• Title/Summary/Keyword: 스포츠소비

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The Relationship between Consumption Value of Sports Products, Upward Comparison Propensity, and Post-Purchase Happiness in Adolescence

  • Byung-Kwan, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.143-150
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    • 2023
  • This paper aims to investigate the relationship between consumption value of sports products, upward consumption propensity, and post-purchase happiness among adolescents. The subjects of the study were extracted from adolescents in Chungcheong-do by convenience sampling method, and 257 people were used in the final analysis. Statistical methods were frequency analysis, correlation analysis, and regression analysis. The research results are as follows. First, social value and exploratory value, which are sub-factors of consumption value, were shown to have a significant effect on upward consumption propensity, but functional value and self-value were found to be statistically insignificant. Second, social value, self-value, and functional value, which are sub-factors of consumption value, had a significant effect on post-purchase happiness, but exploratory value was found to be statistically insignificant. Third, the upward comparison propensity was found to have a significant effect on post-purchase happiness.

Effect of Sports Human Brand's Goods Product Value on Emotional Response(PAD) and Consumption Behavior (스포츠 휴먼브랜드의 굿즈상품(Goods) 가치가 감정반응(PAD) 및 소비 행동에 미치는 영향)

  • Kim, Woo-Sik;Shin, Jin-Ho
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.1
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    • pp.84-95
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    • 2022
  • This study conducted a online survey (URL), DM, , E-mail, etc. were used to sample 371 people using the standard convenience sampling method, and 320 valid samples excluding 51 unfaithful respondents were analyzed by applying causality (SEM). First, the hypothesis was adopted with the influence of positive (+) on the emotional response of the human brand's goods value. Second, the hypothesis was adopted that emotional response has a positive (+) effect on consumption behavior. Third, the human brand's goods value has a positive (+) effect on consumption behavior, and the hypothesis was partially adopted. Finally, the indirect effect of emotional response in the relationship between goods value and consumption behavior was found to be statistically significant.

The Effects of Expected Affect and Consumption- Process-Behavior on the Post-Consumption Affect and Perceived Outcomes (소비후의 감정과 성과지각에 대한 기대감정과 소비과정행동의 효과)

  • 최낙환;나광진
    • Asia Marketing Journal
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    • v.3 no.4
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    • pp.16-37
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    • 2001
  • 많은 소비자 행동연구에서 연구가 본질적으로 구매 전 평가와 선택에 집중된 경향이 있으며, 또 감정보다 인지의 역할에 관한 연구가 많다. 소비과정에 관한 감정적 연구가 중요함에도 기존의 연구에서는 이러한 소비자의 감정적 요인과 같은 심리적인 요인이 소비과정행동에 어떠한 영향을 미치는가에 관한 연구는 매우 적다고 할 수 있다. 따라서 본 연구는 제품이나 서비스가 선택되고 난 후에 소비과정을 거쳐서 나타나는 소비 후 감정(소비 감정)에 영향을 미치는 요인들을 감정적 관점에서 소비과정행동을 중심으로 탐색하였다. 구매 후 소비 전 기대감정은 소비 후 소비감정과 어떠한 관계가 있는가에 대하여 직접적인 관계와 간접적인 관계로 나누어 스포츠 센타를 연구대상서비스로 선정하여 탐색하였다. 긍정적 기대감정은 긍정적 소비감정에 직접적인 효과가 있었지만, 부정적 기대감정은 긍정적 소비감정에 직접적인 효과가 없었다. 간접효과를 보면 긍정적 기대감정과 부정적 기대감정 모두 소비의지와 소비과정행동의 적극성을 매개로 목적달성정도에 영향을 미치고 또 목적달성정도에 따라서 긍정적 소비감정수준이 달라지는 것으로 나타났다. 특히 주목이 되는 내용은 긍정적 소비감정의 수준에 소비과정 행동의 적극성이 직접적으로 영향을 미치지 못하고 목적달성 정도를 매개로 간접적으로 영향을 미친다는 점이다.

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A Study on Lifestyle and Sportswear Benefits Sought according to Consuming Desire of Sports (스포츠 소비 욕구에 따른 라이프스타일 특성과 스포츠 의류 추구혜택 특성)

  • Cho, Sun-Myoung;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.3
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    • pp.418-430
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    • 2008
  • The purpose of this study were 1) to subdivide sportswear consumers according to consuming desire of sports 2) to identify the differences in lifestyle and sportswear benefits sought. The data were collected via a questionnaire from 312 consumer who have been purchased sportswear and living in Seoul. The results of this study were as follows: 1) Sportswear consumers were divided into four segments: sports mania, attractive body pursuers, passive followers, mind purifiers. 2) Six realms of lifestyle such as clothing, food, home & interior, leisure life, consumption and sense of values were factor-analysed separately, and lifestyle factors which showed significant differences among segments are I) fashion ostentation in the realm of clothing ii) western style, health-oriented in the realm of food, iii) sports life enjoyment, sociable life, hoped-for foreign travel in the realm of leisure life, iv) brand oriented, price comparison, sale goods preference in the realm of consumption, and v) realist, interpersonal skills, strong personality, individualism in the realm of values 3) Five factors of sportswear benefits sought which showed significant differences among segments are comfortability/practicality, ideal body/good-looking, individual character, fashion! ostentation, and brand oriented.

An Analysis of Competitive Structure among Entertainment Industries, focusing on Consumption Motives (관람동기를 기준으로 한 엔터테인먼트 산업간 경쟁구조 분석에 관한 연구)

  • 김찬경;최현주
    • Asia Marketing Journal
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    • v.5 no.3
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    • pp.35-59
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    • 2003
  • 본 연구는 동일 제품범주 내에서 상호 대체가능성(substitutability)을 중심으로 연구 되어 왔던 상표간의 사용상황 대체(substitution-in-use) 이론을 산업간 경쟁의 차원으로 확대하여 적용할 수 있는 가능성을 탐색하는데 그 목적이 있다. 이를 위해 소비자의 소비경험이 선택기준의 중요한 요소로 작용하는 서비스부문을 대상으로 소비자의 선택동기, 즉 소비동기의 차원에서 산업간 경쟁구조와 경쟁강도를 분석하고자 하였다. 연구의 범위는 마케팅 분야에서 비교적 소외되어 왔던 엔터테인먼트 부문, 특히 문화예술부문과 스포츠부문에 초점을 맞추었다. 연구방법으로는 이들간의 심리적 거리를 측정하여, 그 근접성의 정도에 따라 산업간 경쟁구조와 경쟁특성을 분석하였다. 분석도구는 그 동안 마케팅의 영역에서 특정 산업 내에의 상표간 경쟁구조를 연구하는데 이용되었던 심리적 거리측정도구를 이용하였다. 이에 따라 구매자의 사용목적에 따른 상표간 대체 가능성을 산업간의 심리적 근접성을 이용해 측정하고 그 거리의 크기에 따라 경쟁강도의 선택의 대체성을 분석하였다. 방법론적 측면에서는 먼저 엔터테인먼트산업, 문화예술과 공연예술산업, 그리고 스포츠 등의 소비동기 유형을 살펴본 후, 이들 중에서 중복가능성이 있는 동기유형을 선별하였다. 이에 따라 다양한 관람 엔터테인먼트산업에서 나타나고 있는 12개의 소비동기 유 형을 발견할 수 있었다. 이후 이렇게 추출된 동기유형을 대상으로 산업간 대체성을 심적 거리좌표를 이용하여 측정하고 측정된 자료를 다차원척도법(MDS)을 이용해 2차원의 공간 상에 투사하였다. 그리고 상호간의 근접성과 경쟁구조를 확인하고 분석결과에 대해 논의 하였다. 분석결과 엔터테인먼트 상품들간에는 근접성의 차원에서 서로 대체될 수 있음을 발견할 수 있었고 이는 이들이 동일한 시장을 대상으로 경쟁관계가 있음을 시사하는 것이다. 개별 관람동기 차원의 분석 결과, 관람 엔터테인먼트 소비자들은 동일한 관람동기를 서로 다른 많은 유형의 엔터테인먼트산업이나 공연예술, 문화예술상품, 쇼나 오락, 관람스포츠 등에 의해 해결하고 있음을 발견할 수 있었다. 본 연구에서 사용한 접근방법과 연구의 결과는 향후 간접적 관계에서 직접적 관계로 경쟁이 확대되는 많은 마케팅분야에 적용될 수 있을 것이다.

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A Study on Social Issues and Consumption Behavior Using Big Data (빅데이터를 활용한 사회적 이슈와 소비행동 연구)

  • Baek, Seung-Heon;Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.377-389
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    • 2019
  • This study conducted social network big data analysis to investigate consumer's perception of Japanese sporting goods related to Japanese boycott and to extract problems and variables by recognition. Social network big data analysis was conducted in two areas, "Japanese boycott" and "Japanese sporting goods". Months of data were collected and investigated. If you specify the research method, you will identify the issues of the times - keyword setting using social network analysis - clustering using CONCOR analysis using TEXTOM and Ucinet 6 programs - variable selection through expert meetings - questionnaire preparation and answering - and validity of questionnaire Reliability Verification - It consists of hypothesis verification using the structural model equation. Based on the results of using the big data of social networks, four variables of relevant characteristics, nationality, attitude, and consumption behavior were extracted. A total of 30 questions and 292 questionnaires were used for final hypothesis verification. As a result of the analysis, first, the boycott-related characteristics showed a positive relationship with nationality. Specifically, all of the characteristics related to boycotts (necessary boycott, sense of boycott, and perceived boycott benefits were positively related to nationality. In addition, nationality was found to have a positive relationship with consumption behavior.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

Automatic Genre Classification of Sports News Video Using Features of Playfield and Motion Vector (필드와 모션벡터의 특징정보를 이용한 스포츠 뉴스 비디오의 장르 분류)

  • Song, Mi-Young;Jang, Sang-Hyun;Cho, Hyung-Je
    • The KIPS Transactions:PartB
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    • v.14B no.2
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    • pp.89-98
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    • 2007
  • For browsing, searching, and manipulating video documents, an indexing technique to describe video contents is required. Until now, the indexing process is mostly carried out by specialists who manually assign a few keywords to the video contents and thereby this work becomes an expensive and time consuming task. Therefore, automatic classification of video content is necessary. We propose a fully automatic and computationally efficient method for analysis and summarization of spots news video for 5 spots news video such as soccer, golf, baseball, basketball and volleyball. First of all, spots news videos are classified as anchor-person Shots, and the other shots are classified as news reports shots. Shot classification is based on image preprocessing and color features of the anchor-person shots. We then use the dominant color of the field and motion features for analysis of sports shots, Finally, sports shots are classified into five genre type. We achieved an overall average classification accuracy of 75% on sports news videos with 241 scenes. Therefore, the proposed method can be further used to search news video for individual sports news and sports highlights.

A Study of Service Quality and Identity on Professional Sports for Promoting Licensing Product Intentions (라이센스 제품의 구매 촉진을 위한 프로 스포츠 서비스 품질과 동일시에 관한 연구)

  • Park, Bae Jin;Park, Sun Young
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.3
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    • pp.189-197
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    • 2016
  • This study is aimed at providing basic data necessary for promoting consumption of professional sports licensing in the industry through service quality. Specifically, the current study examines the effects of service quality and licensing product intentions on professional sports and evaluates the moderating identity. For this study, we distributed a total of 480 questionnaires to those sampled through non-probability sampling from people living in small and medium cities including Seoul. Collected data were coded and entered into the computer, and statistically processed using SPSS Statistics 18 The results were as follow: First, service quality of professional sports significantly effect on licensing product intentions, but identity could not effect on licensing product intentions. Second, Identity as a moderating variable has significantly positive effect on the relationship between star player of service quality and Licensing Product Intentions. In conclusion, the companies that participate as title sponsors in professional sports were proven to promotion their licensing product intentions, as identified with sports fans through service quality of professional sports such as record, attractiveness, star player and locally affiliated.

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