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The Football Fan's Journey How do the different channels influence the experience of a SL Benfica fan?

Loureiro, Francisco Maria Martins

Abstract

In order to interact with its fans, football teams are using a wider variety of conventional and digital venues, from fan clubs and matchday experiences to websites and social media accounts. These channels foster a strong feeling of community among fans in addition to bridging geographical divides. Football has become a universal language that unifies fans worldwide in our technologically linked society. The study "The Football Fan's Journey: How do the Different Channels Influence the Experience of an SL Benfica Fan?" explores the complex and dynamic interactions that take place between supporters and these many channels of communication. Through an emphasis on ardent followers of S.L. Benfica, this study seeks to comprehend how various media platforms influence and augment the fan experience. Using a quantitative research approach, the study aims to identify the precise mechanisms by which conventional and digital interactions support Benfica fans' engagement, loyalty, and general well-being. Football teams hoping to improve their fan engagement tactics and cultivate a more devoted and engaged fan base are expected to benefit greatly from the findings.

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Mas e ’s Deg ee P og am in Da a-D i en Ma ke ing The Foo ball Fan's Jou ney How do he di e en channels in luence he expe ience o a SL Ben ica an? F ancisco Ma ia Ma ins Lou ei o Mas e Thesis p esen ed as pa ial equi emen o ob aining a Mas e ’s Deg ee in Da a-D i en Ma ke ing NOVA In o ma ion Managemen School Ins i u o Supe io de Es a ís ica e Ges ão de In o mação Uni e sidade No a de Lisboa MDDM NOVA In o ma ion Managemen School Ins i u o Supe io de Es a ís ica e Ges ão de In o mação Uni e sidade No a de Lisboa The Foo ball Fan's Jou ney How do he di e en channels in luence he expe ience o a SL Ben ica an? by F anciso Ma ia Ma ins Lou ei o Mas e Thesis p esen ed as pa ial equi emen o ob aining he Mas e ’s deg ee in Da a- D i en Ma ke ing, wi h a specializa ion in Ma ke ing In elligence. Supe ised by Ma lon Dalmo o, PhD, No a IMS July, 2024 pg. i STATEMENT OF INTEGRITY I he eby decla e ha ing conduc ed his academic wo k wi h in eg i y. I con i m ha I ha e no used plagia ism, any o m o undue use o in o ma ion o alsi ica ion o esul s along he p ocess leading o i s elabo a ion. I u he decla e ha I ha e ully acknowledged he Rules o Conduc and Code o Hono om he NOVA In o ma ion Managemen School. Lisbon, 2024 pg. ii ABSTRACT In o de o in e ac wi h i s ans, oo ball eams a e using a wide a ie y o con en ional and digi al enues, om an clubs and ma chday expe iences o websi es and social media accoun s. These channels os e a s ong eeling o communi y among ans in addi ion o b idging geog aphical di ides. Foo ball has become a uni e sal language ha uni ies ans wo ldwide in ou echnologically linked socie y. The s udy "The Foo ball Fan's Jou ney: How do he Di e en Channels In luence he Expe ience o an SL Ben ica Fan?" explo es he complex and dynamic in e ac ions ha ake place be ween suppo e s and hese many channels o communica ion. Th ough an emphasis on a den ollowe s o S.L. Ben ica, his s udy seeks o comp ehend how a ious media pla o ms in luence and augmen he an expe ience. Using a quan i a i e esea ch app oach, he s udy aims o iden i y he p ecise mechanisms by which con en ional and digi al in e ac ions suppo Ben ica ans' engagemen , loyal y, and gene al well-being. Foo ball eams hoping o imp o e hei an engagemen ac ics and cul i a e a mo e de o ed and engaged an base a e expec ed o bene i g ea ly om he indings. KEYWORDS Foo ball Fan Expe ience; Digi al Engagemen ; Social Media In e ac ion; SL Ben ica; Ma chday Expe ience; Fan Loyal y; Club Fans; Suppo e Engagemen . Sus ainable De elopmen Goals (SDG): pg. iii TABLE OF CONTENTS 1. In oduc ion .................................................................................................................. 1 1.1. Con ex .................................................................................................................. 1 1.2. Resea ch Gap and Objec i es ................................................................................ 2 1.3. Wo k S uc u e ...................................................................................................... 3 2. Li e a u e e iew .......................................................................................................... 4 2.1. Consume Expe ience ............................................................................................ 4 2.2. Consume Jou ney ................................................................................................. 5 2.2.1. Consume Jou ney Map ................................................................................. 6 2.2.2. Planning and Implemen ing he Cus ome Jou ney Map P ocess ................. 7 2.2.3. Resul s on Implemen ing The Map ................................................................ 8 2.3. Consume Jou ney and Consume Expe ience on he Foo ball Indus y – Emo ional Ma ke ing ........................................................................................................................ 10 3. Me hodology .............................................................................................................. 11 4. Empi ical S udy ........................................................................................................... 13 5. Resul s and Discussion ................................................................................................ 16 5.1. Digi al Usage ........................................................................................................ 28 6. Conclusions and Fu u e Resea ch .............................................................................. 29 Bibliog aphical Re e ences .............................................................................................. 30 Annexes ........................................................................................................................... 33 pg. i LIST OF FIGURES G aph 1.T anspo a ion used o ge o Es ádio da Luz on game day ...................................... 16 G aph 2. Use o Food & Be e age es ablishmen s a ound he s adium ................................. 17 G aph 3. Use o Food & Be e age es ablishmen s a ound he s adium ................................ 17 G aph 4. Use o he Fan Zone ................................................................................................... 18 G aph 5. People who use App – P e-Game .............................................................................. 18 G aph 6. App and Social Media Expe ience ............................................................................. 20 G aph 7. P e-ma ch A mosphe e - G aph 8. S adium En e ainmen .................................... 20 G aph 9. S adium WiFi usage and Speed sa is ac ion ............................................................. 22 G aph 10. S adium sound, Illumina ion and Sc eens pe o mance´s sa is ac ion .................. 22 G aph 11. Impo ance o App and Social Media usage du ing he game - O e all ................. 23 G aph 12. Impo ance o App and Social Media - Below 18y .................................................. 23 G aph 13. Impo ance o App and Social Media – 18y o 29y ................................................. 24 G aph 14. Impo ance o App and Social Media – 30y o 39y ................................................. 24 G aph 15. Impo ance o App and Social Media – 40y o 49y ................................................. 24 G aph 16. Impo ance o App and Social Media – 50y o 59y ................................................. 25 G aph 17. Impo ance o App and Social Media – Abo e 60y ................................................. 25 G aph 18. Usage o Ben ica App du ing he game - G aph 19. Usage o Ben ica Social Media du ing he game ............................................................................................................... 25 G aph 20. Pos -Game digi al usage .......................................................................................... 26 G aph 21. Money spen du ing he game day ......................................................................... 27 G aph 22. O e all Game Expe ience ........................................................................................ 27 pg. LIST OF TABLES Table 1. Sociodemog aphic Gende /Age - Table 2. Sociodemog aphic Gende /S udies ...... 14 Table 3. Sociodemog aphic Age/Occupa ion .......................................................................... 15 Table 5. People who use Social Media/Age ............................................................................. 19 Table 6. Me chandising/Money spen on he en i e jou ney .................................................. 21 pg. i LIST OF ABBREVIATIONS AND ACRONYMS CX Consume Expe ience pg. 1 1. INTRODUCTION 1.1. CONTEXT “Foo ball is mo e han wen y- wo men chasing a ball o 90 minu es. Fo many people oo ball is a ques ion o li e and dea h. Foo ball is passion. I 's iden i y. Foo ball is he wo ld’s la ges spo o child en and you h. Foo ball is he wo ld's la ges media p oduc . O he s will say ha oo ball i s and o emos is a game wi h speci ic ules.” (Goksoy , 2014) Ne e heless, we can acknowledge ha oo ball has e ol ed in o much mo e han jus a game in he mode n day. A comple e cul u e is buil a ound a lo e and en husiasm o a spo ha has mo ed and will con inue o mo e a g ea numbe o people. Thus, looking a hings om he same angle, Akmaljon Tu aqulo (2023) in es iga es how oo ball a ec s socie y and highligh s how impo an i is in ways ha go beyond jus en e ainmen . Acco ding o him, oo ball has e ol ed in o a phenomenon ha is deeply ing ained in na ional iden i y and ins ills a sense o a ilia ion in i s suppo e s. Tu aqulo (2023) asse s ha oo ball is a powe ul ool o p omo ing alues like pa io ism, communi y cohesion, and making he mos o leisu e ime, and ha i may hus ha e an impac on socie y no ms and a i udes. As a esul , oo ball eams a e inc easingly connec ing wi h hei ollowe s h ough a a ie y o con en ional and digi al pla o ms, including as websi es, social media, an clubs, and ma chday expe iences, in an e o o b eak down geog aphical bo de s and p omo e a eeling o communi y among suppo e s. In ou inc easingly echnologically linked socie y, oo ball has become a uni e sal language ha connec s suppo e s wo ldwide. In he con ex o oo ball, howe e , i mus be acknowledged ha ans a e now ea ed like cus ome s. The e o e, in o de o sa is y he equi emen s and in e es s o hese suppo e s, clubs mus comp ehend he an expe ience om beginning o end. To o e a ho ough backg ound o his s udy, i is necessa y o apidly discuss he wo main a eas ha he li e a u e e iew will co e : consume jou ney and consume expe ience, bo h o he bene i o cu en and u u e esea ch. A se ies o con ac s ha "in ol es all ac i i ies and e en s ela ed o he deli e y o a se ice om he cus ome 's pe spec i e" is e e ed o as a "consume jou ney" (Zome dijk and Voss 2010, p 74). In his ins ance, he jou ney o a oo ball an on a ma ch day will be examined, conside ing a a ie y o con en ional and digi al aspec s while always keeping in mind he o e ings o SL Ben ica. On he o he hand, comp ehending consume s and hei expe iences using p oduc s and se ices om companies in physical and online e ail en i onmen s is one o he p ima y objec i es o ma ke ing. In he domains o consume beha io and ma ke ing, expe ience is no as pg. 8 Figu e 1. The se en s eps o plan e execu e jou ney mapping. (Be man,2020) 2.2.3. RESULTS ON IMPLEMENTING THE MAP Consume Expe ience Op imiza ion. Posi i e cus ome expe iences, acco ding o Be man, B. (2020), ely on p o iding unique, use ul, and ele an in o ma ion in addi ion o o he b and in e ac ions. A business migh disco e me hods o enhance he gene al cus ome expe ience by aligning he solu ions o e ed by hei b and wi h hei comp ehension o he d i ing o ces and issues aced by hei clien ele. P o iding o hei undamen al needs in an e icien manne boos s hei engagemen and p omo es he de elopmen o mo e pg. 9 posi i e assessmen s. In ligh o his, he au ho sugges s he ollowing key c ucial ac ions o maximize he cus ome expe ience while u ilizing he consume jou ney map: • P io i ize You Goals: Conside ca e ully which s ages o he cus ome expe ience a e mos c ucial o you company's success and seize c i ical u ning poin s. Use his o you ad an age o s eng hen ies wi h loyal ollowe s, o ins ance, i p ospec i e buye s a e s ill in he con empla ion s age and ou inely subsc ibe o you YouTube channel. • Adop an Omnichannel S a egy: By implemen ing in o ac ion an omnichannel ma ke ing s a egy, businesses may ge a weal h o da a and a comp ehensi e unde s anding o he consume expe ience. This p ocess makes i possible o p o ide cus omized cus ome expe iences o a e y high deg ee. Use omnichannel analy ics echnologies o cap u e and analyze in ica e c oss-channel in e ac ions. • Pe sonalize In e ac ions a E e y S age: De eloping signi ican and ailo ed expe iences o you a ge audience a e e y s age and in e ac ion is essen ial o de eloping a cus ome jou ney map. U ilize ele an da a insigh s o pe sonalize online and in-s o e shopping expe iences acco ding o consume p e e ences and equi emen s. • P omo e a Rela ionship Based on Mu ual T us : Es ablishing a ounda ion o us is essen ial, especially when dealing wi h cus ome s who ha e low le els o us . Suppo you ma ke ing p omises wi h loyal y p og ams, pe sonalized ewa ds, and excellen cus ome se ice. Being us wo hy and since e may help you c ea e ela ionships wi h you cus ome s ha las a li e ime. This speci ic opic will be co e ed in mo e dep h la e in his p ojec . pg. 10 2.3. CONSUMER JOURNEY AND CONSUMER EXPERIENCE ON THE FOOTBALL INDUSTRY – EMOTIONAL MARKETING As oo ball is a spo ha a ouses a mul i ude o emo ions, I hink i 's essen ial o unde s and how clubs can exploi ha . In he ma ke ing sec o , emo ions a e qui e impo an . This link has been well esea ched and examined. Se e al schola s ha e sc u inized psychological ideas in de ail o comp ehend how emo ions impac ma ke ing s a egies (Consoli, 2010). Nume ous indus ies such as ou ism, e ail and consume engagemen and sa is ac ion ha e in es iga ed he in luence o emo ions. I is impe a i e ha his elemen be conside ed in any esea ch o he cus ome jou ney due o he wide- anging applica ions and subs an ial impac o emo ions. Addi ionally, s udies on consume beha io and expe ience ha e ocused on emo ions (Akgün e al., 2013). The applicabili y o his a iable ex ends o con ex s including spo s, whe e ans' emo ional in ol emen can ha e a subs an ial in luence on hei whole expe ience and conduc (Kwak e al., 2011). Resea che s may lea n mo e abou how consume s engage wi h businesses, make decisions, and o m loyal y by including he s udy o emo ions in o hei esea ch. In conclusion, we can say ha by appealing di ec ly o emo ions, oo ball clubs will be able o imp o e and p ese e hei ela ionship wi h hei ans, p o iding hem wi h an e e be e expe ience and consequen ly mo e sa is ac ion. pg. 11 3. METHODOLOGY Bea ing in mind all he in oduc ion and consequen p oblems o he p ojec , i is now essen ial o de ine which me hodological ools will be used so ha his same p oblem can be answe ed e ec i ely and e icien ly. The e o e, he op ion ha bes i s he p ojec is o ca y ou an online su ey o collec speci ic da a ha is essen ial o sol e he p oblem de ined abo e. Ne e heless, because o hei impa iali y and accu acy, which make i possible o consis en ly ga he and in e p e nume ical da a, quan i a i e app oaches a e c ucial in esea ch. These s a egies make i easie o apply complex s a is ical ools o ind ends and es hypo heses, as well as o gene alize esul s o bigge popula ions and make in es iga ions ep oducible. Fu he mo e, he scien i ic communi y commonly accep s quan i a i e app oaches as scalable, cos -e ec i e, and ime-e icien , which enhances he alidi y and impac o he esul s gained. Then, i s ly, we need o de ine wha an online su ey is. Acco ding o Van Selm & Jankowski (2006), one o he mos used me hods o ga he ing da a is he online su ey, some imes known as an in e ne su ey. In his ype o su ey, a a ge sample is gi en a se ies o ques ions o answe o e he Wo ld Wide Web. They also a gue ha he use o his me hodological ool should always " ule ou " a ge ing people wi h a high le el o In e ne expe ience and should ha e he main objec i es o ob aining a high numbe o esponses as well as hei quali y and cla i y. In his speci ic case, conside ing ha in e ne su eys a e easily accessible as well as easy o use, hey we e also employed as an in es iga i e app oach. So ha , he p ima y objec i e o he su ey is o ge insigh ul eedback om cus ome s o p o ide a comp ehensi e unde s anding o he ac o s in luencing hei decisions on game day. The e o e, ou o he in e es o bo h pa ies, he online ques ionnai e men ioned abo e was cons uc ed wi h he suppo o some SL Ben ica o icials in o de o p o ide impo an in o ma ion bo h o he ealiza ion o he p ojec and o he analysis and ac ion o he club in ques ion. In his way, he a ious s ages o he consume jou ney we e aken in o accoun as he basis o he ques ions. Thus, all he acili ies used a each s age we e conside ed in o de o unde s and hei use ulness and ele ance on a an's ma ch day. On he o he hand, I was esponsible o sending ou he ques ionnai e o SL Ben ica Fans ia email, SMS o social media. Thus, he sample chosen includes all hose who usually a end SL Ben ica ma ches, and he gende o age o he esponden s is i ele an . This way, we'll y o ge as many esponses as possible so ha u u e analyses can be acili a ed by he la ge amoun o da a a ailable. pg. 12 In conclusion, in e en ial analyses will be ca ied ou in he u u e o d aw conclusions and ecommenda ions ha a e essen ial o sol e he p oblem de ined abo e. I should be no ed ha Excel and Qual ics pla o ms will be used o ca y ou all he necessa y analyses. These will be di e se and will endea o o a i e a he expec ed esul in an e ec i e and e icien manne . pg. 13 4. EMPIRICAL STUDY In o de o conclude my esea ch, i is impo an o desc ibe and explain how he su ey is cons uc ed. The main goal o my esea ch is o map he jou ney o a oo ball an on a ma ch day, aking in o accoun hei sa is ac ion du ing all s ages o he p ocess. The e o e, he su ey and he consequen consume jou ney a e di ided in o h ee dis inc s ages: P e-Ma ch, Du ing-Ma ch and Pos -Ma ch. In his i s s age, he P e-Ma ch, i is possible o sepa a e he ques ions in o T anspo and Food, SL Ben ica App and Social Ne wo ks, En i onmen and las ly Me chandising. The main aim o his s age is o unde s and all he poin s o con ac and hei e ec i eness be ween club and ans om he momen hey lea e home un il he ma ch s a s. On he o he hand, in he second s age, he ques ions add ess a ious issues ha seek o unde s and an beha io du ing he 90 minu es o he game. Thus, he opics add essed a e he condi ions he s adium has o o e (Res au an s, Wi-Fi, Sound, Ligh s and Sc eens), as well as he in e ac ion wi h he App and Social Ne wo ks and inally he En i onmen and Anima ion expe ienced. Finally, he Pos Game s age includes di e en ques ions abou he sa is ac ion and quali y o in e ac ion, digi al ouchpoin s and he possibili y o eedback and sugges ions o analysis. The e o e, in o de o be able o ully analyze he da a collec ed, he online su ey includes mul iple choice ques ions, yes/no ques ions, many Like scales and e en open-ended ques ions whe e he esponden is allowed o gi e hei opinion and sugges ions on he abo e-men ioned opics. Ha ing said ha , i is impo an o ha e a clea and de ined a ge audience whe e he esul s om my esea ch align wi h he p oblem o his heses. This way, my a ge a e SL Ben ica ans o all ages and gende s who a end he ma ches, his will allow me o unde s and he di e en pe spec i es and ways o expe iencing a ma ch day. The e o e, below I will p esen a b ie analysis o he sociodemog aphic da a collec ed h ough he su ey o 219 pa icipan s. pg. 14 Table 1. Sociodemog aphic Gende /Age Table 2. Sociodemog aphic Gende /S udies Looking a he ables abo e, you can see ha he as majo i y o he audience is male (143) and aged be ween 18 - 29 (59) and 40 – 49 (39). I should be no ed ha hese igu es a e due o he ac ha oo ball, and consequen ly SL Ben ica, has many mo e male ans han emale ans. None heless, nowadays he e is a huge mobiliza ion o women o spo , who a e inc easingly making hei p esence el in s adiums, and his can be seen in he 65 esponses I ecei ed. In Table 2, we see a ela i ely high le el o educa ion in bo h gende s, which shows ha he pa icipan s a e qui e li e a e and able o answe ques ions e ec i ely, aking in o accoun hei ideas and opinions. I should also be no ed ha in bo h ables we ha e 10 in alid answe s, which shows human e o . I won' ake hese in o accoun o u u e analyses. Row Labels Coun o Age Female 65 < 18 yea s old 4 18 - 29 yea s old 51 30 - 39 yea s old 4 40 - 49 yea s old 3 50 - 59 yea s old 2 60 + yea s old 1 Male 143 < 18 yea s old 1 18 - 29 yea s old 59 30 - 39 yea s old 26 40 - 49 yea s old 39 50 - 59 yea s old 14 60 + yea s old 4 Did no answe 10 50 - 59 yea s old 1 Did no answe 9 P e e no o say 1 60 + yea s old 1 G and To al 219 Row Labels Coun o S udies Female 65 Seconda y School 15 Bachelo Deg ee 42 Mas e Deg ee 8 Male 143 PhD 1 Seconda y School 40 Bachelo Deg ee 69 Mas e Deg ee 31 O he 2 Did no answe 10 Bachelo Deg ee 1 Did no answe 9 P e e no o say 1 O he 1 G and To al 219 pg. 15 Table 3. Sociodemog aphic Age/Occupa ion Acco ding o able 3, which ela es age o cu en occupa ion, we can see ha a la ge p opo ion o esponden s a e s ill s uden s in he 18-29 age g oup. On he o he hand, in all he o he age g oups, he pa icipan s a e mos ly employees. Row Labels Coun o Occupa ion < 18 yea s old 5 S uden 5 18 - 29 yea s old 110 Unemployed 1 Employed 32 Sel -Employed 4 S uden 72 O he 1 30 - 39 yea s old 30 Unemployed 1 Employed 24 Sel -Employed 5 40 - 49 yea s old 42 Unemployed 2 Employed 32 Sel -Employed 8 50 - 59 yea s old 17 Employed 12 Sel -Employed 5 60 + yea s old 6 Employed 1 Sel -Employed 1 O he 4 Did no answe 9 Did no answe 9 G and To al 219 pg. 16 5. RESULTS AND DISCUSSION Ha ing analyzed he sociodemog aphic da a, i is now ime o s udy he esul s ob ained in he su ey. As men ioned abo e, he ques ionnai e is di ided in o 3 s ages ha p esuppose he s ages o a SL Ben ica an's consume jou ney. Fi s S age – P e-Ma ch Fi s ly, in he i s s age, which deals wi h he p e-ma ch momen , we can d aw a ious conclusions abou he jou ney and in e ac ions ha a an goes h ough un il he momen o he ma ch. Below I will analyze some ele an da a abou his s age o he p ocess. In he i s ques ion, pa icipan s we e asked how hey usually a elled o he Es ádio da Luz on a ma ch day. In he g aph below, we can see ha 64 pe cen o ans a el in hei own ehicle o wa ch he game. Howe e , i is also impo an o no e ha 31% o hese ans a el by public anspo o o he paid anspo . The e o e, SL Ben ica should be conce ned abou his, as anspo and he amoun paid o i will inc easingly ha e an impac on an sa is ac ion. In his espec , we can also say ha he mo e solu ions SL Ben ica comes up wi h, he be e i s ans will be sa is ied. These solu ions include he p omo ion o ee public anspo ha can ake icke holde s om he coun y's main ci ies. G aph 1.T anspo a ion used o ge o Es ádio da Luz on game day In he second ques ion, when asked abou p e-ma ch ood and d ink a ound he s adium, he majo i y o pa icipan s we e in a o o doing so (74%). O hose who do, he places hey go o, can be qui e di e en , wi h some p e e ence o he usual ood ucks (87 pa icipan s). By checking he g aphs below, he club can see ha he e is less p e e ence o he op ions i o e s. pg. 17 G aph 2. Use o Food & Be e age es ablishmen s a ound he s adium G aph 3. Use o Food & Be e age es ablishmen s a ound he s adium Di ec ly ela ed o he abo e ques ions, i is also ele an o unde s and why pa icipan s p e e enues ou side he s adium o he Fan Zone wi hin i . As a esul , G aph 4 shows ha 74 pe cen o ans don' usually go o he an zone. We can also add ha , acco ding o he opinion gi en in esponse o he ques ionnai e, he ans conside ha he e is a lack o a mosphe e o he game, ha he p ices a e expensi e and ha SL Ben ica is no eally expe ienced he e. The club should he e o e change i s app oach in o de o mee he wishes and needs o i s ans. G ea e in e ac ion wi h ans, he use o club music and lowe p ices could be some o he solu ions o his p oblem. pg. 24 G aph 13. Impo ance o App and Social Media – 18y o 29y G aph 14. Impo ance o App and Social Media – 30y o 39y G aph 15. Impo ance o App and Social Media – 40y o 49y pg. 25 G aph 16. Impo ance o App and Social Media – 50y o 59y G aph 17. Impo ance o App and Social Media – Abo e 60y Di ec ly ela ed o he impo ance o he App and social ne wo ks is hei use. See he g aphs below. G aph 18. Usage o Ben ica App du ing he game G aph 19. Usage o Ben ica Social Media du ing he game To conclude his phase o he jou ney, i 's impo an o say ha he use o social ne wo ks and apps is unde a ed. Thus, he lack o in luence hey ha e on he sa is ac ion o he club's ans pg. 26 du ing his momen is no o ious. As men ioned in he li e a u e e iew, al hough digi al is inc easingly essen ial in people's li es, he oo ball momen akes p ecedence, pushing all hese digi al media in o he backg ound. Thi d S age – Pos -Ma ch Finally, he pos -ma ch momen . A his poin , he ques ionnai e asks abou he gene al expe ience o he ma ch day. I also gi es oom o opinions ha can be analyzed below. So, i s ly, s ill on he digi al side, we ied o unde s and whe he o no he SL Ben ica channels would be used pos -ma ch. We also analyzed which channels we e used and o wha pu pose. As we can see in he g aph below, he as majo i y o pa icipan s use digi al channels a his s age, pa icula ly o see he analysis and summa y o he game. The mos used channels a e social ne wo ks, he app and he club channel, BTV. I 's wo h no ing ha his is he second s age whe e digi al media a e used he mos . G aph 20. Pos -Game digi al usage Tha said, i 's also impo an o unde s and how much a SL Ben ica oo ball an spends on a ma ch day. Thus, he g aph below shows us some dispa i y in alues, wi h he 24 pe cen who spend mo e han 30 eu os s anding ou . This igu e indica es ha many people end up a elling om a away, hus making a a he la ge inancial e o hese days. Ben ica he e o e has he oppo uni y o make he di e ence. Mo e mo e and mo e people om all o e Po ugal o he Es adio da Luz. Th ough he e u n o he Ben ica ain o he dynamiza ion o p i a e anspo om he coun y's main ci ies. pg. 27 G aph 21. Money spen du ing he game day To inalize his analysis, i 's impo an o unde s and wha he eal impac o e e y hing men ioned abo e is on he inal expe ience o he SL Ben ica an. Th ough he g aph below, we can conclude ha he as majo i y o ans su eyed a e sa is ied wi h hei expe ience. On a scale o 0 (Bad Expe ience) o 5 (Excellen Expe ience), 95 o he pa icipan s a ed hei day as 4 o 5. Howe e , h ough an open- ended su ey, i was possible o conclude ha he e was some dissa is ac ion wi h a ious issues. These issues ela e o he cos , he poo a mosphe e du ing he game, he high olume o he music and he poo iming o he speake and DJ. G aph 22. O e all Game Expe ience pg. 28 5.1. DIGITAL USAGE The inal esul s o his s udy show ha SL Ben ica Fans use social media and app he mos du ing he P e-Ma ch and Pos -Ma ch phases o hei an jou ney. In he i s phase, ans y o keep up o da e wi h he club and o he suppo e s be o e he ma ch, such as up- o- he-minu e upda es on he eam and o he ele an in o ma ion. In he hi d phase, hese same ans aim o discuss and ind ou all he de ails ha may ha e been missed du ing he game. This in o ma ion os e s a ela ionship wi h he club and o he ans and ma ks he opening o a "discussion" on he way home. Howe e , in he second phase, he use o social ne wo ks and apps loses all i s ele ance because we' e in he momen du ing he game. So ans concen a e on a mo e senso y ace- o- ace expe ience and look o hei ellow ans o he h ill o a game wi h hei a o i e club. This disc epancy be ween phases p omo es he need o combine in e ac ion ia digi al pla o ms wi h he pe sonal and unpa alleled in e ac ion o expe iencing a oo ball ma ch. pg. 29 6. CONCLUSIONS AND FUTURE RESEARCH This in es iga ion en i led "The Foo ball Fan's Jou ney: How Do Di e en Channels In luence he Expe ience o an SL Ben ica Fan?" p o ides an in aluable insigh in o a ious ac o s ha shape an engagemen and sa is ac ion. Howe e , while he esul o he game emains he main in luence on a an's expe ience, he e a e o he ac o s such as in ol emen on social media, he quali y o se ices a he s adium and connec ions wi h he club, online o in pe son, ha a e c ucial. In oday's digi al wo ld, ans alue close bonds wi h hei clubs as undamen al o hei o e all happiness. Fu he mo e, his s udy con ibu es o academic knowledge by imp o ing ou unde s anding o he a ious ac o s ha in luence an sa is ac ion, speci ically in he con ex o SL Ben ica. On he one hand, i is use ul o businesses; o example, i sugges s ways in which clubs can imp o e hei in e ac ion s a egies wi h ans. I SL Ben ica wo ks on hese key poin s iden i ied abo e, i will be able o in e ac be e wi h ans, leading o be e expe iences and g ea e engagemen . I mus be acknowledged ha his s udy is no exhaus i e wi hou ecognising i s limi a ions. Mo eo e , his esea ch ocuses exclusi ely on SL Ben ica ans, which limi s he possibili y o applying hese conclusions o o he clubs o e en spo s. Addi ionally, biases may a ise due o he ac ha i is based on sel - epo ed da a, as hese a e based on indi idual pe cep ions and expe iences. To con i m and ex end hese esul s, u u e esea ch should in es iga e he expe iences o ans a di e en oo ball clubs and spo s. Pe o ming compa a i e s udies would also p o ide a be e unde s anding o how he a ious clubs use digi al and adi ional channels o engage ans. The use o longi udinal s udies would also be use ul in explaining how di e en changes ha e a ec ed an sa is ac ion and engagemen o e ime, hus desc ibing he changing na u e o he ela ionship be ween clubs and ans. The use o ad anced analy ical echniques and la ge olumes o da a could p oduce mo e accu a e me ics o measu e suppo e engagemen , hus guiding in o med s a egies. To conclude, u u e esea che s will add ess hese a eas and he e o e add alue o wha has been done he e by ocusing on gaining a b oade pe spec i e on he ac o s ha con ibu e o he sa is ac ion o ans who emain loyal h oughou he a ious s ages o hei an jou ney in he spo ing con ex . pg. 30 BIBLIOGRAPHICAL REFERENCES • Aichne , T. (2019). Foo ball clubs’ social media use and use engagemen . Ma ke ing In elligence & Planning, 37(3), 242–257. • Akgün, A. E., Koçoğlu, İ., & İmamoğlu, S. Z. (2013). An Eme ging Consume Expe ience: Emo ional B anding. P ocedia - Social and Beha io al Sciences, 99, 503-508. h ps://doi.o g/h ps://doi.o g/10.1016/j.sbsp o.2013.10.519 • Be man, B. (2020). Pa hs o Pu chase: The Se en S eps o Cus ome Pu chase Jou ney Mapping. 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