• Title/Summary/Keyword: 스포츠 재미

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The Effect of Achievement Goal Orientation and Enjoyment of Winter Sports Participants on Participation Satisfaction (동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 미치는 영향)

  • Seok-Yeon Cho;Dae-Hoon Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.5
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    • pp.1092-1103
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    • 2023
  • This study is a study to investigate how the achievement goal orientation of domestic winter sports participants has an effect on fun factors and participation satisfaction. A total of 326 questionnaires were used in this study, SPSS(Version 27.0) was used as a data processing method, and frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and multiple regression analysis were used as statistical methods. The results of verifying the statistical effects of achievement goal tendency, fun factors, and participation satisfaction are as follows. First, as a result of verifying the effect of achievement goal orientation on fun factors, self-goal orientation and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on exercise ability, exercise utility, promotion of friendship, and self-satisfaction factors. Second, self-goal and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on facilities, costs, classes, interpersonal relationships, and health factors. Third, the sub-factors of fun factors such as exercise ability, exercise utility, promotion of friendship, and self-satisfaction had significant impacts on facilities, costs, lessons, interpersonal relationships and health factors.

Simulation Technology for Sports Arcade Games (스포츠 아케이드 게임 시뮬레이션 기술)

  • Baek, S.M.;Kim, J.S.;Kim, M.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.57-64
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    • 2011
  • 세계 아케이드 게임 시장은 전체 게임 산업에서 높은 비중을 차지하고 있으나 그에 비해 국내 시장이 차지하는 비율은 매우 작다. 따라서 국내 아케이드 게임 산업을 활성화시키기 위한 방안으로 최근 각광받고 있는 체감형 스포츠 게임을 주목할 필요가 있다. 그러나 체감형 스포츠 게임 제작에서 단순히 비주얼 효과 및 재미 요소만으로는 새로운 시장에서의 경쟁력이 부족하며, 이를 극복하기 위한 방법으로 사실감 있는 시뮬레이터로 발전하기 위한 기술들이 필요하다. 본 논문에서는 실감 및 체감형 스포츠 게임을 개발하기 위한 핵심 기술들의 동향을 분석하고자 한다.

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생활 속 레저 - 게임 재미에 운동 효과까지 제대로 포켓볼

  • Lee, Eun-Jeong
    • 건강소식
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    • v.38 no.12
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    • pp.20-21
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    • 2014
  • 겨울에는 평소보다 몸을 웅크리고 활동량이 줄어 체중이 늘기 십상이다. 더욱이 따듯한 실내에만 머물고 싶은 생각이 간절하다. 이런 때일수록 운동이 필요한 법. 따뜻한 실내에서 즐길 수 있는 운동으로 포켓볼보다 좋은 게 또 있을까. 천천히 걸으면서 이야기를 나누고 게임하는 동안 차 한잔을 곁들일 수 있는 흔치 않은 레저 스포츠로, 게임하는 재미에 운동 효과까지 제대로 얻을 수 있다.

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Spectator's Value Cognition and Expected-benefit Factors on Professional Baseball Sportstar (프로야구 스포츠스타에 대한 관람자의 가치인식과 추구혜택)

  • Lee, Jong-Young;Ko, Jung-Hee
    • 한국체육학회지인문사회과학편
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    • v.51 no.3
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    • pp.79-88
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    • 2012
  • The purpose of this study was to find spectator's value cognition and expected-benefit factors on professional baseball sportstar. Purposeful Sampling method was used to select among fan club leaders and people who had watched baseball games over ten years 8 informants who watched more than 4 times in 6 baseball games in 2011 Lotte Card Professional Baseball League. Data collection relies on focus group interviews and in-depth interviews. Text analysis was attempted to adopt the A-R-C needs theory proposed by Thomson(2006) for spectator's value cognition and the metaphors for consuming by Holt(1995) for expected-benefit factors. The research summary is as follow: Spectator's value cognition on professional baseball sportstar were an object of entertainment-oriented value, a major figure for social relationship-oriented and an object of identical. Spectator's expected-benefit factors on professional baseball sports tar were confirmation of values and heroic orientation. Meanwhile, spectator who had entertainment-oriented value cognition on professional baseball sportstar expect heroic orientation, who recognize professional baseball sportstar a major figure for social relationship-oriented and an object of identical pursue confirmation of values.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Analysis of the Relationships among Fun, the Learning Satisfaction, and the Flow in Social Service Personnel Job Training Education (사회복무요원 직무교육 재미요인과 학습만족, 몰입 간 관계 분석)

  • Lee, Seung-Hoon;Yu, Byeong-Min
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.674-683
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    • 2015
  • 'Fun' may be a basic desire of all human beings, but studies that combine both education and enjoyment were very limited, with the exception of the sports and games subjects. As a result, this study focused on the fun induced from the actual site of education, beginning under the premise that this can increase the effectiveness of education. In particular, it has been concluded that more fun is especially required in compulsory education that disregards one's opinion, with the Social Service Personnel that are required to undergo two weeks of compulsory job training selected as the test subjects. In order to comprehend how the 'fun factor' from the Social Service Personnel' job training influences the educational effectiveness, the causal relationship between learning flow, group flow and learning satisfaction has been proven using the structural equation model. Through this, the median between fun and education was found, as well as whether fun education has an actual effect on educational effectiveness. In addition, it is an opportuniy to emphasise the need for enjoyable education for not just Social Service Personnel, but for all involuntary learners.

게임리뷰-‘피파 2005 온라인’

  • Lee, Deok-Gyu
    • Digital Contents
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    • no.4 s.143
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    • pp.84-86
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    • 2005
  • 난무하는 온라인 스포츠게임 중에‘피파 2005 온라인’은 그 존재감만은 확실한 게임이다. 게이머들은 10년 동안 피파 시리즈가 쌓아놓은‘보장된 재미’에 최신 온라인 기술이 만나 제법 그럴싸한‘센세이션’을 불러일으킬 것이라 생각했다. 하지만 이런 기대는 시작부터 어긋났다. 지금의 피파 2005 온라인은 패키지게임도 아닌, 그렇다고 온라인게임도 아닌 엉뚱한 돌연변이 게임으로 변해 버렸다.

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Game review-‘팡야’ 이보다 쉬울 수 없는 온라인 골프게임

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.7 s.134
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    • pp.98-101
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    • 2004
  • 최근 들어 온라인 골프게임이 주목을 받고 있다. 사실 올해 들어서도 지칠 줄 모르는 활약을 보여주는 국내 골퍼들의 낭보를 들으면서 누구나‘저 푸른 초원 위에, 그림 같은 샷을’하고픈 욕망이 솟아날 법하다. 팡야는 제작사 자신이‘캐주얼 게임’이라고 표방할 정도로 골프를 소재로 하지만 단순히 스포츠 게임이라고 보기는 힘들다. 쉬운 진행 방식에도 불구하고 은근히 재미있다. 예전‘포트리스2’같다고나 할까.

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.