br />

12. What types of prizes would entice you to go to games? Stay until the end?<br />

a.Noisemakers?<br />

b. T-shirts?<br />

c. Coupons/gift cards<br />

13. Would Charlie the Coyote engaging more with the crowd increase the game-day<br />

experience for you?<br />

14. Would themed game-days change your feeling or experience at the games?<br />

15. Any other thoughts on how to improve game-day attendance?<br />

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Appendix C<br />

Personal Interview Email Questions<br />

1. Do you know what Paw Points are?<br />

<br />

3. Have you received any prizes for your Paw Points?<br />

4. What issues do you see with Paw Points right now? Do you think it is well advertised,<br />

is it well known among the student body?<br />

<br />

6. How would improve the Paw Points experience? (Change the prizes; change the<br />

method of prize pick-up, etc.)<br />

7. Why do you attend the games?<br />

8. Which sport(s) and how many have you attended for the 2014-2015 season?<br />

9. What can they do to improve the game day experience for you?<br />

77


Appendix D<br />

Literature Analysis<br />

A literature analysis was used since it allows gathering secondary data from<br />

legitimate sources on the topic and it is low in cost to gather this data. Although a<br />

weakness to using a literature analysis is it is a long process and the data may not be<br />

valid due to time or changes of information. We gathered our sources for the literature<br />

analysis from the USD library research gateway online.<br />

Background Information<br />

An article written in Time explains the threat that college campuses face when<br />

compared to media outlets. In the article, Brad Tuttle gives information from the<br />

Chattanooga Times Free Press who reported 9 of the 14 teams of the richest and more<br />

successful conference in college football saw a home attendance decline last year (Tuttle,<br />

2013). The article directs its attention to the major decrease in football attendance and<br />

the affects that it has upon the teams despite how successful they were in their games.<br />

The key issue regarding sporting attendance is due to the constant increase in social<br />

media users. Instead college students stay at home and use social media outlets to take<br />

part in. The reasons for this seem to be the individuals’ growing interests in simpler<br />

methods of achievement.<br />

Going to games is no longer a matter of simply buying tickets and coming to the<br />

game. There are many factors that people consider before they purchase the tickets.<br />

One problem is the rising costs of these events; not only are ticket prices going up but<br />

then the consumer need to pay large amounts for food, parking, as well as facing large<br />

<br />

reached the point where the hassle simply isn’t worth the price of admission” (Tuttle,<br />

2013 pg. 1). The main problem the teams face is that with media making everything<br />

easier, fewer people are willing to put up the effort in exchange for their convenience.<br />

Fan motivation<br />

Behavioral, Sociological, and Psychological Factors<br />

Choi, Martin, Park, and Yoh (2009) investigated the motivational factors for<br />

spectator involvement at men’s and women’s basketball games. They focused mainly on<br />

behavioral and socio-psychological factors. A Fan Behavior Questionnaire was developed<br />

to learn more about spectator behavior. A motivational scale was developed to measure<br />

<br />

<br />

and developing a list of motivational factors comprehensive enough to measure the wide<br />

<br />

Yoh, 2009).<br />

A case study about game attendance factors discussed factors affecting athletic<br />

event participation at a rural based Division I school. The students interviewed in the<br />

study used a Likert scale to rank game and service factors, while the second part used<br />

surveys to collect data on demographics, frequency of attendance at athletic events,<br />

sex, age, annual household income and relationship to the university. There were many<br />

factors discovered that affect attendance, some included: popularity of sports, team<br />

78


performance, game attractiveness, promotions, economics, weather, competition, fan<br />

<br />

services quality (Choi, et al., 2009). When looking into these, the authors believe that<br />

by having more controllable factors, they may change the focus to different objectives,<br />

such as new facilities, accessibility, crowding, parking, seat comfort, food services and<br />

quality, and cleanliness (Choi, et al.). Team performance and economic factors were also<br />

considered. However, the biggest factor discovered was game atmosphere.<br />

Krohn, Clark, Preston, McDonald and Preston (2008) studied psychological and<br />

<br />

several different issues including several that focused on a more mental concept of<br />

attendance. According to this study, there are several motivating factors that affect the<br />

fans and how they participate in events. These include: the personal objectives of the<br />

<br />

ideal. Each of these factors controls whether or not an individual interacts favorably or<br />

<br />

better understand the reasoning behind ticket sales (Krohn, et al., 1998).<br />

<br />

individuals who have a strong personal goal and associate these goals with sporting<br />

events. These personal goals can be things such as money or gaining a certain level<br />

of status in society. According to Krohn, et al. (1998), fans are interested in attending<br />

sporting events “not just to witness a winner and loser, but primarily to be included in<br />

the overall atmosphere the game presents” (Krohn, et al., p. 277). The games signify<br />

a lifestyle that the participant wishes to be included in. So, one way to earn more<br />

attendance for this group may be to build on the concept of belonging attributed to the<br />

games.<br />

The second point mentioned by Krohn et al. (1998) is the “excitement and escape”<br />

attribute. With this concept the authors argue that people will use sporting events as a<br />

way to separate themselves from their normal lives. The world becomes boring to these<br />

individuals, and they seek outlets that allow them differences from the normal. To some<br />

this method of escape may be even more effective than speaking to a family member<br />

or another close person. To some fans “certain sports such as football and hockey as<br />

<br />

<br />

own work” (Krohn, et al., p.277). Many businesses take advantage of this by purchasing<br />

tickets to sporting events for their employees. This increases the number of people who<br />

would usually not attend. The individuals then get to break their workweek up with these<br />

events and enjoy the excitement created by the athletes. Businesses could also use this<br />

time and these events to build stronger ties between coworkers.<br />

<br />

of a group. Many individuals feel the need to connect to something in order to have<br />

personal validation. By identifying as fans they gain this while being able to participate<br />

with other large groups. This article explains that fans can have a serious relationship<br />

with regards to these sporting events. Fans connect themselves as an important part<br />

of the game and feel this with the players as well. These fans can even experience pregame<br />

symptoms such as nervousness and an increased heart rate. Some go a step<br />

79


further and actually go over game plans as if they were actually competing in the event<br />

(Krohn, 1998). Many alumni go to sporting events because they feel this connection.<br />

<br />

symbolic link between themselves and their college days” (Krohn, et al., p. 277).<br />

Relationships between Motives and Points of Attachment<br />

<br />

consumption, explained several motivators for why attendance is limited, and then<br />

<br />

reasoning behind motivators. These authors pointed out that they have examined three<br />

<br />

<br />

(i.e. motivators) and negative factors (i.e. constraints) that affect individuals’ leisure<br />

choices and behaviors should be examined to more thoroughly understand individuals’<br />

reasoning for those choices and behaviors. In addition, negative factors are often more<br />

<br />

<br />

factor issues and what the authors believed may be affected by it.<br />

<br />

with regards to intentions. They found internal constraints such as “lack of team<br />

<br />

<br />

improve attendance, it is necessary to look at the primary motivations associated with<br />

the problem. If the university is unable to list the problems that are causing the drop<br />

in attendance, they will be unable to address the problems. Many institutions fail to<br />

research the primary reasons for which the student body fails to have any interest in<br />

attending the games. These are constraints that can be changed with simple steps of<br />

just focusing on the negative attributes.<br />

The second point the article focused on was the issues of constraints on the<br />

spectators. “Knowledge of constraints is critical to teams, schools and sports that draw<br />

<br />

more by constraints than by motivators” (Trail & Yu Kyoum, 2011, p. 80). One thing<br />

the journal explained was an experiment to judge if there are any social or systematic<br />

hierarchy in the decision making process of spectators. The research questioned whether<br />

or not individuals are attending based on the social systems that they are a part of.<br />

<br />

showed an attempt to focus on the individual’s personal states. The article also focused<br />

on “external constraints” such as cost, parking, and the location of the event as other<br />

<br />

provided several negative constraint solutions that may assist in attendance.<br />

One solution suggested for the negative constraints was for the sports teams<br />

to focus on individuals who usually do not attend these events. One reason for this is<br />

that such individuals do not have others to attend with, and thus shy away. By doing<br />

<br />

can relate to and thus become one with the system. Another method they argue is<br />

<br />

80


creation of an online community support effort will allow the university to use a wider<br />

range of methods to sell tickets. An effective media strategy helps “sports consumers<br />

share team-related information, discuss opinions and build relationships with other<br />

sport consumers in cyberspace” (Trail & Yu Kyoum, 2011, p.63). The team can then<br />

attract more attendance by providing group tickets with designated areas so that people<br />

can better attend in groups. These solutions are managed by addressing the negative<br />

constraints of the individuals and the motivators that would drive their attendance.<br />

Stephanie Withey of Clemson University in her thesis Fan Motivation for<br />

Attendance to Men’s Division I College Soccer Matches outlines several factors that<br />

play a role in attendance. She claims that college athletics have the “ability to impact<br />

a community and unite students, fans, and the surrounding city” (Withey, 2013 p.1).<br />

Fans, according to Withey, hold a great deal of power over the teams through their<br />

enthusiasm and attendance. The main issue with sporting attendance is that with<br />

a constantly growing media system people no longer have to leave their houses to<br />

attend the games. Using the consumer choice theory, which is the method of studying<br />

consumer demand when circumstances change were used to address the common<br />

factors of student participation. Random systematic sampling was used over a certain<br />

<br />

elements as “quality, escape, boredom/avoidance, social, entertainment, sport<br />

atmosphere, game data, game players, and game weather” (Withey, p.ii). While some<br />

of these factors are well known, others are not commonly focused on while researching<br />

game participation.<br />

Even teams with great reputations aside, the stadium itself can determine whether<br />

or not fans choose to return again. Each stadium has its own atmosphere that generates<br />

its own special setting which affects the fan population. It is more common for fans to<br />

return if they enjoy the stadium itself. Things such as “parking, cleanliness, crowding,<br />

fan control, food service, and attendance intentions all have an impact on a fan’s<br />

decision to stay throughout the duration of the match or even attend” (Withey, p.11).<br />

<br />

among the teams and colleges involved. According to research provided, Withey<br />

quotes other research by Borland & MacDonald (2003) which shows that fans are more<br />

attracted to games where each team has a chance of winning. Fans are more likely to<br />

attend games “where there is high but relatively equal talent and skill. Certain leagues<br />

have the opportunity to create a situation where there is unpredictability about the game<br />

with their competitive balance” (Withey, p.15). The other team, in that respect, can<br />

be issued as a motive for fan attendance. It is necessary for the game to allow fans to<br />

experience “excitement, eustress, and can affect self-esteem through BIRGing (basking<br />

<br />

quality of the game was the one factor that did not change despite gender or age group.<br />

When focusing on gender, both male and females said quality of game is important.<br />

However the males generally showed a higher demand for the quality of the game than<br />

the females surveyed. Withey assessed that this could indicate that females placed<br />

higher importance on things such as social variables. Women are less likely to “view<br />

being a sports fan as important and consider themselves sports fans for social reasons<br />

of self-identity” (Withey, 2013, p.68). When looking at those who attended games alone,<br />

women were less likely to attend if they did not have a friend, and men seemed to be<br />

more focus on seeing the game than if they were alone. Female fans will have a more<br />

enjoyable time at sporting events if they have someone else to go with.<br />

81


A literature analysis is important to have because it enlightened our group to<br />

what research has already been done on the subject. We encountered many interesting<br />

aspects to motivations for students to attend sporting events, and what discourages<br />

students from attending. This section will help give our team direction as we start our<br />

<br />

Marketing Strategies<br />

Jennings (2002) tried to determine if there was a difference between marketing<br />

dollars spent, winning percentages and attendance. This study focused on Division I<br />

baseball, softball, men’s basketball and women’s basketball. The research conducted was<br />

through either email or telephone interviews with both asking the same questions. The<br />

results found that attendance and marketing dollars spent for men and women’s games<br />

<br />

<br />

<br />

correlation between winning percentage and attendance, yet attendance is limited to<br />

factors like: city population, weather conditions, or the skill level of the competition<br />

(Jennings, 2002).<br />

Peetz’s (2011) article about marketing college games discusses the pattern of<br />

students not attending games against teams who they considered not to matter as<br />

much, which greatly decreased the supportive atmosphere of the game as well as<br />

revenue. Also there is a difference between a fan and spectator, which the researchers<br />

think is an important key to a successful marketing campaign. Then factors that<br />

<br />

Peetz (2011) discusses the student rewards program at Kansas State and how it was<br />

implemented and some problems that occurred. The problem that was occurring at<br />

<br />

as the game against the University of Kansas would always have a high attendance rate,<br />

but then the attendance rate would drop for other games. The same problem happens at<br />

<br />

against our biggest rival South Dakota State University, have good attendance but other<br />

games do not. To resolve this problem K-State came up with their rewards program.<br />

According to Peetz (2011) the students were encouraged to sign up for the program in<br />

groups of 2-10 people. K-State thought this would encourage the whole group to attend<br />

the game together. The students were then awarded a point for every home game they<br />

attended. The points system determined their place in line for the games that sold<br />

out during the season. To get the information about the new rewards program out,<br />

there were emails sent to the students, a press release, and an article in the student<br />

newspaper. The rewards program was connected with the student’s ID numbers and<br />

<br />

determine the students place in line based on the number of games they attended. This<br />

program successfully increased attendance at games in 2009 by 18.2% (Peetz, 2011).<br />

To understand why this program increased the attendance we look at the difference<br />

between fans and spectators and their different motivation factors (Peetz, 2011).<br />

Spectators merely observe or watch a game while fans do so because they are engaged<br />

on a deeper level. Marketing plans have to work to maintain their connections with<br />

82


(Peetz, 2011).<br />

<br />

spectators to attend the games. Rival schools can get together to determine marketing<br />

strategies for the games (Peetz, 2011). The psychological reasons for the rewards<br />

program success are also discussed in the article. The personal investment theory,<br />

perceived options, sense of self, and personal incentives are all relevant to why the<br />

rewards program works to get students to games.<br />

Peetz concludes with three guidelines to developing a successful rewards program:<br />

“Guideline #1: Supplemental marketing strategies need to be designed<br />

and executed in order to increase the attractiveness of an event or reward<br />

program. Giveaways, half-time entertainment, and in-game promotions<br />

are some ways in which to strengthen the allure of a rewards program.<br />

Guideline #2: Marketing activities should be aimed at developing stronger<br />

connections with the team…steps should be taken to make sure all<br />

customer service elements are given the highest priority…highlighting<br />

unique qualities of a team and promoting rivalries could also be used to<br />

strengthen fan-team connections. Guideline #3: Marketing campaigns<br />

should emphasize the social aspects of attending an event. People should<br />

be encouraged to come in groups and promotions aimed at unifying a fan<br />

base should be implemented” (Peetz, p. 211).<br />

An example of this is having all the fans wear the same thing, like a “white out”<br />

theme to unify the fans all in one color and then having a giveaway of white t-shirts to<br />

the students in the rewards program to wear on the “White Out” game day.<br />

Since USD implemented a rewards program as of this year, this research can help us<br />

better the program and help market it to students. Making the game more exciting<br />

through giveaways and half time entertainment, creating a connection with the sports<br />

team, promotion rivalries and social aspects of attending a sporting event are ways to<br />

make USD’s rewards program more successful.<br />

Home Viewing Experience<br />

Attendance at college football games has slowly been declining over the past<br />

three years (New, 2014). “50 public colleges with top football programs found that the<br />

average student attendance is down seven percent from 2009” (New, p.1). Not only is<br />

attendance down but also students that are showing up to games, tend to come later<br />

to games and leave earlier. The discussion on why this is happening seems to be never<br />

ending. According to New, the reasons that this is happening is because the tailgating<br />

experience is getting better and bars run game day specials making it cheaper to drink.<br />

Also, because of how the games are being presented on big screen televisions, which<br />

are decreasing in price, expands the in home experience to the consumer (New, 2014).<br />

New believes that the biggest issue depends on the success of the athletic team, which<br />

is ultimately not possible to control the team’s season. This research states Universities<br />

are competing against the home/bar viewing experience and depends on the success of<br />

the team. This is important research, but because USD winning record is low, and we are<br />

ultimately losing attendees.<br />

83


Appendix E<br />

Benchmarking<br />

Our next method of research we decided to use was benchmarking. The primary<br />

purpose of benchmarking is to research into how other schools create and implement<br />

marketing strategies to better inform the University of South Dakota, and to discover<br />

new ideas for methods of increasing attendance. We selected benchmarking because of<br />

its strengths, which allow us to look at successful methods other universities have tried<br />

and it allows us to look at the competition. Weaknesses to benchmarking are that the<br />

methods from other universities may not have the same success at USD, as it did for<br />

them. Benchmarking also may not provide us with new ideas to implement at USD. The<br />

materials for the benchmarking were collected from online databases. Benchmarking is<br />

purposive sampling since we selected the universities that are fairly similar to USD to<br />

review and gather information from. Currently getting students to attend college athletic<br />

events has been a challenge for most college schools throughout the country. Not only<br />

are schools struggling to get students to attend games, but also when students do<br />

attend, schools are having trouble keeping them there throughout the entire game. To<br />

begin the benchmarking section we will look at the issues Ohio University had in 2008.<br />

In 2008 Drake Bolon took over Ohio University’s director of marketing position.<br />

After conducting a survey at the university, Bolon found that one of the reasons students<br />

weren’t attending games is because they were not aware of when events were taking<br />

place (Steinback, 2013). “There’s never an excuse for a student not to know when a<br />

<br />

didn’t know when the game was, and I hear that from our peers in the Midwest Athletic<br />

Conference and other schools across the country. That’s really step one. We make sure<br />

that’s darn near impossible (Steinback, 2013).” Ohio University has taken many steps<br />

to insure that students never misunderstand when games take place. Ohio University<br />

students walking throughout the campus in the fall can’t help but notice the posters and<br />

<br />

wall reinforce the message. Student Facebook pages and Twitter feeds are likewise<br />

plastered with daily reminders along with paid advertising during game week (Steinback,<br />

<br />

attendance at university football games is up 85 percent since 2008.<br />

Another study done in 2011 was a study by the Journal of Issues in Intercollegiate<br />

Athletics. The group of people who ran this study did so in order to analyze collegiate<br />

marketing strategies and the evaluation process. The authors for the 2011 study<br />

consisted of Christina Martin from Troy University, Laura Miller from California University<br />

of Pennsylvania, Rawia Elsisi, from Troy University, Ashley Bowers from Southern<br />

Louisiana University and Stacey Hall from The University of South Mississippi. Surveys<br />

were mailed to 329 Division I-A athletic marketing directors and 136 were returned,<br />

which is a 41.3% response rate (Martin, Miller, Elsisi, Bowers, Hall, 2011). Responses<br />

to these surveys showed that half-time promotions, brochures, local business sponsors,<br />

radio advertisements, game giveaways, newspaper advertisements, and Internet<br />

advertisements were used as promotions 90% of the time. Of the 136 respondents,<br />

68% thought they could develop and implement new marketing strategies, while 62%<br />

said they often evaluate their marketing strategies. Moreover, 54% of athletic marketing<br />

84


directors believe they are competent in designing and implementing a statistically sound<br />

form of measurement for their marketing strategies. It was noted that only 22% of<br />

Division I-A athletic marketing directors use research consultants (Martin, Miller, Elsisi,<br />

Bowers, Hall, 2011).<br />

The table below shows which marketing strategies are implemented among most<br />

collegiate marketing directors according to research (Martin, Miller, Elsisi, Bowers, Hall,<br />

2011).<br />

The Motivators of Collegiate Sport Attendance Research<br />

Mumford, Kane, and Maina (2004) recommended six strategies to increase<br />

sporting event attendance:<br />

1. Increase the value of the event<br />

2. Increase student involvement with the sports program<br />

3. Increase the event publicity and exposure through media strategies<br />

4. Broaden the target market to include the community (not just those within the<br />

school<br />

5. Increase the “fun” factor of the event by including things such as a team<br />

mascot, cheering and dance squads, bands, and crowd participation games<br />

6. Increase promotional activities to including contests, prizes, and giveaways.<br />

The article then describes how one of the main tactics marketers do to impact<br />

game attendance is promotion. Examples of the types of promotions currently being<br />

used include tournament contests, three-point shoot-outs, and “best dressed fan”<br />

contests (Snipes and Ingram, 2007).<br />

85


The research methodology used in this particular study was broken up into<br />

<br />

<br />

based on the information found within the literature review. The third stage involved<br />

a focus group consisting of college students. Then they reviewed the full survey and<br />

made recommendations for revisions to the survey to make it more clear, concise and<br />

attractive to the reader (Snipes & Ingram, 2007). In order to gather a representative<br />

sample of the target population, Snipes and Ingram used quota sampling. Quota<br />

sampling is a non-probability technique that provides a better representation of a<br />

subgroup within a population. The data in this survey was collected from people living<br />

within 30 miles of the University, which is located in the southeastern United States. Five<br />

<br />

1. College students<br />

2. Faculty and staff<br />

3. College alumni<br />

4. Local high school students (juniors and seniors)<br />

5. Families in the local community<br />

A total of 2,515 surveys were distributed and 1,098 completed surveys were<br />

returned for a response rate of about 44%. Snipes and Ingrams’ sample consisted of<br />

51.5% males (566) and 49.5% (532) females. The age ranged from 14 to 80 with<br />

a mean that was 29 years of age (Snipes, Ingram 2007). Also, about 35% of the<br />

respondents had completed an Associate’s Degree or higher, and about 27% had not<br />

completed high school (some were high school students).<br />

The data from the study showed that the schedule and facility are the top<br />

motivators for sport event attendance across all sports. Other important factors were the<br />

admission price and the overall team record. The least important factors across all three<br />

sports were corporate sponsorships, special prizes and giveaways, and the school band<br />

(Snipes & Ingram, 2007).<br />

These studies also found that marketing to people involved with the college versus<br />

marketing to those who are not involved differ because they have different motivators<br />

<br />

<br />

<br />

<br />

compared to others, college students are more interested in the schedule, school spirit<br />

activities, participation games, and corporate sponsorships (Snipes & Ingram, 2007).<br />

The table below made by Snipes and Ingram below shows the breakdowns of the means<br />

and standard deviations based on the importance to attendance.<br />

86


The results of this study show that there are differences in what people attending<br />

college athletic events are looking for. These issues are based upon the admission price,<br />

food quality, food price, special prizes and giveaways, audience participation games,<br />

corporate sponsorships, school spirit activities, cheering squads, halftime entertainment,<br />

winning record, and the game schedule (Snipes, Ingram, 2007). Snipes and Ingram<br />

concluded that when targeting male’s marketers may want to focus their time on food<br />

quality, special prizes, and giveaways. They also found that when targeting females,<br />

<br />

Snipes and Ingram found was that when targeting younger attendees (under 25) it is<br />

important to focus on promotional activities and entertainment items such as prizes,<br />

giveaways, participation giveaways and halftime entertainment (Snipes, Ingram).<br />

Research on Promotional Ideas<br />

Further research has shown that one of the best ways to increase attendance<br />

at athletic events is to increase game day promotions. The following promotions are<br />

from NAIA Institutions that have continually seen success when increasing audience<br />

engagement. Oklahoma City University runs two promotions at many of their basketball<br />

<br />

their sponsor, Tinker Federal Credit Union, they ordered 400 rubber basketballs with<br />

the Oklahoma City University and TFCU logo on them (NACMA, 2007). During home<br />

basketball games announcements were made for reminding fans to come down on the<br />

court at the end of the game to participate in the TFCU Shoot for the Stars promotion to<br />

win their very own OCU basketball. Immediately at the conclusion of home basketball<br />

games a large container with the balls would be brought onto the court and invite fans<br />

down to win a ball. Fans could purchase one shot for $2 or three shots for $5 from the<br />

free throw line. If they made the shot they were allowed to keep the ball. The Director<br />

<br />

87


(NACMA, 2007). They brought in nearly $2,000 from people purchasing shots and<br />

because the entertainment took place at the end of the game, it encouraged them to<br />

stay throughout the entire game (NACMA, 2007).<br />

The second thing the University does is called the “Group of the Game”. Quiznos<br />

sponsored this event at which they honor one campus student group at every home<br />

basketball game (NACMA, 2007). At the start of the year the University sends every<br />

student group a form that allows them to nominate themselves as the group of the<br />

game. Then the University selects the winning groups and assigns the groups a game<br />

in which they will be honored. The group honored at the game is able to sit in a leather<br />

couch and loveseat in the front row of the student-section (NACMA, 2007). At the game,<br />

Quizno’s delivers a 5’ sub sandwich and sets it up on a table in front of the honored<br />

group. The group gets to eat the free meal, sit in front row seats, and is acknowledged<br />

through a PA announcement at the game as the “Quizno’s Group of the Game (NACMA,<br />

2007).” The results of this event encouraged 10 to 50 more students to attend the<br />

University’s events and the University also found that because people were being<br />

honored, friends from around campus joined the game as well (NACMA, 2007).<br />

<br />

<br />

with school spirit. For example, schools have themed game days like “Camo Night”.<br />

Embry-Riddle University in Florida saw that on these spirit nights their attendance<br />

was 298 percent higher than the season average at basketball games (NACMA, 2007).<br />

Conclusion<br />

After researching different studies, the University of South Dakota needs to<br />

spend time creating a marketing plan that does a better job of informing students<br />

when and where games are, promoting their brand, giving students a better halftime<br />

entertainment selection and creating ways to get students involved in halftime events.<br />

With this information, it is possible to not only raise attendance at athletic events,<br />

but keep those students in the student section for the entirety of the event. With this<br />

information, our group can push the Athletics Department one step closer to better<br />

understanding what needs to be done in order to reach their target audience.<br />

88


Appendix F<br />

<br />

Institutional Research, October 2014<br />

<br />

Fall 2014 Enrollment by Ethnicity Fall 2014 Headcount Enrollment<br />

M F Total M F Total Fall 2014 Enrollment M by F Total<br />

Undergraduate Undergraduate Am Indian Ethnicity 50 118 168<br />

Am Indian Asian/P Isl<br />

Am Indian 37 87 124 Full-time Asian/P Isl 63 101 164<br />

Asian 40 63 103 First-time New 445 702 1,147 Black Black 133 Hispanic 94 227<br />

Black 113 76 189 New Transfers 155 194 349 Hispanic White 100 Nonresident 170 Alien 270<br />

Hispanic 79 142 221 Other Fresh 136 159 295 White 168, 3281 2% 5363 164, 2% 8644<br />

Native Hawaiian/OPI 1 7 8 Sophomore 426 553 979 Nonresident Alien 137 99 236 335<br />

White 2,375 4,151 6,526 Junior 352 614 966 Unknown 236, 2% 146 206 227, 2% 352 352<br />

Nonresident Alien 65 51 116 Senior 415 702 1,117 Total 3910 6151 270, 10061 3% 687<br />

Multi Racial 67 124 191 Special 11 12 23<br />

Race unknown 30 33 63 Certificate - - -<br />

Total 2,807 4,734 7,541 Full-time UG Total 1,940 2,936 4,876<br />

Graduate & 1st Prof Part-time<br />

8644,<br />

89%<br />

Am Indian 13 31 44 First-time New 36 64 100<br />

Asian 22 26 48 New Transfers 69 179 248<br />

Black 20 18 38 Other Fresh 50 91 141<br />

Hispanic 21 28 49 Sophomore 54 146 200<br />

Native Hawaiian/OPI 0 5 5 Junior 55 167 222<br />

White 906 1,212 2,118 Senior 154 413 567<br />

Nonresident Alien 72 48 120 Special 445 734 1,179<br />

Multi Racial 21 20 41 Certificate 4 4 8<br />

Race unknown 28 29 57 Part-time UG Total 867 1,798 2,665<br />

Total 1,103 1,417 2,520 Undergraduate Total 2,807 4,734 7,541<br />

Fall 2014<br />

Student Enrollment by Full-/Parttime<br />

University Total 3,910 6,151 10,061 Graduate (Certs,M's+D's)<br />

Full-time 296 442 738<br />

Part-time 535 719 1,254<br />

Graduate (Certs,M's+D's) 831 1,161 1,992<br />

Source: USDIR Enrollment Extract (unduplicated)<br />

First Professional Enroll<br />

M F Total Full-time 269 253 522 Fulltime 6,136<br />

Fall 2014 States of Origin<br />

South Dakota 2,525 4,139 6,664 Part-time 3 3 6 Parttime 6,136, 3,925<br />

Iowa 362 536 898 First Professional Total<br />

61%<br />

272 256 528<br />

Minnesota 229 469 698 University Grand Total 3,910 6,151 10,061 3,925,<br />

Nebraska 169 313 482<br />

Source: USDIR Enrollment Extract (unduplicated)<br />

39%<br />

Other U.S. states 487 590 1,077 UG Applied/Admitted/Enrolled Fall 2014<br />

Fulltime Parttime<br />

International 138 104 242 M F Total<br />

University Total 3,910 6,151 10,061 Applied 1,411 2,131 3,542<br />

Source: USDIR Enrollment Extract (unduplicated) Admitted 1,212 1,934 3,146<br />

Enrolled 481 766 1,247<br />

89


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