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Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends-

e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로-

  • Kim, Joo-Hee (The Graduate School of Tourism Sejong University)
  • 김주희 (세종대학교 관광대학원)
  • Received : 2019.01.10
  • Accepted : 2019.02.15
  • Published : 2019.02.20

Abstract

This study has meanings by adapting recreation specialized theory, focusing on outdoor recreation activities, on indoor recreation, e-sports. LoL is leading the e-sports fever now, and this study is targeting its spectators, reflecting and analyzing recent e-sports consumers' leisure feature statistically. For the further research, adapting a theory to various fields to generalize is required. Also, the researches on e-sports leisure need both quantitative and qualitative methods.

본 연구는 아웃도어 레크리에이션 활동에 집중되어 있던 레크리에이션 전문화 이론을 e스포츠에 적용한 점과 e스포츠 흥행을 주도하고 있는 주요 종목인 리그오브레전드를 중심으로 현재의 e스포츠 소비자의 여가 특성에 대한 차이를 통계적으로 유의하게 검증했다는 점에서 의의를 가진다. 향후 연구에서는 다양한 종목에 적용함으로써 연구를 확대하여 일반화시키려는 노력이 필요하며 e스포츠 여가에 대한 양적 연구와 질적 연구 방법의 도입이 필요할 것으로 사료된다.

Keywords

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[Fig. 1] Research model

[Table 1] Classification and characteristics according to specialization

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[Table 2] Validity and reliability

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[Table 3] Difference in flow according to specialization level

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[Table 4] Relationship between flow and viewing satisfaction

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[Table 5] Difference in viewing satisfaction according to specialization level

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