SER Issue 2:2

Contents for SER Issue 2:2

SER 2.2
Authors: Aubrey Kent, Geoff Dickson, Stacy Warner and Marlene A. Dixon, Mark S. Nagel and Kenny Sugishita
Abstract: Sport & Entertainment Review, Volume 2, No. 2, June 2016.

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CSR in Sport: Doing It Right, pp. 31-37
Authors: Aubrey Kent
Abstract: There are very few significant outcomes an organization can achieve by itself. To do anything worthwhile, it is likely an organization will have to work with other organizations. Yet, establishing an interorganizational relationship is only part of the process. Being good at these relationships is what it is all about. Successfully managing those relationships is imperative for any modern organization and is thus referred to as the interorganizational imperative.

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The Interorganizational Imperative for Sport and Entertainment Organizations, pp. 38-44
Authors: Geoff Dickson
Abstract: Coming soon!

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Connecting It All: Creating Community in Sport and Entertainment, pp. 45-50
Authors: Stacy Warner and Marlene A. Dixon
Abstract: There is a growing concern that many individuals are no longer living in and experiencing community like previous generations. Today for many Americans, it is common for someone to have thousands of online Facebook friends without knowing his or her neighbors’ names. Despite the technological advances in communication, individuals receive less social support than in the past and are becoming less connected as a result of these shifting societal trends. Overall, individuals are reporting that they have fewer confidants and people they discuss important matters with (McPherson, Smith-Lovin, & Brashears, 2006; Putnam, 2001). Even within families, traditional American family dynamics are also changing as fewer individuals are raised in two-parent households. This is important because social relationships and connectedness are linked to health and overall well-being (Berkman, Glass, Brissette, & Seeman, 2000; Olds & Schwartz, 2010). Experiencing a strong sense of community is fundamental to one’s overall life quality, well-being, and health, which makes the shift away from living in and experiencing community concerning, as people do not have a lessened need for belonging to communities. Thus, if we can find better ways for more individuals to feel strong social support at the group level, then it is possible to improve overall life quality and ensure that this growing need for community is met. Yet it is not only individuals that are well served by communities. Because of this inherent need to feel a sense of belonging to communities, organizations can take advantage of this need by offering the opportunity to their consumers and/or stakeholders to become a part of their community. Doing so would increase the engagement of their stakeholders, and consequently, the commitment to the organization.

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eSports: The Fastest Growing Segment of the ‘Sport’ Industry, pp. 51-60
Authors: Armen Shaomian
Abstract: Over the last five years, electronic sports (eSports) have experienced a rapid transformation from niche participant activities to viable, commercial entertainment events. In October 2015, the League of Legends (LoL) World Championship was held at Berlin’s Mercedes Benz Arena. As 13,000 fans watched in the arena, 14 million concurrent viewers observed online, with a total of 36 million viewers watching at least some portion of the championship tournament online (Kresse, 2016). Just five years prior, the 2011 inaugural LoL Championships held in Sweden attracted only 210,000 peak online viewers, with a total 1.6 million viewers throughout the tournament. The LoL World Championship has demonstrated its worldwide appeal with the 2012 and 2013 events being held in front of sellout crowds in Los Angeles and the 2014 event attracting 40,000 customers to the stadium in Seoul, South Korea, once built to host the World Cup.

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