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Exploring On-line Consumption Tendency of Sports 4.0 Market Consumer: Focused on Sports Goods Consumption by Generation of Working Age Population

스포츠 4.0 시장 소비자의 온라인 소비성향 탐색: 생산 가능인구의 세대별 스포츠 용품 소비를 중심으로

  • Jin-Ho Shin (School of Leisure Sports, Seowon University)
  • 신진호 (서원대학교 레저스포츠학부)
  • Received : 2023.01.31
  • Accepted : 2023.02.21
  • Published : 2023.02.28

Abstract

This study sought to explore the online consumption propensity of sports goods by generation of the productive population and to provide basic data to predict the future consumption market by segmenting online consumers in the sports 4.0 market. Therefore, this survey was conducted on those who consumed sports goods among the generation-specific groups (Generation Y and above, Z) of the productive population, and a total of 478 people's data were applied to the final analysis. Data processing was conducted with SPSS statistics (ver.21.0), frequency analysis, exploratory factor analysis, correlation analysis of re-examination reliability, reliability analysis, and decision tree analysis. According to the online consumption propensity of sports goods by generation of the productive population, there is a high probability of being classified as Generation Z group if the factors of leisure, joy, and environment are high. In addition, the classification accuracy of such a model was 69.7%.

본 연구는 생산 가능인구의 세대별 스포츠 용품 온라인 소비성향을 탐색하고, 스포츠 4.0 시장의 온라인 소비자를 세분화하여 미래의 소비 시장을 예측하기 위한 기초자료를 제공하고자 했다. 따라서 생산 가능인구의 세대별 집단(Y세대 이상, Z세대) 중 스포츠 용품을 소비한 경험자를 대상으로 본 조사를 실시했으며, 총 478명의 자료를 최종 분석에 적용했다. 자료처리는 SPSS statistics(ver. 21.0)으로 빈도분석, 탐색적 요인분석, 재검사 신뢰도의 상관관계 분석, 신뢰도 분석, 의사결정 나무 분석을 실시했다. 생산 가능인구의 세대별에 따른 스포츠 용품 온라인 소비성향 탐색결과, 여유, 즐거움, 자아 상징, 가격 요인이 높을 경우와 자아 상징, 기능, 환경 친화 요인이 낮을 경우 Z세대 집단으로 분류될 확률이 크게 나타났으며, 여유 요인이 낮고, 자아 상징 요인이 높을 경우와 즐거운 요인이 낮고, 연대적 소비 요인이 높을 경우 Y세대 이상 집단으로 분류될 확률이 크게 나타났다. 또한 이와 같은 모형의 분류 정확도는 69.7%로 나타났다.

Keywords

Acknowledgement

이 논문은 2020년 대한민국 교육부와 한국연구재단의 지원을 받아 수행된 연구임(NRF-2020S1A5B5A17089644)

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