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Sports & Entertainment Marketing Chapter 2

Total questions: 32

Worksheet time: 16mins

Name
Class
Date
1.

In America organized sports and entertainment used to be pastimes just for wealthy consumers because they were the only ones with a discretionary income

a)

True

b)

False

2.

Public transportation helped advance sports and entertainment

a)

True

b)

False

3.

Thomas Edison’s invention, the kinetoscope, was a device that led to today’s motion picture industry

a)

True

b)

False

4.

The fifth “P” in the marketing mix is people.

a)

True

b)

False

5.

Any celebrity can endorse any product regardless of the audience, and the product will sell well because of the celebrity’s endorsement.

a)

True

b)

False

6.

Companies can earn additional revenue, or gross income, by using core and ancillary products as promotional tools to promote and market other unrelated products.

a)

True

b)

False

7.

If you download copyrighted material without permission, you are committing an act of piracy, which is illegal.

a)

True

b)

False

8.

Convergence and cross-promotion help to develop product synergy.

a)

True

b)

False

9.

If you have consumer loyalty, you make a point to watch the competition, even if they are playing at the same time as your favorite team.

a)

True

b)

False

10.

With the exception of a championship game, one sporting event does not usually produce the same amount of revenue from merchandising and royalties as might an entertainment event.

a)

True

b)

False

11.

____ is money left to spend after necessary expenses are paid.

a)

Profit

b)

Revenue

c)

Discretionary Income

d)

Disposable Income

12.

____ is any form of communication used to persuade people to buy products.

a)

Endorsements

b)

Convergences

c)

Consumer Loyalty

d)

Promotion

13.

The ____ product, or main product, includes the sports event, movie, stage show, or book.

a)

ancillary

b)

core

c)

endoresement

d)

sponsorship

14.

Unauthorized ticket sellers, or ____ affect pricing of sports events.

a)

pirates

b)

scalpers

c)

risks

d)

patents

15.

A ____ is the legal protection of a creator’s intellectual property or product.

a)

copyright

b)

patent

c)

trademark

d)

endorsement

16.

____ are unforeseeable events and obstacles that can negatively affect business.

a)

Events

b)

Endorsements

c)

Royalties

d)

Risks

17.

Creating ____ a combined action that occurs when products owned by one source promote the growth of related products—is a goal of sports and entertainment marketing.

a)

convergence

b)

cross-promotion

c)

risk

d)

synergy

18.

The difference between sports and entertainment can be found in consumer loyalty, product, and ____.

a)

risk-management

b)

promotion

c)

revenue stream

d)

product tie-in

19.

____ is the promotion of a company in association with a property.

a)

Sponsorship

b)

Endorsement

c)

Piracy

d)

Product Tie-In

20.

A new form of advertising is ____ where companies pay to have their logos digitally overlaid onto a billboard during a televised game.

a)

royalty marketing

b)

sponsorship

c)

virtual advertising

d)

e-promotion

21.

People who use products are...

a)

ancillary product

b)

endorsement

c)

consumers

d)

convergence

e)

product tie-in

22.

Approval or support of a product, service, or idea, usually by a celebrity Is an...

a)

ancillary product

b)

endorsement

c)

consumers

d)

convergence

e)

product tie-in

23.

The overlapping of product promotion is...

a)

ancillary product

b)

endorsement

c)

consumers

d)

convergence

e)

product tie-in

24.

A product related to or created for the core product is...

a)

ancillary product

b)

endorsement

c)

consumers

d)

convergence

e)

product tie-in

25.

Use of ancillary products such as merchandise as promotional tools is...

a)

ancillary product

b)

endorsement

c)

consumers

d)

convergence

e)

product tie-in

26.

Sellers of products are...

a)

cross-promotion

b)

consumer loyalty

c)

product

d)

royalty

e)

vendors

27.

A good or service that any for-profit industry sells to its customers is a ...

a)

cross-promotion

b)

consumer loyalty

c)

product

d)

royalty

e)

vendors

28.

Payment for material that has been copyrighted, or legally declared as belonging to the creator is a ...

a)

cross-promotion

b)

consumer loyalty

c)

product

d)

royalty

e)

vendors

29.

Any form of communication through which one industry relies on another industry to promote its product is ...

a)

cross-promotion

b)

consumer loyalty

c)

product

d)

royalty

e)

vendors

30.

When consumers are happy with a company and become repeat customers it is ...

a)

cross-promotion

b)

consumer loyalty

c)

product

d)

royalty

e)

vendors

31.

With the exception of a championship game, one sporting event does not usually produce the same amount of revenue from merchandising and royalties as might an entertainment event.

a)

True

b)

False

32.

Any form of communication through which one industry relies on another industry to promote its product is ...

a)

cross-promotion

b)

consumer loyalty

c)

product

d)

royalty

e)

vendors