• Title/Summary/Keyword: 프로 스포츠

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The study of changes in performance in KLPGA using growth curve analysis (성장곡선을 이용한 한국여자프로골프의 경기력변화 연구)

  • Kim, Nam Jin;Min, Dae Kee
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.4
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    • pp.847-855
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    • 2014
  • In recent years, women's monetary rewards in golf increased and their performances have improved significantly compared to other sports. Sports marketing has become more active in Asia and the number of Korean players in LPGA with good scores are increasing. For these reasons, golf is becoming increasingly popular. The prize money is higher than in other sports and the economic benefits are increasing due to the financial incentives such as sponsorships. Many of these prospects actively affect women's golf. Certain rookies continue to increase and their performances improve day by day. In this study, I analyze the changes in performance over time of last 5 years from 2009 using growth curve analysis. According to the results of analysis, driving distance and average putting skills developed but green in regulation decreased.

Persuasion Effects of Corporate Sports Marketing Strategy on the Corporate Image : Focused on the Moderating Effect of Origin Perception and Corporate Reputation (기업의 스포츠마케팅 전략에 따른 기업이미지 설득효과 : 원산지 인식과 기업평판의 조절효과를 중심으로)

  • Chang, Kyung-Ro;Kim, Min-Cheol
    • 한국체육학회지인문사회과학편
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    • v.54 no.4
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    • pp.347-361
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    • 2015
  • The purpose of this study was to examine whether corporate sports marketing strategy using professional teams changes corporate image. In particular, this study was intended to analyze the effects of origin and corporate reputation on the change of corporate image in the process of persuading corporate image. Finally 211 effect data were secured by pre-test and post-test. The change of corporate image and the moderating effect of origin perception and corporate reputation were analyzed. The results were as follows. First, corporate trust image and social contribution image showed statistically significant increase. Second, corporate image had a difference before and after the test according to origin perception and after the test, corporate trust image and social contribution image were increased. Third, corporate image had a difference before and after the test according to corporate reputation. After the test, corporate trust image and social contribution image were increased and trust image confirmed the mediating effect according to corporate reputation. Based on the findings, this study suggests that corporate sports marketing strategy using professional teams has an effect on the persuasion of corporate image. Moreover, it demonstrates that the strategy is an important marketing tool to change consumers' corporate image.

Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.117-126
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    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.

A Study on How to Nurture New Players using Data Analysis (데이터 분석을 활용한 신인급 선수 육성 방안 연구)

  • You, Kangsoo
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.17-21
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    • 2021
  • Recently, in the field of sports, the use of data in conducting games, planning seasons, and operating teams has increased significantly. Also, in order to develop better players, it has become necessary to use data to accurately analyze their performance. Therefore, in this study, various data about rookie players was collected and pre-processed in order to analyze and visualize their performance. Additionally, an analysis was conducted to determine at least how many opportunities should be given to foster rookie players. Then, a data analysis method was presented for nurturing athletes by using data in the field of sports. It is expected that this study will contribute to fostering rookie players by utilizing data.

Effect of Satisfaction and Absorption of Spectating on Desire of Re-Spectating at the Professional Sporting Events (프로스포츠 관람만족 및 관람몰입이 재관람의사에 미치는 영향)

  • Kim, Hong-Seol
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.216-223
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    • 2008
  • The purpose of this study was to examine the effects of the satisfaction and absorption of spectating on desire of re-spectating at the professional sporting events. This study set a model of consumer behavior decision based on the results of the precedent studies about the determinative factors of consumer behavior and the hypothetical model done by Wakefield & Sloan(1995), Hansen & Gauthier(1989), Jeffrey(1997), Green(1995), and Kim(1999) and clarified it through the regression. To attain the goal of the study described above paragraphs, some viewers of 2007 season pro-soccer and pro-baseball games were set as a collected group. Then, using the stratified cluster random sampling method, finally drew out and analyzed 605 spectators in total. Data collected through a questionnaire designed for this study consist of fixed alternative choice response to items constructed to represent the operational definition for each variable. Statistics employed for data analysis was correlation and multiple regression. Based upon the results of the study, the following conclusions appear warranted: 1. Satisfaction of spectating influence on desire of re-spectating at the professional sporting events. 2. Satisfaction of absorption influence on desire of re-spectating at the professional sporting events.

A Meta Analysis of the Effects of Physical Activity Programs in the Elderly with Disabilities (장애노인 신체활동 프로그램 효과에 대한 메타분석)

  • Kim, Kyungjin
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.301-308
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    • 2018
  • The study conducted a meta analysis to identify the effects of physical activity programs for the elderly with disabilities. The 14 out of 177 studies, fulfilled the process and requirement, were selected for the Hedges'g, funnel plot, forest plot, Egger's regression test, trim-and-fill, fail-safe N. There were three conclusions based on the results. First, the physical activity was effective for the elderly with disabilities and showed good effects on the psychomotor, cognitive, and affective domains. Second, the physical activity programs of fundamental exercise skill, game and sport, and fitness exercise showed positive effects on the psychomotor, cognitive, and affective domains in the elderly with disabilities. Third, the fundamental exercise skill for the psychomotor domain, the game and sport for the cognitive domain, and the fitness exercise for the affective domain were the most effective for the elderly with disabilities.

A Research on the Nature of Working of the Employees in e-Sport Industry (e-스포츠 산업 종사자의 노동자성에 관한 연구)

  • Ahn, Sun-Young;Shim, Jae-Woong
    • Korean journal of communication and information
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    • v.62
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    • pp.264-285
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    • 2013
  • The goal of the study is to analyze some structural issues of e-sport industry which has rapidly developed since 2000. Most of the previous studies regarding e-sport dealt with e-sport in terms of industrial prospect and economic values. In this study, we attempted to focus on employees of the field using in-depth interview method. Research findings show that there were several reasons for younger workers to early enter into the industry such as individualized labor market of post-modern era, growth of IT industry, and diversion of related occupational categories. The development of e-sport industry was possible with the youth' passion for the industry. However, their labor so called "professional" is vulnerable without systematic structure for them. This indicates that industrial prospect of e-sport industry and business models are not healthy. In addition, some implications of the findings were discussed.

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Establishment of the Digital Era Elderly by Lifelong Educational Leisure Sports (평생 교육적 여가스포츠를 통한 디지털 시대의 신노인상 정립)

  • Kim, Myung-Mi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.6
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    • pp.933-940
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    • 2013
  • Our country is defenseless against the aging population in society that is suddenly and rapidly increasing. This is expressed as the aging shock and aged society earthquake, warning us of the crisis in the future society. Senior citizens of Korea are a group that does not receive proper education due to various social factors, and it is a group that requires lifelong education more than any other group, and therefore, senior citizens have become a priority target for lifelong education. Thus, the need for lifelong education for seniors can be said to be in establishing a new senior citizen image so that they may live a fuller retirement by improving their abilities to appropriately adapt to the rapidly changing modern society due to the digital times. Furthermore, with the enhanced cultural level and personal desire for a fuller life in the modern society, the necessity for leisure activities has been emphasized. Instead of simply relieving stress through leisure activities, it aims at being provided with educational opportunities through leisure activities. Therefore, senior leisure activity education should be an important method for establishing the senior citizen identity of a self-oriented senior, productive senior, volunteering senior, informed senior, and a well-rounded senior, which are all the image of senior citizens in the 21st century. In addition, a specialized leisure activity program that systematically provides education for leisure activities should be performed from the perspective of lifelong education. Hence, the significance of senior citizen leisure activities as lifelong education is in improving health, enhancing sociability and realizing one's self, while improving the quality of life for senior citizens. It will be greatly meaningful for establishing the new senior citizen image in which they independently live their own lives, while not being dependent on others, as required in the 21st century.

Ligament Injuries of Knee in the Recreational Skiers (스키에 의한 슬관절 인대 손상)

  • Lee Dong Chul;Ko Jin Hyeok;Kim Dong Han
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.2 no.1
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    • pp.37-43
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    • 2003
  • Purpose: This study is to analyse the injury patterns of knee ligament and the factors influencing ligament injuries of knee, and to evaluate the changes of knee function and activity after ski injury. Materials and Methods: Thirty cases of ligament injuries of knee were studied with a questionaire, stress radiographs, magnetic resolution imaging, and physical examination. Mean age was 28.6 years old and mean follow up was 29.6 months. Clinical evaluation of Lysholm knee scoring scale was used for knee function and Tegner activity score was used for activity change after ski injury. Results: The anterior cruciate ligament (ACL) injury accompanied with medial collateral ligament(MCL) injury was most in 11 cases and isolated MCL injury was the next in 9 cases. The common types of injury mechanism were Phantom foot phenomenon (13 cases, 43$\%$) and valgus external rotation injury (12 cases, 40$\%$), which constitute 83$\%$ of all case. At the last follow up, the mean Lysholm score was 93.4 and mean Tegner activity score was 4.2. The reduced Tegner activity score after injury was 1.9. Among several injury groups, the evaluation of knee function and activity was best in the isolated MCL injury group and worst in the ACL injury accompanied with MCL injury group. The factors to influence ski injury were participation to ski class, release of binding, and skiing long time more than 2 hours. Conclusions: Lysholm score at last follow up revealed good grading, but sports activity after ski injury was reduced when compared with pre-injury state. It seems to need a active, systemic sports rehabilitation program after sports injury.

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Analysis of Service Quality Factors in the Youth Sports Club : Focused on Customer Satisfaction Coefficient and PCSI Index using Kano Model (유소년 스포츠클럽 서비스품질요소 분석 : Kano모델을 적용한 고객만족계수와 PCSI지수를 중심으로)

  • Yoon, Sin-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.71-80
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    • 2021
  • This study is aimed at analyzing the characteristics of each service quality and the requirements of the customers followed by the classification of service quality factors of youth sports clubs by using Kano model. For this purpose, a survey was conducted by targeting on 257 subjects in 10 youth sports clubs in Seoul and Gyeonggi areas and for data processing, Microsoft Office Excel 2016 and SPSS 22.0 were used to carry out Frequency Analysis, Factor Analysis, Reliability Analysis, Kano model Quality Classification, Timko's Customer Satisfaction Coefficient, and the computation and analysis of Public-service Customer Satisfaction Index. The following shows the research findings. First, as a result of using Kano model to classify each item of the service quality factors of the youth sports club through Dualistic Quality Theory Attribution, one-dimensional quality elements resulted in all 22 items of service quality factors of youth sports club. Second, the customer satisfaction coefficient computation result showed that satisfaction coefficient appeared by the order of 'kind response of the instructor,'(0.81), 'attitude of the instructor'(0.80), 'systematic lecture program'(0.76), and 'variety of program)'(0.76) and dissatisfaction coefficient appeared by the order of 'clean and pleasant facility'(-0.79), 'attitude of the instructor'(-0.76), 'kind response of the instructor'(-0.76), 'convenience of parking facility'(-0.73), and 'promptness of business process'(-0.73). Third, the public-service customer satisfaction index placing appeared by the order of the 'attitude of the instructor', 'kind response of the instructor', 'clean and pleasant facility' and 'systematic lecture program'.