FIFA World Cup 2006: Just a football event?
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FIFA World Cup 2006: Just a football event? Focus of the Case Study To critically examine the rise, importance and transformation of the consumer experience of events within the context of the Germany 2006 World Cup. The principal focus of analysis is the „Fan Fest‟ events, run for the first time at the 2006 World Cup. Introduction and Background The „Beautiful Game‟ of football (or soccer depending on national status) has developed, from its roots in 19th century England to a sport with global appeal and a billion dollar economy. The World Cup represents the pinnacle of footballing competition with its success, reputation and recognition rivalled only by the Olympic movement. This case study examines this global „mega event‟ (Roche, 2000) with a specific focus upon the rise, importance and transformation of the consumer experiences accumulated by a host of stakeholders. The development of Western economies is marked by the growth in increasingly diverse and sophisticated culture industries, which seek to create desire for their products, services and experiences through the production, consumption and circulation of symbolic meaning. Sport has long been a cultural vehicle of social, economic and political significance. Sporting contests have, for centuries, provided a collective stage that taps into and accentuates emotive experiences. These contests can, however, just as easily break as build bridges between individuals, communities or nations. As the epitome of the sporting contest, the football World Cup represents one of the greatest cultural events of our time. Circulated by the mainstream and alternative media to every corner of the globe, it provides an ideal illustration of a modern cultural arena where the consumption experience is essential, multi-faceted and central to both personal and collective identity formation and reinforcement. In navigating this case study, a brief historical overview of the World Cup will first be given, followed by an examination of the contemporary volume and value of the event, leading onto a discussion of the specifics of Germany 2006. From there, a series of critical positions focusing on the consumption experience of the World Cup will be introduced. Towards the end of this case, questions are posed
and these will form the basis of discussion in the first conference weekend in week 4. The World Cup: a brief historical overview The Fédération Internationale de Football Association‟s (FIFA) idea for a World Football Championship originated out of the extremely successful Olympic Football Tournaments of 1924 and 1928. The then FIFA President, Jules Rimet (the trophy continues to take its founder‟s name), was the driving force behind the inception of the World Cup, as it is known today. The first event was held in Uruguay in 1930 (they had been successful in the two previous Olympic tournaments) and tournaments have since been held every four years, apart from a 12-year break during wartime (1938-1950). The first tournament in Uruguay attracted a total of 434, 500 spectators (FIFA, 2006a), compared with 3.5 million in US ‟94 (Manzenrieter & Horne, 2002) and 3.3 million in Germany 2006 (www.planetworldcup.com). The number of competing teams has also increased from 13 in 1930 to 32 in the last three tournaments. Since 1958 the tournament has been held alternately in Europe and the Americas, although Japan and South Korea hosted in 2002 and the African continent will host its first World Cup in South Africa in 2012. The decision to expand the number of continents which have hosted the tournament coincides with the unabated globalization of the game and its growing importance in social, political and economic terms to nations across the world. The Volume and Value of the World Cup Experience Since its inception in 1930 the World Cup has grown from relatively meagre origins to become one of the most valuable sporting events on the planet. It is now heralded as valuable in social, economic, cultural and political terms. However, even though a significant body of literature exists which estimates the economic outcomes of the World Cup securing an accurate measurement of the economic, as well as social, political and cultural dimensions remains a difficult and contentious area (Horne, 2007). Nevertheless, the economic benefits still form the primary focus for most nations in hosting a global event such as the World Cup. In the wake of the profit making 1984 Los Angeles Olympics global events such as the World Cup have been touted as economic winners (Andranovich et al., 2001). With the „commercial trinity of sponsors, advertisers, and television, football has demonstrated itself to be the ultimate global commodity‟ to the point that for the Japan and South Korea 2002 World Cup FIFA secured a „minimum of US$800 million‟ (Horne and Manzenreiter, 2004: 197) for the television rights alone. Although financial projections and considerations are elementary aspects of any business plan, economics is not an exact science, which has been painfully highlighted in the world of events. As a key part of the cultural economy many of the economic activities associated with events are difficult to formally record. Events are problematic for economists to forecast since they involve a plethora of unrecorded or informal economic activities (e.g. black market activity in merchandising, food or beverage or where friends or relatives substitute for hotels or restaurants). For economists, who rely upon statistical tracking, the economic potential of global events, such as the Olympics and World Cup have tended to follow an economic pattern of over estimation. Although television companies pay huge sums for the rights to screen key international competitions, such as the Olympics, Commonwealth Games, World
Cup and continental football competitions‟ (Bull et al, 2002: 120) media revenue alone cannot offset the expenditure in staging an event like the World Cup. For Germany 2006 economic cost projections took account of a pre-event phase of facility building and renovation, infrastructure investment, the distribution of burden between the public and private sectors, a plethora of present operating costs and a post-event phase of operation and maintenance costs (Kurscheidt and Rahmann, 1999). However, regardless of such economic modelling the economic cost-benefit analysis of successive World Cups, in line with other mega events, indicates „they are not the growth engines they purport to be‟ (Horne and Manzenreiter, 2004: 187). Even in the USA, the home of event spectaculars, the 1994 World Cup found initial projected profits countered by „cumulative losses of $5.5 to $9.3 billion‟ (Baade and Matheson 2004: 344). However, with a global audience of 40 billion and a family of multi-national sponsors the 2002 World Cup of Japan and South Korea has reversed this negative economic trend, which bodes well for Germany 2006. Nevertheless, although hard and fast economics is essential in any event they tend to attract an abundance of attention from politicians and the media, which tends to overshadow and marginalize other, less tangible, benefits a winning World Cup bid brings. The World Cup: Symbolic Prestige and Legacy With its Olympic roots the fledgling World Cup had a sound promotional platform upon which to build. Even though small by today‟s standards, the original 13 team format and spectator audience highlighted the globalising potential of the event. As the event expanded and global audiences increased FIFA quickly realised that the economic lure of the event was only one area of attraction. The global participation, understanding and mass appeal of the game enhanced the importance of competition for nation states. The World Cup provides host nations with the ultimate PR opportunity to positively showcase their nation and cultural identity to the watching global audience. Echoing the civic pride associated with past leisure development and events (Wood, 2002) the World Cup allows nation states to penetrate and capture the global consciousness for a protracted period of time. In terms of the experience economy (Pine and Gilmore, 1999) the World Cup is a global emotional platform that captures the attention of billions. Therefore, while the economic benefits of hosting global events are often placed centre stage, quantitatively projected and debated (often due to vast overestimations), the subjective and qualitative aspect of emotion is often neglected. Large-scale events are now an integral part of many national and city tourist policies and strategies. Events that move in a competitive cycle, such as the British Open, UEFA Cup or Grand Prix, allow nations and cities to reinforce or re- imagine their destination brand, generate inward development and investment, draw and develop a relationship marketing opportunity with tourists (Grantton and Dobson, 1999; Dimanche, 2002). Even „established nations‟ have recognised the „image enhancement effect‟ of the World Cup whilst others view the hosting of such global events as a means to „symbolize their acceptance in the international community‟ (Allison and Monnington, 2002: 107). This symbolic element reflects the importance of global events for national, city and community identity. The superficial and myopic focus on economic gain tends to deflect from the intangible or „softer‟ benefits that events such as the World Cup bring. The level of resources, sophistication of presentation and competition nations and cities engage in (e.g. 2012 Olympic bids by London and Paris) demonstrates the symbolic importance of winning global events. Moreover, such global events have become so important in profile that global city status, and the
maintenance of such, demands competition itself (Shoval, 2001). The World Cup is important because its size and profile demands bids from cities keen on global positioning as much as seeking to maximise a surge in „civic boosterism‟. However, and most importantly, the World Cup is about orchestrating emotive experiences to engender „collective feeling, identity, emotion and consciousness‟ (Waitt, 2004: 399). Global events tap emotion and capture the attention of consumers, which is so essential for organizers and event partners wishing to maximise economic gain. Therefore, out of the many benefits that a global event like the World Cup brings the symbolic status value found in experiential consumption is fundamentally important, which is the real prize within the circuit of global events competition. The World Cup: a Technological journey Originally conceived as the pinnacle of world football competition, where the greatest players displayed their talents to swathes of people across the world‟s most famous stadia, the World Cup is now associated as much with commodity and spectacle as it is with footballing prowess and meritocracy. As an increasingly spectacular and mediatised event (this will be the focus of discussion later), the World Cup is inseparable from its relationship with television. The World Cup epitomises the idea of mediasport as it has developed in tandem with advances in media technologies (Crawford, 2004). The outcome is an event very different from the pre-1960s World Cups. Whereas the print media and radio covered these events, spectators now access the World Cup via a wide array of media outlets. Taking the established broadcast media as an example, the World Cup now reaches a colossal television audience. In Japan and South Korea 2002, 213 countries accessed 41,100 hours of television coverage producing a record 49.2 billion viewer hours (FIFA, 2006b). It is evident that, although attendances at the World Cup itself continue to rise, the real growth potential in extending the reach of this event is likely to come through second-hand, mediated forms of experience. These forms include the Internet, fan fests, satellite television and mobile technologies. Competition for the rights to World Cup content come at a price, evidenced by the sizable sums of money offered by the KirchSport group to secure the television rights to the 2002 and 2006 events. Germany 2006 represented a significant milestone in the means of consuming the World Cup spectacle. Never before had there been as much consumer choice in the platform used to experience a major sporting event. Those consuming from a distance (physically, at least) were able to exercise more consumer power than ever before, as they decided when, where, with which broadcaster, at what time and at what price they were going to „participate‟ in the World Cup event. Germany 2006 was watched by 5.9 billion people in total, with an average television audience of 93 million viewers for each match (Initiative, 2006). The cumulative television audience was 32.5 billion and (www.infrontsports.com) 284 million people watched the Italy vs. France final on television. The convenient television times for European and South American audiences helped improve these figures. Germany 2006: The Festival of Football and A Time to Make Friends The Organising Committee (OC) of Germany 2006 decided the motto for the events would be “a time to make friends”. Within this overarching vision, this World Cup was the most „fan‟ oriented event in its 76-year history. The OC, in collaboration with fan organisations and the footballing authorities from across the world, embedded the World Cup motto in practice through the concept of a fan and visitor programme
(http://fanguide2006.fifaworldcup.com/en/fan-betreuung). The underlying rationale for this programme was to ensure that Germany provided a welcoming environment for a variety of fan groups, offering a peaceful and tolerant space through which to consume the World Cup. The philosophy of peace, friendliness and tolerance was not merely an act of altruism on behalf of the OC. Rather, this strategy was informed by literature pertaining to the management of hooligan behaviour. In addition to the fan concept programme, the other principal means of managing the consumer‟s experience of the World Cup in Germany itself was the „Fan Fest‟. These festivals of music, dance, carnival and, of course, live football beamed to a frenetic audience, attracted in excess of 11 million spectators (and participants) over the course of the month-long event. The development of interactive TV and the internet were central to the event and the facilitation of the event experience. Interactive TV – the consumer is sovereign, one click of a remote control and you are listening to a different commentator, switching the angles, accessing instant replays, perusing the endless statistical analysis of the games, finding out the „story‟ behind the players, the nations, the wives. The promise of enhanced fulfilment on the press of the „red‟ button, exploiting the idea of „control‟ and, in the case of the terrestrial broadcasters, at no additional cost. The Internet & Blogs – Germany 2006 represents by far the most web-based sporting event of all time. A multitude of „official‟ (www.fifaworldcup.yahoo.com) and „unofficial‟ (read fan based) representations of the World Cup experience were available to a range of audiences. The use of „unofficial‟ blogs provided the running commentary of fan experience. The use of technology provides a response, and counter use of technology, to the global dispersal and diffusion of fans (Giulianotti, 1999). The official FIFA site not only provided the expected bank of statistics and information about the destination, the team and the results, it also constructed specific „fan‟ sections to accommodate the desire for interactive engagement with unofficial culture. The 12 th Man section was promoted as being for the fans by the fans and the Germany 2006 organising committee took this one step further with a designated fan site (http://fanguide2006.fifaworldcup.com//en) to cater for the consumers of the World Cup experience. The role of the Internet in Germany 2006 was not simply as a repository of information. In the UK, the BBC‟s interactive services extended to live online coverage of games. Again this further enhances the flexibility of consumption evident at Germany 2006 with the potential for fans to watch games at home, at work, and on a plethora of mobile technologies literally „on the go‟. Germany 2006: Spectacular Experiences and Vicarious Lifestyles The rise and importance of modern events corresponds with shifts towards a post- industrial society. With the affluence of the 1960s, dependence on manufacturing began to decline to the point where „less that one-sixth of employees in Britain today still earn their living in manual jobs in which they manufacture things or extract materials from the earth‟ (Roberts, 1999: 22). This shift from manufacturing has been matched with an exponential rise in the service sector. New demands in leisure and culture were reflected throughout the entertainment and events sector, which has undergone rapid transformation and is now professionally operated with mass commercial appeal (Mintel, 2004). The World Cup, though with an established history, has not gone untouched by this rise in the service sector. Rather the global demand and development of entertainment and events directly responds to the individualised quest for difference and excitement within a post-industrial age. The emotion, energy and unpredictability of the game made football an ideal outlet for escapism and excitement. With the
development of increasingly sophisticated technologies the thrill and spectacle of football has become a globally-mediated commodity: Football fans…will experience numerous moments of tension and excitement, dramatic scenes of victory and defeat, packaged and delivered to them by ever-more sophisticated media technologies (Manzenreiter & Horne, 2002: 2) Since the mid-60s the television revolution has gathered pace with the original fears over the impact on attendances allayed in favour of the benefits commercial power and promotion could bring to the game. The televisual impact took a global leap in the late 1980s when the satellite provider BSkyB broke the terrestrial monopoly and launched three dedicated sport channels (Whannel, 1992). However, television was not a passive mediatizing vehicle but an actively transformatory technology. Television changed football, and many other sports, from a game coveted by zealot fan groups to a mass form of entertainment. Football was no longer simply about results and the bastion of core fans but a globalised „spectacle that sells the values, products, celebrities, and institutions of the media and consumer society‟ (Keller, 2001: 38). The Germany 2006 event represented a new zenith in this process. In Germany 2006 the decision was taken to provide a series of Fan Fests in host cities through a series of Fan Parks. Promoted and accentuated through the tournament logo the Fan Park was „the ultimate meeting point for fans‟ where they could enjoy a „superb festival of football‟ (FIFA, 2006: 3). The Fan Parks were designed to be more than spill-over holding zones. Instead these were positive spaces, „guaranteed to offer the best viewing opportunities and a great atmosphere‟ (FIFA, 2006: 3) all supplemented with an international array of food, beverages, merchandising, music and activities for the family. In directing ticket-less fans away from stadiums, the Fan Fests tapped into the gentrified and commodified condition of modern football (Giulianotti, 1999). With low presence security and the promotion of a family and festival atmosphere which brought opposing fans and the indigenous German population together, Fan Parks proactively defused the potential for tension and violence that has marred previous major football tournaments. With restaurants and stalls selling food and beverage from every footballing nation, merchandising, games, displays, competitions, music and dance, the Fan Parks evoked an international and multi-cultural feel alongside commercial comfort. The sophistication of this mediatized and commodified experience was facilitated by the formal and informal use of technology. In a time when technology is so engrained in the modern psyche and consumer practices (Frew and McGillivray, 2004) fans respond to and have integrated technology in order to secure distinctive and spectacular experiences. With 60 square metre screens and cameras trained on crowds, MCs and presenters, games, competitions and music, organisers were able to extract and orchestrate peaks of frenzied activity from fans captured and circulated via webcasts to a global audience. However, this formal capture and mediatization of fan experience was mirrored by the simultaneous recording of such activity by fans themselves through video and mobile phone technologies. This cyclic spectacle of watching, recording and transmitting captured experience reflects the trend whereby the „technologically dazzling‟ is „playing an increasingly central role in everyday life‟ (Kellner, 2001: 39). The Fan Parks of Germany 2006 accentuated this phenomenon, facilitating the accumulation of memorable and apparently unique experiences in these Fan Parks (e.g. food, events and merchandise goods). These Fan Parks are evidence of an extension beyond service into an experience economy (Pine and Gilmore, 1999). In Fan Parks the „technologically dazzling‟ mediatized world grabs
attention, facilitates and manipulates the emotional release of unique experience. These experiential moments are not committed to memory but circulated, networked and relived for the cultural cache or prestige they bring. Understanding Resistance The fact that the World Cup, and the global sport industry in general, is an increasingly branded, mediatized, managed, commodified and corporately controlled product (Crawford, 2004) does not mean that it is free of challenge or resistance. Rather, the technologies responsible for revolutionising the World Cup as an event have also provided a means to circumnavigate corporate control and containment. In Germany 2006 the World Cup was exposed to such resistance through the cultural revolution of „blogging‟ whereby the control of content production transfers from the rights holder to the fan. The importance of the blog comes in the fact that „official‟ discourse can be subverted in favour of alternative representations of the event. Whilst the World Cup‟s corporate sponsors exert significant influence over the mainstream mediatisation of the event, the blog scene re-positions the „passive‟ consumer with a much more „active‟, resistant and rebellious consumer. The managed experiences of Fan Parks are not as pliable as first thought. For example, thrill and fame seeking fans can move beyond the „accepted‟ fun and playful national parodies to gregarious behaviour that is beyond the sensibilities of broadcasters or their sponsors. While mainstream broadcasters can edit such behaviour and control content, fans are able, through their technology, to self-broadcast and build profile through blog sites. This extends to officially sanctioned merchandise, logos and brands, which can be exposed to the subcultural practices of bricolage and detournement (Kidd, 2002). Just as the media and technological revolutionised the modern World Cup into a globally commodified, dizzying spectacle of emotional release and experience it has come to challenge this sporting world dominated by corporate interest. The edited, distilled and manufactured spectacles of the World Cup experience are no longer sovereign as fans can broadcast their own World Cup narratives in real time, any place, anywhere. Key Images
Supporting Documents Please see the Blackboard website for links to supporting articles and resources
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