• Title/Summary/Keyword: 스포츠 문화

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A Convergence Study of the Influence of Empathy and Prosocial Behavior on School Life Happiness of Multicultural and Korean Adolescents through Sports Activity (스포츠 활동을 통한 다문화 청소년과 한국 청소년의 공감과 친사회적 행동이 학교생활행복에 미치는 영향의 융합적 연구)

  • An, Jung-Hun;Cheon, Hang-Uk
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.245-256
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    • 2019
  • The study is aimed at examining the influence of empathy and pro-social behavior on school life happiness of multicultural and Korean adolescents through sports activities. The results of the analysis of total 461 adolescents participating in sports activities and not participating in sports activities are as follows. Adolescents participating in sports activities have higher levels of empathy, pro-social behavior and school life happiness than those who do not participate. And the more experience involved in sports activities, the higher the level of empathy, the level of pro-social behavior and the level of school life happiness. There is a significant correlation between empathy and pro-social behavior and school life happiness. Empathy and pro-social behavior factors affecting school life happiness are statistically influencing factors such as "relationship formation", "communication", "cooperation", "assistance", "emotional expression", and "comfort". The results of this study suggest the importance of dealing with empathy and pro-social behavior through sports activities in the school life happiness of multicultural families and Korean adolescents.

A Study on Effective Graphic Design for the e-Sports Broadcasting (e-스포츠 방송을 위한 효과적인 그래픽 설계에 관한 연구)

  • Jae Sol Lee;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.133-135
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    • 2023
  • 본 연구는 호황을 누리고 있는 e스포츠 방송 분야에서 그래픽 디자인의 중요성을 탐구한다. e스포츠 시청자에게 명확하고 매력적인 비주얼을 제공하고 선수 통계, 팀 순위, 토너먼트 일정과 같은 정보를 제공하는 효과적인 그래픽 디자인의 중요성을 강조한다. 시각적으로 매력적이고 몰입감 있는 방송을 만드는 데 도움이 되는 핵심 원칙과 전략을 식별하는 것을 제안하고 있으며, 그래픽에 대한 시청자 반응을 측정하고 문제가 될 수 있는 그래픽이 전반적인 e스포츠 경험을 방해하는지 확인하기 위해 설문 조사를 통해 분석 결과를 제시한다. 그리고 디자이너가 고려해야 할 핵심 사항에는 명확성, 일관성, 브랜딩 및 혁신이 포함되며, 이 모든 요소는 청중을 참여시키고 e스포츠 방송의 품질을 높이는 효과적인 그래픽을 만드는 데 도움이 될 수 있는 내용들을 제시한다.

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Residents' Perceptions of Social and Cultural Impacts of the Sport Event - Focus on the Kumsu Mountains Marathon Race 2005 in Jecheon - (스포츠 이벤트 개최로 인한 사회문화적 영향분석 - 2005 제천 산악마라톤대회를 중심으로 -)

  • Choi Sang-Su;Lee Kwan-Pyo
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.161-169
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    • 2006
  • This study is based on the sport event(mountains marathon race 2005 in Jecheon) of social and cultural impact. The results were as fallows: Factor analysis of 19 positive impact items produced five dimensions and factor analysis of 9 negative impact items produced two dimensions. As an example of results, younger generations (those in 20s and 30s) and service employees tended to perceive the impacts of the sport event more positively than other age or occupation groups. Thus, the results indicated that attitudes toward the event are likely to differ across socio-demographic characteristics.

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eSports Perception and Analysis of Differences among Deaf (청각 장애인이 지각하는 e스포츠 인식 및 차이분석)

  • Choi, Kyung-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.245-252
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    • 2022
  • This study is significant in explaining the eSports awareness survey and future development direction of deaf people. Therefore, 189 deaf people were selected as the population, and the following conclusions were drawn by frequency analysis and t-test using SPSS 21.0 and Excel 2016. First, 67.7 percent of the 189 deaf people recognized eSports, 61.4 percent recognized it as a new sports system, and 65.6 percent participated directly or indirectly in eSports. Second, smartphones are the most common e-sports participating devices, and most of the participating events are Kartrider, which is recommended by friends. Third, the most inconvenient part of participating in eSports was the lack of eSports programs for deaf people, and the survey on whether to recommend eSports was the most likely. Fourth, the most common reason for not recognizing eSports as a new sport is that they are not actually sports, so they are not interested in participating. Fifth, there are statistically significant differences in eSports awareness, recognition and participation of deaf people by gender.

간다거리의 스포츠 전문서점 '쇼센 북마트'

  • Kim, Eun-Ji
    • The Korean Publising Journal, Monthly
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    • s.238
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    • pp.11-11
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    • 1998
  • 올해로 개점 31년째인 '쇼센북마트'는 지하 1층 지상 4층에 스포츠 관련서와 비디오테이프.CD를 갖추고 있다. 축구.야구 등 인기종목뿐만 아니라 합기도.유도.태극권 등 격투기 같은 희귀종목 관련서는 타의 추종을 불허한다. 또 모든 스포츠 잡지의 과월호를 모두 갖추고 있어 스포츠광들의 발길이 끊이지 않는다.

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Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.28
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    • pp.79-99
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    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

A Study on Digital Therapy for the Elderly Using E-Sports (e스포츠를 활용한 고령자들의 디지털 치료에 관한 연구)

  • Hye-Ra Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.65-68
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    • 2023
  • 4차 산업혁명과 메타버스와 같이 빠르게 변화하는 정보화 시대에서 디지털 사각지대에 놓인 '디지털 소외 계층'들이 존재하고 있다. 특히 고령자 같은 경우엔 빠르게 변화된 사회 속에서 보장받아야 할 디지털 교육을 받지 못하여 이제는 당연하게 누려야 할 편리함까지 놓치고 있다. 본 논문에서는 이런 문제들을 해결하기 위한 효과적인 디지털 교육 방안으로 '놀이'와 '게임' 그리고 '컴퓨터'를 융합시킨 'e스포츠'를 통해 디지털 치료제로서 제안하고자 한다. 이는 단순한 '교육'이 아닌 새로운 실버 콘텐츠로 접근하여 노인들의 또 다른 문화로 개척하며 디지털 소외 문제를 해결하는 것과 동시에 고령자들에게 'e스포츠'의 발전과 인식개선에도 기대해 본다.

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A Inquiry of Happiness Pursuit through Sports activity (스포츠와 행복추구)

  • Soojung Park
    • Korean Journal of Culture and Social Issue
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    • v.15 no.1
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    • pp.241-250
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    • 2009
  • This study examines that how can we pursuit the happiness through sport activities. For achieves this purpose, focusing specifically on what is happiness, physical happiness process and psychological happiness process. Therefore, this study was started that sport have an influence of individual's physical and psychological health. The conclusions of this study are like that: Individual's participation in sport is very important. Sport experience requires understanding of inherent meaning attached to sport and ongoing efforts to acquire wisdom to capitalize on sport in an appropriate manner. Sport experience should be deemed as a means of serious activities and pursuit of happiness. In sport participants, someone's age is not meaningful. As getting old, a sport participate rates and happiness are increasing. Especially, In aging society, This facts are very meaningful. Therefore Sport participation is closely related to the perceived quality of life and happiness. It can be further suggested that physically active sport-leisure participation rather than passive or sedentary leisure involvement increases perceived quality of life and happiness. Happiness is life itself.

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South and North Korean Sport Viewed through the Life History of Female North Korean Defector Sportswoman (탈북 여성 스포츠인의 생애사를 통해 본 남북한 스포츠)

  • Choi, Young-Geum
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.311-320
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    • 2021
  • The study looked at a cross section of inter-Korean sports through the lives of female north korean defector. The researcher was a north korean national team player in the early and mid-1990s and defected to the north and played for the national team in South Korea. After her retirement, she became a coach, but felt limited and left the sports world. After analyzing the informant's interviews, the prevailing idea was that she was always politically used, and there was a regret that he was spotlighted as a defector rather than an athletic skill. And she was not in a position to choose between South Korea and North Korea. It was also shown that inter-Korean sports exchanges could not be developed unless economic conditions were supported. As a stranger, the research participants felt alienated and adapted to South Korea. Her life is an example of experiencing inter-Korean sports at the same time, and it is believed that she can have personal, specific, and concrete characteristics while showing universality in the upcoming era of unification.

Cross Cultural Differences in Advertising Strategy for Sports Product (문화적 특성에 따른 스포츠상품의 광고전략 차이)

  • Lee, Jun-Youb
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.331-339
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    • 2009
  • Cultural characteristics of a country can affect consumers' buying behaviors. So global companies should think about cultural characteristics of the country that they want do marketing activities. Especially it is very important in sports product marketing because it is closely related with cultural characteristics of the country. This study examines relations between cultural characteristics and advertising strategy for sports product among Korea, England and France. I used content analysis method for this study. I found that Korea and France have similar cultural characteristics and advertising strategy for sports product but England has different cultural characteristics and advertising strategy for sports product. sense of community effect to community identification and community loyalty. Satisfaction of need, Emotional advertising strategy is mostly used in Korea and France. But rational advertising strategy is mostly used in England.