spm final Flashcards

(24 cards)

1
Q

Data mining

A

customer satisfaction management
-demographic & psychographic profiles of current & potential consumers
-to make strategic marketing decisions

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2
Q

Technologies in athlete recruiting (2 areas)

A

use of computers to analyze
-for coaches: players, game video, scouting reports, teach movements & strategies to athletes
-for SID: distribution of info to media

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3
Q

Recent technological development in coaching & SIM

A

-use of the internet (website design engines, interactive questionnaires, email, chat rooms/data mining)
-digital video

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4
Q

Building controls

A

-lighting system
-sound system
-intercom

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5
Q

-lighting system
-sound system
-intercom

A

computerized indoor air quality systems
-HVAC systems

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6
Q

Online video conferencing

A

accessed from anywhere
-cost saving

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7
Q

Planning for High Tech Application

A

plan ahead

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8
Q

What is CRM?

A

customer retention & build positive relationship

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9
Q

Who is the “C” in CRM?

A

anyone who wants to buy product, stakeholders, potential buyers
-stakeholders: employees, fans, athletes

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10
Q

What is the customer lifecycle?

A

intro
-growth
-maturity
-decline
(finding customer, building value for customer, establish long-term relationships, E-loyalty)

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11
Q

Examples of customer service

A

FAQs, real-time service chat, help desk, privacy & security

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12
Q

Presentation outline (ticket operations)

A

real-time attendance, ticket redistribution, ticket lotteries, duplicate tickets, seat selection

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13
Q

Ticket redistribution

A

-fans disclose to a sport organization during a focus group that they are not renewing season tix bc many of the tix went unused
-what can be done to resolve this problem to avoid additional season ticket holders?

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14
Q

Benefits of ticket redistribution

A

-reduced involvement of “secondary” market
-higher probability seats will be used: maximizes all revenue streams
-unprinted tix automatically go to will call one hour before event

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15
Q

Ticket lottery

A

can identify those eligible and conduct a random drawing
-beneficial for those with large base of szn ticket holders
-“priority” system

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16
Q

High demand for tickets

A

-season ticket holders sell their og tickets to brokers for profit
-facility doesn’t scan tickets, therefore more fans come through gates than there are seats

17
Q

What is social media?

A

digital tools that let you share info & network with others

18
Q

Mainstream media

A

-tv, radio, newspapers, magazines
-the role of “audience” & “authors” are clear

19
Q

The background of social media

A

communication & collaboration between individuals or groups

20
Q

Social media impact on users (Who’s using it?)

A

47% of adults or 57% of internet users are using at least one social networking service

21
Q

How do people use social media?

A

keeping up with friends
-assisting with & talking about purchasing decisions
-sharing info & accessing reviews
-interact with companies

22
Q

How do companies use social media?

A

-generate additional awareness & exposure
-enhanced customer service
-driving website traffic & subscribers
-improving research & monitoring
-generate leads & improving sales

23
Q

How does social media impact society?

A

sources for inspo, research, documentation, & promotion
-reporters seeking opinions of people

24
Q

Potential negative effects of social media

A

exposes brands & people to criticism
-potential damage to employees’ companies & careers
-potential to be used for destructive behavior
-free speech & communication issues
-athlete recruiting loopholes & violations