Over the past decades, the sports industry has experienced significant changes and evolution. In this historical process, the rapid development of digital technology has brought new growth momentum and unlimited possibilities for the sports industry. At present, the threshold of watching live sports has been gradually lowered, and this trend has strongly promoted the wave of "live sports for the masses". Therefore, in order to study the willingness of fans to pay for live sports events in China, and to study the factors influencing users' consumption willingness on live sports event platforms, this paper chooses Tencent Sports, which has a strong influence in the field of sports platforms, to conduct a study in order to understand the key factors influencing users' consumption willingness, and to put forward targeted suggestions to enhance the users' consumption willingness, so as to obtain more profits and sustainable development. The study aims to understand the key factors affecting users' willingness to consume, and to propose targeted recommendations to enhance users' willingness to consume, so as to achieve more profitability and sustainability.
This thesis takes the users of Tencent Sports who watch NBA live broadcast as the research object, and constructs a research model based on S-O-R theory and perceived value theory. Through the analysis of Tencent Sports' current marketing strategy, internal and external environment as well as its own strengths and weaknesses, we find out some of the main problems faced by Tencent Sports, and extract six variables from them: professionalism, interactivity, information quality, member pricing, perceived value, and consumer willingness, and we take the key factors of professionalism, interactivity, information quality, and member pricing as independent variables in the empirical study. At the same time, combined with the theoretical model of perceived value, the perceived value is taken as the mediating variable, aiming to reveal the intrinsic connection between the independent variables and the dependent variables, and under this framework, the consumption willingness of platform users is taken as the dependent variable. Based on this, the model of influencing factors of users' consumption willingness is constructed in this paper, and a series of research hypotheses are proposed.
Valid questionnaires were obtained through the questionnaire survey method, and the data were analyzed using SPSS software to verify the research hypotheses proposed in this paper. The following research conclusions were obtained: (1) the professionalism, interactivity, membership pricing and information quality of sports platforms have a positive impact on the perceived value of platform users; (2) the perceived value of users has a positive impact on their consumption intention; (3) the perceived value of users plays a mediating role between the professionalism, interactivity, membership pricing and information quality of the platforms and the consumption intention of users.
Based on the above conclusions, this paper puts forward a few targeted suggestions for Tencent Sports and other live broadcast platforms of sports events: (1) Strengthen the cultivation of commentary talents, cultivate the professionalism of commentators, organize an excellent commentary team, and invite heavyweight guests to be guests in the live broadcasting room on a regular basis, so as to attract the attention of the fans and enhance their own professionalism; (2) Enrich the form of interaction and enhance the entertainment. Through the innovation of platform products, encouraging users to freely participate in live broadcasting activities, recording and releasing their own short sports videos, etc., to enhance user experience and entertainment; (3) formulate personalized pricing plans according to different groups of people, and enrich the membership mode by setting up various types of membership service modes, so as to allow users to freely choose to watch their favorite matches according to their own circumstances.
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