• Title/Summary/Keyword: 승부조작

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A research of fairness and power in sport (스포츠의 공정성과 권력의 탐구)

  • Kim, Jin-Hun
    • 한국체육학회지인문사회과학편
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    • v.54 no.5
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    • pp.581-592
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    • 2015
  • This research was fairness in sport and power is how they form and change through historical discussion on the sport's doping and ran afoul of fairness Explored in match-fixing in relationship with power, the product of the problems of human desires. First, doping and exploration of power. The history of doping in sports, history as long as it existed before. Medication is ruler of the players can't or don't conform with authority between the pair formed a relationship, where, in accordance with the victory of a temptation for wealth and fame and vested interests and desire, is personal, Society and country ranging and widely is committed. In particular, power of expression is reflected well reflected in the sport in the Cold War era and, in those days was wrong thinking and practices are still truly understands the connection between doping and anti-doping. Second, match-fixing and exploration of power. Also in the history of sport as doping, match-fixing, always existed. Sport and fairness of match-fixing in relation to artificial sources, and well decide the outcome of which ended with sport, not an issue connected to gambling and other crimes, And that's another sport and bring about a vicious circle of even turn into a row. The reason for this match fixing in power part of the formation of capital and profits for the exact cause has developed that further threatens the fair sport. Thus, in fairness, and relations of power in sport doping and match-fixing is historically very meaningful and, further research and discussion is needed. Buried the materialistic values of sport doping and match-fixing, nothing is being tolerated and other researchers' power as the elements of the pie grow only by sport only No one can guarantee that only satisfied if we hold a bright future of sport.

An Analysis on the Sports Ethics Awareness of University Student Athletes (대학 학생선수의 스포츠윤리 인식 분석)

  • Choi, You-Lee;Lee, Yong-Kuk
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.569-576
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    • 2019
  • The purpose of this study was to analyze the sports ethics awareness of college student athletes. To this end, data was collected from 312 college student athletes. The collected data were analyzed by descriptive statistic and chi-square analysis by the experience of college student athlete's intentional defeat, recognition of intentional defeat, cause of match-fixing, and necessity of sports ethics education. The conclusions are as follows. First, 7.1% of the college students had experienced losing intentionally. Second, 16.3% of the college student athletes did not perceive intentional losses irrelevant to gambling as match-fixing. Third, the college student athletes perceived that the causes of match-fixing included illegal pursuit of profits, environmental factors, human relationships, lack of education, etc. Fourth, 8.1% of the college student athletes viewed that sports ethics education is necessary. This study can be used as a basic data of sports ethics education for student athletes and it is expected to grow as a student player who can maintain moral character.

A Study on the Activation Plan for Professional Sport League through Exploration of Inducing Factors of Match Fixing (승부조작 유발요인 탐색을 통한 프로스포츠 활성화 방안)

  • Bang, Shin-Woong;Park, In-Sil;Kim, Wook-Ki
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.153-170
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    • 2021
  • This study was attempted to derive strategic implications for activating professional sports by conducting in-depth interviews with professional sports officials such as players, teams, federations, agencies, etc., by searching for factors that cause match fixing and deriving preventive strategies based on them. Eight people with more than 3 years of experience working in professional sports were selected using the snowball sampling technique. Data were collected and analyzed by applying a semi-structured in-depth interview method for them. As a result of the analysis, five core categories (the learning effect from the cartel for entering university, the culture learned in a camp training, the manifestation of the latent learning effect, the negative effect of the human network, the personal disposition) were derived as factors causing match-fixing. As for the strategy to prevent match fixing, first, improving the college entrance examination system oriented on individual capability, second, improving the education system for student athlete, third, establishing a prevention system, fourth, continuing education, fifth, and activating the agent system as the core categories. Implications for the derived research results and future research directions were discussed.

Development of Sports Ethics Consciousness Scale for Preventing Fixing Game (승부조작 예방을 위한 스포츠 윤리의식 척도개발)

  • Kwon, Ki-nam;Lee, Jung-Rea;Lee, Hyuck Gi
    • 한국체육학회지인문사회과학편
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    • v.58 no.4
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    • pp.127-138
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    • 2019
  • The purpose of this study was to develop sports ethics consciousness scale for preventing fixing game, based on foreign data but considering the actual conditions of Korea. Respondents were elite sports athletes from D-city. This study was conducted on 304 elite sports athletes from middle, high school and college students selected by purposeful sampling, for three months from May to July 2018. In the date analysis stage, the descriptive statistic analysis was performed for understanding the item characteristic and the internal consistency coefficient(α), the exploratory factor analysis and the confirmatory factor analysis were perforned for analysing the credibility, the validity. There were five sub-factors of sports ethics consciousness scale, consisting of ethics of autonomy, ethics of collectivism, ethics of common good, ethics of dignity, and ethics of productivity, which were identified through 23 questions. It was proved that the scale have enough suitability (χ2=420.151, df=220, p=.000, GFI=.996, NFI=.979, TLI=.960, CFI=.978, RMSEA=.055).

Content Analysis of Crisis Response Communication Strategies along Crisis Stages for Match-fixing Case in K-League (프로축구 승부조작 사건에 대한 프로축구연맹의 위기단계별 위기대응 커뮤니케이션 전략 분석)

  • Bang, Shinwoong;Hwang, Sunhwan
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.390-402
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    • 2014
  • This study, based upon the Sturges' crisis stages, examines the crisis response communication strategies of Korea Professional Football League(KPFL) for the K-league match-fixing case as well as the frequency of related news articles and the source of information. To explore the crisis response communication strategies the Korea Professional Football League used, a total of 118 news articles were analyzed using the content analysis and frequency analysis. The unit of analysis for crisis response communication strategies is sentence. The frequency of news articles based upon the crisis stages shows highest rate at the acute crisis stage. The source of information for news reports shows that KPFL was one of the major sources of the news reports. KPFL's crisis response communication strategy throughout all stages of the crisis stage shows that corrective action strategy was used highest ratio. In particular, the crisis response communication strategy between team, player and KPFL was shown lack of consistency throughout all crisis stages. Implication and future research direction for the results are discussed.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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Preliminary research on esports of Northeast Asia part 1: Downfall of affect, 10 years history of Korean e-sports (동북아시아 e스포츠 현황에 대한 기초연구 1: 정동(affect)의 실각, 한국 e스포츠 10년사)

  • Lee, Yongbeom
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.61-74
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    • 2020
  • Northeast Asia accounts for half of the world game market, worth $ 152.1 billion, and has abundant growth potential. Early e-sports in Korea could be formed through the distribution of affects of active participation of gamers and fans. Since then, the establishment of a corporate team has continued, securing stability as an industry. However, mediation rights, intellectual property disputes, and game manipulations continue, leading to a massive escaped of early fandom and the collapse of StarCraft-based ecosystems.

Finding Pointing Spot of Korean Sports Culture and Alternative to its Advancement (한국 스포츠문화의 지향점과 선진화 대안 찾기)

  • Kim, Young-Kab
    • 한국체육학회지인문사회과학편
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    • v.54 no.1
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    • pp.47-55
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    • 2015
  • This study is to examine the current situation of Korean sports culture and seek its pointing spot and alternatives to its advancement. First, out of the current situation of Korean sports culture, that of school physical education, even though it is the most significant basis for sports culture, is riddled with so many contradictions that the pace of its change is very slow. Only when the elite sport is normally operated and well coordinated, can it have the value of existence as a stable field. The mass sports have been determined to have insufficient self-reliance of sport facilities, sport programs and instructor management since the national policy for physical education has been focused on the elite sports. Second, internalization of "Winning First Policy" as a pointing spot of sports culture has been found to be an production of the value system with not only a very passive tendency caused by political changes. Accordingly, the concept of sports-culturism has been introduced as a new pointing spot of sports culture and then it has been emphasized that the sports-culturism is the awareness of sports advancement. Third, in terms of finding any alternatives to sports culture, enacting a school physical education promotion law has a very significant meaning as its advancement method. Next, the immorality of and match-fixing by sport organizations and the umpire's bad call have been mentioned as major problems to the elite sport, and also the alternative to each field has been set. Last, it has been assented with emphasis that Law of Sports for All should be enacted for the public sports to have any significance of the times.

Why and Who Participate in Illegal Gambling?: The Psychological Characteristics of Illegal Gamblers (누가, 왜 불법도박을 할까?: 불법도박 경험 수준에 따른 심리적 특성)

  • Junbok Lee;Sangyeon Yoon;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.20 no.2
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    • pp.155-176
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    • 2014
  • The previous researches of gambling have been rather focused on the legal gambling industry and gambling addiction and ignored the issue of illegal gambling. But, illegal gambling in Korea has been continuously growing in its volume and the numbers of the relevant mental and social problems such as gambling addiction, crimes, suicides, and etc. have been increasing rapidly. The present study investigated the psychological characteristics of illegal gamblers with comparing gamblers who never experienced illegal gambling (NE), who experienced illegal gambling but participate mainly in legal gambling (EIG), and who participate mainly in illegal gambling (MIG). 1317 NEs, 177 EIGs, and 37 MIGs were recruited and completed an online survey that measured individual dispositions (risk-taking tendency, regulatory focus, locus of control), attitudes towards gambling regulations, misconception of illegal gambling, motives (monetary, excitement, socialization), and emotions. First, EIGs and MIGs, compared to NEs, preferred risk-taking, and EIGs were more promotion focused than NEs. Also, EIGs perceived illegal gambling as less illegal and tended to hold more misconceptions about illegal gambling, compared to NEs. Furthermore, EIGs and MIGs had stronger monetary and excitement motivation than NEs. Finally, MIGs were more likely to feel anxious than other groups. Focusing on the illegality of gambling, the characteristics of illegal gamblers are discussed and political implication on illegal gambling is suggested.

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User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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