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Overview
SPORTS AND ENTERTAINMENT MARKETING, 5E expertly introduces industry skills from market planning to promotions and selling with popular sports and entertainment industry examples as the foundation for learning marketing concepts. Crucial topics like the channels of distribution, global issues, customer service and economic principles make direct connections to real-life businesses, famous athletes, and celebrities. Students work in teams to build out an expansive marketing portfolio as they apply marketing functions to real-world scenarios and strategies from awards show nominations, to analyzing super bowl ads, to planning successful product endorsements. Chapter content, features, and critical-thinking activities lead students to analyze the merits of marketing roles from influencers to third party social media companies as well as emerging strategies in social networking, data collection, fan engagement and promotions. Features throughout the textbook encourage students to research, solve problems related to exciting industries, and present their findings via group projects and preparation for BPA, DECA, and FBLA competitive events. This edition has been updated to NBEA standards, the Precision Exams Sports and Entertainment Marketing industry certification, and current CTSO performance indicators.
MindTap for Sports and Entertainment Marketing, 5th edition is the online learning solution for career and technical education courses that helps teachers engage and transform today’s students into critical thinkers. Real-time course analytics and an interactive eBook, MindTap helps teachers organize and engage students. Whether you teach this course in the classroom, or in hybrid and distance learning models. MindTap for this title includes current news articles delivered by RSS feeds, digital portfolio instructions, and data analytics as well as study tools like flashcards & practice quizzes.
- This edition correlates 100% to the Precision Exams Sports and Entertainment Marketing Exam (416). See the Knowledge Standards for this Exam here.
- Winning Strategies chapter openers have been updated to highlight recent industry trends and ask students to think critically about why they are successful and how they could apply similar strategies. Strategies include: the impact of streaming and virtual reality to luxury movie theater experiences, to data analytics, to smart phone engagement and promotions, with industry leaders ranging from Netflix to the Dallas World Aquarium.
- Social Media Marketing boxes investigate successful social media marketing strategies and how they can be applied as part of a business strategy from corporate t-shirt video campaigns to third party media companies and personal data collection.
- Social Media Marketing boxes investigate successful social media marketing strategies and how they can be applied as part of a business strategy from corporate t-shirt video campaigns to third party media companies and personal data collection.
- Winning Edge features have been updated to current performance indicators to prepare students for BPA, DECA and FBLA competitive events with an example scenario as well as directed questions to analyze event strategies.
- Build Your Portfolio features direct students to the artifacts they create in each chapter that can be added to a career portfolio to display examples of creativity, and industry knowledge.
- Understand Marketing Concepts found at the end of each lesson and Review Marketing Concepts have been updated to short-response questions, while the matching, T/F, and multiple choice review of key terms are auto-graded in MindTap.
- Make Academic Connections questions ask students to engage in activities related to LO's with cross-curricular skills in Math, Finance, Government, Geography, History, Economics, Technology, Ethics, Research, Language Arts, Communication, and Psychology.
- MINDTAP includes additional auto-graded practice, flash cards, a read-speaker and data analytics for a deeper insight into how your students study and engage with the text. RSS Feeds offer curated, up-to-date news articles related to course content for class discussion or group projects. Digital Portfolio instructions offer suggestions for creating a career portfolio with artifacts from course projects, case studies, and assignments.
- ANNOTATED TEACHER'S EDITION includes assessment solutions and sample short answer responses in the margin as well as instructions for projects, assessments, where to find teaching resources, discussion and lecture notes, activity ideas, and alternate activities for different learning styles.
- OPENING ACT introduces each lesson with an industry example of the skills being learned as well as cooperative learning activities for hands-on research.
- ESSENTIAL QUESTIONS and LEARNING OBJECTIVES at the start of each lesson direct student reading and attention to key concepts, while INTERMISSION questions offer concept checkpoints throughout the chapter.
- COMMUNICATION CONNECTIONS are written communication activities with real-world deliverables from newspaper articles to interviews to a simulated press conference.
- MATH IN MARKETING activities require students to estimate, calculate and perform other math functions related to pricing and revenue, to royalty rights, advertising costs and CPM.
- JUDGEMENT CALL examines legal and ethical issues from the real-world as they relate to the industry.
- TAKE A BOW boxes offer personalized stories of industry super stars from David Beckham to Taylor Swift and encourage further research on strategies that made them successful.
- EXTRA INNINGS PROJECTS are team activities tied to real-world scenarios.
- CASE STUDIES present a summary of real trends in marketing followed by critical thinking questions
2. Putting the Customer First.
3. Sports and Entertainment Means Business.
4. The Wide World of Sports and Entertainment.
5. Marketing-Information Management.
6. The Product is Sports and Entertainment.
7. Managing the Channels.
8. The Economics of Supply and Demand.
9. Sports and Entertainment Promotion.
10. Promotional Planning.
11. Selling Sports and Entertainment.
12. The Marketing Game Plan.
13. Sports and Entertainment Legal Issues.
14. Business Ownership and Leadership.
15. Scoring a Career.