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The effect of joy on the behaviour of cricketspectators: The mediating role of satisfaction
Sven Kuenzel� and Mazia Yassim
University of Greenwich Business School, University of Greenwich, London, UK
Loyalty of fans is of vital importance for any sports team. This article examines the influence of
experience of the game on satisfaction, word-of-mouth and intention to attend. For this research
one distinct emotional experience, joy of cricket spectators in England, was investigated. Qualitative
interviews with cricket club management and spectators, coupled with previous literature are used
to identify three dimensions of joy, namely: social facilitation, quality of game and auditory. A
survey was conducted to test the relationship between joy, satisfaction and behavioural intentions.
The resulting findings and their implications are discussed, and it is suggested that distinct emotions
and their consequences need greater attention from researchers and managers.
INTRODUCTION
Cricket is regarded as the national summer
game in the United Kingdom and was the
country’s fourth most popular sport in
2004, with Football and Rugby and Snooker
being the first, second and third most
popular respectively (Mintel, 2005). Recent
research conducted by the England and
Wales Cricket Board (2002) claims that
there are nearly 20 million people in the UK
that are interested in cricket.
Over the past few years measures have
been taken to restructure the domestic
games so as to increase attendance. These
measures include the introduction of floodlit
domestic games, assigning names such as
Glamorgan Dragons, Kent Spitfires and Lan-
cashire Lightning to county teams in order
to create a contemporary image and the suc-
cessful launch of the shortened version of 1-
day game known as the Twenty20 in 2003
(Mintel, 2003). These new initiatives have
been successful in attracting a wider audi-
ence to the sport. However, is this interest
long lasting? How can the management
convert these first time attendees and new
spectators into becoming committed specta-
tors? Although the above mentioned
measures can help increase the appeal of
the game to some extent, a deeper under-
standing of cricket spectators is needed to
ensure that the right mix of elements are pro-
vided to influence positive game experience
and enhance their level of satisfaction.
Once the spectators enter the grounds,
their experience at the game would lead
them to build a relationship with the game
and/or team resulting in revisiting the game
and recommending the game to others
(e.g., Matsuoka et al., 2003). Hence, by fulfill-
ing their expectations, sport marketers must
ensure that the spectators are satisfied with
their game experience which in turn would
assist in spectator retention. This study
investigates the factors that create positive
game experience for cricket spectators and
tests their effects on satisfaction and future
behavioural intentions. The findings would
assist management in better understanding
what satisfies their audience and thereby
Managing Leisure ISSN 1360-6719 print/ISSN 1466-450X online # 2007 Taylor & Francis
http://www.tandf.co.uk/journals
DOI: 10.1080/13606710601056497
Managing Leisure 12, 43–57 (January 2007)
helping to increase the appeal of the game to
a wider audience. The main purpose of this
study therefore, is to gain a better under-
standing of sport spectators’ experience at
the game by proposing and testing a model
that explains the relationship between the
emotion of joy, satisfaction and word-of-
mouth and revisit intentions.
THEORETICAL BACKGROUND
Relationship marketing and customer reten-
tion has become the focal point of many
organizations’ marketing activities. Why has
this paradigm reached such popularity?
According to Caruana (2002), loyal custo-
mers are the foundation of any successful
organization. Organizations find customer
retention profitable as–retaining customers
cost much less than acquiring new custo-
mers; customers generate more profits
each year they remain with an organization
and also loyal customers provide free adver-
tising through word-of-mouth recommen-
dations (Reichheld and Sasser, 1990). Oliver
(1997, p. 392) defines loyalty as ‘a deeply
held commitment to re-buy or re-patronize
a preferred product or service consistently
in the future, despite situational influences
and marketing efforts having the potential
to cause switching behaviour’.
However, not all customers would be
inclined towards building and maintaining
an ongoing relationship with an organization
(Chiou et al., 2002). In order for customers to
be committed to a relationship, they need to
perceive certain benefits which accrue from
such a relationship. Applying this to the
sporting context, various research has
found that spectators attend games to meet
certain motivational needs including group
affiliation and entertainment value, and
meeting these needs would impact upon
overall satisfaction from attending the game
(e.g., Wann et al., 2002; Lough and Kim, 2004).
Various authors have suggested that
satisfaction is key to customer retention
and loyalty both in leisure management lite-
rature (e.g., Tomas et al., 2002; Baker and
Crompton, 2000; Madrigal, 1995; Wakefield
and Blodgett, 1996) and relationship market-
ing literature (e.g., Caruana, 2002; Chiou
et al., 2002; Gummesson, 1998; Reichheld
and Sasser, 1990). It is claimed that custo-
mers may express their loyalty in various
ways such as word-of-mouth and repurchase
and many studies have investigated the link
between satisfaction and word-of-mouth
and repurchase (e.g., Chiou et al., 2002). In
the context of sport spectators, Wakefield
and Blodgett (1996) found that spectators’
satisfaction had a significant impact on
revisit intentions.
In light of these various studies, it can be
ascertained that a positive relationship
exists between satisfaction and word-of-
mouth as well as satisfaction and revisit.
Thus, the following hypotheses are
proposed:
H1. Satisfaction positively influences word-
of-mouth
H2. Satisfaction positively influences revisit
Joy and spectator satisfaction in sports
In understanding the motive behind
customers’ future behavioural intentions,
emotions resulting from the consumption
experience have been investigated. Con-
sumption emotion, as discussed by West-
brook and Oliver (1991), refers to a set of
emotional responses elicited during a
product/service consumption experience.
In line with this view, customer satisfaction
can be classified as an emotion as it is often
defined as the reaction or attitude of the cus-
tomer to an organization’s offerings (Neely
and Schumann, 2000). However, authors
have distinguished between consumption
emotion and satisfaction. Following their
investigations, Mano and Oliver (1993)
stated that although satisfaction can be
classified as an emotion, it is also distinct
44 Kuenzel and Yassim
from consumption emotion. Emotions are
evaluated by consumers and this evaluation
results in satisfaction/dissatisfaction. Thus,
emotions are antecedents to satisfaction
(Mano and Oliver, 1993).
If emotions are necessary for satisfaction,
managers need to understand which specific
emotions can lead to satisfaction. As men-
tioned before, consumption emotion con-
sists of a set of emotions including; joy,
anger and worry. Madrigal (1995) investi-
gated the effects of BIRGing (basking in
reflected glory) and enjoyment on satisfaction
and found that enjoyment had a stronger
relationship with satisfaction than BIRGing.
Soderlund and Rosengren (2004) state that
the problem with research on emotions is
that researchers tend to aggregate various
emotions under one category where
emotions of a positive nature such as joy
are classified as positive affect (state of
mind) and negative emotions such as fear,
anger and frustration are classified as nega-
tive affect. As Damasio (2000) explains,
emotions are distinct responses whereas
affect is a general disposition that can
encompass the whole subject matter of
emotions and feelings. Soderlund and
Rosengren (2004) argue that emotions
consist of various discrete types and thus
can have different antecedents and conse-
quences. This view agrees with that of West-
brook and Oliver (1991) who found that
satisfaction can be better understood by dis-
tinguishing between various emotional
bases.
Sport spectating is a hedonic consumption
(consumption in the pursuit of personal plea-
sure) and hedonic responses are said to be
closely linked to pleasure. Hedonic con-
sumption has also been found to generate
higher levels of affect (Mano and Oliver,
1993) and joy is often included under the cat-
egory of positive affect (Soderlund and
Rosengren, 2004). This area has not been
investigated before in a sporting context
but is of great importance to managers as
by understanding what constitutes joy for
spectators, managers can create and
enhance the sense of joy experienced
during the game and thus satisfy spectators.
With specific relevance to cricket, providing
a joyful experience for spectators can assist
the management in attracting and retaining
a wider audience. Following on from the
above discussion, it is argued that joy is
not a satisfaction dimension per se; rather it
is an emotional state that leads to and
enhances satisfaction. As with previous
research that identified a link between posi-
tive affect and satisfaction (Mano and
Oliver, 1993; Soderlund and Rosengren,
2004), it is argued here that joy would have
a positive relationship with satisfaction. Con-
sequently, the following hypothesis is
proposed:
H3. Joy positively influences satisfaction
Joy at a sporting event
In their research to investigate the links
between customer joy and customer satis-
faction in a service setting, Soderlund and
Rosengren (2004) found that employees’
state of joyfulness is an antecedent to custo-
mer joy. That is, employees’ positive
emotional state will be contagious and custo-
mers will adopt this positive emotional state
as well (Soderlund and Rosengren, 2004).
The authors however point out that instead
of limiting the antecedent of joy to one stimu-
lus, various other possible stimuli to custo-
mer joy need to be investigated. With
specific relevance to sports spectating,
Madrigal (2003) argued that emotions contri-
buting to affect are attribute-dependant or in
other words they depend on various stimuli.
In the context of spectator sports, what is
an organization/club offering its spectators
that can act as stimuli to joy? Several
authors have investigated the roles played
by team identification (psychological attach-
ment to a team) and team performance in
The effect of joy on the behaviour of cricket spectators 45
spectator satisfaction (Matsuoka et al., 2003;
Wakefield and Sloan, 1995). Matsuoka et al.
(2003) considered the impact of factors
such as game score, performance of the
favourite team, quality of the contest, and
team identification, on satisfaction – which
in turn affected the intention of spectators
to attend future games.
A core product of sport is the contest itself
(Westerbeek and Shilbury, 2003). It can be
argued that entertainment value can be
derived mainly from the quality of the
contest and team performance. The manage-
ment themselves can only influence the per-
formance of the team to a certain extent.
With respect to cricket, Schofield (1988)
claimed that management can influence the
team’s performance by providing com-
ponents such as coaching and training facili-
ties and player selection for particular
games. The author also acknowledges that
the actual performance can be affected by
factors such as opponent’s performance,
fitness of the players and weather conditions
– which cannot be controlled by manage-
ment. Hence, if team victory cannot be guar-
anteed by the management, they would need
to focus their attention on elements that are
within their control and which can help
enhance spectator experience and joy. Evi-
dence has also been provided to show that
fans become loyal to a particular team due
to the enjoyment associated with spectating
(Laverie and Arnett, 2000). Wakefield and
Sloan (1995) argue that attendance at a
sporting event is not a mere function of
team performance but involves the entire
experience spectators have at the event. It
is clear therefore that a ‘holistic’ approach
to understanding what constitutes an enjoy-
able experience is needed. With relevance
to cricket, based on existing literature and
the results of the qualitative data collected
for this study, the following variables are
put forward as dimensions of joy; quality of
game, social facilitation and auditory, as
explained below.
QUALITATIVE STUDY
The purpose of the qualitative study was to
explore spectators’ experience while attend-
ing the game, from both management and
spectator perspectives. Seven management
interviews of cricket club chief executives
and marketing managers and fifteen specta-
tor interviews of both members and non-
members of cricket clubs were carried out.
Both the management and spectator inter-
views took a semi-structured format in
order to ensure that key issues are explored
and at the same time ensure flexibility to
explore emerging issues. All the interviews
were tape recorded, transcribed and ana-
lysed manually. The manual data analysis
consisted of re-reading the transcripts and
identifying recurrent themes.
Results
The results of the qualitative study
combined with existing literature were used
to identify three variables of joy with rel-
evance to cricket spectators. These are dis-
cussed below.
Quality of game
The overall performance of the two teams
and the level of competitiveness portrayed
by the teams during a contest constitute
the quality of game. This has also been
referred to by terms such as game experience
(Kelley and Turley, 2001) and entertainment
value (Lough and Kim, 2004; Madrigal, 1995).
Quality of game has been identified as a
factor influencing satisfaction and future
attendance. Matsuoka et al. (2003) identified
that excellence of the contest was one factor
influencing future attendance at games.
Madrigal (2003) agrees with Matsuoka et al.
(2003) by saying that the greatest entertain-
ment value is derived from watching a close
game. According to Kelley and Turley
(2001) the athletic contest is a principal
factor affecting the quality of the service
encounter and game experience.
46 Kuenzel and Yassim
The importance of quality of game was
also highlighted during the cricket manage-
ment and spectator interviews. A majority
of the county cricket club management inter-
viewed felt that the primary concern of spec-
tators was quality of the cricket played. As
one manager mentioned, ‘people like to see
their team performing well’. This was sup-
ported by the spectators as the majority of
them stated that seeing high quality perform-
ance from both teams would satisfy them.
‘Good cricket’ and ‘a competitive match’,
were the sentiments expressed and victory
was seen as an added bonus or as a spectator
put it, ‘the final edge’. Another spectator
explained, when attending a 4-day game,
the result is only known on the last day and
most spectators will not be in attendance
during all 4 days. Thus for those attending
this form of the game, they would expect a
close competition as opposed to victory.
However, even during spectator interviews
conducted on the day of a 1-day competition,
it was the quality of the contest and strength
of the opposition which took precedence
over victory. It was also interesting to note
that some spectators compared cricket
with football with regards to team victory.
Spectators mentioned that whereas football
is more passionate and the team expected
to win, in cricket a good game and a close
finish are very much appreciated. Based on
these views, we propose the following:
H4a. Quality of game is caused by the second-
order construct of joy.
Social facilitation
Although quality of game has been identified
as a key factor effecting spectator attend-
ance and satisfaction (Lough and Kim,
2004); Deighton (1994) stated that spectators
can have a good time in the stands even if the
game is not on the whole rewarding. It can be
argued that spending an enjoyable time with
friends and family is one of the key reasons
why spectators may enjoy themselves
despite the game outcome.
The interaction of spectators with other
spectators including their friends, family as
well as people they have just met during a
particular game, and sharing the experience
of the game with others is referred to as
social facilitation (McDonald et al., 2002;
Westerbeek, 1999). Several authors have
adopted the view put forth by Melnick
(1993) and identified social facilitation as a
motivation for spectators attending a
sports event (McDonald et al., 2002; Mullin
et al., 1993; Zhang et al., 2001).
In cricket, as the spectators usually spend
the whole day at the game, social facilitation
becomes quite important. Many managers
and spectators agreed with this view during
the interviews. Spectators claimed that
they enjoyed the ‘social side’ with a few
also mentioning that they often attend the
games during the weekends with their chil-
dren. One spectator, who travels with his
team all over UK, mentioned that it was all
about spending time with friends. When
asked for one element, which if not present
would spoil the enjoyment of the game, the
immediate reaction from a spectator was
‘my mates’. Also pointed out by a spectator
was that, as cricket is played over a longer
period, with spectators often spending the
whole day at the game; it allows for more
time with friends – as opposed to attending
a football match for only 90 minutes. Follow-
ing on from these views, we hypothesize that:
H4b. Social facilitation is caused by the
second-order construct of joy.
Auditory
The noise of the crowd within the sports
venue is referred to as auditory elements
(Westerbeek, 1999; Wakefield and Blodgett,
1996). Although Wakefield and Blodgett
(1996) recognize the importance of what
they term ‘ambient conditions’ in spectator
enjoyment, they did not measure this as it
The effect of joy on the behaviour of cricket spectators 47
is difficult to control by management, but
suggest it for future research. Despite
elements of ambient conditions such as
weather not being in the control of the man-
agement, it is important they understand
which of their spectator segments place
greater emphasis on it, and try to control
the elements that are within their control
such as music and noise.
Furthermore, Westerbeek and Shilbury
(2003) state that religious followers provide
‘stage and scenery’ at a game. With regards
to cricket, Parry and Malcolm (2004) state
that whereas cricket in England used to be
regarded as a quiet and serene game, the
emergence of the Barmy Army (‘a vocal and
boisterous group of England cricket suppor-
ters’, p. 75) has been a key element in increas-
ing crowd involvement during the game.
When comparing the atmosphere between
4-day and 1-day games, a spectator men-
tioned that during the 1-day games there
are more people and the crowd are generally
‘more boisterous’, which enhanced the
atmosphere. As one manager observed, ‘at
a 4-day game, peace and quiet is more
important than noise’. Many spectators also
expressed similar views. Based on these
views, we hypothesize that:
H4c. Auditory is caused by the second-order
construct of joy.
The hypotheses are also depicted in Figure 1
below:
METHOD
A pilot study was conducted with 15 respon-
dents. Based on their comments some minor
changes in wording of the items were made
before the main study. A survey was con-
ducted subsequently over 14 days of dom-
estic cricket competitions across nine
different county venues in England and
Wales. This included 8 days of 1-day/limited
over competitions and 6 days of champion-
ship games. A total number of 639 spectators
were approached for the survey, from which
584 questionnaires were collected at a very
high response rate of 91%. Spectators were
approached during the lunch interval and
requested to complete the questionnaire.
Three questionnaires were discounted due
to completion errors leaving 581 question-
naires for the final analysis.
Instrumentation
The study uses multi-item scales to measure
the constructs in the model. All items in the
questionnaire were measured on a six-point
Likert-type scale anchored from ‘strongly
disagree’ (1) to ‘strongly agree’ (6). Some of
the measures were available in the literature,
though most were adapted to suit this par-
ticular context. All internal consistency
measures (assessed with Cronbach’s alpha)
in Table 1 are above the level set by Nunnally
(1978) of 0.60, therefore demonstrating,
Fig. 1. Hypothesized Model
48 Kuenzel and Yassim
internal reliability of the scales (please see
Table 1).
Social facilitation
Social facilitation, as discussed above, refers
to the spectators’ interaction with their
friends and family and also other spectators
during a game as well as sharing the experi-
ence with others. Four items were used to
measure social facilitation. As cricket specta-
tors spend a longer period of time at the
game, the questionnaire items needed to
reflect the overall experience spectators
have at the game. The items used were
based on Trail et al. (2003) measures for
‘social’ construct which focused mainly on
interaction and talking with other specta-
tors. As the current study focuses on spend-
ing time with family and friends as well as
other spectators, these items were adopted
here to include family and friends. As men-
tioned above, social facilitation is not only
limited to interaction but also includes
sharing the experience with others. In order
to reflect this aspect, one more item was
included here regarding sharing the experi-
ence of the game with others. Spectators
were asked about the interaction, and the
cricket game providing an opportunity to
spend time with friends and family and
Table 1 Means, standard deviation, and reliabilities
Scale and scale items Mean SD Alpha
Social facilitation 4.45 0.85 0.721. I enjoy interacting with other spectators at the game 4.38 1.332. I enjoy spending time with my family/friends at the game 4.64 1.133. My enjoyment of watching cricket is based on having other people to share the
experience with4.29 1.07
4. Visiting a game gives me a chance to spend time with like-minded people 4.50 1.08
Quality of Game 4.17 1.13 0.751. For the game to be entertaining, it is important that my team performs well 4.19 1.232. My team needs to play well in order for me to enjoy the game 4.15 1.30
Auditory 4.22 0.92 0.81. The clapping/singing of the crowd helps to create a good atmosphere 4.01 1.352. Listening to the crowd is very enjoyable 4.09 1.163. To hear the crowd cheer is fun 4.40 1.104. The chatter of the crowd creates a pleasant environment 4.36 1.03
Satisfaction 5.04 0.64 0.851. I am satisfied with my decision to attend this game 5.06 0.802. I think I did the right thing by deciding to attend this game 5.07 0.753. Attending this game has been a good experience 5.01 0.754. My choice to attend this game was a good one 5.04 0.81
Word-of-mouth 5.31 0.66 0.861. I would recommend coming to a game to other people 5.43 0.682. I will encourage friends and family to attend cricket matches 5.20 0.823. I will tell other people positive things about attending a cricket match 5.30 0.75
Revisit 5.53 0.63 0.771. Attending another game is a possibility 5.39 0.932. I will attend cricket matches in the future 5.61 0.663. I would attend a game during the next season 5.60 0.68
The effect of joy on the behaviour of cricket spectators 49
meet ‘like-minded people’. The measures
were reliable at a Cronbach’s alpha of 0.72.
Quality of game
As with Matsuoka et al. (2003), quality of the
game was measured with relevance to the
spectators’ favourite team. Cricket consists
of various formats. Although in some of
these formats, a result (win/lose) can be
expected (e.g., 1-day/limited over compe-
titions); the 4-day and 5-day games often
end in a draw. As the study was conducted
across the various formats, items chosen
focussed on overall team performance
rather than the end result. The scale was
reliable at a Cronbach’s alpha of 0.75.
Auditory
As discussed before, only one study was
identified so far that measured the auditory
construct (Westerbeek, 1999). However, no
measurement scale was provided for this
construct. Therefore, the items for the audi-
tory construct were specifically designed
for the purpose of this current survey. A
limitation in the measurement is that the
construct consists of only crowd noise
experienced by spectators at the game.
However, in cricket the various formats
have their own atmosphere. This includes
crowd noise as well as sounds through
public announcement systems, music
played during the breaks and so on. For
example, the limited over/1-day games are
known to have a more boisterous atmos-
phere with music and higher crowd noise.
The 4-day and 5-day games on the other
hand, have a much calmer atmosphere with
only crowd noise and no music at all. In
order to increase the usability of the ques-
tionnaire across these various formats of
the game, only noise created by the crowd
such as clapping, singing and crowd chatter
were included in the current study. The
scale was reliable at a Cronbach’s alpha of
0.80.
Satisfaction, word-of-mouth and revisit
The satisfaction measure included four
items, with three of these items being
adopted from the satisfaction items rec-
ommended by Oliver (1980). An adaptation
of Oliver’s (1980) items has been used by
sports marketing researchers in previous
studies (e.g., Arnett and Laverie, 2000). The
items referred to satisfaction with the
single consumption experience and thus
asked about the spectators’ experience
with the current game. The scale proved
reliable at a Cronbach’s alpha value of 0.85.
Word-of-mouth and revisit measures
included three items each. Two of the items
for word-of-mouth (‘I will encourage friends
and family to attend cricket matches’; ‘I will
tell other people positive things about
attending a cricket match’) and one item
for revisit (‘I would attend a game during
the next season’) were based on the
measures used by Hightower et al. (2002).
One item for word-of-mouth and two more
items for the revisit constructs were specifi-
cally designed for this study in order to
increase reliability and decrease measure-
ment errors (Churchill, 1979). Word-of-
mouth items focused on cricket matches in
general and revisit items asked about inten-
tions to attend games in the future as well
as attending games during the next season.
This was deemed important as attending
games during the next season can be a sign
of a specific longer term intention than a
mere statement regarding attending future
games. Both the word-of-mouth and revisit
scales were reliable at a Cronbach’s alpha
of 0.86 and 0.77 respectively.
RESULTS
To analyse the data, structural equation
modelling with LISREL 8.54 and the
maximum likelihood (ML) method (Joreskog
and Sorbom, 1999) was used. We evaluated
the measurement model and then the
50 Kuenzel and Yassim
structural model following the guidelines
suggested by Anderson and Gerbing (1988).
The first step of our data analysis involved
developing the measurement model. This is
a set of linear structural equations that
relate the scale items to the latent variables
that they are supposed to be measuring.
Unlike regression analysis, structural
equation modelling has no single test that
could evaluate the ‘strength’ of a model’s
predictions. Consequently, in order to evalu-
ate the fit of the model to the data we have
used a number of fit indexes. We have
employed the most popular fit indexes
(Bentler, 1992). These are the goodness-of-
fit index (GFI), comparative fit index (CFI),
root mean square error of approximation
(RMSEA), and parsimony comparative fit
index (PCFI). All values were well above the
standards suggested by Bentler (1992): 0.95
for GFI, 0.97 for CFI, 0.04 for RMSEA and
0.75 for PCFI. These values indicate that the
model had a good fit to the data. In light of
the theoretical foundation and the values of
the overall goodness-of-fit indexes, no re-spe-
cifications were made to the model.
It is very important to establish the
construct validity of all our constructs. Con-
struct validity refers to the degree to which a
scale assesses the construct it is supposed
to assess (Peter, 1981; Gerbing and Anderson,
1988). In order to show that our measures
had construct validity we had to establish
that there were convergent and discriminant
validity in the measures (Peter, 1981). Con-
vergent validity is the degree to which the
items comprising a given scale are measur-
ing the same underlying latent variable, and
discriminant validity is the degree to which
each scale is measuring a separate latent
variable (Peter, 1981; Gerbing and Anderson,
1988). The convergent validity for all scales
was supported because all factor loadings
were significant (Gerbing and Anderson,
1988). We also found the tests for discrimi-
nant validity to be supportive. That is, no
confidence intervals of the correlations
between any of the constructs included 1.0
(Anderson and Gerbing, 1988). Furthermore,
we followed the guidelines of Bagozzi and
Phillips (1982) by comparing an uncon-
strained model (whereby the correlation
between constructs is freely estimated)
with a constrained model (whereby the cor-
relation between constructs is fixed to
unity). This test was repeated for every pair
of constructs. All tests showed significant
differences between the unconstrained and
the constrained model, indicating discrimi-
nant validity for all constructs. Additionally,
we conducted a separate second-order con-
firmatory factor analysis for joy and all fit
indexes were satisfactory (0.96 for GFI, 0.96
for CFI, 0.05 for RMSEA and 0.69 for PCFI).
This assured us that we can include the
second-order model of joy in the structural
model. Our second-order model hypoth-
esizes that the first-order factors (social
facilitation, quality of game, and auditory)
are subdimensions of joy.
To test all of the study’s hypotheses a
structural model was employed. The struc-
tural model specifies relationships between
latent variables (with multiple indicators).
All the values are better than the standards
suggested by Bentler (1992): 0.94 for GFI,
0.95 for CFI, 0.05 for RMSEA and 0.80 for
PCFI. These values reveal that the model
had a good fit to the data.
As shown in Table 2, all path coefficients
were statistically significant (t-value . 1.96),
ranging from 0.36 (medium) to 0.75 (high),
thus providing evidence to support all hypoth-
eses. This indicates that spectators not only
evaluate their cricket games on the three
dimensions, but also consider joy as a
second-order construct that consists of the
subdimensions of social facilitation, quality
of game, and auditory. An evaluation of the
second-order factor loadings shows that
social facilitation is the most important dimen-
sion of joy, followed by auditory and quality of
game. Joy influences satisfaction, which in
turn influences word-of-mouth and revisit.
The effect of joy on the behaviour of cricket spectators 51
It is not enough to evaluate the quality of a
hypothesized model but researchers should
always try to compare it with rival models
(Bollen and Long, 1992). Sumino and Harada
(2004) have proposed in their model a posi-
tive effect of joy on behaviour but could not
support this empirically. Additionally,
Soderlund and Rosengren (2004) state that
emotions (such as joy) have a positive influ-
ence on future behaviour. Following on
from these views, a rival model is proposed,
which hypothesizes that joy also has direct
positive effects on word-of-mouth and
revisit (please see Figure 2).
The results from the analysis of the rival
model are shown in Table 3. We compare
the hypothesized model with the rival
model on the following criteria: (1) overall
fit of the model, as measured by the GFI,
CFI, RMSEA and PCFI, and (2) the model’s sig-
nificant structural paths.
Nearly all goodness-of-fit indexes remain
the same for the rival model. The PCFI is the
only index that changed. For the rival model
the PCFI achieved a lower value (0.78) com-
pared to the hypothesized model (0.80).
This is not surprising considering that the
index takes model complexity into consider-
ation and less complex models are preferred.
Additionally, the two added paths are not sig-
nificant. These results indicate that the rival
model does not fit the data as well as the
hypothesized model. It clearly shows that sat-
isfaction is a mediating variable between joy
and behavioural outcomes.
DISCUSSION
The findings from the study clearly indicate
that social facilitation, quality of game and
auditory are dimensions of spectator joy.
The findings can be seen to provide partial
empirical support for the conceptual argu-
ment by Westerbeek and Shilbury (2003),
who state that the core sport product
creates emotional value, which in turn
Table 2 Structural results for hypothesized model
Hypothesis supported Estimate t-value
Joy! Quality of game H4 (a) yes 0.36 5.05Joy! Social facilitation H4 (b) yes 0.75 6.60Joy! Auditory H4 (c) yes 0.58 6.80Joy! Satisfaction H3 yes 0.54 4.91Satisfaction!Word-of-mouth H1 yes 0.46 9.53Satisfaction! revisit H2 yes 0.47 9.86
Fig. 2. Rival Model
52 Kuenzel and Yassim
leads to satisfaction. The current research
has identified three dimensions of joy,
which sports marketers can focus on in
order to create spectator joy and thereby
spectator satisfaction. As no previous
research was identified that investigated
joy in a leisure context, the current study
provides the first insight into what can help
create spectator joy when attending a game.
Social facilitation was found to be the most
important dimension of joy. Perhaps surpris-
ingly, social facilitation was not emphasized
to any great extent during the management
interviews. Interaction between spectators
was mentioned mostly in the context of cor-
porate hospitality clients. As one manager
explained, spectators in corporate suites
were reported to have had a wonderful
time, even when the game was abandoned
due to bad weather. This was attributed to
them spending time with colleagues and
the camaraderie between them. Findings
from this research emphasizes the signifi-
cance of social facilitation and cricket man-
agement have to place greater emphasis on
providing opportunities for spectator sociali-
zation. This can include providing special
family seating areas, cricket coaching facili-
ties and bouncy castles for children as well
as competitions that involve groups of spec-
tators working together such as short spec-
tator cricket competitions during the lunch
break. Cricket club management could also
highlight the opportunities provided to
meet and make new friends in their market-
ing messages. Furthermore, social events
can be arranged such as regular dinner
parties for cricket club members to provide
additional opportunities to socialize and
meet other club members and also post-
game barbecues that all spectators can
attend. Initiatives can be put in place to
introduce new club members to existing
members and thereby helping them to get
to know others and make friends. The
concept of attending a game being a socializ-
ing opportunity can also be used to recruit
new members. Management can introduce
a member-get-member scheme whereby
current members can introduce their
friends and family to the club membership.
In order to encourage spectators to attend
the game with family and friends, family
and group tickets at discounted rates can
also be introduced. Bad weather is usually
seen as a major disadvantage in cricket and
social facilitation can be used to overcome
some of the problems caused by bad
weather. It can be frustrating for spectators
to wait around for the rain to clear and the
game to restart. Indoor social events can be
organized to facilitate socializing as well as
entertain spectators until the game restarts.
Marquees can be set up within which specta-
tors can watch recordings of a previous
game or play a virtual cricket game.
Auditory was the second most important
dimension for cricket spectators. With
Table 3 Structural results for rival model
Hypothesis supported Estimate t-value
Joy! Quality of game H4 (a) yes 0.36 4.88Joy! Social facilitation H4 (b) yes 0.78 6.46Joy! Auditory H4 (c) yes 0.55 6.62Joy! Satisfaction H3 yes 0.57 4.87Satisfaction!Word-of-mouth H1 yes 0.47 6.72Satisfaction! revisit H2 yes 0.45 7.52Joy!Word-of-mouth H5 no -0.01 20.10Joy! revisit H6 no 0.04 0.68
The effect of joy on the behaviour of cricket spectators 53
specific relevance to joy, Soderlund and
Rosengren (2004) state that in-store music
in a retail setting can be used to evoke custo-
mer joy. In their efforts to create joy for their
spectators, cricket management can use
strategies that actively promote auditory
elements. Public announcement systems
and big screens need to be used more effec-
tively to encourage people to applaud,
chant and sing throughout the game. At
certain periods of the game such as when a
wicket has fallen, spectators can be encour-
aged to sing the songs that are usually
played. Big screens can display the lyrics to
actively encourage participation. Manage-
ment should also explore the possibility of
using stump cameras to enhance auditory
elements. Stump cameras are used to
capture images and sounds from the pitch
area. During certain times of the game, the
sounds captured from the cameras can be
broadcast live so that spectators can experi-
ence the sounds from the centre of the
playing field as well.
The core product in the sporting context is
the game itself and the current study found
quality of the game to have the least influ-
ence on joy. This result acts as a caution to
cricket management against focusing all
their marketing efforts on the theme of
team performance. By using team perform-
ance or the quality of the game as the
central focus of their marketing communi-
cations, cricket management run the risk of
failing to attract their audience. The results
indicate that what is needed is a holistic
approach to satisfying spectators which
includes providing socializing opportunities
and auditory experience as well as a quality
contest. Marketing messages need to high-
light the overall experience that the specta-
tors can expect to have at the game.
Testimonials from those who have attended
can be used as well as actively promoting
initiatives such as family and group tickets,
children’s entertainment and competitions
and singing that the spectators can
participate in while at the game. In order to
ensure that a quality contest is staged, man-
agement need to work closely with the coach-
ing team. Providing better training facilities
and acquiring talented players will contribute
towards building a strong team that will
provide quality contests. Also, it is important
that the management effectively communi-
cate with the coaching staff and players with
regards to the new initiatives that are intro-
duced. If the players understand how the
new initiatives will help attract and retain
spectators, they will be more willing to partici-
pate in events such as post-game barbecues
and broadcasting the stump camera sounds
to the spectators.
Management can vary the social
facilitation and auditory elements mix that
they provide for different formats of the
game. For example, 4-day cricket games are
traditionally known to have a relatively
quieter atmosphere. In line with this, the
auditory elements need to be moderate and
may only require encouraging spectators to
applaud and playing music whereas at
limited-over competitions, spectators
would expect high levels of auditory
elements which can be provided through
initiatives such as active encouragement of
singing and chanting and stump cameras.
A strong relationship between joy and
satisfaction was identified, which is consis-
tent with several previous studies. For
example, Soderlund and Rosengren (2004)
found that customer joy leads to customer
satisfaction with the service experience.
Other researchers found that enjoyment
had a great effect on satisfaction (Madrigal,
1995), positive affect had a strong link to sat-
isfaction (Mano and Oliver, 1993), and
experiencing frequent joy and infrequent
negative emotion has a strong relationship
with satisfaction (Westbrook and Oliver,
1991).
A number of previous leisure management
and marketing studies reported a positive
relationship between customer satisfaction
54 Kuenzel and Yassim
and behavioural intentions (e.g., Tomas
et al., 2002; Baker and Crompton, 2000; Wake-
field and Blodgett, 1996). This research study
supported the previous studies because it
found that satisfaction leads to word-of-
mouth and revisit intentions.
In order to measure the effectiveness of
the stimulants of joy that are introduced,
management need to design questionnaires
that capture responses to various initiatives
that are introduced. Surveys using this ques-
tionnaire can be carried out on a regular
basis such as annually at the end of the
season across various formats of the game.
Also, data can be captured to identify how
many memberships were acquired through
the member-get-member scheme and how
many spectators purchased tickets due to
word-of-mouth recommendations. Based on
the findings from these management data,
initiatives need to be continually refined to
meet spectator’s needs.
The study also tested a rival model which
hypothesized that joy was also directly
linked to word-of-mouth and revisit;
however the link did not find empirical
support. A similar relationship was exam-
ined by Sumino and Harada (2004) who pro-
posed that affective experience (i.e., joy,
excitement, worry and love) was positively
related to intentions to attend future
games. The authors showed that joy on its
own did not have a significant positive influ-
ence on revisit, which is consistent with our
findings for the rival model. Although further
investigation is required to explore the exact
causes of the lack of a direct relationship
between joy and word-of-mouth and revisit,
a possible explanation can be put forth.
Sumino and Harada (2004) considered affec-
tive experience which, similar to satisfac-
tion, incorporates the overall experience
with attending a game whereas the focus
here was only on joy, which is one distinct
emotion that can be caused by one or more
aspects of spectating a game such as social
facilitation. Thus, when treated as an
emotion per se, joy does not influence
word-of-mouth or revisit but spectator evalu-
ation of joy which results in satisfaction influ-
ences word-of-mouth and revisit. These
findings support the argument of Soderlund
and Rosengren (2004) who stated that dis-
tinct emotions elicit different responses to
that of aggregated emotions. The findings
also verify that satisfaction is indeed a med-
iating variable between joy and behavioural
intentions and thus, it could be argued that
joy and satisfaction are indeed distinct
emotions which need to be treated
individually.
Limitations and future research
The current study was an attempt to investi-
gate the effects of one distinct emotion, joy
resulting from watching a cricket game.
Little research has been undertaken so far
to investigate the effects of distinct emotions
in various leisure consumption settings. In
order to understand fully the nature of
emotions, what stimulates them and their
relationship with satisfaction and beha-
vioural intentions – the current research
needs to be replicated with other emotions
such as excitement and worry. This would
help leisure management to stimulate posi-
tive emotions and thus satisfy customers
while avoiding negative emotional stimuli
and resulting dissatisfaction.
This study focused on joy derived from
spectating a cricket game. Future studies
need to replicate this in other sports con-
texts such as football and tennis. Does
social facilitation, auditory and quality of
game help create joy among football and
tennis spectators and does their joy impact
on satisfaction? Also, more dimensions of
joy may be identified which are specific to
different sporting contexts. Replicating this
study across other sporting contexts would
also provide great insights into the beha-
viour and consumption experience of specta-
tors of different sports.
The effect of joy on the behaviour of cricket spectators 55
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The effect of joy on the behaviour of cricket spectators 57