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EVALUATING THE ROLE OF PARASOCIAL INTERACTION IN THE MICROBLOG MARKETING CAMPAIGNS OF WORLD WRESTLING ENTERTAINMENT Ivan Moore B.S., Slippery Rock University, 2007 A Thesis Submitted to the Graduate Faculty in the School of Communication in Partial Fulfillment of the Requirements for the Degree of Master of Arts Committee: Dr. Tatyana Dumova, Chair Dr. Steven Hallock Dr. Heather Starr Fiedler Dr. Johan Yssel Point Park University 2013 i ABSTRACT Social media is a powerful and widely used marketing tool. This study sought to investigate the role of parasocial interaction in social media marketing campaigns of World Wrestling Entertainment (WWE), one of the global leaders in the sports entertainment industry, in order to better understand how social media marketing can be used effectively and ethically. The phenomenon of professional wrestling was chosen for the analysis due to the comprehensive nature of WWE’s social media marketing campaigns and high reliance on an enthusiastic, demographically diverse audience of fans. Twitter, one of the most widely used microblogging platforms, was the primary social media tool evaluated in this study. A survey instrument using the AudiencePersona Interaction (PSI) scale as well as evaluative measures of the amount of social media exposure and overall media consumption was developed and administered online. A volunteer sample of 177 participants (two samples of 88 and 89 obtained one year apart through a repeated cross-sectional survey) was recruited online via WWE message boards and discussion forums. Data analysis included descriptive statistics, correlation analysis, and a t-test. The study identified a positive relationship between the strength of parasocial bonds and the level of social media engagement among WWE fans. The analysis also suggested that participants with a higher level of social media engagement interacted with WWE products more frequently. Results of this exploratory investigation offer insight into the effectiveness of integrating social media strategies into modern marketing practices. ii TABLE OF CONTENTS Page CHAPTER I. INTRODUCTION .............................................................................. 1 Research Rationale......................................................................................... 1 World Wrestling Entertainment: A Global Leader in Sports Entertainment . 6 Professional Wrestling Fan Community ........................................................ 10 World Wrestling Entertainment and Social Media ........................................ 12 Study Overview ............................................................................................. 16 CHAPTER II. REVIEW OF LITERATURE ........................................................... 18 Theoretical Framework ................................................................................. 18 Defining Parasocial Interaction...................................................................... 21 Professional Wrestling Fan Identification ..................................................... 23 Personal Influence of Professional Wrestlers on Fans ................................... 33 The Impact of Parasocial Bonds in Marketing…………………………… .. 37 Twitter, Parasocial Bonds, and Newscasters ................................................. 38 Research Hypotheses ..................................................................................... 41 CHAPTER III. METHOD ........................................................................................ 44 Study Population and Sample ........................................................................ 45 Survey Instrument .......................................................................................... 48 Measures…………………………………………………………………. ... 50 Identification ...................................................................................... 51 Interest…………………………………………………………….... 51 Group Identification……………………………………………….. . 52 iii Social Attractiveness……………………………………………… .. 52 Data Analysis ................................................................................................ 53 Validity and Reliability .................................................................................. 56 CHAPTER IV. STUDY RESULTS ......................................................................... 58 Hypothesis 1................................................................................................... 58 Hypothesis 2................................................................................................... 60 Hypothesis 3................................................................................................... 67 CHAPTER V. CONCLUSIONS AND DISCUSSION ............................................ 72 The Role of Parasocial Interaction in Sports Entertainment .......................... 73 Social Media Marketing Campaigns and Microblogging .............................. 75 Study Recommendations ............................................................................... 79 Study Limitations ........................................................................................... 81 Directions for Further Research ..................................................................... 83 REFERENCES .......................................................................................................... 87 APPENDIX A. INSTITUATIONAL REVIEW BOARD APPROVAL ................. 99 APPENDIX B. INFORMED CONSENT FORM ................................................... 100 APPENDIX C. RESEARCH INSTRUMENT ........................................................ 101 iv LIST OF TABLES Page Table 1: Hypothesis 1 Testing: Results of Correlation Analysis ............................... 59 Table 2: Hypothesis 2 Testing: Results of Correlation Analysis ............................... 61 Table 3: Mean Values for the Audience-Persona Interaction Scale .......................... 63 Table 4: Hypothesis 3 Testing: Results of Correlation Analysis ............................... 68 v LIST OF FIGURES Page Figure 1: WWE Wrestler Zack Ryder ....................................................................... 9 Figure 2: WWE Worldwide Trends ........................................................................... 13 Figure 3: Former WWE Wrestlers Randy Savage and Hulk Hogan ......................... 25 Figure 4: Former WWE Wrestler Jeff Hardy ............................................................ 28 Figure 5: Former WWE Wrestler “Stone Cold” Steve Austin .................................. 29 Figure 6: “Stone Cold” Steve Austin and WWE CEO Vince McMahon ................. 30 Figure 7: Trisha Pittman’s Twitter Feed .................................................................... 40 Figure 8: Participant Distribution by Gender............................................................. 48 Figure 9: Flowchart of the Data Analysis .................................................................. 55 Figure 10: The Percentage of Participants who Interact with their Favorite WWE Wrestler via Twitter ................................................................................................... 61 Figure 11: Survey Results for the Participants’ Favorite WWE Wrestler ................. 65 Figure 12: Income among Participants ...................................................................... 70 Figure 13: Social Media Hub Model ......................................................................... 76 Figure 14: Social Media and Parasocial Interaction Model ....................................... 77 Figure 15: Social Media Marketing Campaigns Model ............................................. 80 vi ACKNOWLEDGMENTS First and foremost, I want to thank Point Park University and in particular my thesis committee chair, Dr. Tayana Dumova and the members of my thesis committee, Dr. Steve Hallock, Dr. Heather Starr-Fielder and Dr. Johan Yssel, for allowing me to conduct the research that I wanted to and for being patient and thorough throughout the thesis process. I want to thank my family for showing me love and support in my endeavors in graduate school. Specifically, I want to thank my mom for everything she does for me on a daily basis, Brianna for keeping me grounded and Heather for always showing confidence in me. Finally, I want to thank my friends Danny, Adam, Ray, Jason, Drew, Jeff, Steve, Terry, and others for supporting this crazy love we all have for each other and professional wrestling. 1 CHAPTER I INTRODUCTION Jeff Gregor, executive vice president and chief marketing officer of Turner Network Television and Turner Broadcasting System and general manager of Turner Classic Movies, calls modern marketing strategies “social by design” (Gregor, 2012). Entertainment and media industries are increasingly relying on social media in the emerging interactive or smart TV environment. The convergence of traditional broadcast and cable television with the Internet-based interactive media, for example, on Smart TV and IPTV platforms opens new horizons both in content delivery and marketing. Numerous social media outlets such as Facebook, YouTube, and Twitter introduced important new patterns in media consumption. This study focuses on the current trends and the role of parasocial relationships in social media marketing campaigns of World Wrestling Entertainment (WWE). Parasocial interaction refers to the perceived social relationship that individuals may form with media figures or fictional characters. Identifying associations between parasocial bonds, program consumption, and Twitter interaction may shed some light into the effectiveness of modern social media marketing techniques in sports entertainment for communication scholars and practitioners Research Rationale A brief look at the history of advertising suggests that advances in media technologies bring new marketing strategies. Over the years, print, radio, television, and finally the Internet have all significantly affected marketing and advertising practices 2 (Donovan & Henley, 2010; Fox, 1997). Next came the era of online social networking tools, with microblogging advertising and viral marketing campaigns on social networks (Solis, 2011). As Federal Communications Commission (2012) stated in a recent report, the volume of professionally produced as well as user-generated content available to online audiences has expanded: Today, online viewers can watch television shows (including recently aired episodes); newly released and older movies; sporting events; and other content, including high-quality content produced specifically for online distribution. Online video, like the Internet itself, has migrated beyond the computer to a wide variety of devices (p. 4). According to Arbitron, an international media and marketing research firm, advertising in the social TV environment can often be more effective than on traditional broadcast or cable TV (Swedlow, 2010). Turner Entertainment Networks, for example, purposely crafts its content so that it is easily shareable and applicable to social media tools. Fox Broadcasting Company routinely features Twitter hashtags, such as “#Glee” or “#NewGirl,” above its station bug during the primetime line-up of shows allowing viewers to reach each other with comments. A survey by the Nielsen Company (2011) revealed that 86% of respondents with mobile Internet access use the Internet while watching TV; among them, 40% visit social media sites. Another study of mobile phone users by the Pew Research Center found that more than half of the people who download mobile apps also browse the Internet or read email on their phones while watching TV; among them, 35% visit a website mentioned during the TV program, 20% use their phone to see what others say online about the show, and 19% post comments (Smith & Boyles, 2012). 3 What makes social media so popular? For media producers, social media provide low-cost and effective tools to create a space for consumers to talk about their products. For media consumers, social media facilitate in-depth discussion about their favorite brands, television shows, and performers. In the case of television entertainment, the opportunity is created for fans to directly communicate with media figures and celebrities. There have been numerous instances when viewer-generated responses fueled by the Internet had a direct impact on the television and movie industry. The Columbia Broadcasting System program “Jericho” was cancelled after just one season because of lackluster ratings. However, the few that did watch it formed a vocal and dedicated group that took to social media to save their favorite program. The enthusiastic fans went as far as to suggest sending peanuts to the CBS offices in hopes of creating an attention-grabbing message. The campaign was successful, and “Jericho” was revived for another season (Viveiros, 2008). Then there was the Internet craze that surrounded the Samuel L. Jackson film “Snakes on a Plane.” The loyal fans of the brash nature of most of the characters Jackson has played in his long acting career lobbied via social media to get a specific line of dialogue into the finished film. The filmmakers listened and added the now famous line, “I’m tired of these [expletive] snakes on this [expletive] plane,” to the movie (Riveong, 2006). A more recent example occurred in 2009 when the filmmakers behind the low budget, independent film “Paranormal Activity” created a social media campaign to encourage moviegoers to insist that their local theater carry the feature. Nearly $200 million in profits and three sequels later, “Paranormal Activity” is a full-fledged cinematic juggernaut that all started with an estimated $15,000 budget and some well-executed social media marketing campaigns (Warren, 2009). 4 These are only a few examples of how fans can become profoundly involved with the object of their fandom. Media researchers have long viewed this phenomenon as parasocial interaction (PSI) describing it as a “seeming face-to-face relationship that develops between a viewer and a mediated personality” (Horton & Wohl, 1956, p. 215). Some researchers consider parasocial relationships to be a reflection of the basic human need to interact and communicate (Rubin & McHugh, 1987; Rubin, Perse, & Powell, 1985). Prior studies have focused on various aspects of viewers’ parasocial interactions around and during the airtime (Giles, 2002), but the focus of research into parasocial relationships has changed with the proliferation of Internet-based digital media technologies. These technologies gave birth to a cornucopia of applications and tools aimed at creating and distributing user-generated content commonly referred to as social media. They have also opened new opportunities for marketing and advertising. It is clear, whether it is user-generated or created by a company, social media marketing is a powerful tool and has changed marketing strategies. The present study argues that understanding the role parasocial relationships play in social media interactions gives advertisers and companies additional knowledge into the effectiveness of modern sports entertainment marketing campaigns. Founded in 2006, Twitter is a microblogging and social networking service that allows its members to post short messages with 140 characters on the Internet. Microblogging is a form of creating written content for the web that uses a limited number of words or characters. Twitter services can be accessed through various platforms and devices, ranging from desktop or laptop computers to mobile phones and tablet devices. In June 2012, according to Semiocast, a Paris-based social media research 5 and tracking company, Twitter user base surpassed the half-billion mark, with 140 million subscribers in the United States (Semiocast, 2012). This study seeks to examine the role that parasocial relationships play in social media marketing campaigns for sports entertainment. Specifically, the author applies the lens of parasocial interaction to the analysis of social media marketing and focuses on World Wrestling Entertainment (WWE), a professional wrestling and media conglomerate, that produces unique amusement spectacles combining sports and entertainment for global audiences. In addition to having a distinctive entertainment nature, WWE maintains a diverse, wide-ranging, and sophisticated media presence to support its brand that traverses all existing media channels, traditional and new, and ranges from print to social media. Identifying parasocial relationships in a particular group of fans that use Twitter microblogging services to interact with other fans and with their favorite media figures may provide communication scholars and practitioners with vision into the psychology of social media marketing and the effectiveness of modern sports entertainment marketing techniques. The present study advances parasocial interaction research into the social media world by examining a medium with 24-hour access to the media figures. This phenomenon has not previously been focused on in parasocial relationship research. Additionally, by studying WWE marketing practices and interactions within its fan base via social media, the author aims to develop recommendations for marketing professionals for conducting effective and ethical social media campaigns in the future. 6 World Wrestling Entertainment: A Global Leader in Sports Entertainment Professional wrestling is a unique phenomenon, in part sports and in part scripted entertainment. WWE, the largest professional wrestling organization in the world, creates a line of products including TV programming, pay-per-view, and live events over about 320 days per year. WWE successfully competes for audiences with the four major U.S. professional sports leagues—the National Football League, the National Basketball Association, National Hockey League, and the Major League Baseball. From a marketing perspective, WWE engages in business partnerships with top-branded companies like Gillette, Ford, and Post Foods (WWE Corporate, 2013). Many of WWE events are telecasted on NBC Universal cable networks USA and SyFy, frequently making Top-5 nightly ratings (Gorman, 2011) or are webcast on the Internet. Approximately once a month, WWE produces a live pay-per-view closed circuit event (the largest being “WrestleMania”); every Monday it airs its flagship live broadcast on USA called “Monday Night Raw,” and every week it produces a series of taped events: “Friday Night Smackdown” that airs on SyFy, “WWE Tough Enough,” a reality show that airs on USA, and “WWE Superstars” and “WWE NXT” that air weekly online at WWE.com and Hulu.com. In July 2012, WWE aired its 1000th episode of “Monday Night Raw” watched by six million TV viewers (WWE.com, 2012). WWE’s management team currently considers launching its own 24-hour cable channel (WWE Corporate, 2013). WWE television programming airs in 145 different countries and is translated into 30 different languages (A Special Look at WWE, 2010). In a latest development, in spring 2012 WWE’s superstars and divas performed in Russia with a groundbreaking live 7 event in Moscow and 6,000 fans in attendance at the Luzhniki Sports Arena. The company issued a statement: Since the launch of WWE’s flagship weekly TV show WWE RAW on 2x2 in February 2011, the company has seen a steep rise in popularity across Russia. Now both WWE RAW and WWE SmackDown are seen in more than 24 million Russian TV households every week and a Russian language WWE website (ru.wwe.com) with Tvigle launched earlier this year (WWE Corporate, 2012). WWE.com provides the official home for WWE’s extensive online activity. Nearly every prominent wrestler has his or her own Facebook fan page, Twitter feed, and YouTube presence. More than 60 professional wrestlers, both male and female, have official Twitter accounts (Twitter.com, 2013). In 2010, WWE signed a deal to distribute its original content with full episodes and clips of “Raw,” “Smackdown,” “Superstars,” “NXT,” and “Tough Enough” on WWE’s YouTube channel. After two years, this channel, which features new content every day, has acquired close to 600,000 subscribers and over 300 million video views (YouTube.com, 2012). WWE, like any other event-driven business, depends on ticket purchases, TV ratings to attract advertisers, and merchandise sales. WWE performers create unique and carefully scripted characters for television programming, however casual and impromptu they may appear on the screen. These are real athletes, often with sports backgrounds, creating characters that can range from being “good guys” or faces in professional wrestling jargon, which dates to the time of carnivals and travelling circuses, to playing outlandish personas or heels. For example, former WWE world heavyweight champion Mark Henry wrestles with the moniker “The World’s Strongest Man.” Henry has 8 previously competed in Olympic weightlifting as well as World’s Strongest Man competitions. His nickname and character stem from real-life events. The opposite side of the spectrum features characters like Hornswoggle, an Irish leprechaun who can only speak in nonsensical grunts, or Goldust, an effeminate man who paints his face gold. The wrestlers’ Twitter accounts are heavily promoted by WWE, and the tweets hopscotch from real-life happenings to antics making it nearly impossible for the audience to tell the difference. One particular WWE performer has gained worldwide popularity by developing a character with the help of social media. For over a year, Zack Ryder (Figure 1) has produced a weekly YouTube series called “Z! True Long Island Story” which averages 150,000 weekly viewers. Ryder ends every episode by saying, “watch my videos, leave a comment, subscribe to my channel, ‘like’ me on Facebook, ‘follow’ me on Twitter, buy my t-shirt, and take care, spike your hair” (Z! True Long Island Story, 2012). Ryder’s viewership has grown to over one million Twitter followers and 10 million YouTube views, and is currently featured as a weekly series on WWE’s YouTube channel with Ryder running weekly contests via Twitter for fans to appear on his show as “Broski of the Week” or the “#areyouseriousbro? Tweet of the Week.” This YouTube series has been responsible for an increase in Ryder’s television appearances and merchandise available (Z! True Long Island Story, 2011). 9 Figure 1. WWE Wrestler Zack Ryder Note: WWE wrestler Zack Ryder on his way to the ring with a lower third graphic promoting his Twitter account Source: World Wrestling Entertainment, 2011. WWE presents a mix of live events and scripted storytelling that attracts and keeps a diverse, worldwide audience. Additionally, WWE features TV characters who vary from close to their real-life personalities to completely fictional figures, and both sides of the character spectrum actively pursue relationship building with fans via social media. Although WWE wrestlers may have from 80,000 to over 1 million followers, they do not entirely depend on the wrestler’s ring scores. For instance, Zack Ryder, who has won only one singles championship and is frequently not featured on the live broadcast, is fairly popular among WWE fans and has over 1 million Twitter followers. John Cena, a 12-time WWE Champion is featured weekly on the live broadcast and makes public appearances at award shows and in movies. Cena has over 4 million followers as well as over 14 million fans on Facebook (Twitter.com, 2013). Thus, social media platforms 10 allow for both building and maintaining WWE brand loyalty and quantifying the market appeal of individual media figures. Professional Wrestling Fan Community According to WWE, its programming maintains an unparalleled connection with its audience and its fan community is one of the most dedicated in the U.S. sports entertainment history (WWE Corporate, 2013). The WWE fan community is different from the fan communities of other sports. Where there are enthusiastic local communities of fans in different markets, such as a fervent Pittsburgh Steelers or St. Louis Cardinals fan communities; the WWE fan community can come together in any city across America where WWE performs on a given day and easily fill arenas for forty to fifty thousand spectators. Fans drive and fly from the surrounding areas to watch live wrestling matches and interact with other WWE supporters. While going to a live event is a unique experience, social media allowed supplementing it with sharing emotions through YouTube, Twitter, Facebook, and other social media platforms on a more frequent basis. A vivid example of WWE popularity would be an analysis of the worldwide trends (or immediately popular topics) on Twitter. Twitter hashtags (used to mark keywords) in any given tweet allow for quantifying fans’ activities to be represented in a measurable way so that WWE can react to in its marketing campaigns. For example, if John Cena, American professional wrestler and actor, won a championship during a live broadcast, the term “Cena wins” might be trending worldwide on Twitter. Fans can then access all of the tweets hashtagged “Cena wins” and WWE in turn has the knowledge 11 that Cena’s victory is one of the most popular topics on Twitter. Examining Twitter content can provide a key to understanding the level of intensity at which fans engage with the entertainment product developed by WWE. Without doubt, professional wresting shows are a place where interpersonal interactions can take place and where fans can talk to wrestlers and purchase the wrestler’s merchandise, e.g., t-shirts or buttons, and obtain pictures and autographs. Beard and Heppen (2012) showcased what transpires when fans can interact with professional wrestlers face-to-face. Live events are the best way to observe professional wrestling fans’ desire to interact with their favorite superstars. Hours before the event fans gather around the back entrance of the arena with their cameras and sharpies in hand trying to meet their idols. Technology-mediated communication makes a certain level of intimacy possible, and it fills the void, created by the big arenas where interactions with wrestling performers are rare. With the injection of social media outlets like Twitter, fans do not have to wait for their favorite performer to roll into town on the tour bus or wait outside at a loading dock to snap a picture. Social media platforms make WWE talent and other celebrities accessible 24 hours a day across the globe through picture and video sharing, blogs and microblogs, instant chat, and texting. Forming a more intimate relationship between fans and WWE performers helps create a sense of community and turn a passive audience into an active and loyal fan base (Beard & Heppen, 2012). 12 World Wrestling Entertainment and Social Media As fast as social media platforms have been evolving, World Wrestling Entertainment has managed to stay ahead of the market. At the end of 2012, for example, WWE launched a social media hub, WWE Active, which allows fans to interact directly with WWE talent and commentators during live broadcasts with comments via an online chat and tweets linked to their Twitter and Facebook accounts. WWE scoops from one to four worldwide trends on Twitter every Monday night during its live “Raw” broadcast (illustrated in Figure 2). The driving force behind WWE’s social media practices is Jason Hoch, WWE’s senior vice president of digital operations. When asked about the fallout he has seen since WWE increased its social media campaigns, Hoch responded: We love the passion and enthusiasm of our fans, and that excitement translates amazingly well with social media. We are constantly surprised by how our fans react online to the action they experience at a live event or on TV. With over 67 million total Facebook followers and 25 million Twitter followers across the WWE brand, that’s comparable to hundreds of sold-out stadium crowds screaming and cheering with us online (as cited in Cane, 2012). The results of WWE’s widespread use of social media are evident in WWE television ratings, in a demographically diverse audience of fans, and stable video and merchandise sales (WWE Corporate, 2013). It should be noted that professional wrestling is different from traditional competitive sports. The main difference is that it is scripted and the athletes work to promote themselves. When a wrestler is associated with a brand like WWE or its competitors, Impact Wrestling and Ring of Honor, it may be hard to recognize the 13 amount of self-promotion they are involved with making social networking vital to a wrestler’s personal success. Independent wrestling promotion efforts, which can be seen in small towns and venues all over the world, are an essential part of wrestlers’ lives. Wrestlers often carry boxes of t-shirts and photos while charging five dollars for an autograph, and constantly conduct their own public relations. With the backing of the full marketing force of WWE, however, the self-marketing becomes easier with the newest social media tools at the wrestler’s fingertips. Currently, WWE and its performers are embracing microblogging for marketing and self-promotion. Figure 2. WWE Worldwide Trends Note: Worldwide trends during a “Monday Night Raw” broadcast. Source: Twitter.com, 2011. 14 When in 2012 WWE aired its unprecedented 1000th episode (WWE Corporate, 2005) of “Monday Night Raw,” as a part of the historic broadcast, WWE announced a “Celebrity Social Media Ambassador.” This celebrity ambassador had to follow the action and supply commentary via Twitter. For this novel experience of merging two different media, a live broadcast and a Twitter-cast, WWE went to actor Charlie Sheen, a celebrity that has made his fair share of headlines in 2012 (Renken, 2012). Using a social media ambassador during a live event is an example of WWE embracing social media as a mode to interact with fans and an example of WWE staying on the cutting edge of such interaction. Also, at the 2013 “SXSW Interactive Festival,” WWE was recognized as a leader in social media marketing with a panel, which included WWE wrestler John Cena, that spoke about the importance of engaging an audience through social media (SXSW, 2013). During the SXSW panel, WWE talked about how they even have a special area backstage at its events that allows wrestlers to tweet before going on TV (Arrington, 2013). Not everything that WWE touches in the realm of social media produces success. In 2008 entering a competition with Facebook, WWE started its own social network, “WWE Universe,” with superstar profiles, message boards, live blogging, interactive comments, discussion groups, and options to hold live chats, upload images, and video (WWE Corporate, 2008). However, this experiment was discontinued at the beginning of 2011 and the focus of WWE’s social media activities shifted to Facebook, Twitter, and YouTube. However, the fact that at the time of this writing WWE Facebook page featured 12,053,613 “likes” and 247,146 “talking about this” suggests that the wrestling 15 conglomerate retreated from the social networking game prematurely still being on a learning curve. Social media, for better or worse, create a sense of empowerment among WWE fans who crave every opportunity to make an impact on show storylines and character development. This becomes evident from a cursory examination of discussion forums and message boards entries, tweets or Facebook comments, as the following excerpt from a fan’s comment suggests: Wrestling may be built around the idea of Faces and Heels. But it is up to us whom we cheer for. WWE can try to make us hate one guy and love another, but fans shouldn’t be mindless puppets lapping up the show WWE spoon-feeds them. If that were the case we’d have had no Stone Cold Steve Austin… Honestly, I think the days of telling us who to boo and cheer, of cookie-cutter goodies and baddies, are done. Just put a guy out there, see how the crowd reacts, and let his/her storyline grow accordingly (Best & Worst WWE Tweets, 2012). Overall, the use of microblogging and other social media tools for marketing is a noticeable trend especially for companies such as WWE whose livelihood depends on a dedicated fan base and brand loyalty. WWE’s unique entertainment nature and widespread social media presence allow for forming and maintaining parasocial bonds which make it a suitable subject for a study on how parasocial relationships affect social media marketing. A study of parasocial relationships within WWE’s fan community may shed additional light on the effectiveness of social media techniques in marketing in general. 16 Study Overview Chapter 1 provides an introduction to this study. The distinctive sports entertainment nature, structure of television programming and its digital extensions, and marketing practices of World Wrestling Entertainment (WWE) are described, including WWE’s use of social media. Professional wrestling fan identity and culture are introduced covering various WWE characters with strong fan identification. Further, new media consumption patterns brought about by digital technologies and the need for research into audience’s parasocial interaction with media personalities from WWE television programs are discussed. The research rationale and the purpose of the current study are presented. Chapter 2 offers the review of relevant literature. The uses and gratifications perspective, which provides a theoretical framework for much of parasocial interaction research, is introduced. The theory and examples of recent studies involving audiences’ parasocial interactions with media figures are discussed. Next, the chapter presents an overview of parasocial interaction research following with a discussion of commonly used attributes of parasocial relationships. Finally, three research hypotheses are posed. Chapter 3 outlines the method of the current study. Audience-Persona Interaction (PSI) scale and the four main elements of parasocial interaction adopted for the development of a survey instrument are presented: (a) identification, (b) interest, (c) group identification, and (d) social attractiveness. The population and the sample for the present study are also described in this section. The chapter concludes with a discussion of methods of data collection and analysis as well as issues of validity and reliability. 17 Results of the study are presented in Chapter 4. The data collected for the study are evaluated by utilizing correlation analysis aimed to determine relationships between variables. Additionally, this section includes certain demographic information about the participants. The concluding section in Chapter 5 addresses the role of parasocial interaction in sports entertainment marketing and advertising. Social media outlets are considered in relationship to marketing campaigns of World Wrestling Entertainment. Several recommendations are provided on how social media can be effectively employed as a marketing tool based on the analysis of WWE’s social media marketing efforts. A twoway relationship model between media figures and media consumers in social media marketing campaigns is proposed. Finally, study limitations and directions for future research are identified. 18 CHAPTER II REVIEW OF LITERATURE The development of a theoretical understanding of parasocial interactions began in the mid 1950s. Horton and Wohl (1956) identified parasocial interaction as a seemingly face-to-face relationship between a media viewer and a media figure. These researchers were the first to describe the phenomenon of viewers not only passively watching TV but also developing bonds with onscreen characters and media figures such as nightly news anchors apparently looking out from behind the news desk straight into the audiences’ living rooms. This phenomenon applied primarily to television because radio broadcasts did not offer visual stimuli to form strong parasocial bonds. As one can see with television and radio, new media can change the ways the audience interacts with media content and impact the motivation the audience may have to maintain parasocial relationships. Theoretical Framework The captivating power of television brought about many theoretical musings researching the motives, psychological antecedents, and types of gratification derived from watching TV shows. Some of them were based on prior research into radio listening and the functions of mass communication. Uses and gratifications as a theoretical framework was introduced in the early 1970s (Blumler, & Katz, 1974; Katz, Blumler, & Gurevitch, 1974; Rosengren, Wenner, & Palmgreen 1985). Uses and gratifications theory states, “People are not passive recipients of media. Instead they selectively use media to fulfill personal needs, therefore affecting the development of media (Association for Education 19 in Journalism and Mass Communication, 2012).” The arrival of the Internet and social media did not negate the value of the uses and gratifications perspective for communication research in explaining why and how people use the media since one of the core premises of the theory is an active audience and its ability to interpret media content and negotiate its meaning (Ruggiero, 2000). The present study, informed by uses and gratifications theory, explored how professional wrestling fans fulfill their social needs through interacting with their favorite wrestlers via Twitter and how these social activities, in terms of their use as a marketing tool in the context of sports entertainment marketing, affect social media marketing campaigns. A recent analysis of the involvement of mass media (Phillips, 2013) in the 2012 political campaigns in Egypt, outlines two major factors that uses and gratifications theory establishes: The reasons why audiences expose themselves to different mass media means; television, radio, printed material and internet (Luo, 2002). The theory was first used to explain how people use mass media during political communication campaigns, dealing with audiences as voters. The Uses and Gratification Theory is used later on to understand more about social uses of mass media, entertainment and consumers behaviors, especially in times of political campaigns for gathering information…and the main needs that people try to satisfy from using the mass media. The theory supports the idea that the psychological and social needs determine the different patterns and expectations of the people from the media (p.14) 20 Uses and gratifications theory has been widely applied in mass communication and media research (Baran & Davis, 2012; Papacharissi, 2010; Rubin, 2009) and has extended into the study of parasocial interaction (Greer & Ferguson, 2011; Beard & Heppen, 2012). Most uses and gratifications analyses aim to identify motivations for users to engage with a particular medium or media product in lieu of various needs supplied by interacting with that media. Currently, some scholars debate the utility of the concept of mass communication in the Internet era (Metzger, 2009; Napoli, 2010). However, emphasis on active user involvement with the media motivates many researchers to continue to pursue the uses and gratifications approach. In regards to Twitter, researchers Johnson and Yang (2009) theorized that information-seeking and social needs (such as a feeling of love and belonging) are the two main gratifications for social media use. Results of another investigation (Chen, 2011) found a positive relationship between the time spent on Twitter and gratification of a need for social connection. The uses and gratifications perspective has also been applied to the study of parasocial interaction in various aspects of audiences’ social media involvement: befriending on social networks (Ancu & Cozma, 2009), motivations for connecting to blogs (Kaye, 2010), or TV viewer reactions to a temporary parasocial breakup situation (Lather & Moyer-Gusea, 2011). A recent study by Greer & Ferguson (2011) focused on parasocial relationships and Twitter affecting the gratification of information seeking. The researchers delved into the benefits for news personalities to use Twitter and how parasocial bonds created a more loyal viewing audience. One of the main reasons discovered for newscasters to use Twitter is speed of information dissemination (Greer & 21 Ferguson, 2011). The Association for Education in Journalism and Mass Communication says of uses and gratifications theory, “In the age of social media, uses and gratifications research is experiencing a renaissance (Association for Education in Journalism and Mass Communication, 2012).” Uses and gratifications theory was valuable for the present study because identifying parasocial relationships in WWE fans provides insight into why and how they use social media and why WWE social media marketing campaigns can be effective. Defining Parasocial Interaction Since Horton and Wohl’s (1956) initial parasocial interaction research during the early days of television, several studies have been completed using a variety of settings and demographics on subjects ranging from soap operas to home shopping channels to more current TV dramas like “Lost.” Currently, the term “parasocial interaction” is used by scholars to broadly define the process of forming perceived relationships with media figures. In the context of the current study, group identification refers to the notion of being a part of the community surrounding the program. Evaluating group identification involves identifying whether the viewer can see the characters as people they would be friends with or would interact with in social settings (Auter & Palmgreen, 2000). The concept of identification has often been associated with parasocial relationships. Perceived similarities in background, appearance, beliefs, and so forth can result in a viewer liking or disliking a character or program (Tian & Hoffner, 2010). This trait of parasocial relationships includes finding common ground or recognizing a lack of common ground, each of which determines how the viewer engages with the product. 22 Interest, sometimes referred to as affinity, encompasses how much the viewer likes the character. Physical attributes still play a role in selecting of a favorite character, and while this may not be as strong as a relationship as identification, it is influential in viewing habits (Cohen, 1999, 2001). Viewers still watch characters they simply like because he or she is physically attractive. Finally, beyond physical attraction is social attractiveness. Social attractiveness involves beliefs, attitudes, and problem solving abilities (Auter & Palmgreen, 2000). Research into parasocial relationships did not consistently build over time. There was a gap that spanned for three decades. Researchers Rubin, Perse, and Powell (1985) found that in the decades between 1956 and 1985 when parasocial interaction was first defined, there was extensive curiosity about the phenomenon but limited content that provided a method to empirically measure parasocial relationships. Toward the end of the 1980s, researchers were beginning to understand the importance of parasocial interaction research. What was missing was a reliable instrument for measurement. An empirical scale that could evaluate the presence or absence of parasocial relationships in audience engagement was needed. Rubin, Perse and Powell (1985) created perhaps one of the most influential measurement tools in parasocial bonds studies, an empirical measure that has become widely used in the field. The scale provided a foundation for a generation of empirical studies into parasocial interaction, which spanned into the current century. For a long time, research focused on physical traits of the media figures and the demographics of the media viewers. However, as Rubin, Perse, and Powell’s (1985) scale has evolved over time, parasocial bonds have been more categorically defined by accessing the essential parts of the whole of a parasocial relationship. These elements 23 have been identified as (a) identification, (b) interest, (c) group identification, and (d) social attractiveness (Auter & Palmgreen, 2000). Auter and Palmgreen (2000) created the most affective measure for parasocial relationships. They used statements developed over time to tap into the multiple dimensions of parasocial bonds. This provided an empirical measure of the phenomenon that makes it possible to correlate parasocial relationships with other measures of the media studied such as program exposure and, in the case of the present study, social media use (Auter & Palmgreen, 2000). In some forms of entertainment, some of these elements may be more prevalent than others. This study demonstrates that all four are present in the world of professional wrestling fans. Research into parasocial relationships has migrated into new media technology resulting in the development of Hartmann’s two-level model of parasocial interactions, a theory that assesses the audience’s perception of a media figure after the program is offair (Hartmann, Schramm, & Klimmt, 2004; Schramm & Hartmann, 2008; Schramm & Wirth, 2010). However, this research has yet to include social media interactions and is still developing with an understanding of the audience engaging in limited exposure, focusing on programming being the only source of interaction. The current study, by focusing on the role of parasocial relationships in social media marketing, takes into account the growing accessibility of media figures through microblogging platforms like Twitter. Professional Wrestling Fan Identification Fan identity in professional wrestling has been investigated by Beard and Heppen (2012). Their approach was to examine the complicated relationship fans have with 24 professional wrestling and the various levels of suspension of disbelief during fan-media figure mediated interactions. The study focused on independent, or local, professional wrestling events and how the fan community has grown and matured over the years. From a uses and gratifications perspective, the community built within professional wrestling viewers fulfills a social need. The results provide a detailed illustration of the relationship professional wrestling fans have with the product. Beard and Heppen (2012) made several technical distinctions between types of professional wrestling fans. They defined in detail the difference between what wrestling fans call “marks” and “smarks.” These definitions also give an indication into the history and traditions of professional wrestling. “Mark” is a term adopted from the world of con artistry. A “mark” is the victim of the ruse. Professional wrestling’s ruse is that the outcomes of the matches are predetermined. The difference in the types of professional wrestling fans is based on just how the knowledge of wrestling’s predetermination effects their engagement in the sport. These definitions of different fan identities have changed over the last 30 years. During the professional wrestling boom of the late 1980’s and early 1990’s, the first “Wrestlemania” was held and stars like Hulk Hogan and “Macho Man” Randy Savage were becoming household names (see Figure 3). 25 Figure 3. Former WWE Wrestlers Randy Savage and Hulk Hogan Source: WWE.com. Computer-mediated communication began to be injected into the professional wrestling fan community in the 1990s and the suspension of disbelief became harder and harder. More and more of what Beard and Heppen (2012) call “smarks” were being created. Suddenly the secret was out. Professional wrestling was labeled with a term that professional wrestlers take extreme offense to: “fake.” Something else was happening, though. Fans now had the knowledge of the nature of professional wrestling, but it did not seem to matter. Here Beard and Heppen offer their definition of a “smark” or a “smart mark,” a term that defines the psychology of the professional wrestling fan base: A “smark,” or genuine local pro wrestling fan, is someone who is cognitively aware that the match is staged. At the same time, they become affectively invested in the match outcome. They want their performer of choice to win. And, at the 26 behavioral level, they root for their wrestler of choice. The affective and behavioral dimensions of their identity as a fan are at odds with the cognitive dimensions of that identity (p. 29). Why doesn’t it matter that the ending is predetermined? First, it is still entertainment, but beyond that and applicable to the current study, fans relate with professional wrestlers on several levels. Beard and Heppen’s (2012) definition of “smarks” suggests a hint that the professional wrestling fan is invested in his or her favorite performer. Even though fans are becoming knowledgeable in increasing numbers, it doesn’t matter because, as this research hypothesizes, the professional wrestling world is privy to parasocial bonds. Researchers describe what the relationship between fans and wrestlers looks like for modern audiences; “The local pro wrestling fan has the clarity of vision to see through the artifice and yet, under certain conditions, to allow their emotions to be riled and their body to join in the chants and hollering” (p. 29). The study by Beard and Heppen (2012) concentrated on how professional wrestling fans interact with the product, the wrestlers, and, finally, the other fans in the community. They discussed the idea that professional wrestling exists in a periodic market. Events like live shows or even the Monday night live WWE broadcast act as an opportunity for fans to gather and make possible certain social interactions with other fans that would otherwise be impossible. Even though Beard and Heppen focused primarily on local professional wrestling shows in the Minnesota region, the concepts they introduced can be applied to mainstream professional wrestling. The multifaceted identity experienced by “smarks” becomes even 27 more complex when fans can interact with their wrestlers directly through social media, a space where the wrestlers can either be more themselves or stay more in character. Although Beard and Heppen did not specifically identify fan-wrestler relationships as parasocial bonds, they did describe an atmosphere in which fans identify and communicate with their favorite wrestlers, identify with a special group or community, show their affinity for their favorite wrestler by buying their merchandise and cheering for them, and root for success in all of their favorite wrestler’s endeavors. These components are identified as the elements of parasocial relationships (i.e., identification, interest, group identification, and social attractiveness). Beard and Heppen comprehensively defined a group of fans with a complex fan identity. The current research takes these dimensions and applies them to parasocial interaction research. Blue collar identification Identification plays a key role in parasocial relationships, but as previously stated, some professional wrestling characters are so far outside accepted norms that it would be nearly impossible to identify with them. Most of these outlandish characters, performers like Doink the Clown, Sharkboy, or Mantaur, do not lead to mass popularity or championship success. There still is no hard and fast rule on what makes a popular wrestler easy to identify with. Former WWE champion Jeff Hardy was, by many standards, a social outcast. He would create abstract art and music and would occasionally paint his face with his abstract designs (see Figure 4). However, Hardy’s style and daredevil ring persona spoke to the uniqueness of the audience. Hardy created a mass following of fans and to this day has had some of the loudest and continuous live event 28 crowd responses of all time (Dunn, 2009). The case of Jeff Hardy is a rarity in terms of identifying with a mass professional wrestling audience. Figure 4. Impact Wrestling and Former WWE Wrestler Jeff Hardy Source: Impactwrestling.com. Usually for performers to be identified with it takes a character that is a little more “down to earth” and such a concept is realized not in professional wrestling but in a soap opera, “Simplemente Maria,” which became one of the most apparent examples of parasocial interaction in television history (Singhal & Rogers, 1999). “Simplemente Maria” (1989) is a Peruvian soap opera following the life of Maria, a maid who rose to fame as a fashion designer. What stands out about this example? Maria was engaged in a special will-they-won’t-they relationship with her literacy teacher that lasted 20 years. When they finally married, 10,000 fans showed up to the make-believe wedding as if it were really happening. Singhal and Rogers (1999) cite the audience’s 29 identification with the characters and parasocial bonds as the contributing factors to the success of “Simplemente Maria.” Maria was a hero to women because she was a blue collar maid determined and motivated to better herself. She would never stop working and even the fact that she was taking literacy classes motivated a lot of the female audience to seek out classes themselves. Men empathized with Maria’s groom, Esteban, throughout the 20 television years it took him to get Maria to marry him. Letter writing was another ritual besides the wedding celebration and the rise of the number of women learning to read; that is how “Simplemente Maria” was reaching its fan base and forming strong parasocial bonds. Thousands of letters were written to the characters of the telenovela as if they were real people. Figure 5. Former WWE Wrestler “Stone Cold” Steve Austin Note: Former WWE wrestler “Stone Cold” Steve Austin in his infamous “Austin 3:16” t-shirt Source: WWE.com. 30 Professional wrestling has its own Maria, “Stone Cold” Steve Austin (Figure 5). He began in rival World Championship Wrestling (WCW) as “Stunning” Steve Austin, a bleached blonde showboat who was hardly a fan favorite. However, by the mid 1990s Austin had transformed into a foul-mouthed, beer-drinking everyman nicknamed “Stone Cold” Steve Austin. The “Stone Cold” persona was fierce and unpredictable in the ring, but outside of it this role was played as a blue collar personality with simple ideas and a penchant for having a good time. Originally, Austin was portrayed as a villain, mocking wrestlers with high morals and giving the middle finger to fans, but eventually this rebellious behavior and Austin’s blue collar mentality made him a fan favorite. Outsiders might have seen Austin with his plain black wrestling gear and marked him off as nothing special. However, his “Austin 3:16” t-shirt remains one of the most popular t-shirts in WWE history, and Austin himself is becoming somewhat of a pop culture icon. His character was only the base for why he was so popular, though. Figure 6. “Stone Cold” Steve Austin and WWE CEO Vince McMahon Source: WWE.com. 31 Has there ever been an employee that has been oppressed or ridiculed by a mean and controlling boss that hasn’t contemplated pummeling that boss? In a long-lasting feud with WWE CEO Vince McMahon, Austin did just that. McMahon, a former wrestler himself, was playing his ultimate villain character, simply named Mr. McMahon, and tried to apply his boss attitude to make Austin’s life in the ring less enjoyable, but Austin would usually gain the upper hand (Figure 6). Currently, Austin is retired from professional wrestling and, not surprisingly, has had a successful career as a movie actor with “Expendables” and “The Longest Yard” as his most notable appearances. The performer has left a lasting impression on the WWE fan base. The minute his entrance music hits when he returns for infrequent surprise visits, the audience is in an uproar and another of his favorite catch phrases can still be heard on WWE programming as the crowd chants “What?” to just about any villain trying to talk. Austin was a blue collar hero to fans and the way fans identified with him and established parasocial bonds can be seen in his initial rise to fame and his continued popularity (Dunn, 2012). International identification The quest for easily relatable characters extends beyond Austin and even beyond America, as WWE is a global entertainment company. WWE has long history of wrestlers who have been billed from places all over the world and even the fictional “Parts Unknown” such as “The Depths of Hell” or “Freedomville USA.” Again, analyzing the distinct characteristics of WWE’s international characters helps grow an understanding into how the product has changed over the years and how it continues to supply the WWE audience around the world with characters to whom they can relate. 32 Looking back to the early days of WWE, one of the central villains, mainly due to his opposition of the “Real American” Hulk Hogan, was The Iron Sheik. Sheik’s character was an ultra-stereotype of Middle Eastern people, who at the time of the George H. W. Bush presidency was an easy villain for the WWE audience to boo. The Iron Sheik even had a tag team partner that had been getting the ire from WWE fans for years during the Cold War era, a stereotypical Russian nicknamed Nikolai Volkoff. Jumping forward and evaluating the current WWE roster, there is a vast difference in how international superstars are portrayed. Instead of being turned directly into the program’s villain or a heel, international superstars are celebrated for their ethnic heritage. Wrestlers like “The Celtic Warrior” Sheamus or South Africa’s Justin Gabriel take pride in their ethnicity, and when WWE travels abroad, the promoters encourage face-to-face interactions of the international star wrestlers with the fans. The shift from stereotypical caricatures of different ethnicities to celebrated international superstars probably started with the late Eduardo Gory “Eddie” Guerrero Llanes. Eddie Guerrero hailed from a Mexican-American family that was a staple in professional wrestling history on both sides of the Rio Grande. Almost his entire family participated in the sport in some way, and currently his wife, Vicki, carries on the Guerrero legacy as one of WWE’s top managers. When Guerrero first entered WWE, it was more of the old brand of international talent. His nickname was “Latino Heat,” as he portrayed the persona of a Latino lover. After a few years, WWE decided to attempt to capitalize on its growing Latino audience and make Guerrero a serious championship contender. Guerrero captured the WWE championship and became incredibly popular with fans of all ethnicities. By reaching the top of WWE, Guerrero staged a feat that paved the way for 33 international wrestlers to be less of a stereotype and more of a realistic, relatable character. Before Guerrero became champion, popular Latin wrestlers were just seen as small, risk takers who would be used in matches early in the event but would never be the main draw. Guerrero changed that and showed that there was an entire segment of the audience WWE was ignoring by not giving them anyone to relate to (Marquez, 2006). After Guerrero, another famous Latino wrestler, Oscar Gutierrez, who performs as Rey Mysterio, won the world heavyweight championship even though he stands only 5 feet 6 inches tall and weighs 175 pounds. After that another Latino wrestler, Alberto Del Rio, has become the next in a line of Latino WWE champions. WWE currently boasts wrestlers from Canada, Ghana, Guyana, Mexico, Puerto Rico, Italy, Scotland, England, India, Japan, and many more. Thus, WWE has the ability to create parasocial relationships with its audience in the 145 countries in which they go on air by meeting the demand of the international fans for the wrestlers they can identify with and relate to. Personal Influence of Professional Wrestlers on Fans Athletes in traditional sports have always been seen to have a certain degree of influence on the world, especially with their fans. A study by Brown and de Matviuk (2010) took a measurable look at the impact athletes have and how that is related to parasocial interaction. Brown and de Matviuk’s research involved health and social issues and how athletes, even through negative actions, can influence public awareness. Athletes can receive a great deal of media attention; one example pointed out by Brown and de Matviuk is former Major League Baseball player Mark McGwire. McGwire, of the St. Louis Cardinals, participated in a much-publicized race to break a long-standing home run 34 record and due to his clean-cut persona and cordial relationship with media, fans, and his main opponent, Chicago Cub, Sammy Sosa, McGwire was seen as a hero (Brown & de Matviuk, 2010). Researchers point out that through this big sports event in baseball history the influence athletes have through positive and negative situations can bring awareness to health issues. At the time of the home run race, McGwire was actively working with the issue of child abuse, even establishing a charitable foundation. The publicity McGwire was receiving during that season brought more attention to the problem and his fans, the people who had established parasocial bonds with him, were more aware and involved with the issue as a result (Brown & de Matviuk, 2010). However, the positive press did not last long. Steroid use in Major League Baseball became a major concern after the McGwire – Sosa home run race and even eventually caught the attention of the federal government. McGwire was not spared of the accusations of performance-enhancing drug use, and all of the positive stardom he had received as a hero quickly turned negative. However, this new negative publicity produced a similar result for the health issue of steroid abuse as the positive attention did for the issue of child abuse (Brown & de Matviuk, 2010). Noticing a trend, Brown and de Matviuk decided to research just what role parasocial interaction plays in the influence athletes have on raising the awareness of fans. Their study used the rise-and-fall story of Argentinean soccer superstar Diego Maradona, described as follows: In 1986, the World Soccer Cup was held in Mexico, and Maradona played as a member of the Argentinean National Team. In the quarterfinal, Maradona scored his most famous and controversial goal with his hand. Despite doubt and protest from the British, the referee considered the score valid following his colleagues’ 35 assurance that the hand did not touch the ball. Soon after this controversial score, Maradona followed it up with a magnificent second goal in a 2-1 victory over England. Argentina’s triumph over England was powerfully symbolic because the country had just lost possession of the Malvinas Islands (or Falkland Islands) after a war with England. In the finals, Maradona led Argentina to victory over West Germany. During the national celebration in Buenos Aires, people danced in the streets, blared horns, and hung posters declaring, “Maradona Presidente” (Brown & de Matviuk, 2010 p. 359). Athletic heroism made Maradona a star and gave him the kind of publicity such a status usually receives. However, the rest of Maradona’s story does not continue on so triumphantly. What followed those World Cup victories was a tragic series of events that included drug abuse, Maradona getting banned from soccer for more than a year, and an early end to a promising career. Brown and de Matviuk’s (2010) study first found that fans were forming strong parasocial bonds with Maradona and then tested those relationships to see if they had an influence on the awareness of the risks associated with drug abuse, concern about the use of drugs, abstinence from using drugs, and support for drug prevention programs. Brown and de Matviuk did find that parasocial relationships were a valuable predictor of these behaviors in Maradona’s fans. This study showed how influential parasocial bonds can be; it also defined the difference between parasocial interaction and identification. Identification can be a part of these relationships; Brown and de Matviuk commented that there were more than likely fans that were dealing with drug related issues that could identify with Maradona, but parasocial bonds require a more compressive form of 36 relationship. Maradona’s fans do not have to be able to identify with his drug problems in order to be influenced by his message. Brown and de Matviuk called this sending an indirect message (2010). Through his drug abuse and his fall from fame, Maradona was sending a message to fans to not be like him. Part of the job of a WWE wrestler is to harness a tide of influence that parasocial bonds can create. There is no greater example in recent WWE programming than the WWE championship feud between CM Punk and John Cena from the summer of 2011. During the weeks of promotion for the match that Punk and Cena would have at the WWE’s pay-per-view event “Money in the Bank,” Punk managed to take from Cena a fan favorite status and turn him into the villain. How did he do this? He became a hometown hero much like Maradona was before his drug abuse. “Money in the Bank” was set to take place in CM Punk’s hometown of Chicago. WWE created an elaborate story in which Punk became outspoken and claimed to be standing up for all of the voiceless fans that were becoming bored with Cena as perennial champion and that he instead would walk into his hometown and become victorious. When it finally came time for the match, the 18,000 fans in the Allstate Arena in Rosemont, IL, were vocally unified in their support of Punk. In professional wrestling, that kind of influence is used in many ways. WWE is involved in several philanthropic efforts much like McGwire. WWE does work with USO, Make-A-Wish, and runs several other programs involving issues like low voter registration and children’s literacy (WWE Corporate, 2013). However, the most recognizable realm in which mass influence is taken advantage of is in WWE’s commercial pursuits. Punk has become the face of WWE. One example of his new marketability is the recent 37 announcement that Punk would be on the cover of the next installment of WWE’s popular video game franchise, “WWE ‘13.” The Impact of Parasocial Bonds in Marketing Previously, parasocial interaction has been found to play a role in marketing and retail mainly through the analysis of home shopping programming such as “QVC.” Auter and Moore (1993) found that television retail programs would benefit from becoming more interactive and engaging. Stephens (1996) theorized that the hosts of television shopping shows could use more conversational communication to establish and maintain parasocial relationships with the audience and create more impulse buying. Levy (1979) who was one of the early researchers of parasocial interaction concluded that those media users that had developed parasocial relationships would watch the programming more often. Park and Lennon (2004) combined these concepts of parasocial relationships having an effect on the success of specific home shopping programming finding that viewers that watched home shopping programming more frequently and established parasocial bonds purchased more items. Research indicates that social media marketing can be effectively used by celebrities to maintain their star status and actively contribute to the construction of their persona through public interaction with fans. However, the same tool that helps create relationships can also create the distance that makes these relationships parasocial in nature. For example, while Ashton Kutcher may not write back to every tweet from a follower, a fan typically writes back to him, and Ashton Kutcher generally responds to the 38 tweets of other celebrities (Marwick, 2011). The wall between celebrities and media users is still there but the illusion of intimacy is as prevalent as ever. The idea of social media as a venue for establishing parasocial bonds may seem contradicting some of the early definitions of parasocial interaction that define the phenomenon as not reciprocal in nature. Social media are designed to be a space where one can network with other people and engage in social interactions. However, what happens in many instances is developing parasocial relationships with many and personal relationships with a few. Social media can then transform from a one-to-one mode of interaction to a one-to-many and many-to-many very rapidly which will be discussed in Chapter 5. It is said that the average Facebook user has about 130 “friends” (Erkkola, 2009). How many of those 130 users communicate frequently and on a personal level? The same dilemma is true for celebrities and popular brands. Producers who want to form bonds with consumers should be aware that these types of relationships often take form of parasocial interaction. That is why establishing lasting parasocial relationships becomes the basis of social media marketing. Twitter, Parasocial Bonds, and Newscasters The study by Greer and Ferguson (2011) discussed earlier may be the most relevant work in social media and parasocial interaction research to date. Through the scope of the information-seeking gratification, Greer and Ferguson tested for affinity in viewers’ Twitter interactions with newscasters. Specifically, they asked the question, “What is the relationship between parasocial interaction and TV station affinity, Twitter affinity, and Twitter news usage motivations?” (p. 149). 39 Twitter has become a tool that TV news stations can use to get information out that is urgent or is too timely for the next live broadcast (Greer & Ferguson, 2011). The traffic information for the morning commute is one valuable example of how TV news stations can use Twitter. The traffic report appears periodically on the TV and radio broadcasts, but if the traffic reporter’s Twitter is pumping out constant information in the morning, the viewer doesn’t have to wait through commercials and other segments to find the information he or she needs. Using tools like Twitter to engage the audience is an example of the news station competing in the Internet age, when updated information is faster and easier to find, by keeping their reporter’s face on the lightning fast information. There is also an entertainment aspect to the news-Twitter phenomenon. An example of entertainment and news meeting in social media takes place in Pittsburgh. WPXI traffic correspondent Trisha Pittman uses the Twitter account “@WPXITraffic” to not only release information about traffic patterns and accidents, but throughout the morning she tweets in conversations with local morning radio personalities Mikey and Big Bob from 96.1 KissFM’s “Morning Freakshow.” News dissemination in social media is not only a normal venue for entertainment, but Trisha Pittman has found a way to connect with fans while supplying the information for the viewers of WPXI’s news broadcast (see Figure 7). This is the type of situation Greer and Ferguson (2011) approached in their study. Much like the current study, Greer and Ferguson (2011) distributed their survey through online sources; however, they did have one distinct advantage. The researchers solicited the help of the top ten newscasters according to followers on Twitter and those newscasters then distributed the survey to their followers. The survey reached 30,000 followers, and that method of distribution gained 212 survey responses. WWE does not 40 respond to academic requests so this method would have been impossible to complete for the current study. That being said, because WWE has a worldwide audience and newscasters have local, segmented audiences, WWE fans are more easily accessible through social media. Greer and Ferguson’s survey was very similar to that of the present study in that it was developed from similar scales in past research that tested parasocial relationships. Figure 7. Trisha Pittman’s Twitter Feed Note: WPXI Pittsburgh’s traffic reporter Trisha Pittman tweets back and forth with local radio hosts during the live broadcasts Source: Twitter.com. Greer and Ferguson (2011) found that parasocial bonds are related to affinity to the local TV station where the newsperson works. They also concluded that parasocial bonds 41 are related to daily Twitter use for information seeking meaning that the TV newscasters can enhance the relationships they have with viewers if they take advantage of the parasocial relationships that can form from using social media as a way to report information and communicate directly to their viewers. Also, the results mean that the process of working Twitter use into the newscaster’s parasocial relationship development bodes well for the TV station as a whole because it can establish loyalty among the audience. The authors made a couple very astute observations about such behavior: The more the respondents used Twitter each day for news, the more affinity they felt towards the news personality’s station…Rather than seeing the tweets of news workers as simply information, followers appear to perceive content from a more personal level (Greer & Ferguson, 2011, p. 154). The current research draws from the conclusions made by Greer & Ferguson (2011) regarding local TV station loyalty and applies them towards brand loyalty in marketing and advertising. Just as a relationship was shown in non-fictional newscasters, past research indicates that parasocial relationships form, and sometimes even more so, with fictional characters. Therefore, the current study adopts the Greer and Ferguson approach to analyzing Twitter use in terms of marketing with WWE characters and the parasocial bonds that can form applying the general theoretical framework of the uses and gratifications theory. Research Hypotheses As indicated, WWE offers a diverse cast of characters and storylines that allows the viewing audience to form parasocial relationships exhibited by fan-superstars 42 interactions. The characters are both of a realistic and fantasy nature, but are representative of various social and ethnic backgrounds. Therefore, the audience has ample room to identify with the characters and storylines. WWE has perfected its brand so well that there is the opportunity for WWE fans who use web tools to identify as a member of the WWE Universe, or to display group identification. WWE wrestlers are offered various ways to participate in many forms and venues of programming. The online WWE audience is able to demonstrate degrees of interest through social media. The storylines of the WWE provide the wrestlers with situation in which their beliefs and problem solving skills can be put on display. Therefore, the first research hypothesis states: H1: There will be a positive relationship between the strength of parasocial bonds and the frequency of consuming WWE programming. Social media provide fans with the newest tools for interacting with entertainment programming. Once it is established that parasocial bonds are formed between WWE fans and WWE wrestlers, the next step is to evaluate the relationship between parasocial bonds and the varying levels of social media engagement. The second hypothesis posits: H2: There will be a positive relationship between the strength of parasocial bonds and the level of Twitter engagement among WWE fans. Research has shown that the more the audience members interact with the media figure or program, the more they become engaged with the product. WWE uses social media as an essential part of its marketing plan. Twitter is often used as a method to engage the audience. The goals of WWE marketing campaigns are to attract audience for its weekly shows, accumulate merchandise sales, and to produce live event sales both through attendance and pay-per-view programs. Before one can determine whether or not 43 WWE’s social media tactics are effective, it is important to identify at what level the audience is engaged with the product. Therefore, the third hypothesis predicts: H3: There will be a positive relationship between the level of Twitter engagement among viewers with strong parasocial bonds and their level of engagement with WWE products. 44 CHAPTER III METHOD The present study utilized a repeated cross-sectional survey design as a method of data collection. Surveys provide a basis for more than 90% of the quantitative research evaluating communication industries (Reagan, 2006, p. 91). Surveys can be used to examine attitudes, opinions, and trends in attitudes and behaviors (Rubin, Rubin, & Piele, 2005, p. 227). A cross-sectional survey allows researchers to make inferences about a specific phenomenon at one point in time. A repeated cross-sectional survey provides a stronger design because changes that might have occurred in the targeted subgroup of the population since the first survey can be identified. Groups targeted for a cross-sectional study are usually purposely selected based upon existing characteristics rather than random sampling. Using Auter and Palmgreen’s (2000) multi-dimensional Audience-Persona Interaction (API) scale, the author developed an online survey to identify parasocial relationships among WWE fans and professional wrestlers. Researchers have spent several decades evolving research instruments to measure the strength of parasocial relationships, which led to survey research becoming the most widely applied method to study parasocial bonds. Following Auter and Palmgreen’s API scale, data collection methods have been created using Hartmann’s two-level model of parasocial interactions, a framework that tests the audience’s perception of a media figure after the program is off-air, although they were limited to measuring parasocial relationships during a time of exposure (Hartmann et al, 2004; Schramm & Hartmann, 2008; Schramm & Wirth, 2010). 45 However, the nature of social media creates an environment where media figures are accessible 24 hours a day, seven days a week. Hartmann (2004) created a scale that is unable to measure social media engagement because it requires the media figure to be absent. Therefore, in the present study, which seeks to measure parasocial relationships and social media interactions, the API scale provided the most accurate measure of parasocial relationships. A repeated cross-sectional survey was used to track any changes that might have occurred over the course of a year due to the dynamic nature of social media. Study Population and Sample WWE’s online audience features 13 million weekly, unique visitors to WWE.com (WWE Corporate, 2013). That online audience also translates to a substantial social media presence. WWE fans interact with the brand online in many ways. WWE’s YouTube channel gathered 1.5 billion views in 2012 (WWE Corporate, 2013). Wrestlers’ top five Twitter accounts (The Rock, John Cena, Randy Orton, CM Punk, and Shawn Michaels) have over 14 million followers combined (Twitter.com, 2013). WWE’s global, social media fans were the target of the present study. A number of venues were used for recruiting study participants, including Twitter, Facebook, and several professional wrestling fan discussion boards; therefore, only fans with Internet access were included in the sample. One can say that the professional wrestling fan base is pseudo-journalistic in character. As long as professional wrestling has been popularized, dating back to the late 1960s and early 1970s, there has always been an enthusiastic following. Fans would track their favorite 46 wrestlers from town to town and then report back to other fans with news and rumors. At the time, professional wrestling was not widely televised on national networks and relied heavily on live events and word-of-mouth marketing. Those grassroots marketing techniques quickly developed into print with the advent of publications called “dirt sheets,” fan-produced wrestling magazines and newsletters that featured news and speculative rumors. When the Internet came along, these dirt sheets transferred to the online world creating a community of websites filled with wrestling news and gossip. Each of these sites also features a discussion forum for fans to post live event results, speculations, and comments about the shows and characters. Therefore, discussion forums became a valuable resource in recruiting study participants. Wrestlingforum.com, Wrestlezone.com, and Wrestlingclique.com were used to reach out to potential participants. Prior to posting announcements through these web tools, permission was sought from the administrators of each forum. Messages soliciting responses were posted weekly during the month of February 2012 and 2013 to discussion boards specifically sequestered for discussions relating to the “Monday Night Raw” broadcast. The discussion boards experience the most activity the day after “Raw” has aired. The current study used two volunteer samples with a total of 177 participants (88 and 89 one year apart). This method to solicit responses was chosen despite the possibility of a self-selection bias because the study required a sample of respondents who are using web tools to interact with WWE and the pro wrestling fan community. Daniel (2012) argued that the ability to target specific subgroups of a population is one of the strengths of nonprobability sampling. Even more so, according to Daniel, a nonprobability sample may be more appropriate when research has an exploratory 47 purpose, there is a need to target specific subgroups of the population, the population is highly scattered, and the sampling frame is not available. Recent research into parasocial relationships with media figures has relied on nonprobability sampling techniques (Brown & de Matviuk, 2010; Greer & Ferguson, 2011; Johnson & Yang, 2009). Considering the limited budget, widely scattered population, and the desired setting of the current study, using nonprobability sampling techniques was chosen (Rubin, Rubin, & Piele, 2005; Reagan, 2006; Daniel, 2012). The samples were comprised of those who interact with their favorite wrestlers via Twitter and those who don’t to compare the strength of parasocial bonds in both groups. Originally, there were 96 responses in 2012 and 136 responses in 2013 to the survey. After initial data screening, several incomplete responses were excluded creating final samples of 88 responses in 2012 (Sample 1) and 89 responses in 2013 (Sample 2) for a total of 177 participants. Of the 88 respondents in 2012, 81 were male and seven were female. In the 2013 survey, 88 were male and only one was female with the total gender split represented in Figure 8. While nearly 40% of WWE fans are female, what WWE refers to as its “passionate fans,” like those found in online discussion forums and makes up about 8 million households in the U.S., are predominantly male (WWE Corporate, 2013). Among the participants, 86 of the respondents fell within the targeted 18 - 35 age demographic with only two falling in the 36 - 55 age bracket. 48 Figure 8. Participant Distribution by Gender (n = 177) 8(5%) Male 169 (95%) Female Survey Instrument The survey consisted of 22 questions organized in three parts (see Appendix C: Research Instrument). The first question asked the participants about their favorite WWE wrestler. Ten questions were used to gauge parasocial relationships, four questions were used to evaluate Twitter engagement, four questions measured overall product interaction, and three were demographic questions. A 5-point Likert scale was used to evaluate 17 of the 22 questions. The remaining questions were yes/no, male/female, and multiple choice. The statements measuring parasocial relationships were developed directly from Auter and Palmgreen’s (2000) Audience-Persona Interaction scale. The questions involving Twitter were formulated by studying the various ways in which users can 49 interact with that social media application. Product interaction was concerned with categorizing WWE’s core services and asking how often the user engaged each product. A second section of the survey was dedicated to social media consumption and engagement with WWE. Seven total questions inquire about the respondents’ habits when interacting online with their favorite WWE wrestler and how they contribute to the overall business of WWE. Social media behaviors were measured by how often they follow or directly message their favorite WWE wrestler. Examples of these questions include, “How often do you mention (using @ or #) your favorite WWE wrestler in your tweets?” and “How often do you follow links, videos, or pictures tweeted by your favorite WWE wrestler?” Once the results indicated the amount of social media consumption by those who have formed parasocial relationships, Hypothesis 2 was tested. The third section of the survey asked about the viewers’ contributions to WWE businesses by how often they purchase tickets and merchandise and how often they watch WWE programming. Examples of these questions include, “On average, how often do you watch WWE television programming including online streaming and home video products?” and “On average, how many pieces of WWE merchandise do you purchase in a given year (t-shirts, home videos, memorabilia)?” This section addressed the issue of effectiveness of WWE’s social media marketing campaigns. The measure was then used to test Hypothesis 3 asking if those who are engaged in parasocial relationships and frequently interact via social media with WWE wrestlers are buying more merchandise or consuming more WWE products. 50 The survey was available online during the month of February in 2012 (Moore, 2012) and February of 2013 and was hosted by eSurveyspro.com. Respondents were asked for consent before taking part in the research and completing the survey (see Appendix B: Informed Consent Form). Each section of the survey featured clear instructions on how to complete each question. Scoring the survey was done electronically via the web tools at eSurveyspro.com and outputted to a spreadsheet. The survey was designed to take approximately 15 to 20 minutes to complete. Measures The initial conceptualization of parasocial interaction offered by Horton and Wohl (1956) provided a foundation for the creation of a number of empirical measures of parasocial interaction. Rubin, Perse, and Powell (1985) developed an original 20-item parasocial interaction audience scale that inspired most parasocial interaction research that followed. Two years later they modified the measurement scale to limit it to a 10item questionnaire (Rubin & Perse, 1987). These elements were further adapted and grouped into four sub-scales or categories by Auter and Palmgreen (2000) to create the multidimensional Audience-Persona Interaction (API) scale for measuring parasocial relationships. The four sub-categories were: (a) identification with favorite character, (b) interest in favorite character, (c) group identification, and (d) favorite character’s problem solving ability. According to Auter and Palmgreen, “Identifying with a persona, interest in that persona, and liking that persona’s methods of solving problems are certainly different aspects of the desire to ‘interact’ with that individual” (2000, p. 86). In the current research, the statements used to measure the dimensions of the parasocial process 51 were adopted from Auter’s Audience-Persona Interaction scale and modified to focus on WWE programming. Identification Wishful identification has been defined as the desire to be like or behave in similar ways as your favorite character (Hoffner, 1996). Measurement of identification was based on how similar the respondent sees himself or herself compared to his or her favorite WWE wrestler. As seen with the examples such as “Stone Cold” Steve Austin, current WWE champion CM Punk, and others, WWE provides a diverse cast of performers that offer an assortment of different personalities. That diverse environment offers the WWE audience several different options of performers with which to identify with. There is a wrestler for just about every kind of person represented no matter his or her belief, ethnicity, music tastes, etc. Identification was tested with statements like “I can see myself being my favorite WWE wrestler” or “My favorite WWE wrestler reminds me of myself.” Interest The concept of interest deals more with the respondents’ relationships than it does with the respondent himself or herself. Interest is the desire to form a social relationship with your favorite character (Cohen, 2001). Interest also concerns how much the viewer likes the performer. The success of a WWE wrestler often times depends on his or her marketability across media forms. John Cena and Dwayne “The Rock” Johnson have both found success in movies, Mick Foley has been a New York Times best-selling author, Chris Jericho has had tremendous success overseas with his rock band “Fozzy,” John “Bradshaw” Layfield is featured regularly on cable news programs talking about 52 finance, The Miz was a reality show celebrity on MTV’s “The Real World” before coming to WWE, and the list goes on. All of those wrestlers have found championship success and popularity among WWE fans. Part of this success is their crossover ability and the level of interest fans form with them. Examples of the statements used to measure interest are “I would like to meet my favorite WWE wrestler” and “I would watch my favorite WWE wrestler on another program or movie.” Group identification Group Identification refers to the idea that as a fan of a particular program you are included in a community of other people who are fans of that program (Auter & Palmgreen, 2000). WWE has coined a term for its fan base, “The WWE Universe.” This was also the name of WWE’s short-lived, in-house social networking tool. A tight-knit group exists among professional wrestling fans. Professional wrestling is unique because there are forms of it that have found mass popularity like WWE, but there are also forms of it that are extremely niche like some of the independent, non-televised promotions. Also, professional wrestling comes with its own language and suspension of disbelief that sometimes only fans can understand. These are all reasons behind a group dynamic among wrestling fans unlike more popular sporting events. For this study, it is relevant to know if our respondents feel as if they are a part of The WWE Universe but also if they participate. Group identification was measured through statements such as “I am part of The WWE Universe” and “I consider myself a fan of WWE.” Social attractiveness The problem-solving abilities of the respondents’ favorite WWE wrestlers may be the most important component to the parasocial interaction scale in this study. Earlier 53 studies concluded that social attractiveness or characteristics like good problem-solving skills and treating other people nicely are even more important to favorite character selection than physical attractiveness (Rubin & Perse, 1987). Hoffner commented on the importance of social attractiveness saying that, “In general, the positive or negative consequences experienced by the characters may be more important than their social behavior per se in wishful identification and parasocial interaction” (Hoffner, 1996). On weekly broadcasts, WWE wrestlers face with a wide range of problems such as winning matches, competing at a high level with personal drama in their lives, overcoming injury or other adversities, and more. Since its debut on January 11, 1993, “Raw” has featured hundreds of different storylines and situations. The audience can witness behaviors and outcomes for countless social situations and this can influence selection of a favorite wrestler. Social attractiveness was measured with statements such as “I wish I could handle problems like my favorite WWE wrestler does” and “I usually agree with my favorite WWE wrestler.” In this study, the above criteria (i.e., identification, interest, group identification, and social attractiveness) were applied to design a survey instrument in which the participants responded to a total of 10 statements measured at a 5-point Likert scale ranging from 1 (“Strongly Disagree”) to 5 (“Strongly Agree”). Data Analysis Data analysis included descriptive statistics, correlation analysis, and a t-test. The online survey provided a data collection instrument for obtaining descriptive statistics of the different dimensions of parasocial relationships among WWE online fans and media 54 characters. Responses to the questions on parasocial relationships provided a mean score that indicated the strength of the overall parasocial bond in each respondent. This process using mean scores, consistent with similar past research (Brown & de Matviuk, 2010; Greer & Ferguson, 2011; Johnson & Yang, 2009), is illustrated in Figure 9. Parasocial bonds were measured using the API scale described above. Twitter engagement considered retweets, mentions, and the number of links to photos and videos. Product interaction measured the amount of WWE programming, merchandise, live events, and pay-per-views each participant consumed. The creators of the API scale determined the Pearson product-moment correlation coefficient to analyze their data (Auter & Palmgreen, 2002). Responses to the questions on parasocial relationships provided a mean score that indicates the strength of the overall parasocial bond in each respondent. Using the same technique, a Pearson’s correlation coefficient was calculated to evaluate the association between parasocial bonds and the level of Twitter engagement and the frequency of interaction with WWE products to test the research hypotheses of the current study. 55 Figure 9. Flowchart of the Data Analysis 56 Reliability and Validity The design of the survey instrument was based on results of past research and existing measures that have been empirically tested for validity and reliability and have exhibited consistent results over time. Auter and Palmgreen (2000), who developed the multidimensional Audience-Persona Interaction (API) scale, established the reliability and validity of their measurement tool to assess the dimensions of the parasocial process: “The linear positive relationships found between the four sub-scales (and the total scale) and the program exposure measure constitute preliminary evidence of construct validity, and indicate the API Scale may be used in investigations of the development of parasocial interaction” (p. 87). Schramm and Hartmann (2008) considered the scale to be a valid measure to assess users’ positive parasocial relationships to their favorite character. The Audience-Persona Interaction scale was formed so that it could be adapted in research involving parasocial relationships created through different types of media and was applied directly to the present study. A pilot test comprised of the first ten completed surveys, that were not included in the samples or results, was conducted to identify any potential logistical problems with the questionnaire design and data collection procedure. A pilot test is a trial version of a fullscale study and is a critical part of research design. For exploratory studies, a sample between 10 and 30 units is recommended (Reinard, 2006, p. 38). Pilot testing is important because it allows researchers to establish content validity of scores on an instrument as well as improve the questionnaire format prior to engaging in a full-size study (Creswell, 2014). Based on the pilot test, the organization of questions on the survey and the response category language were edited for clarity. For example, demographic questions were 57 moved to the end of the survey. Statements measuring the four elements of parasocial relationships—identification, interest, group identification, and social attractiveness—were repeated in at least two variations to maximize reliability. The research procedures used in this study were evaluated and approved by an institutional review board (see Appendix A: Institutional Review Board Approval). 58 CHAPTER IV STUDY RESULTS This study sought to investigate the role that parasocial interaction may play in social media marketing campaigns of the sports entertainment industry. The research involved identifying and analyzing the association between the strength of parasocial bonds and the level of social media engagement among WWE fans who are online users. The study applied the theoretical conceptualization of parasocial interaction to the current trends in social media marketing, mainly microblogs. The results offer new empirical data on the potential of integrating social media strategies into modern marketing practices. Once parasocial relationships are identified as a contributor to the effectiveness of social media campaigns, advertisers and social media strategists can apply the concept of parasocial interaction to their campaigns more meaningfully. H1: There will be a positive relationship between the strength of parasocial bonds and the frequency of consuming WWE programming. The analysis established the existence of parasocial relationships between the participants and their favorite WWE wrestlers with 64 (73%) of the participants in the 2012 sample and 59 (66%) of the participants in the 2013 sample exhibiting a level of agreement on the API scale. The four elements of parasocial bonds—identification, interest, group identification, and social attractiveness—were compared with the frequency of the respondents’ interaction with WWE programming (weekly television shows, online video content, home video products). Tables 1, 2, and 4 show the results of 59 the correlation analysis for the four categories of data collected: parasocial relationships (as measured by the API scale), Twitter interaction (those who interact with their favorite wrestler via Twitter), program consumption, and product interaction. Pearson’s correlation coefficient reflects the strength and direction of the relationship between two continuous level variables. A correlation coefficient greater than 0.7 to 0.8 is considered strong while the values between 0.4 and 0.7 are viewed as moderate. The data revealed a significant positive correlation with moderate strength between parasocial relationships and the amount of consumption of WWE programming in both Sample 1 (r(86) = .47, p <.001) and Sample 2 (r(87) =.37, p <.001). Table 1 presents these correlations. The analysis suggests that the more WWE programming fans consume, the stronger their parasocial relationship will be with their favorite WWE wrestler. This positive correlation aligns the present study with the consensus of past research when it comes to parasocial relationships increasing with the amount of media use (Auter & Palmgreen, 2000). Therefore, Hypothesis 1 was supported. Table 1 Hypothesis 1 Testing: Results of Correlation Analysis Variables Correlation Coefficient Sample 1 Sample 2 Program Consumption versus Parasocial Relationships 0.47* 0.37* Product Interaction versus Parasocial Relationships 0.49* 0.40* Note: * p < 0.001 P values that are < 0.05 are considered statistically significant 60 H2: There will be a positive relationship between the strength of parasocial bonds and the level of Twitter engagement among WWE fans. Table 2 points out that there is a significant positive correlation with moderate strength between parasocial bonds and Twitter interaction in both Sample 1 (r(86) = .50, p <.001) and Sample 2 (r(87) =.23, p <.05). The strength of parasocial relationships and the amount of interactions between fans and WWE wrestlers via Twitter were related. The stronger the participants’ parasocial bonds with WWE characters, the more likely they were to follow their favorite personalities on Twitter. Therefore, Hypothesis 2 was supported. An independent sample t-test was also performed comparing the parasocial relationships in those who interact with their favorite wrestler on Twitter and those who did not. Those who interact with their favorite wrestler on Twitter exhibited stronger parasocial bonds in Sample 1 (t(51) = 3.77, p < .05) and Sample 2 (t(36) = 1.56, p < .10) although the difference was not statistically significant in Sample 2. This may be explained by the fact that in Sample 2 there were fewer participants who interacted with wrestlers via Twitter or by proliferation of other social media tools that also grew in popularity since the time of the first survey (Pinterest, Instagram). These results indicate that the stronger the parasocial relationship the respondents have with their favorite WWE wrestler, the more they will interact with that wrestler on Twitter via rewteets, mentions, and following links. The correlation was stronger in the 2012 sample compared to the 2013 sample. Overall, there were fewer respondents in the 2013 sample who interacted with their favorite WWE wrestler via Twitter (Figure 10). Twitter has grown to over 500 million users (Twitter.com, 2013), so this does not reflect 61 the growth of Twitter use overall. However, having a less engaging Sample 2 to compare with the more engaging Sample 1 enables the present study to examine both an interactive and less interactive environment side by side. Table 2 Hypothesis 2 Testing: Results of Correlation Analysis Correlation Coefficient Sample 1 Sample 2 Variables Twitter Interaction versus Parasocial Relationships 0.50** 0.23* * p < 0.05; ** p < 0.0001 P values10: thatThe are <Percentage 0.05 are considered statisticallywho significant Figure of Participants Interact with their Favorite WWE Figure 10: The Percentage of Participants who Interact with their Favorite WWE Wrestler via Twitter. Sample 1 Do not interact with their favorite WWE wrestler on Twitter Interact with their favorite WWE wrestler on Twitter Do interact their favorite WWE wrestler on Twitter Donot interact withwith their favorite WWE wrestler on Twitter 35 (40%) 53 (60%) 62 Sample 2 Do not interact with their favorite WWE wrestler on Twitter Interact with their favorite WWE wrestler on Twitter Do interact their favorite WWE wrestler on Twitter Donot interact withwith their favorite WWE wrestler on Twitter 38 (43%) 51 (57%) The relationship in Hypothesis 2 was also supported by looking at the descriptive statistics in the responses to the API scale between the two samples. The responses measuring parasocial relationships in the 2013 sample were generally lower than those in the 2012 sample (see Table 3) and, knowing that there were fewer respondents using Twitter in the 2013 survey, the research again suggests a relationship between interacting via Twitter and parasocial bonds. Also, although the responses in 2013 were generally lower than in 2012, in both samples the level of agreement with the API items was above 2.5 on the 5-point scale in most categories. 63 Table 3 Mean Values for the Audience-Persona Interaction Scale* Parasocial Relationship Statements Sample 1 M SD Sample 2 M SD My favorite WWE wrestler reminds me of my friends. (Identification) 2.15 1.07 2.19 1.10 I would watch my favorite WWE wrestler on another program or movie. (Interest) 4.00 1.01 3.81 1.18 I consider myself a fan of World Wrestling Entertainment. (Group Identification) 4.49 0.64 4.37 0.65 I would like to meet my favorite WWE wrestler. (Interest) 4.39 0.79 4.13 1.00 I have the same beliefs and attitudes as my favorite WWE wrestler. (Social Attractiveness) 3.14 1.14 2.90 1.03 3.07 1.29 3.08 1.26 I feel as if I am a part of the WWE universe. (Group Identification) 3.03 1.26 2.67 1.18 I can imagine myself as my favorite WWE wrestler. (Identification) 2.75 1.29 2.82 1.15 The interactions of my favorite WWE wrestler are similar to mine and my friends. (Identification) 2.51 1.10 2.37 1.09 I hope my favorite WWE wrestler achieves his/her goals. (Social Attractiveness) 4.63 0.61 4.51 0.61 I wish I could handle problems like my favorite WWE wrestler does. (Social Attractiveness) * A 5-point Likert Scale Table 3 also illustrates which statements received less support among the respondents. The statement that the participant’s favorite WWE wrestler reminds him or her of his or her friends yielded the lowest score. The statements measuring identification received the weakest response. WWE characters do tend to be larger than life and sometimes depicted even larger than that. Examples such as “The Big Show,” who is over 7-feet tall and weighs 500 pounds, or even John Cena, who sports big muscles, can 64 shed some light on why the average WWE fan may show weaker responses for the statements measuring identification. Conversely, the highest level of agreement for any of the statements evaluating parasocial relationships came from the question asking if the participants felt his or her favorite WWE wrestler achieved his or her goals. Only one respondent rated this statement with low agreement. In fact, 58 (69%) of participants in the 2012 sample and 50 (56%) of the participants in the 2013 sample “Strongly agreed” with that statement. In WWE, may mean being featured more in the events and on merchandise, but since the product is depicted as a competitive sport, the main goal is to win. When asked about their favorite WWE wrestlers, the majority of participants chose CM Punk. Punk was the current champion during the 2012 survey and during the 2013 survey had just ended a stint of carrying the WWE championship for 434 consecutive days. Only one respondent (1%) in the 2012 survey and three respondents (3%) in the 2013 survey named a wrestler who has never held a championship in WWE (see Figure 11). 65 Figure 11. Survey Results for the Participants’ Favorite WWE Wrestler 80 70 60 50 Sample 1 40 30 Sample Series22 20 Sample Series11 Sample 2 10 Stone Cold Ric Flair Seth Rollins Kelly Kelly Dean Ambrose Kane Sheamus Damien Sandow The Miz Santino Marella Kofi Kingston Randy Orton Brock Lesnar Christian Triple H John Cena Cody Rhodes The Undertaker Daniel Bryan Dolph Ziggler The Rock CM Punk Chris Jericho 0 To measure group identification, the survey asked the participants to respond to two questions. The first asked if the participant agreed to be considered a fan of WWE, the second asked if the participant agreed to be considered a part of the WWE Universe, an official term describing the WWE fan base. It was also the name of its, now defunct, social networking website. The participants’ response to being a fan of WWE exhibited a higher level of agreement than the response to being a part of the WWE Universe in both surveys. Another statement that received a high level of agreement both with followers and non-followers was “I would like to meet my favorite WWE wrestler.” This statement, 66 along with, “I would watch my favorite WWE wrestler in another program or movie,” were designed to measure interest or affinity with the respondent’s favorite WWE wrestler. A real-life example of the first statement takes place at any WWE live event. When WWE comes to a fan’s city or town, it is the fan’s chance to see his or her favorite wrestler in person. For many WWE fans, such an opportunity means arriving at the arena several hours early and waiting outside the parking lot entrance to catch a glimpse of their favorite star, but, if their lucky, they may get a chance to obtain an autograph or a photo. Hundreds of people literally line the parking lot fences at these events, so the response to this question was not a surprise. The other interest statement also received a higher level of agreement. WWE has branched out in the last five years to embrace a number of new divisions including WWE Films. This all began with Dwayne “The Rock” Johnson and his early film “Walking Tall.” WWE Films currently features several of its top wrestlers in a wide range of projects from the coming-of-age story “That’s What I Am” starring actor Ed Harris and former WWE champion Randy Orton to the straight-laced action movie “12 Rounds” starring John Cena. WWE Films provides the WWE fans a chance to see their favorite WWE wrestlers in roles outside of their normal headlocking and chair swinging. In the spring of 2013, The Rock had three consecutive feature films debut in the number one spot at the domestic box office, and also held the WWE championship for four months (Boxofficemojo.com, 2013; WWE.com, 2012). When evaluating the participants’ level of Twitter engagement and the strength of parasocial bonds, no participants who exhibited a weak parasocial relationship were found to be highly engaged with their favorite WWE wrestler via Twitter. This is an important observation given the hypotheses of this research. In the present study there 67 was no evidence that a WWE fan could be highly engaged with his or her favorite WWE wrestler on Twitter and not have an established parasocial bond. Such a circumstance further illustrates the reciprocal relationship between those two variables. H3: There will be a positive relationship between the level of Twitter engagement among viewers with strong parasocial bonds and their level of engagement with WWE products. Analysis indicates that that WWE programming can create strong parasocial relationships between viewers and WWE wrestlers and that there is a positive correlation between the amount of consumption of WWE programming and the strength of parasocial bonds. Also, the data have shown a positive correlation between the strength of a parasocial relationship and the participant’s amount of interaction with his or her favorite WWE wrestler on Twitter. Twitter interaction was significantly correlated with the amount of interaction the participants had with WWE products in the first sample, r(86) = 0.49, p < 0.001, but not in the second sample, r(87) = 0.16, p = .12 (see Table 4). The correlation was weaker in the 2013 survey which may also be a result of less overall Twitter interaction as reported in Figure 10. Therefore, Hypothesis 3 was partially supported. 68 Table 4 Hypothesis 3 Testing: Results of Correlation Analysis Variables Correlation Coefficient Sample 1 Sample 2 Program Consumption versus Twitter Interaction 0.30** 0.24* Product Interaction versus Twitter Interaction 0.49*** 0.16 * = p < 0.05; ** = p <0.01; *** = p < 0.0001 P values that are < 0.05 are considered statistically significant The question evaluating product interaction that displayed the highest level of agreement was, “On average, how many pieces of WWE merchandise do you purchase in a given year (t-shirts, home videos, memorabilia)?” Participants also claimed to be actively engaged in WWE programming responding with high levels of agreement for the question, “On average, how often do you watch WWE television programming including online streaming and home video products?” The survey question determining levels of Twitter engagement that received the highest response of agreement from the participants was, “How often do you follow links, videos, or pictures tweeted by your favorite WWE wrestler?” Often wrestlers share links to their personal websites, pictures of books or comics that they’re reading or fan art they’ve received, and videos of their matches or WWE YouTube content. This is a function of Twitter that heightens interactivity among someone’s followers. For example, if one of Zack Ryder’s Twitter followers wishes to watch Ryder’s YouTube show and show his or her support, then he or she just has to wait until Ryder links the video through his Twitter, a practice he does two to three times a week. If one of CM Punk’s 69 followers wants to talk to Punk about the latest comics Punk is reading, then he or she just has to wait until Punk tweets a picture of his latest stack of readings, something Punk does every few weeks. The popularity of WWE t-shirts has also spawned a few independent t-shirt merchandise websites that have been endorsed by WWE wrestlers on Twitter. What is one of Curt Hawkins’s Twitter followers wants to have a t-shirt promoting Hawkins? WWEShop.com does not feature Hawkins merchandise because he is not a top performer with the company, but t-shirt website Barbershopwindow.com sells a Curt Hawkins t-shirt, the link to which Hawkins tweets about once a month. The participants responded with the highest level of agreement to the questions regarding product interaction involving WWE programming and purchasing WWE merchandise. New WWE programming is available every day of the week through different forms of media. In addition to its cable programming, WWE offers streaming videos from WWE.com as well as YouTube. This content is free and available at all hours of the day, so the response here came as no surprise. The most unexpected result of the survey comes from the products WWE offers for sale. WWE provides a wide range of products from t-shirts, hats, stickers, watches, DVDs, posters, action figures, and much more. The pay-per-view and live event sales are also factored into WWE products. Even though product interaction increased with Twitter interaction, the annual income demographic showed that the average annual income of those who don’t interact with their favorite wrestler on Twitter was actually similar to, and in the 2012 survey lower than, those that do. For Sample 1 the mean score of the annual income of followers was 2.36 and the mean score of the annual income for non-followers was 2.54. In Sample 2 these means were 2.50 and 2.41 respectively. This is also considering that the mean 70 income of the entire respondent population was also in the $10,000 to $24,000 range, which, in the U.S., is in the lower to working class income ranges (Figure 12). Figure 12. Income among Participants Sample 1 7 (8%) Under $10,000 34 (39%) 20 (23%) $10,000 to $14,999 $15,000 to $24,999 $25,000 to $49,999 11 (12%) $50,000 or over 16 (18%) Sample 2 12 (13.5%) 40 (45%) 16 (18%) 12 (13.5%) Under $10,000 $10,000 to $14,999 $15,000 to $24,999 $25,000 to $49,999 9 (10%) $50,000 or over 71 Certain interpretations can be made regarding the results related to the participants’ interaction with WWE products. Respondents were asked at what frequency they attended live events and at what frequency they purchased a WWE pay-per-view event. These two statements were expected to yield low values for a number of reasons. First, WWE live events occur about 320 times every year in cities all over the world. However, the probability that each of the respondents had the opportunity to see a WWE live event is relatively low as WWE does not always visit the same cities every year, rarely ever visit smaller cities, and international audiences may not get a chance to see a WWE live event in a given year due to scheduling. Secondly, WWE pay-per-view events happen at a frequency of about one per month. The price tag for home viewers of these events ranges from 40 dollars to 60 dollars with “WrestleMania” being the most expensive. These prices may be out of the range of the average viewer, but WWE does inspire group viewing. Watching WWE pay-per-view television programming becomes an event amongst groups of friends that are WWE fans to help diminish the individual cost of the production and to create a more social atmosphere. 72 CHAPTER V CONCLUSIONS AND DISCUSSION Based on the results of this study, several conclusions can be drawn that may contribute to the overall discussion of the role of social media tools in sports entertainment marketing. The present study aimed to gain a better understanding of social media marketing by evaluating the role that forming parasocial relationships plays in the effectiveness of social media marketing campaigns. The application of the uses and gratifications theory and the concept of parasocial interaction to the analysis of WWE’s social media marketing practices was found fruitful. Two hypotheses were supported and one received partial support. The study identified a positive relationship between the strength of parasocial bonds and the level of social media engagement among WWE fans in the sample. The results demonstrate that WWE fans in the sample with stronger parasocial bonds with their favorite wrestlers interacted with those wrestlers on Twitter more frequently and, in turn, interacted with WWE’s products more frequently. Since parasocial relationships are likely to be developed through social media, by focusing on strategies like creating more one-to-one interactions, marketing campaigns using web tools like Twitter can be more targeted. The results of the study contribute to a better understanding of the important role of parasocial relationships between audience members and media figures in sports marketing strategies and may help determine directions for the future of microblog marketing campaigns in sports entertainment. 73 The Role of Parasocial Interaction in Sports Entertainment This study suggests that microblog marketing campaigns in sports entertainment might be more successful when created intentionally to utilize parasocial relationships. Previous parasocial interaction research identified that there are different ways in which media producers can create more intense parasocial relationships. These include techniques like talking directly to the camera; providing a diverse, relatable cast, and creating a sense of empathy in the audience. While those tactics continue to be relevant and useful for media producers, this research discusses one more platform that is being widely employed in entertainment, social media. As noted, World Wrestling Entertainment was chosen because of its comprehensive use of Twitter as a mode of marketing and maintaining brand loyalty. Twitter lends itself very easily to WWE because of the live event nature of WWE broadcasts. Also, there is a desire for WWE to interact with its fan base because the fans drive the company’s bottom line through several commercial avenues. Through this research, one example of successful use of social media as a marketing tool was exhibited. The results indicate that social media can help create stronger parasocial bonds, but also that WWE excels at utilizing these new tools. After the WWE’s “assault” on Twitter in 2010-2012, it has consistently seen three to four worldwide trends every Monday night during WWE live broadcasts. When it is time for “Monday Night Raw,” that is what the Twitter world is talking about more than any other topic. The results of this study show that that kind of audience engagement may lead to more product interaction. 74 One notable attribute of WWE marketing practices is that it continues to try new tactics to interact with its audience. WWE’s use of Twitter began with a push to have its talent on Twitter and to invite fans to follow their favorite wrestlers. Soon it evolved into Twitter graphics during every match updating fans on trending phrases and reminding to use proper hashtags to follow the conversation. At present, WWE uses Twitter to make big announcements, like in May 2012 when John Cena tweeted that “Monday Night Raw” was moving to a 3-hour broadcast permanently (Ball, 2012). WWE also uses Twitter for fan polling by giving the audience hashtags and seeing which one trends higher. Another example of the success WWE has seen using Twitter was its WrestleMania XXVIII campaign. For one calendar year the main event match at WrestleMania XXVIII was set, John Cena versus Dwayne “The Rock” Johnson. Another example of the success WWE has seen using Twitter was its 2012 WrestleMania XXVIII campaign when the main match was set as John Cena versus Dwayne “The Rock” Johnson. The year leading up to WrestleMania XXVIII was filled with Cena and Johnson engaging in a war of words via Twitter and when it came time for the two to appear on the ring, they were the ones with most worldwide trends. What kind of return on investment did WWE get from this yearlong Twitter war? WrestleMania XXVIII gained 1.3 million pay-per-view sales, a record for the organization (WWE.com, 2012). Inspecting pay-per-view sale rates and other financial indicators can demonstrate if a company is doing well marketing itself. However, the present study aimed to dig deeper than hard financial numbers when it comes to marketing success. The present study suggests that in sports entertainment parasocial relationships play an important role in creating and maintaining brand loyalty through social media marketing campaigns, 75 which can in turn lead to higher levels of commercial success. WWE is a company that other sports entertainment organizations may want to model when planning their social media strategies. Social Media Marketing Campaigns and Microblogging As indicated, Twitter is one of the most popular microblogging platforms in the world. Sports Illustrated reported that during the 2011 Super Bowl XLV between the Pittsburgh Steelers and Green Bay Packers there were as many as 4,064 tweets per second, which was a record until the same year the UEFA Champions League final at Wembley Stadium in London topped it out at more than 6,300 per second (Wertheim, 2011). Messages of 140 characters or less are “tweeted” via a computer, smartphone, tablet, or another mobile device and viewed by anyone who chooses to “follow” a particular feed or hashtag. The following model (see Figure 13) illustrates what kind of social experience microblogging and social networking tools such as Twitter can provide. According to this model, the social media platform is performing as a hub in a two-way interaction between all users. Each person communicates and connects with everyone else resulting in a manyto-many interaction. 76 Figure 13. Social Media Hub Model Source: Moore, 2013 However, with media figures using social media tools for marketing purposes, the hub model does not always apply. Instead, social interactions can become targeted and highly directional stemming from the media persona using a particular social media service for disseminating information. Figure 14 illustrates the interaction that takes place when select media figures utilize social media tools such as Twitter to communicate and market to a specific group of fans. In this model there is little to no back-and-forth communication between the media figure and their fans. Instead, the media figure is blasting out information to the masses without the intention of beginning dialogue. 77 Figure 14. Social Media and Parasocial Interaction Model Source: Moore, 2013 Thus, the analysis sheds light on the intricacies of parasocial relationships between media figures and specific groups of users. The results suggest that microblogging and social networking can be used in social media marketing in several ways and different modes. Viewers are encouraged to tweet their thoughts and responses to episodes, movies, or news letting Twitter take the place of the message board. Another popular use for Twitter is hashtag campaigns. Hashtags allow Twitter users to connect with other people commenting on the same topics. Twitter provides one click access to these hashtags making them a very easy tool to both track events and evaluate how many people are interested in them. One more aspect of microblogging is that is easy to track “followers.” Twitter users can be encouraged to follow a particular company, TV show, or character in order to get the most updated information “from the horse’s mouth” as well as to interact with the source directly. The number of followers a person or company attains has become 78 a status symbol of success of a social media campaign. Aston Kutcher, one of the first celebrities to promote the use of Twitter, has over 7 million followers (Qualman, 2011). Twitter is becoming more and more of a “go-to” marketing tool and the company itself is recognizing that and developing ways for users to utilizes its marketing functionality. In an attempt to capitalize on its growing audience, Twitter launched a new marketing tool, the Promoted Tweets advertising model, where the site helps companies and brands increase their following with users it suggests in its Who to Follow feature (Ouellette, 2010). More recently, in summer 2012 Twitter introduced yet another tool, Twindex or Twitter Political Index, designed to evaluate nearly 2-million weekly tweets related to the Obama-Romney presidential race, thus, ushering microblogging into the realm of public opinion research (Honan, 2012). In 2002, Giles predicted that the future of parasocial interaction research was in recognizing differences in media channels. In the new millennium, users’ social interactions are impacted by media convergence leading to a participatory culture, and guided by a collective intelligence (Jenkins, 2006). Media convergence has changed the way consumers interact with each other but also how media producers marketed their products. Internet users look to Wikipedia for basic information. They depend on online dating sites such as eHarmony to find a soul mate and spent hours updating their Facebook profiles, reading tweets, or immersing themselves in the virtual worlds. They scour the photo sharing website Pinterest for creativity and inspiration. As time goes on, more and more aspects of modern culture, such as social interactions, become technologically mediated. 79 Study Recommendations As Twitter and other social media tools continue to attract new users, social media are becoming the logical target of parasocial interaction research. The current study measured how often Twitter followers retweet and mention their favorite WWE wrestler. Results support prior analyses that show that over 70% of tweets elicit no reaction. In other words, more than two thirds of all tweets see no retweeting, quoting, or mentioning (Sysomos.com, 2010). One way to create stronger parasocial relationships with the audience would be to make the Twitter environment more engaging, and this is something WWE does well: members of the organization are encouraged to stay connected with the fans— before, during, and after media events, for example, WWE often runs contests that require retweeting in order to be eligible to enter. Raising the level of interactivity can be accomplished by giving both the performers and the audience an easy ways to do so such as through hashtags or other innovations. Now that it has been suggested that social media can play a role in successful marketing campaigns, it is the job of marketers and social media developers to design strategies to help establish parasocial relationships within the WWE fan community practices. One tactic WWE performers tend to employ is direct messages. Frequently, top stars such as Dwayne “The Rock” Johnson or Zack Ryder participate in a 30-minute question and answer sessions via Twitter that involve instantly firing answers directly back to the audience. Prior parasocial interaction research confirms that it is always beneficial for business organizations to talk directly to their customers. Another strategy for companies is to use Twitter in conversations with the target audience and to be aware of what is trending daily worldwide and in the target region. 80 This can be accomplished through Twitter which makes hashtagging and trending easy to monitor. It should be noted that hashtagging plays into the element of parasocial relationships such as group identification and personal interest. If the organization’s Twitter connections are related to trending topics, it helps create parasocial bonds. Figure 15. Social Media Marketing Campaigns Model Source: Moore, 2013 While Figure 13 presents a one-to-many model of mass communication prevalent in the majority of Twitter-based interactions and Figure 14 displays a one-way type of relationship, Figure 15 demonstrates a two-way relationship between media figures and users in social media marketing campaigns. Capitalizing on the power of social media tools, specifically microblogging, involves introducing two-way, many-to-many models of interactions. Fostering two-way relationships between business organizations and customers can create benefits for social media marketing campaigns. The two-way model in Figure 15 is recommended for social media marketing campaigns to take advantage of the stronger parasocial relationships that can form through social media interactions. 81 WWE has created an ideal environment for building parasocial relationships because of its diverse universe of characters and willingness to facilitate a space for social interaction between the organizations and fans, WWE stars and fans, as well as between fans. This three-prong strategy has successfully incorporated social media into WWE’s marketing efforts and should be studied further to provide advertisers and marketing professionals with additional knowledge for developing new concepts, tactics, and campaigns. The results of this study demonstrate that the participants with stronger parasocial bonds demonstrated higher levels of Twitter engagement and those more heavily engaged in WWE products may exhibit stronger parasocial relationships. This association, along with WWE’s claim that social media have contributed to a 25% increase in revenue (Arrington, 2013), indicates that creating stronger parasocial relationships through social media such as Twitter may result in higher levels of product interaction. In terms of WWE, this means more fans buying tickets to attend live events, watch WWE programming onscreen, and buy WWE merchandise. Overall, the findings of this study confirm the results of past research and suggest that the nurturing parasocial relationships in social media campaigns in marketing for sports entertainment should be further explored. Study Limitations The current study is not without limitations. Although the results provide useful insights into parasocial relationships playing a role in social media marketing strategies, the sample does not represent the entire population of WWE fans. The study relied on a 82 volunteer sample, therefore, the overall results are exploratory and cannot be generalized to all users. Future research should attempt using random sampling techniques to reduce the possibility of self-selection bias and ensure the generalizability of the results. Another limitation is that the sample was confined to Internet users and does not cover the full range of potential viewers. However, because the study aimed to evaluate fan interaction through WWE social media campaigns, it was appropriate. The original strategy for recruiting study participants was via Twitter messages mentioning WWE Universe and top followed wrestlers like John Cena and Zack Ryder. However, most respondents were recruited by posting announcements on professional wrestling discussion boards. Creating honest, representative samples in social media research remains as a difficult obstacle, especially when using survey research (Hookway, 2008; Pettit, 2010). While the diverse cast of characters made WWE a good subject for this study, it also presented some challenges. Even though it is true that most WWE wrestlers, past and present, have embraced social media, not all have started using Twitter. The Undertaker has been one of the most recognizable faces in professional wrestling for the last 20 years. Not only does he not use Twitter, even if he wanted to it doesn’t really fit his character. What makes social media an inspiring field to study is the fact that their growing dissemination is making them a media force in a matter of a few years. However, social media are also constantly changing. From the time this study began in February 2012 until the time it was completed in February 2013, WWE had gone through several waves of social media campaigns. After studying WWE’s willingness to engage in the newest marketing tactics, there is such a potential for growth that future research into the WWE 83 may yield different results in terms of higher participation in social media and even more respondents. The author anticipated that the study would be male dominated. The viewing audience of WWE is fairly split, but the online discussion board community skewed towards males. That became apparent through this study as 95% of the respondents in the sample were male. It would have been useful to be able to compare some data by gender, but there were not enough female respondents. Finally, it may have been valuable to integrate participants’ geographic location and cultural background in the analysis. WWE has a broad, international audience and it may have been important to see how that was reflected in the results but it also would be of interest to see how different cultures respond to parasocial interaction. Directions for Further Research The method used in this study could be applied to wide variety of entertainment. As Twitter and other social media tools continue to become more popular and advertisers continue to discover new and inventive ways to use them effectively, more research will be needed to address these changes. It may also be beneficial to produce research involving social media quickly. As mentioned, the landscape of WWE social media changed throughout the time this study took place. Capturing an accurate depiction of the social media landscape for a specific moment of time may require a quicker turnaround. WWE worked well for this study because the wrestlers are a mix of character and celebrity. It may be recommended to focus on the content of tweets by celebrity tweeters like Ashton Kutcher and how he relates to the character he plays on TV. Is there a difference and can 84 the audience identify that through his Twitter? As web video content becomes more widely used giving programming more on-demand capabilities, the entire field of sports entertainment television could change. Further research can focus on on-demand video services. Further research into parasocial relationships created through social media can also focus on some of the ethical issues associated with celebrity social media use. The allure of Twitter for the viewers is direct contact with their favorite media figures. Twitter offers interaction with media figures by being diligent in verifying the accounts of notable people. Several celebrities tweet with a frequency comparable to instant messaging and their followers can tweet to them directly by mentioning them (using the @ symbol followed by the Twitter name) or by retweeting or reposting their tweets. Transparency can come into question when thinking about the ethical implications of social media. Are these celebrities really posting these messages? Just recently a person posing as an employee for Exxon Mobil was found out to be a fraud. She was answering questions from consumers and making statements about the future of the company (Owyang, 2008). Is it ethical to utilize viewers’ parasocial bonds for marketing purposes? AMC, the network behind Emmy favorite “Mad Men,” deleted the Twitter accounts they set up for the fictional characters of the show (Terrazas, 2008). For the most part, due to the personal information such as photos, it is believed that most celebrities post their own tweets, but that does not mean someone else tweeting does not happen. Rapper 50 Cent and Kanye West are two well-known examples (Cohen, 2009). For the followers, there usually is no question, and most of them would not complain anyway. They enjoy the access to their celebrity and being entertained by their favorite tweeters. Twitter is a 85 socially interactive form of entertainment and that makes it the ideal social media tool to study its effect on parasocial bonds. Further research may delve deeper into the consequences of the lack of transparency in celebrity social medial use. Recently, WWE has begun using a social media application called Tout. Tout is a tool that allows users to create 15-second video microblogs. If video mircoblogging with Tout and other programs become popular it could develop a new avenue for parasocial interaction research. When entertainment in the home switched from radio to television, parasocial interaction research became very different because for the first time audiences were able to see media figures face-to-face. The present study looked at the social media tool Twitter and found that interactions in Twitter can create stronger parasocial bonds. Tweets are usually only text-based, though. If Twitter creates stronger parasocial bonds, just imagine what video microblogging could do much the same way that television changed the way audiences related to media figures. Users will be able to interact with media figures face-to-face and, and even more so, reply with their own video microblogs directly to the media figures. Tout may be as close as audiences can get to celebrities without video chatting or meeting them in person. The use of qualitative research methods, such as a content analysis of tweets and posts in conjunction with statistical analysis techniques, could also be a beneficial direction to follow with parasocial relationships in social media research. This may also help reduce the effect of the potential self-selection bias inherent in nonrandom samples. 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Retrieved July 30, 2012, from http://www.youtube.com/wwefannation 98 Z! True Long Island Story. [Video]. (2011, October 6). Episode 34 of Zack Ryder’s YouTube show. Retrieved October 12, 2011, from http://youtu.be/Vpy0zQq2v0A Z! True Long Island Story. [Video]. (2012, July 6). Episode 74 of Zack Ryder’s YouTube show. Retrieved July 30, 2012, from http://www.youtube.com/watch?v=7CQR5XezBzg 99 APPENDIX A INSTITUTIONAL REVIEW BOARD APPROVAL 100 APPENDIX B INFORMED CONSENT FORM 101 APPENDIX C RESEARCH INSTRUMENT Please select the answer that best describes your feelings towards World Wrestling Entertainment (WWE) and your favorite WWE wrestler. 1. Who is your current favorite WWE wrestler? (Please list only one) ___________________________________ 2. “My favorite WWE wrestler reminds me of my friends.” 1- Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 3. “I would watch my favorite WWE wrestler on another program or movie.” 1- Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 102 4. “I consider myself a fan of World Wrestling Entertainment” 1 - Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 5. “I would like to meet my favorite WWE wrestler” 1 - Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 6. “I have the same beliefs and attitudes as my favorite WWE wrestler” 1 - Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 103 7. “I wish I could handle problems like my favorite WWE wrestler does.” 1 - Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 8. “I feel as if I am a part of the WWE Universe” 1- Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 9. “I can imagine myself as my favorite WWE wrestler.” 1 - Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 104 10. “The interactions of my favorite WWE wrestler are similar to mine and my friends” 1 - Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree 11. “I hope my favorite WWE wrestler achieves his/her goals.” 1 - Strongly Disagree 2 - Disagree 3 - Not Sure 4 - Agree 5 - Strongly Agree Please select the answer that best describes your use of the social networking tool, Twitter. 12. Do you follow your favorite WWE wrestler on Twitter? 1 - Yes 0 - No 105 13. How often do you retweet a tweet by your favorite WWE wrestler? 1 - I don't retweet my favorite WWE wrestler's tweets 2 - At least once a week 3 - At least twice a week 4 - Two or more times a week 5 – Everyday 14. How often do you mention (using @ or #) your favorite WWE wrestler in your tweets? 1 - I don't mention my favorite WWE wrestler in my tweets 2 - At least once a week 3 - At least twice a week 4 - Two or more times a week 5 - Everyday 15. How often do you follow links, videos, or pictures tweeted by your favorite WWE wrestler? 1 - I don't follow links by my favorite WWE wrestler 2 - At least once a week 3 - At least twice a week 4 - Two or more times a week 5 - Everyday 106 Please select the answer that best describes your purchasing habits of WWE merchandise. 16. On average, how often do you watch WWE television programming including online streaming and home video products? 1 - I don't watch WWE programming 2 - At least once a week 3 - At least twice a week 4 - Two or more times a week 5 - Everyday 17. On average, how many pieces of WWE merchandise do you purchase in a given year (t-shirts, home videos, memorabilia)? 1 - None 2 - One 3 - Two 4 - Three 5 - More than three 107 18. On average, how many WWE Live Events do you attend in a given year (Live Events, Raw,Smackdown, Pay-Per-Views)? 1 - None 2 - One 3 - Two 4 – Three 5 - More than three 19. On average, how many WWE Pay-Per-Views do you purchase in a given year? 1 - None 2 - One to Three 3- The Big Four (Wrestlemania, Summerslam, Survivor Series, Royal Rumble) 4 - Five to Ten 5 - All of them Please select the answer that best describes you. 20. What is your age? 1 - 18 to 35 2 - 36 to 55 3 - Over 55 108 21. What is your gender? 1 - Male 2 – Female 22. What is your yearly income? 1 - Under $10,000 2 - $10,000 to $14,999 3 - $15,000 to $24,999 4 - $25,000 to $49,999 5 - $50,000 or Over