• Title/Summary/Keyword: Basketball

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The Effects of Professional Sports Visitor Factors on Team Image, Team Satisfaction, and Team Reputation: Focusing on professional basketball visitors in 2021-2022 (프로스포츠 관람요인이 구단 이미지, 구단 만족, 구단 평판에 미치는 영향: 2021-2022 프로농구 관람객을 중심으로)

  • Mookyung Jang
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.117-134
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    • 2022
  • This study conducted a survey on visitors who visited the 2021-2022 KBL Professional Basketball Stadium in Wonju to understand how professional sports viewing factors affect the club image, club satisfaction, and club reputation. As factors for watching professional sports, four factors were considered: stadium, game situation, spectating cost, and spectator promotion. A total of 450 questionnaires were distributed and 411 questionnaires excluding 39 questionnaires were used as the final analysis data. For the effective questionnaire survey, After analyzing the purpose and purpose of the research, participants were asked to collect data. The collected data were analyzed using SPSS statistical package after data coding and cleaning process. The results of this study are as follows. First, the effect of professional sports viewing factor on brand image was 45.1%, and the factor of pro sports viewing was significant in stadium, competition situation, and promotion of viewing, and had no effect on viewing cost. Second, the influence of professional sporting factor on the satisfaction of the team was 42.5% in explaining power, which was significant in the stadium, the competition situation, the cost of visiting, and promotion of viewing. Third, the influence of professional sports viewing factor on team reputation was 62.1%, and the factor of professional sports viewing was significant in promoting stadium, visiting cost, and viewing, and had no effect on economic situation. The implication of this study is that in order to increase the brand value of the club, it is much more effective to increase the quality of facilities and food and beverages and to activate events for the audience than to lower the cost of viewing.

The Effects of Compensation and Pay Dispersion on Organizational Productivity and Performance: The Case of Korean Professional Basketball Teams (한국프로농구 기업의 임금수준과 임금격차가 구성원의 생산성과 조직성과에 미치는 영향: 한국프로농구를 중심으로)

  • PHILSOO KIM;TAE SUNG JEONG;SANG HYUN LEE
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.2
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    • pp.127-139
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    • 2023
  • Compensation and pay dispersion has been rigorously scrutinized to investigate their impacts on productivity and organizational performance. However, it is difficult to find a systematic study on the systematic dynamics of compensation and pay dispersion effects specifically in the context of Korean venture companies. Venture companies should manage their organizational resources efficiently to maximize their organizational performance through pay structure by efficiently managing the inherent resources. However, we acknowledge that empirical studies on how compensation and pay dispersion affect organizational productivity and performance are rare to find in the Korean context. To overcome this supplement limitation, this study hypothesized that (1) pay and members' productivity are positively related, (2) pay dispersion and organizational productivity have U shaped relationship, and (3) organizational productivity mediates the positive relationship between compensation and organizational performance. Venture companies and professional sports teams share manifold common characteristics such as size, financial circumstances, and operational objectives. We collect 9 seasons (2013~2014 - 2021~2022) of 10 teams' data of Korean Basketball League teams to test our hypotheses. Methodologically, the assessment of our analysis is rendered with PROCESS macro model 58. The statistical results showed that all hypotheses are statistically supported. This study explains how compensation and pay dispersion affect organizational productivity and performance of venture companies in Korea.

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A Study on Street Fashion of Korean Youth in the 1900s (1990년대 한국 청소년의 스트리트패션 연구)

  • 김정연
    • Journal of the Korean Home Economics Association
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    • v.36 no.9
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    • pp.13-33
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    • 1998
  • The purpose of this study is to examine the styles of street fashion in youth sub-culture which has the leading power of 1990's Korean fashion flow. This topic has been explored in documentary studies about the youth sub-culture and the background of street fashion. Then, it also continued to classify street fashion styles in order to grasp the meaning as a young fashion. The results of this study are as follows. Street fashio of Korean youth are composed of four styles. ; The first is a hip-hop style. The hip-hop of Korea is started by 'Taiji Boys' and their representative apperances are the big-baggy pants, the reversed cap, the thrown backpack. The second is a reggae style. It is formed by the singer 'Kim Gun Mo'. It features the primary color and the use of ethnic fabrics. The third is a kitch style. The kitch is definitely represented by the old, the childish and the satire appearances. It came up with the rock band 'pipiband'. The forth is a sporty style. It comes from 'basketball' and 'skateboarding' which the young people prefer. Its designs are applied from the back-number of players, the names of the teams, the stripes of active-feeling. Based on this study, I designed cloths with 3 concepts to present a new design direction of Street Fashion. Work 1, 「JOY-RIDE」 represented the freedom and the release which are shown by pop music and dance. Work 2, 「GAMMA ENERGY」 represented the dynamic energy through sports games. Work 3, 「AROUND THE CORNER」 represented the form of street including comers, walls, roads etc.

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A Study on the Relationship between Customer's Majors and Products/ pro-sports Preference (고객 전공분야와 관련 제품 및 프로스포츠 선호도와의 관계 연구)

  • Chang Kyung;Ko Hyun-Min;Baek Sung-Hyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.27 no.3
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    • pp.21-25
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    • 2004
  • In today's mass production/consumption society, there are many important constituents people need to have/do for their happy life. Very few People think that among those components enjoying Pro-sports in their life is essential, and Many business companies are interested in owning/operating pro-sports teams. Thus, many studies have been progressed on sports management or sports marketing domestically and abroad. This paper studied the preference relationship between subject's majors and products/service and pro-sports. We constructed hypotheses about the relationship and tested them by using ANOVA and Tuckey tests. We found significant results that preference for coke/cider is influenced by subject's majors, and that preference for pro-baseball, pro-football, and pro-basketball is also influenced by subject's major, etc. As the results, we can have important information about who are the most important customers and who should be target customers for marketing and promotion, and with the information related business companies can attain higher profitability and less loss through more effective sports marketing.

Semiotics Approach to TV Advertisement of Disabled Model (장애인모델 TV광고에 대한 기호학적 분석)

  • Lee, Ji-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.327-335
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    • 2015
  • This study analyzed symbolically the TV advertisement of disabled model from the point of view of the advertising communication of the consumers. Depending on the characteristics of the semiotics square of Greimas, the flow of the value of consumption of people with TV advertisement of disabled model, protective value, non-protective value, existence value, non-existence value such as ${\infty}$ re-protective value in the presence value it will move the form. The results from this study showed that SK Telecom TV ad (wheelchair basketball) is existence value, the iPhone 4 (lovers) is non-protective value, Samsung Securities (campaign) is protective value and Sonata automotive TV ad (Sonata Touchable Music Sheet) shows the non-existence value.

The Development of 'Hot & Cold Zone Data' Mobile Application for Instruction in the Athletic Club (운동부의 지도를 위한 'Hot & Cold Zone 데이터' 분석 시스템 개발)

  • Kim, Se-min;Ryu, Chang-soo;You, Kang-soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.669-670
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    • 2016
  • In this study, we developed an application that athletic leaders can refer to the map data, separated by a hot zone results of student athletes (Hot Zone) and cold zones (Cold Zone). The sport developed in this study is basketball. Athletic club's coachs can analyze a high probability of a student scoring players can use them to further improve training results. And student athletes also can through the accumulated data to identify their strengths and weaknesses expect motivation and performance enhancement, and accordingly expected to further study.

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A Study of Customer Royalty to Pro-sports and General Products/Service (프로 스포츠 및 일반제품/서비스에 대한 고객충성도 연구)

  • Chang, Kyung;Min, Jae-Young
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.3
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    • pp.16-27
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    • 2002
  • This paper is mainly interested in customer's(fan's) royalty to professional sports in sports industry. The royalty is studied with the royalty to several products and a service, so that we can obtain the comparison between both the former and the latter royalty. Interested professional sports, products and service are baseball, basketball, soccer, beer, cu, cola/cider, etc, and we will call each of them 'item'. The seven related hypotheses are considered. In hypotheses the dependent variable is royalty to nine items, and the independent variables are rune items, and customer's sex and major. For testing hypotheses, a questionaire is used, and reliability is checked with Cronbach's Alpha and correlation coefficients. For some items the royalty is significantly strong. Rather, even if some item has bad quality, it is found that customers can be royal to that item. We can identify some of those items through the results of this study. The strong significant results will be useful for the customer management. Additional studies are required for nonsignificant results which seems to be useful, and they are noted in the final part of the paper.

Incidence of Oral and Maxillofacial Injuries of a Elementary School Children in Suwon City (수원지역 초등학교 학생의 구강악안면 외상에 관한 실태 조사)

  • Jung, Young-Chan;Oh, Sang-Chun;Lee, Sang-Kwon;Dong, Jin-Keun
    • Journal of Dental Rehabilitation and Applied Science
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    • v.16 no.3
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    • pp.229-236
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    • 2000
  • The purpose of this study was to analyze the prevalence of Oral and maxillofacial injuries of elementary school children in Suwon, Korea. The sample consisted of 850 boys and girls in a elementary school children in the city. This study conducted a survey by sending questionnaires to school-aged boys and girls, to study a condition of traumatic injuries of teeth. 1. The students who had a traumatic injuries in a oral & maxillofacial area are 125 persons(14.7%); boys 93 persons(21%), girls 32 persons (7.9%). 2. Incidence of traumatic injuries was 1 time 102 persons(81.6%), 2 times 14 persons(11.2%), others 9 persons(7.2%). 3. The causes of traumatic injuries were fall down 65.6%, blow 10.4%, sports 9.6%, traffic accidents 7.2%, tripping 3.2%, others 4%. 4. The distributions of sports related traumatic injuries were roller blade 7 persons, bicycle 2 persons, football 1 person, baseball 1 person, basketball 1 person. 5. Types of traumatic injuries were soft tissue injury(40.8%), tooth fracture(36.8%), extrusion(8.0%), jaw fracture(3.2%), others(11.2%).

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A Study on Immersive Audio Improvement of FTV using an effective noise (유효 잡음을 활용한 FTV 입체음향 개선방안 연구)

  • Kim, Jong-Un;Cho, Hyun-Seok;Lee, Yoon-Bae;Yeo, Sung-Dae;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.233-238
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    • 2015
  • In this paper, we proposed that immersive audio effect method using the effective noise to improve engagement in free-viewpoint TV(FTV) service. In the basketball court, we monitored the frequency spectrums by acquiring continuous audio data of players and referee using shotgun and wireless microphone. By analyzing this spectrum, in case that users zoomed in, we determined whether it is effective frequency or not. Therefore when users using FTV service zoom in toward the object, it is proposed that we need to utilize unnecessary noise instead of removing that. it will be able to be useful for an immersive audio implementation of FTV.

An Study on Demand Estimation for Lifetime Sports Facilities (생활체육시설의 수요에측에 관한 연구)

  • Min, Young-Gi
    • Journal of The Korean Digital Architecture Interior Association
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    • v.3 no.2
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    • pp.30-38
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    • 2003
  • The purpose of this study was to analyze the demand estimation erection of lifetime sports facilities for making an accurate estimate of its demand on the basis of the rate of the people participating in lifetime sports activities. Participation rate was determined on the basis of the fact-finding survey [by the Ministry of Culture and Tourism(2000)] as a basis research on facilities demand, and its demand was calculated by making an estimate of facilities demand. An estimate of facilities demand was made in the equation by participation population, facilities demand for each person, sports space area for each person, time of sports, cycle of sports, possible time to use of sports space. Facilities demand for each person by sports event is the following: $swimming;0.03m^2$, $basketball;0.045m^2$, martial arts(taekwondo, judo, korean fencing);0.003 $75m^2$, $aerobics;0.0289m^2,\;health;0.00326m^2,\;badminton;0.00323m^2,\;tennis;0.01429m^2,\;soccer;0.1112m^2,\;squash;0.01323m^2$.

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