• Title/Summary/Keyword: K League

Search Result 98, Processing Time 0.023 seconds

Empirical Analysis on Change of Korean Male Pro- Basketball Players Draft System

  • Choi, Kyoung-Ho
    • Journal of the Korean Data and Information Science Society
    • /
    • v.19 no.4
    • /
    • pp.1081-1089
    • /
    • 2008
  • Beginning in the 2007-2008 season, the men's pro-basketball league changed a foreigner selection method by introducing a draft system which leads to a tryout from the free agency system. Also in the same season, the woman's pro-basketball league changed its system from one that permitted foreign players to one that doesn't allow foreign player participation. The reason for this change is thought to be financial problems. However this institutional change brings about the reduction in the quality of basketball and it will affect spectators in a negative way. The empirical study attempted to analyze the effects which follows an institutional change in Korean men's pro-basketball. The research showed that the men's pro-basketball league wasn't affected at all due to foreigner selection method by a draft system that led to a tryout from the free agency system.

  • PDF

The Effects of Collectivism on Team Performance in K League: The Mediating Role of Team Energetic Relations (K 리그의 집단주의적 팀 문화가 팀 성과에 미치는 영향에 관한 연구: 활력 관계의 매개효과를 중심으로)

  • Hong, Eunah;Jeong, Yejee;Kim, Moonjoo
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.7
    • /
    • pp.242-255
    • /
    • 2016
  • The purpose of this study was to examine how collectivism in a football team context influences on team performance. Specifically, we investigated the mediating role of energetic relation in the process that collectivism generates team performance. This study focused on the K League teams, the highest professional football competition in South Korea and how collectivism affects team performance as well as the role of energetic relations in mediating between collectivism and team performance. The data were collected from 280 players registered in 10 K League teams and 24 of them were excluded due to incomplete questionnaires. Therefore, 240 questionnaires were finally used for the data analysis. The data were processed with SPSS WIN 21.0 and Lisrel 9. Frequency Analysis, Exploratory Factor Analysis, Reliability Analysis, Correlation Analysis, Regression Analysis, Confirmatory Factor Analysis and Structural Equation Model were used. The following results were obtained: first, collectivism had a positive effect on team performance. Second, energetic relation had a positive effect on team performance. Third, energetic relation fully mediated the relationship between collectivism and team performance.

Prediction of K-league soccer scores using bivariate Poisson distributions (이변량 포아송분포를 이용한 K-리그 골 점수의 예측)

  • Lee, Jang Taek
    • Journal of the Korean Data and Information Science Society
    • /
    • v.25 no.6
    • /
    • pp.1221-1229
    • /
    • 2014
  • In this paper we choose the best model among several bivariate Poisson models on Korean soccer data. The models considered allow for correlation between the number of goals of two competing teams. We use an R package called bivpois for bivariate Poisson regression models and the data of K-league for season 1983-2012. Finally we conclude that the best fitted model supported by the AIC and BIC is the bivariate Poisson model with constant covariance. The zero and diagonal inflated models did not improve the model fit. The model can be used to examine home-away effect, goodness of fit, attack and defense parameters.

Estimation of FIP coefficient in Korea professional baseball (한국프로야구에서 FIP 계수의 추정)

  • Lee, Jangtaek
    • Journal of the Korean Data and Information Science Society
    • /
    • v.28 no.3
    • /
    • pp.625-633
    • /
    • 2017
  • Fielding Independent Pitching (FIP) is a statistic that measure pitcher performance by eliminating plate appearance outcomes that involve defensive play. FIP uses pitcher dependent outcomes such that walks, strikeouts, hit by pitches, and home runs allowed. The FIP equation derived from linear weights uses three coefficients 13, 3, -2 for evaluating Major League Baseball pitchers. However, these coefficients derived from run value of major league baseball are not suitable to Korea Baseball Organization pitchers due to baseball circumstances. In this study, new FIP called kFIP for Korea Baseball Organization pitchers are provided. We recalculate coefficients and get 14, 3, -1 for evaluating Korean Baseball pitchers. As a result, kFIP is statistically significantly better than FIP at predicting pitcher ERA in KBO League.

An efficiency evaluation of Korean basketball league using 2010~2011 season data (2010~2011 시즌 자료를 활용한 프로농구 구단의 효율성 평가)

  • Choi, Kyoung Ho;Ahn, Jeong Yong
    • Journal of the Korean Data and Information Science Society
    • /
    • v.24 no.3
    • /
    • pp.505-513
    • /
    • 2013
  • Basketball is one of the most popular winter sports in Korea. Korean basketball league has started in 1997 with 8 teams. Currently, there are 10 teams participating in it and the average number of spectators in 2010~2011 season reached 3,815. However, it has not been making good profit. It would be meaningful to analyze and evaluate the operational efficiency in order to provide basic information to improve the efficiency. This study used data envelopment analysis to figure out comparative efficiency of the teams in the Korean basketball league. As a result, Jeonjaland, LG, and KT were evaluated to be efficient teams and Orions, Ginseng, and Mobis were not.

Recognition of the Type and Cause of Trolling (<리그 오브 레전드> 트롤링의 유형과 발생 원인에 대한 인식 -사용자 심층인터뷰를 중심으로-)

  • Seo, Seong-Eun;Kim, Chi-Yo
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.93-110
    • /
    • 2015
  • This study aimed at identifying user recognition of the types and causes of online game trolling through in-depth interview with users of . Online game trolling refers to anti-social behaviors to do acts provoking other users to anger intentionally so induce their actual reaction in online games. Types of online game trolling contained flaming, griefing, unskilled player and lack of understanding on user's rule. And users are recognizing as problems that anonymity is excessively high in the game, a single game has undue significance, team play is given too much emphasis in a situation lacking in social cohesivenessk as the structural causes of trolling in . Accordingly, in order to decrease online game trolling, it is urgent to improve the game-structured layer causing trolling rather than regulate trollers only.

The Rating of Korean Basketball League Teams in 2006-2007 Season: Taking Account of Home-Court Advantage (홈팀의 이점을 고려한 KBL 2006-2007 시즌 경기력 평가)

  • Lee, Seung-Chun;Byun, Jong-Seok
    • Communications for Statistical Applications and Methods
    • /
    • v.15 no.5
    • /
    • pp.687-695
    • /
    • 2008
  • It is widely known that the home advantage plays an important factor for determining victory or defeat in sport leagues. Thus a ranking system of sport league should take account of the home advantage as a key factor. Various statistical models are studied to rate the Korean Basketball league teams in 2006-2007 season. Among them, the model equation provided by Harville and Smith (1994) is useful for constructing two ranking systems. Both systems give quite reasonable quantifications of the team's ability and the home advantage.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.185-198
    • /
    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.35-44
    • /
    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

The estimation of winning rate in Korean professional baseball league (한국 프로야구의 승률 추정)

  • Kim, Soon-Kwi;Lee, Young-Hoon
    • Journal of the Korean Data and Information Science Society
    • /
    • v.27 no.3
    • /
    • pp.653-661
    • /
    • 2016
  • In this paper, we provide a suitable optimal exponent in the generalized Pythagorean theorem and propose to use the logistic model & the probit model to estimate the winning rate in Korean professional baseball league. Under a criterion of root-mean-square-error (RMSE), the efficiencies of the proposed models have been compared with those of the Pythagorean theorem. We use the team historic win-loss records of Korean professional baseball league from 1982 to the first half of 2015, and the proposed methods show slight outperformances over the generalized Pythagorean method under the criterion of RMSE.