Mike Lewis’s work focuses on the intersection of sports analytics and sports marketing. He studies issues ranging from player performance analytics to brand equity in sports. This approach makes Professor Lewis a unique expert on fandom as his work addresses the complete process from success on the field to success at the box office. Representative research topics include Competitive Balance, Generation Z Fandom, Performance Analytics, Salary Market Inefficiencies, Athlete Star Power, Esports, and Influencer Marketing. He also spends an excessive amount of time thinking about team names and mascots. His sports analytics content can be heard at the Fanalytics with Mike Lewis podcast.
The foundation for Professor Lewis’ work is a deep background in statistics and optimization. These tools provide a data-driven approach to measurement and decision-making. He has published work related to loyalty programs, customer lifetime value, and dynamic pricing in addition to sports topics.
Professor Lewis’ background includes a Ph.D. from Northwestern University, an MBA from the University of Chicago, and engineering degrees from the University of Illinois. He has published in outlets such as the Journal of Marketing Research, Marketing Science, Management Science, the Journal of Marketing, and the New York Times.
He can be reached at mike.lewis@emory.edu or www.fandomanalytics.com.
Education
College of Engineering, University of Illinois, Urbana
BS
Industrial Engineering
1989
College of Engineering, University of Illinois, Urbana
MS
Industrial Engineering and Operations Research
1990
Graduate School of Business, University of Chicago
MBA
Marketing and Finance
1993
Kellogg Graduate School of Management, Northwestern University
PhD
Marketing
2001
Areas of Expertise
Revenue Management & Dynamic Pricing
Customer Relationship Management
Sports Analytics
Sports Marketing
Fandom
Publications
Key Policy Considerations for Reducing Public Consumption of Vice Products
American Marketing Association
2021-04-15
While the goal of marketing is usually to boost purchase rates and strengthen relationships between consumers and brands, counter-marketing is an increasingly common strategy for reducing the consumption of “vice” goods such as cigarettes ...
Enduring effects of goal achievement and failure within customer loyalty programs: A large-scale field experiment
Marketing Science
2016-01-21
This research investigates whether there are enduring effects of goal achievement and failure within customer loyalty promotion programs. We collaborated with a major hotel chain to launch a large scale field experiment involving 95,532 existing loyalty customers ...
Incorporating dynamics in customer lifetime value models
Handbook of Research on Customer Equity in Marketing
2023-01-15
2015
Over the past two decades the marketing literature has increasingly adopted the perspective that customer relationships should be viewed and managed as economically valuable assets...
An exploratory analysis of cigarette price premium, market share and consumer loyalty in relation to continued consumption versus cessation in a national US panel
BMJ Open
2015-11-01
2015
Brand equity and consumer loyalty play a role in continued purchasing behaviour; however, this research has largely focused on non-addictive products without counter-marketing tactics. We examined the impact of brand equity ...
The Unintended Consequences of Countermarketing Strategies: How Particular Antismoking Measures May Shift Consumers to More Dangerous Cigarettes
Marketing Science
2015-04-30
Countermarketing, or efforts to reduce consumption of certain products, has become common in categories such as tobacco, junk food, fossil fuels, and furs. Countermarketing has a particularly long history in the tobacco industry. Efforts to reduce smoking have ...
Customer portfolio composition and customer equity feedback effects: Student diversity and acquisition in educational communities
Marketing Letters
2012-09-04
Researchers in marketing have long recognized that current populations of customers can influence the behavior of prospective customers. This paper draws on existing marketing theories to empirically examine how changes in student body ...
As the 2026 FIFA World Cup unfolds across North America, Emory University’s Goizueta Business School experts are available to help media explore the business stories behind the world’s biggest sporting event, from the economics of hosting and ticket pricing to global sponsorship, player brands and the psychology of fandom.
Goizueta’s World Cup 2026 Business Hub brings together faculty who can provide timely, research-backed commentary on the commercial, cultural and consumer forces shaping the tournament as it moves from match to match, city to city and story to story.
Featured Topics The Economics of Hosting Infrastructure investment, tourism revenue, real estate, local labor markets and the broader financial impact of hosting World Cup matches. The Science of Fandom What drives global fan devotion, audience loyalty and engagement across stadiums, broadcasts and digital platforms. Ticket Pricing and Demand Dynamic pricing, hospitality packages, travel costs and how extraordinary demand shapes the fan experience at major global events. Brand Strategy and Global Sponsorship How companies evaluate World Cup sponsorships, build global campaigns and measure the return on major sports partnerships. The Rise of the Player Brand How star footballers build, extend and monetize personal brands that reach far beyond the pitch. Media can visit Goizueta’s World Cup 2026 Business Hub to explore available experts and connect directly with the right source for their story.
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8 min
Anyone born in the 70’s or earlier will probably remember it well.
Time was when playing any kind of video game meant physically disporting yourself to the local arcade—a twilight zone of flashing neon, electronic beeps and bops, and the clink of quarters hitting the slot. As technology advanced, the videogame came to you. Home consoles and TV stations rigged with joysticks duly became the mainstay of gaming. The Atari 2600 brought the arcade experience into dens all over the US; Pac-Man, Space Invaders, and Asteroids now at the fingertips of a generation of games who no longer needed to leave home to play. Fast forward to the era of smart phones and hi-tech, and gaming has evolved again. Today, Fortnite, Minecraft, and The Legend of Zelda can accompany you pretty much anywhere—onto a train or a bus, into the canteen at work or school, or under the covers at 2am.
In our always-on, on-demand world, video gaming increasingly meets players where they are; a play-anywhere, digital user experience that empowers individuals to engage with their game of choice wherever they are, whenever it suits, and via whatever platform they prefer, desktop or mobile. For users, the benefits seem clear. But what about game producers? As availability expands to new channels and platforms, how does it change user behavior? Does it deepen engagement or does cross-platform continuity simply end up redistributing play—the addition of each new platform shifting players away from, and effectively cannibalizing, existing channels?
It’s a conundrum, and not just for video game producers. Retailers, bankers, insurance firms, media, and hospitality providers—anyone with an online-first approach looking to meet their customers wherever they are—should also be cognizant of the potential downsides of channel expansion in the digital space.
Weighing in here is research by Professor of Marketing and expert in the intersection of sports and cultural analytics and marketing Michael Lewis. Together with Wooyong Jo of Purdue, Lewis looks at the impact of omni-channel strategy on videogames—a proxy, he says, for other sectors and industries. What they find is critical for marketers and decision-makers in any context or business setting. Increasing the digital touchpoints between your product and customers does impact behavior—but the net results are overwhelmingly positive. Video game players play more, they spend more frequently, and they integrate gameplay more deeply into their everyday lives. In other words, the investment pays off. And the dividends in customer engagement are serious.
Switching to the Switch To unpack all of this, Lewis and Jo partnered with a large US video game publisher to analyze player-level behavioral data for one its major titles in the Multiplayer Online Battle Arena, or MOBA genre. Players form teams and compete to destroy opposing team’s bases, selecting a character from a set of 100+ options. Revenue for the publisher comes from a “freemium” business model—users can make voluntary purchases to unlock new characters or buy cosmetic enhancements. These purchases are geared toward enhancing the gaming experience but don’t affect competitive outcomes, making them a critical measure of engagement.
In 2019, the game was released for the Nintendo Switch, which can be docked in home consoles but is most commonly used as a mobile, hand-held device. PC players were given the option to download this new version and continue gameplay seamlessly using their existing accounts.
Analyzing player behavior before and after the adoption of the new Switch platform, Lewis and Jo were able to zoom in on some critical measures of user engagement including game usage or the total number of matches played, in-game spending—what, when and how much players spent—and player inactivity or churn.
“We were able to really get into player behavior over time, and what happens when you introduce the Switch option and remove the constraints of having to play in one place—the home or gaming PC,” says Lewis. “What happens when you make it possible for players to access the game they love while they’re commuting or on their lunchbreak?” Plenty, it turns out.
Mobile access: gameplay, spending and churn Crunching the data, Lewis and Jo find that mobile access dramatically increases gameplay.
Players who adopted the Switch version played approximately 31% more games than before—a dramatic uptick that underscores how flexibility gains translate into new opportunities to play and engage. And that’s not all. Lewis and Jo also find that gameplay becomes less concentrated within narrow windows—after school or work, say—and is now more spread out across the day, the result of the “ubiquity effect,” says Lewis.
“Take away the constraints of having to be in a fixed location and you see players adding additional play sessions. Interestingly though, we don’t find any adverse effect on PC gaming. Players are simply playing more, and playing longer, rather than replacing PC time.” Then there’s in-game purchasing.
MOBA-type games typically give players the option to voluntarily buy modifications for characters, known as “skins.” These skins are cosmetic enhancements: new armor, costumes, skill animations or effects. Crucially, these kinds of purchases don’t advance players to new levels of success in the game. Instead, they are used for personalization—to demonstrate status or to celebrate an in-game event. Lewis and Jo find that mobile adopters make more frequent in-game purchases. While the overall total doesn’t increase materially, these players are spending small amounts, more often—almost 7% more frequently than before.
This makes intuitive sense, says Lewis. If players are logging in more often, they have more opportunities to feel inspired to want to spend on skins. But there’s another factor that may be at work.
“With this kind of in-game purchasing, it’s likely that a lot of it is about credibility. When you buy a skin or a character pack, it’s like you have more aura within the game; you want to signal something to other players and let yourself be known. And this is more than just monetary, it’s about a deeper kind of engagement,” says Lewis. “It’s possible that as mobile access makes the game more of a frequent companion, as the rate of play increases, there’s this effect that players fall deeper into the community—their engagement deepens even more.” Interestingly, the shift to mobile access had the most significant impact precisely on those players whose pre-Switch in-game purchasing was lowest. These users, who were arguably most likely to disengage and drift away from the game, became significantly more active once the hand-held option became available.
“If you have players spending less and less inside the game, the intuition is that these are the customers you are most at risk of losing,” says Lewis. “Bringing in the Switch has seen these customers—those more prone to churn—actively reengage with the game, maybe because they have greater propensity for the mobile version.” Either way, this should be a particularly interesting finding for marketers, he adds; retaining existing users is typically cheaper than attracting new ones.
“The evidence suggests that mobile access can serve not only as a growth strategy, but also a defensive one if it helps keep marginal users engaged; those who might otherwise have detached from the product altogether.” Help Them Switch So far, so encouraging. There is one potential downside to porting a game or online product to a new channel, however, and that is usability.
Lewis and Jo find that players who switched between platforms experience a slight, initial decline in in-game performance—likely because of differences in the control systems between devices. Players who’ve been using keyboard and mouse controls may need time to adapt to hand-held controllers. To mitigate this, he and Jo suggest that producers could offer tutorials or introductory gameplay modes that accelerate the learning curve as users adjust to the new interface.
In most cases, usability should be factored in as an additional, hidden cost, when developers and organizations are contemplating investing in more online customer touchpoints.
“Expanding your online channels will always have some cost. Taking a game from one platform and porting it to another one isn’t free, so you will want to anticipate the hurdles, even as you weigh up the clear benefits,” says Lewis. “The key is to make sure you protect your users. With things like video games, you want to think about how to guide or upskill your players, maybe have them play bots at first to ramp up their capabilities. Whenever you create a new channel that has a different operating system from the user’s perspective, you’re probably going to want to provide some aid to your fan community.” The benefits of omni-channel access should always be weighted against the costs involved, counsels Lewis. Even so, today’s competitive pressures—the seemingly inexorable march of technological innovation and evolving user expectations—are likely to make platform expansion unavoidable for most online businesses. In the world of video gaming, as major franchises release new products across multiple platforms, and player preferences become more sophisticated, companies may simply have to adopt similar strategies to remain competitive.
“As everyone else invests in the same new technologies, you almost have to do the same—just as a matter of doing business,” says Lewis. “If you are launching a video game, you’ve got to compete with whatever Call of Duty or Grand Theft Auto are doing. You can’t just tell your players they can only engage on one platform. The competition is continuously raising the stakes just in terms of the bare minimum.” Building Fandom: the Connective Cultural Tissue More broadly, Lewis and Jo’s findings speak to how human beings form communities of shared passion around business entities and, perhaps more compellingly, around cultural phenomena: video games, for sure, but also sports teams, music, films, comic books, fashion, and more.
Understanding the mechanisms that drive and deepen engagement sheds more light on what Lewis calls the “connective cultural tissue of fandom: ”the powerful social bonds, camaraderie, and shared identity that connect people to cultural entities and to each other.
Fandom, he argues, is the “key to our world.” Understanding fan behavior is critical to understanding how it is that games, brands, sporting teams, or politics forge communities built on shared passion.
“Whatever your organization or business is, you are going to be interested in driving passion. You want people to engage and love what you do. What we’re looking at in this study is a building block towards understanding how cultural entities fit into consumers’ lives, and how eliminating barriers helps to expand communities and drive relationships—extending reach and engagement by weaving cultural experiences more deeply into everyday life.” The real challenge in front of organizations, be they video game producers or online retailers, says Lewis, is to give their product the kind of “cultural meaning” that creates fans—and not just users.
“When you think about the behavior of fans, the level of passion and engagement that exists around cultural phenomena—whatever they are from video games to FIFA, the English Football League to the Super Bowl, Taylor Swift to the Republican Party—that’s where you see the passion that really drives the world. And that to me, is critical in understanding how business works, how societies function, and how our world evolves.”
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8 min
In 2024, few cultural touchstones unify America. One of the remaining cultural unifiers is the NFL. It is almost guaranteed that the Super Bowl will be the most watched television program each year. Add Taylor Swift (another rare cultural unifier) attending to watch her boyfriend and an appealing halftime musical guest, and you can have over 120 million people watching the same program at the same time. Nothing else comes close.
There is little doubt that the NFL is the undisputed champion of American sports. But how do the various NFL fandoms compare? Which team has the top fandom, and which struggles (struggle is relative here, as the lowest-ranked NFL fandom is still impressive)? This is an interesting question in a couple of ways. First, it reveals something important about the level of connection in different cities. Cities with stronger fan bases tend to have more of a shared identity. Boston residents share more love across their teams (Celtics, Red Sox, Bruins, Patriots) than folks from Tampa Bay. “Sports” cities are fundamentally different. It's also an interesting marketing analysis. Fandoms are people who share passion and love for what are essentially brands. Examining fandom can reveal something critical about how brands that inspire fandom are built.
Comparing fan bases can also inflame passions. Sports fans are (often) the ultimate fans as they closely identify with their teams and feel each victory as a personal triumph and each loss as a defeat. Because fans’ identities are tied to their teams, ranking fan bases can feel like an attack. Saying Browns fans aren’t as good of fans as Ravens fans feels like an attack on Cleveland.
The deeper perspective motivating this analysis is that fandom is about cultural passion, so what people are fans of largely dictates the tone and content of our societies. A society that loves baseball, country music, and trucks feels very different from one that favors soccer, opera, and Vespas. The fandom rankings are a snapshot in time of how fandom works in the NFL. And remember, the NFL is not just the top sports league in America but also the closest thing we have in 2024 to a shared societal passion.
Analyzing Fandoms I have been ranking NFL and other fan bases for more than a decade. These fandom analyses are an example of brand equity analytics, and they use two types of data. The goal is to understand the relationship between market characteristics and fandom outcomes at the league level. We can then evaluate each team based on how it performs relative to league norms.
The fandom or market outcome measures include things like data on prices, attendance, and social media following. These are measures of fan engagement. Prices provide a signal of how much market power a team has created. Attendance shows the enthusiasm of fans in the market to pay for tickets and take the time to travel and attend. Social media following reveals how many fans the team has in and out of their home market. Each metric has advantages and limitations. Social media following provides an indication of national fandom, but it also captures casual fans who would never pay for a ticket.
The second aspect of the analysis focuses on market potential. NFL markets vary from New York, with a population of 20 million, to Green Bay, with a few hundred thousand. Income levels in San Francisco are far higher than in Jacksonville or Cleveland. I use a range of demographics, but income and population are the major factors. Again, the metrics are good but not perfect. For example, using MSA populations isn’t perfect because teams have different footprints. The Packers are more of a Wisconsin team than a Green Bay team. The teams in New York and LA share a market. Should they each get half of the metro area population? One factor that I do not control for is competition. In the southeast, NFL teams may compete with SEC teams. I have debated this issue (with myself) and have decided to neglect it.
This year's analysis includes a significant change from last year. The significant change is that I am not controlling for team performance. Controlling for team performance is helpful because it isolates core or unchanging fandom. This approach has appeal, as we can argue that teams with more passionate fandoms will be more resilient against losing seasons. The downside of controlling for performance is that we get less of a measurement of the fandom's overall value. If a team like Kansas City is on an extended winning streak, then the Chiefs brand is very valuable at the moment. Controlling for winning makes the analysis more about the core, near-permanent passion of a fandom, while not controlling makes the results more relevant to current brand power.
The analysis involves three steps. The first step creates measures of each team’s relative fandom outcomes and market potential. The second step develops a statistical model of the relationship between market potential and fandom outcomes. The third step compares each team's fandom outcomes with the statistical model's predictions. The third step is a comparison of actual results versus predicted – the key point is that the prediction is based on leaguewide data. As these analyses are always imperfect, the best way to consider the fandom rankings is as tiers. I like the idea of quadrants.
Some brief comments on the members of each quadrant (Elite, Solid, Role Players, Benchwarmers). I will be discussing each fandom on social media.
TikTok: @fanalyticspodcast Instagram: @fanalyticsmikelewis YouTube: @fanalyticsmike A bonus figure follow the Quad overviews.
The Results Quadrant 1: The Elite The Dallas Cowboys lead the top group of teams, followed by the Packers, Eagles, Chiefs, 49ers, Raiders, Patriots, and Steelers. Sounds a lot like what the man on the street would list as the top NFL brands. The Cowboys and Packers leading the way is no surprise. The Cowboys are second in social following and the leaders in attendance. The Packers are an astonishing fandom story as the team is located in the definitive small market. The Eagles leading the Steelers is going to be troubling in Western Pennsylvania, but the Eagles have more pricing power and more social following. The 49ers are a solid NFL fandom with few weaknesses. The Patriots are in a new era, and it will be fascinating to see if they maintain their top-tier position as Brady and Belichick become memories.
The Chiefs' presence in the top group is a change from past years and is due to the shift away from controlling for performance. The Chiefs have a great fandom, but the team’s success currently pumps them up. The Chiefs are in a brand-building phase as the team continues building its dynasty. The question for the Chiefs is where they end up long-term.
I don't fully understand the Raiders' ranking. The Raiders are midrange in attendance and social following but do well because are reported to have the highest prices in the league. I suspect this is more an idiosyncrasy of the Las Vegas market than a reflection of significant passionate fandom.
Quadrant 2: Solid Performers The Quadrant 2 teams are the Broncos, Giants, Panthers, Seahawks, Saints, Ravens, Texans, and Browns. These are the solid performers of NFL fandoms (brands). These are teams with above expected fandom outcomes for their relative market potentials.
The Quadrant 2 clubs are all passionate fanbases (maybe one exception) despite very different histories. For example, the AFC North rival Ravens and Browns differ in both relative history and frequency of winning. Cleveland fandom involves significant character, while the Ravens are a “blue-collar” brand that has been a consistent winner. There are a lot of great stories in Quad 2. The Saints were once the Aints but are now a core part of New Orleans. The Broncos and Giants are great fandoms who are probably angry to be left out of Quad 1.
The Panthers' position is unexpected and may be due to some inflated social media numbers. This is the challenge when an analysis is based only on data. When data gets a little weird, like an inflated social media follower count dating back to Cam Newton's days, the results can also get a little weird. This is a teachable moment—do not analyze and interpret data without knowing the context (the data-generating processes).
Quadrant 3: Role Players Quadrant 3 fandoms are teams whose fandom outcomes are slightly below average league performance (for similar markets). The Quadrant 3 teams include (in order) the Bills, Falcons, Buccaneers, Jets, Vikings, Bears, Dolphins, and Bengals. There are some interesting teams in Quad 3. The Bills have a great and notorious fandom. Jumping through flaming tables in subzero weather should get you into the top half of the rankings? The big-market Jets and the small-market Bengals have two of the most fascinating QBs in the league. Both clubs could be poised to get to Quad 2 with a Super Bowl or two. Da’Bears may be one of the most disappointing results. A team with an SNL skit devoted to their fandom in a market like Chicago shouldn’t be in Quad 3. Other quick comments: The Falcons need to win a title. Florida is tough for professional teams. The Vikings should play outside.
Quadrant 4: Hopium These are the NFL's weakest fandoms, with the key phrase being “the NFL’s.” The Quad 4 teams, in order, are the Lions, Rams, Jaguars, Colts, Titans, Commanders, Chargers, and Cardinals. It’s a lot of teams who have not won regularly and have many moves and name changes. The Lions are poised for a move upward and maybe a sleeping giant of a fandom. They have the most watchable coach in the league and the most surprising celebrity fan. An interesting side story in Quad 4 is the battle for Los Angeles between the Rams (formerly of Saint Louis) and the Chargers (previously San Diego). They play in the same market, but the Rams have won more. But will Herbert lead the Chargers past the Rams?
Quad 4 illustrates an important lesson: consistency. The Rams moved from St. Louis and then back to LA. The Chargers went from San Diego to LA. The Colts left Baltimore in the middle of the night. The Titans were the Oilers and moved from Houston to Nashville. The Cardinals were the other NFL team Saint Louis lost. The Commanders should have stopped with their previous name.
The Fandom Outcomes / Market Potential Matrix The following figure is a bit of bonus material that may provide some insight into the inner workings of the analysis.
The figure below shows the performance of each team on the Fandom Outcome and the Market Potential Indexes. The upper left region features teams with less lucrative markets but above-average fandoms, like the Packers, Steelers, and Chiefs. The lower right region is the teams with below-average fandom outcomes despite high potential markets, like the Commanders, Chargers, and Rams. This pictorial representation is also interesting as it shows teams with similar positions. These similarities can be somewhat surprising. For example, the Lions and Dolphins have very similar profiles despite the differences between Detroit and Miami.
Mike Lewis is an expert in the areas of analytics and marketing. This approach makes Professor Lewis a unique expert on fandom as his work addresses the complete process from success on the field to success at the box office and the campaign trail.
Michael is available to speak with media simply click on his icon now to arrange an interview today.
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While the goal of marketing is usually to boost purchase rates and strengthen relationships between consumers and brands, counter-marketing is an increasingly common strategy for reducing the consumption of “vice” goods such as cigarettes. Counter-marketing activities may include excise taxes that increase consumer costs, usage constraints that restrict public consumption, and advertising that highlights product dangers.
NFL: Cowboys’ grip as ‘America’s Team’ is loosening - Yahoo Sports
Yahoo! News online
2021-02-01
Twenty-five years ago last week, on a sun-drenched Sunday in Arizona, back when “America’s Team” was synonymous with success, the Dallas Cowboys waltzed into NFL history books. No team had won three Super Bowls in four years before.
Cowboys, Patriots fans are best in the NFL; Chiefs, Los Angeles lagging: study
Yahoo! Sports online
2019-06-24
Emory University’s Goizueta School of Business has released its latest NFL Fandom Report, ranking the relative fan strengths of the 32 NFL franchises, and once again, the Dallas Cowboys lead the pack. Right behind them: the Patriots, Eagles, Giants and Steelers.
Cowboys, Patriots, Eagles have NFL's best fans, study finds
Yahoo! online
2018-06-26
Which team has the best fans in the NFL? Why, yours, of course, because they’ve got you. But if we go on more than gut feelings, there are some statistical and economic models that can tell us exactly which fanbases claim the title of Best in the NFL. Emory University has released its latest ranking of NFL fans, and the results are certain to enrage you … unless you’re a Dallas fan. Let’s dig in.
Does negative political advertising actually work?
phys.org online
2018-06-04
The study "A Border Strategy Analysis of Ad Source and Message Tone in Senatorial Campaigns," which will be published in the June edition of INFORMS journal Marketing Science, is co-authored by Yanwen Wang of the University of British Columbia in Vancouver; Michael Lewis of Emory University in Atlanta; and David A. Schweidel of Georgetown University in Washington, D.C.
To Bolster KLM’s Identity, a ‘Charmingly Clueless Approach’ to Humor
New York Times online
2016-08-29
Humor in advertising is appealing because “the entertainment aspect is the hook to get people to watch,” thus giving legitimacy to a brand that’s less familiar.
The analysis was developed by Michael Lewis and Manish Tripathi of the Goizueta Business School at Emory University in Atlanta. Their research focuses on how sports organizations create brand equity and customer loyalty. They also developed analytics for such items as Fan Equity Rankings (the @Packers are seventh) and Social Media Based Personality...
Dr. Michael Lewis of the Atlanta university’s Goizueta School of Business used a formula combining each team’s sales and social media following to find the “Dynamic Fan Equity,” a number based on the team’s fans willingness to spend, miles traveled to see the team play and following on social media...
Study ranks Eagles supporters as fifth-best fan base in the NFL
Philly.com
2016-07-12
Conducted by Dr. Michael Lewis of Emory University’s Goizueta School of Business, the study analyzed four years of social media data and 15 years of attendance data for NFL teams’ fan bases. Lewis then ranked teams based on their “Dynamic Fan Equity,” which is calculated using their “Fan Equity” (fans’ willingness to spend) and “Social Media Equity” (fans’ willingness to share) scores...
Now there's new evidence that shows Snyder is actively hurting his team by clinging to its offensive moniker. Michael Lewis and Manish Tripathi, marketing professors at Emory University, calculate what they call fan equity, which is how much money fans are willing to invest in their teams once you control for how well a club does on the field and for how big and rich its market is. The professors have found that Washington's pull is declining. "We see the Redskins coming in the bottom half of the league," says Lewis. "But what's really key is the change." Specifically, the team has fallen from first in the NFL to 20th over the past decade...
The moral arguments against the Washington Redskins’ team name, which is considered offensive to American Indians, are by now well known, especially in the wake of last week’s decision by the United States Patent and Trademark Office to strip the team of trademark protections...
Taylor Swift Can't Save the NFL Long-Term - Bloomberg
Bloomberg online
2023-10-11
At best, the superstar gives the league a chance to audition for the attention of a generation that cares little about watching traditional sports. On Sunday afternoon, I sat in US Bank Stadium in Minneapolis to watch the Kansas City Chiefs battle the Minnesota Vikings.
In an effort to speed up baseball games and attract more fans, Major League Baseball has unveiled a new set of rules during Spring Training. The rules include a 30-second clock between batters, 15-seconds for pitchers to start their motion, players must be in the batter’s box with eight seconds left on the clock before running to their larger bases. Research by Goizueta Sports Marketing Professor Mike Lewis finds that sports fandom is down and attracting Gen Z could be the key to attracting new fans. Lewis’ research shows younger people like sports with continuous action like soccer and esports. The pitch by baseball to make the game faster is an effort to attract a younger fan.