Page 168 - Introduction to Electronic Commerce and Social Commerce
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Sport, Media and Visual Culture  •  157

               Crowds were ordered through entrances; even the restrooms had in and out en-
            trances to help organise people. Lines for food and drink were less structured, al-
            though the fans seemed to impose order on themselves.
               The fans engaged in the events of the game in a range of ways. Some dutifully
            followed the play, completing the scorecard, while others talked to each other, ig-
            noring much of the game. Couples (lesbian and heterosexual) sat with their arms
            around each other, kissing and holding hands. A fan for the visiting team, the Texas
            Rangers, was teased, ‘T is for time to go home.’ Many spectators wore team shirts of

            current and past players. Some fans altered the official shirts or wore homemade
            ones. One had former player Johny Damon’s shirt with masking tape over the name
            (former Boston hero Damon transferred to the Red Sox’ most hated rivals, the New
            York Yankees). Fans smuggled in illegal food, used banned language, performed
            the ‘wave’, shouted rude comments to visiting players, got in each other’s way and
            even fell asleep. They also cooperated—passing food and money down when fans
            purchased food from vendors, singing and chanting together and adjusting to allow
            people to leave and return to their seats.
               The events, sights, sounds and smells of game day were in part orchestrated by
            the franchise to create an overwhelming Red Sox presence before, during and after
            the game. The permeation of media throughout the spaces within and beyond the
            stadium was designed to create a particular image of the Red Sox and Fenway Park
            to sustain its popularity and appeal to current and potential fans. While strategies
            are employed to organise and control consumer behaviour and deliver a consistent
            and expected event, fans engage with the happenings and with each other in a range




                                   CHAPTER SUMMARY
                •  We are surrounded by the visual culture of sport, and our analysis of media
                  sport needs to take account of this three-dimensional experience
                •  Media sport has materiality when it takes the form of objects and performa-
                  tivity when the objects are given meanings in use
                •  The different locations of television screens in public spaces create ways

                  for the contemporary flâneur to engage with the spectacle of sport
                •  The sport museum mediates meanings of sport, discursively constructing
                  ways of knowing our sporting past and present
                •  Analysis of the technologies of display, interpretation and layout and
                  their role in effecting meanings can illuminate the way a museum frames
                  sport
                •  Sport organisations use strategies to manage the fan experience through
                  manipulating the visual culture of sport, while fans use tactics of creative
                  consumption, making their own use of the mediated experience of sport
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