Papers by Margaret C . Keiper

Journal of Marketing Education, 2023
This study builds on the long-identified gap between the marketing industry and marketing academi... more This study builds on the long-identified gap between the marketing industry and marketing academia. The research investigates the relationship between resource-based factors and marketing faculty's intention to use marketing analytics technology. The theoretical framework for this study is the concerns-based adoption model (CBAM). Resource-based factors explored included technical support, managerial support, financial support, and time. The methodology included a randomized sample of Association to Advance Collegiate Schools of Business (AACSB) marketing faculty, and the statistical analysis used was multiple regression. Perceived technical support, time to integrate technology, and administrative support are all related to the intention to use marketing analytics technology. Overall, these results indicate that administration within AACSB business schools should consider the resources faculty need to adopt marketing analytics technology into the marketing curriculum, and faculty should consider methods to advocate for such resources.
Recent research has indicated that hunting tourism is growing and that hunters tend to act more u... more Recent research has indicated that hunting tourism is growing and that hunters tend to act more unethically when hunting as tourists. Informed by an Aristotelian Virtue-Ethics theoretical framework, the researchers propose and test a link between emotional intelligence and ethical decision-making. Specifically, survey-based research tests the relationship between emotional intelligence and ethical decision-making by measuring a hunter's perception of ethical behaviour of self. The multiple regression findings support a relationship between emotional intelligence and ethical decision-making. The proposed theoretical framework and results should inform the development of new evidence and theory-based hunter-education platforms. The framework and results should also provide novel theoretical and evidence-based grounds to study further and enhance the hunting tourism industry.
Journal of Hospitality, Leisure, Sport & Tourism Education, 2023
The purpose of this practice paper is to show faculty how and where to use ChatGPT to support pla... more The purpose of this practice paper is to show faculty how and where to use ChatGPT to support planning an event in an event management class. This project is based on the high impact pedagogical practice of experiential learning. The use of ChatGPT, or similar chatbot style, artificial intelligence can be applied to many experiential learning projects in sport management. The application of this paper focuses specifically on using ChatGPT to plan and execute an event within a 16-week event management class. The use of ChatGPT has many benefits for faculty and students alike, especially for text-based tasks. This paper focuses primarily on using ChatGPT to alleviate heavy time-consuming tasks during the event planning process for faculty so that experiential learning implementation can be done more efficiently.

e-Journal of Business Education and Scholarship of Teaching, 2019
The purpose of this study was to identify employability skills needed by students to be embedded ... more The purpose of this study was to identify employability skills needed by students to be embedded into sport management curriculum. Focus group, qualitative, methodology was used. Three focus groups with a total of 11 (n=11) participants revealed skills and knowledge employers desired in graduates of sport management programs. Analysis of the data revealed four major categories of skills that employers desired: personal skills, technical skills, job search skills, and foundational knowledge. The skill of the moderator, transcription of the data, and individual focus group participants dominating the discussion were all common limitations to this study based on the focus group methodology used. Educators in business programs can use this methodology to identify transferable skills that can be embedded into their curriculum. Minimal literature exists on the practical application on how to align sport management curriculum and education with industry needs and expectations.

Journal of Hospitality, Leisure, Sport & Tourism Education, 2023
The launch of ChatGPT, an Artificial Intelligence (AI) ChatBot, in late 2022 made many people loo... more The launch of ChatGPT, an Artificial Intelligence (AI) ChatBot, in late 2022 made many people look to the disruption such technology could play in education. This study aimed to identify the quality of short answer outputs for sport management questions from ChatGPT and suggestions on utilizing ChatGPT in the functional areas of sport management. The study was exploratory, and the methodology used was a generic qualitative inquiry. The results indicated that ChatGPT produces grammatically quality, complete, and topically accurate outputs for short answer questions. The findings indicate the pros and cons of utilizing Artificial Intelligence chatbots, such as ChatGPT, in the sports management higher education classroom. The discussion gives practical suggestions on how ChatGPT can supplement and support sport management education.
This study investigates whether Grit and its two components, the perseverance of effort and consi... more This study investigates whether Grit and its two components, the perseverance of effort and consistency of interest (passion), are related to the perceptions of the ethical behavior of peers. A sample of 232 undergraduate students from a university located in the northwest United States was used. Results indicate that when Grit is divided into its two components, each one is significantly related to the perceptions of the ethical behavior of peers. However, the perseverance of effort is negatively related, while the consistency of interest is positively related.
Self-reported ethical behavior was positively associated with the perception of the ethical behavior of peers. None of the other dimensions of emotional intelligence were significant. Age and if the individual was a business major also had an impact on the perception of the ethical behavior of peers.

The purpose of this study is to identify individual factors contributing to the perception of eth... more The purpose of this study is to identify individual factors contributing to the perception of ethical behaviour of peers and whether or not the perception of ethical behaviour of peers is changing over time among undergraduate students. Participants were a convenience sample of 457 (n=457) undergraduate students from three geographically different US institutions. Data was collected in 2008 and in 2018. Multiple regression was used to see if there was a relationship between the years the data was collected on ethical behaviour of peers, the dependent variable. Ethical behaviour of self (β = .37, p <.001), regulation of emotions (β =-.10, p <.01), and the year data was collected (β = .14, p <.001) were all found to be significant predictors of ethical behaviour of peers. Other factors not considered in the model, a more diverse sample, self-report methodology, and the interpretation of change in years are all potential limitations to this study. This study provides a longitudinal focus on ethical decision making

Purpose-The purpose of this paper is to determine the effects of initially controllable market fa... more Purpose-The purpose of this paper is to determine the effects of initially controllable market factors on franchise success within NBA's Development League (D-League). Design/methodology/approach-The open systems theory provided the foundation for analyzing characteristics contributing to small business success, as measured by attendance capacity for NBA D-League teams. Multiple regression analysis was utilized. Findings-The results of this study indicate specific market characteristics increase franchise success in NBA's D-League. Population, income, facility size and ownership model all influenced attendance capacity. Research limitations/implications-This study is limited to the teams that have operated in NBA's D-League. Contextual factors related to new business survival are not unique to minor league basketball and can be applied by scholars or professionals to any new business to help understand new business survival. Practical implications-This research is also useful to cities looking to invest in a professional sports franchise and for all small business owners to understand market characteristics that can contribute to success. Originality/value-The results from this study significantly contribute to small business literature by being the first empirical study on NBA's D-League.

The purpose of this study was to identify employability skills needed by students to be embedded ... more The purpose of this study was to identify employability skills needed by students to be embedded into sport management curriculum. Focus group, qualitative, methodology was used. Three focus groups with a total of 11 (n=11) participants revealed skills and knowledge employers desired in graduates of sport management programs. Analysis of the data revealed four major categories of skills that employers desired: personal skills, technical skills, job search skills, and foundational knowledge. The skill of the moderator, transcription of the data, and individual focus group participants dominating the discussion were all common limitations to this study based on the focus group methodology used. Educators in business programs can use this methodology to identify transferable skills that can be embedded into their curriculum. Minimal literature exists on the practical application on how to align sport management curriculum and education with industry needs and expectations.

Journal of Applied Sport Management, 2018
Typically played via the Internet, eSports (organized competitive video gaming) is becoming a glo... more Typically played via the Internet, eSports (organized competitive video gaming) is becoming a global phenomenon. The popularity of video games and the desire to spectate online and in-person gaming has amplified as Internet-based gaming has improved. eSports competitions are hosted all around the world, but particularly in the United States, Europe, and Asia. While eSports-specific venues are increasingly being built, many venues that host eSports competitions were constructed primarily for other professional sports or entertainment. These entertainment facilities must attract popular financially beneficial events in order to survive. eSports events have great potential to fit this mold. This paper briefly describes the development of eSports as well as discusses the current trends in eSports spectator consumption. Moreover, current and future eSports venues are described, highlighting potential licensing, equipment, and personnel requirements needed for hosting eSports events. Open systems theory is utilized to capture and explain the draw of hosting eSports events and how facilities must adapt to their changing environment.

Journal of Contemporary Athletics, 2019
The purpose of this study was to explore the major concerns and challenges in preparedness and im... more The purpose of this study was to explore the major concerns and challenges in preparedness and implementation of risk management strategies at marathon running events in the United States. Marathons are considered open access sporting events and are susceptible to various risks, both natural and man-made. Identifying critical concerns and challenges in managing risk may aid race organizers in future planning and implementation of risk management strategies. The participants of this study (n = 40) were seasoned practitioners with over half possessing 20 plus years of experience. Results indicated that 93% of the participants experienced an increase in risk management planning actions since the 2013 Boston Marathon Bombing incident, although over a third indicated they are not satisfied with their current level of risk management preparedness. In addition, more than 50% of respondents reported concern with the following risks: inclement weather; bomb threat; crowd control; medical iss...
Journal of Education for Business
Various course delivery methods exist within higher education ranging from face-to-face to HyFlex... more Various course delivery methods exist within higher education ranging from face-to-face to HyFlex (hybrid flexible) methods. This research is a mixed method, exploratory study designed to investigate the perceived effectiveness of Flipgrid, an online video discussion board learning tool that can be utilized on a smart phone, in HyFlex delivery modality business courses. A questionnaire containing both Likert-style and open-ended questions was administered to ten unique undergraduate and graduate business courses over a 2-year period. Results indicate that Flipgrid is a beneficial learning tool and further timely research should be conducted with HyFlex courses becoming more prevalent due to COVID-19.

Fraud is a very broad term, but the underlying theme is the intentional act of deception for pers... more Fraud is a very broad term, but the underlying theme is the intentional act of deception for personal financial gain. This case study highlights three examples of fraud at different levels of sport: youth, collegiate, and professional. Students are provided a broad perspective of financial fraud and are exposed to differing types of criminal activity at each level of sport. Furthermore, the authors provide an understanding of financial fraud, illegal activities related to fraud, and the responsibilities that all sport management professionals have within various positions at each respective level. Finally, this case provides students with an opportunity to suggest solutions and deterrents for dealing with financial fraud at each level. Specifically, the authors provide a rationale for the use of internal controls within an organization to segregate an organization's financial responsibilities and reduce the risk of financial fraud. Any organization or individual dealing with money needs to have awareness of the potential of financial fraud. The sports industry and individuals working within it are no exception. Though the field of sport business is very broad ranging from for-profit, multimillion dollar organizations to smaller, nonprofit entities, financial fraud can happen at any turn. There is no doubt working in sports is an enjoyable and exciting career path. However, enjoyment and excitement do not make the sports industry immune to financial fraud. Like any other line of work, there are people within every sector of the sports industry who take advantage of the sport environment to engage in financial fraud. There are countless examples of crimes and misdeeds from those who run or operate sport organizations. Financial crimes occur within all level of sport including youth, collegiate, and professional sport. Despite widespread knowledge of the potential of financial corruption, these crimes still occur on a very frequent basis. Thus, the question is rather how can one minimize or prevent such disastrous occurrences. This case study (1) examines several instances of financial fraud that impacted the sport industry and (2) challenges future managers to identify strategies to help minimize or prevent such issues. Examining accounting and financial policies and procedures as well as management strategies can help serve as the starting point for determining how these crimes can occur and what to look for with such crimes. After possible solutions are introduced, the case will provide concrete strategies that have succeeded or failed in the past.

Electronic sports, cybersports, gaming, competitive computer gaming,
and virtual sports are all s... more Electronic sports, cybersports, gaming, competitive computer gaming,
and virtual sports are all synonyms for the term eSports.
Regardless of the term used, eSports is now becoming more
accepted as a sport and gamers are being identified as athletes within
society today. eSports has even infiltrated higher education in the
form of an intercollegiate athletic sport, as two university athletic
departments have made eSports an official varsity sport where scholarships
are provided to collegiate eSports athletes. Thus, the intertwining
of eSports and university athletics brings into question
whether eSports should be considered sport by broader society.
This article provides a brief history of eSports, a further developed
definition of eSports, and a comparison of eSports to traditional
philosophical and sociological definitions of sport. The purpose of
this article is to provoke thought on the academically accepted
definitions of sport and debate whether eSports should be considered
a sport. Attention will be given to the following components of
sport: play, organization, competition, skill, physicality, broad following,
and institutionalization.
Both nominated for the mock " Physical Education Hall of Shame, " the traditional forms of dodgeb... more Both nominated for the mock " Physical Education Hall of Shame, " the traditional forms of dodgeball and kickball have been removed from quality physical education (PE) programs, but have resurfaced within corporate America in the form of employer-sponsored adult recreation events. This paper will first discuss the current view of the appropriateness of dodgeball and kickball in PE and recreation settings as well as their popularity in society today. It will then present legal implications for dodgeball and kickball with particular attention being paid to these activities in employer-sponsored recreation events. A final discussion will center on risk management and worker's compensation.

The electronic sports, or eSports, industry has grown into a multi-million dollar industry. The s... more The electronic sports, or eSports, industry has grown into a multi-million dollar industry. The significant growth of eSports can be seen far beyond the participation numbers and spans from eSports' events being hosted in major arenas and televised on ESPN. Most recently eSports were added to intercollegiate athletic departments. Though eSports has gained a lot of momentum economically and in popularity, academic research and study in the area of eSports is still in its infancy. This paper presents: (1) a brief history of eSports, (2) a further developed definition of eSports, (3) eSports size and market scope, (4) and provides an overview of eSports in intercollegiate athletics to date. The main goals of this paper are to create awareness around the economic growth of eSports and shed light on the potential positive implications of adding eSports to intercollegiate athletic departments. Boosting participation numbers, revenue generation, and creating diversity within an athletic department are all considered in this paper.

Journal of Applied Sport Management, 2018
Typically played via the Internet, eSports (organized competitive video gaming) is becoming a glo... more Typically played via the Internet, eSports (organized competitive video gaming) is becoming a global phenomenon. The popularity of video games and the desire to spectate online and in-person gaming has amplified as Internet-based gaming has improved. eSports competitions are hosted all around the world, but particularly in the United States, Europe, and Asia. While eSports-specific venues are increasingly being built, many venues that host eSports competitions were constructed primarily for other professional sports or entertainment. These entertainment facilities must attract popular financially beneficial events in order to survive. eSports events have great potential to fit this mold. This paper briefly describes the development of eSports as well as discusses the current trends in eSports spectator consumption. Moreover, current and future eSports venues are described, highlighting potential licensing, equipment, and personnel requirements needed for hosting eSports events. Open systems theory is utilized to capture and explain the draw of hosting eSports events and how facilities must adapt to their changing environment.
Pedagogical innovation involving smartphone technology paired with complementary applications may... more Pedagogical innovation involving smartphone technology paired with complementary applications may offer sport management faculty the opportunity to create an environment of engaging instruction. Technologically enhanced and innovative assignments have the potential to stimulate student interest and critical-thinking skills by presenting new experiences and active learning opportunities via participatory education. Through the discussion of technology integration and pedagogical innovation when teaching millennial students, the purpose of this paper is to provide a conceptual framework—namely, the concerns-based adoption model (CBAM)—to introduce mobile technologies, such as Socrative and Twitter, into the sport management classroom.
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Papers by Margaret C . Keiper
Self-reported ethical behavior was positively associated with the perception of the ethical behavior of peers. None of the other dimensions of emotional intelligence were significant. Age and if the individual was a business major also had an impact on the perception of the ethical behavior of peers.
and virtual sports are all synonyms for the term eSports.
Regardless of the term used, eSports is now becoming more
accepted as a sport and gamers are being identified as athletes within
society today. eSports has even infiltrated higher education in the
form of an intercollegiate athletic sport, as two university athletic
departments have made eSports an official varsity sport where scholarships
are provided to collegiate eSports athletes. Thus, the intertwining
of eSports and university athletics brings into question
whether eSports should be considered sport by broader society.
This article provides a brief history of eSports, a further developed
definition of eSports, and a comparison of eSports to traditional
philosophical and sociological definitions of sport. The purpose of
this article is to provoke thought on the academically accepted
definitions of sport and debate whether eSports should be considered
a sport. Attention will be given to the following components of
sport: play, organization, competition, skill, physicality, broad following,
and institutionalization.
Self-reported ethical behavior was positively associated with the perception of the ethical behavior of peers. None of the other dimensions of emotional intelligence were significant. Age and if the individual was a business major also had an impact on the perception of the ethical behavior of peers.
and virtual sports are all synonyms for the term eSports.
Regardless of the term used, eSports is now becoming more
accepted as a sport and gamers are being identified as athletes within
society today. eSports has even infiltrated higher education in the
form of an intercollegiate athletic sport, as two university athletic
departments have made eSports an official varsity sport where scholarships
are provided to collegiate eSports athletes. Thus, the intertwining
of eSports and university athletics brings into question
whether eSports should be considered sport by broader society.
This article provides a brief history of eSports, a further developed
definition of eSports, and a comparison of eSports to traditional
philosophical and sociological definitions of sport. The purpose of
this article is to provoke thought on the academically accepted
definitions of sport and debate whether eSports should be considered
a sport. Attention will be given to the following components of
sport: play, organization, competition, skill, physicality, broad following,
and institutionalization.