Abstract | ||
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Todays’ customers seemingly desire company and brands to be constantly in contact with them during the consumption journey. By consequence forward-looking companies and brands are increasingly embedding technology-enabled (often mobile) touchpoints into the consumption journey in order to establish a relationship with consumers and support their needs and wants. This research analysed the consumption journey of sport events, and identified five major categories of activities performed by sport fans: sensing, performing, linking, organizing and navigating. These major activity categories, which can be seen as relationships co-creation between companies/brand and their customers, are then assessed in terms of the possibility of being enabled or enhanced with mobile devices thus creating mobile touchpoints. |
Year | DOI | Venue |
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2016 | 10.1007/978-3-319-28231-2_39 | ENTER |
Field | DocType | Citations |
Mobile technology,Sports marketing,Advertising,Computer science,Customer experience,Mobile device,Marketing | Conference | 0 |
PageRank | References | Authors |
0.34 | 0 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Alessandro Inversini | 1 | 52 | 10.28 |
Jason Sit | 2 | 0 | 0.68 |
Harry T. Pyle | 3 | 0 | 0.34 |