Monday, October 27, 2008

participatory media the sports industry

In relation to our class discussion last Tuesday (Oct. 21st) and the class reading by Jenkins about participatory and interactive media, I thought of the impact of the sports industry. It is one of the most diverse media industries in that it is found in every aspect of media possible. Sports themes are relevant in everything from film to fashion to home goods. A huge part of the industry is video games, in which fans get to play mock games with their favorite teams and players. Also very popular, is the idea of fantasy leagues. Fans pick certain players and teams and try to predict how they will play. Fans add the players to their “teams” that virtually are put up against other people’s “teams” in sort of leagues online. Whoever’s players play best gain points and head in their league. The fans feel as if they are participating in the league its self.
Another way sports consumers consider themselves participating is in the devotion and “support” for their teams. The fans participate when they go to games decked in their team’s regalia and when they cheer in front of their television sets. The adoption of competitive feelings feeds the industry as buying products ranging from jerseys to lamps display the fan’s level of loyalty. The industry has converted feelings into a community.
An interesting note is the way the sports industry participates in other aspects of life, like our politics. The presidential candidates and vice presidential candidates petition the feelings of a certain team to a certain area (i.e. around the World Series Tampa v. Phillies) in order to connect with the people living there. The feelings extracted by the sports teams are so important and strong they manage to wheedle their way into the back of fans minds. At least superficially, fans of the same team instantly feel they share a certain connection, and thus feel more comfortable.

No comments: