• Title/Summary/Keyword: Pro-sports

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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.

A Convergence Study of the Influence of Empathy and Prosocial Behavior on School Life Happiness of Multicultural and Korean Adolescents through Sports Activity (스포츠 활동을 통한 다문화 청소년과 한국 청소년의 공감과 친사회적 행동이 학교생활행복에 미치는 영향의 융합적 연구)

  • An, Jung-Hun;Cheon, Hang-Uk
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.245-256
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    • 2019
  • The study is aimed at examining the influence of empathy and pro-social behavior on school life happiness of multicultural and Korean adolescents through sports activities. The results of the analysis of total 461 adolescents participating in sports activities and not participating in sports activities are as follows. Adolescents participating in sports activities have higher levels of empathy, pro-social behavior and school life happiness than those who do not participate. And the more experience involved in sports activities, the higher the level of empathy, the level of pro-social behavior and the level of school life happiness. There is a significant correlation between empathy and pro-social behavior and school life happiness. Empathy and pro-social behavior factors affecting school life happiness are statistically influencing factors such as "relationship formation", "communication", "cooperation", "assistance", "emotional expression", and "comfort". The results of this study suggest the importance of dealing with empathy and pro-social behavior through sports activities in the school life happiness of multicultural families and Korean adolescents.

A Study of Professional Baseball Team Fan's Preference to the Team and the Products of Its Company (프로야구 팬 특성과 소속 기업 팀 및 기업제품에 대한 지지도 연구)

  • Chang, Kyung;Min, Jae-Young
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.5
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    • pp.15-21
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    • 2002
  • We studied the relations between variables related to fan's preference in a area of pro-baseball which is the most popular one among pro-sports. The dependent variables are pro-baseball team fan's preference to both the team and the products of the company which has a pro-baseball team, while the independent variables are sex, age, and hometown of fans. Eight hypotheses are constructed with those variables. For testing them a questionnaire was used, whose reliability was checked using Kronbach Alpha. Subjects were 314 college students in a local city. For statistical analysis nonparametric tests like Mann Whitney test, Kruskal-Wallis test, etc were used. Useful and significant results among variables were obtained. Since these results have important implications about management of pro-sports teams and fans and fans Preference to products in a view of sports marketing management, more researches should be done continuously in the future in this area.

Development of Sports Events Management Process and Conformance Assessment (스포츠이벤트 매니지먼트 프로세스 개발 및 적합성 평가)

  • Kim, Joo-Hak;Kim, Joo-Yong;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.691-700
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    • 2017
  • International sports events is one of the core products in the sports industry the scale of sports event business is steadily increasing. However, In terms of sports event management, knowledge and experience generated through sports events are ineffective and non-systematically managed. For this reason, unnecessary resources are wasted and trial and error are repeated in hosting, preparing and operating in sports event management. The purpose of this study is to develop a sports event management process and evaluate conformance. To accomplish the purpose of this study, developed the core processes of sports events in step by step and then applied and conformance evaluated of the designed process. Developed and evaluated sports events management processes are five Functional Area of registration, accommodation, transport, broadcasting, and food and beverage. Of these FA, 63 activities were selected and analyzed. The modeling was used as IDEF method, the conformity analysis was used as Fuzzy logic, analysis tool was used ProM.

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.

Design analysis and improvement of Korean women's basketball and volleyball uniforms (국내 프로 여자 농구와 배구 유니폼의 디자인 분석과 개선방안)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.425-438
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    • 2015
  • This study aims to integrate sports uniform design into fashion as an effective communication means by analyzing the uniforms of women's pro basketball and volleyball teams in the country. As part of the research method, a literature review was conducted on the domestic pro sports background and women's basketball and volleyball uniforms. For empirical research, an analysis was performed of the uniforms of 12 teams in total: six women's pro basketball teams and six women's pro volleyball teams in the 2013~2014 league. The following results were obtained. First, in terms of formativeness, sleeveless shirts and shorts are basic in both basketball and volleyball. However, there are remarkable differences between the two. Shirts in volleyball are tighter, with the body figure visible, and shorts are shorter in length than those in basketball. Most basketball uniforms have a V-neckline and are collarless, while volleyball uniforms have a standup collar in all teams. Second, both basketball and volleyball apply the representative color of the sponsoring company and the team's typical color, but common colors, such as blue, navy, and white, are used in many teams, which fails to represent a uniquely differentiated image. Third, the logo or symbol of a sponsor is excessively applied to both basketball and volleyball uniforms. This downgrades the uniform's own esthetic features. Fourth, a fashionable uniform design, that reflects the bodily characteristics of women and the characteristics of the sports game would be a beneficial communication tool for all the tiers to become involved in participation and entertainment.

Analysis of the 2006 Television Sports Programming Components (2006년도 지상파 TV 스포츠 중계방송 프로그램 편성 분석)

  • Park, Bo-Hyeon
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.204-212
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    • 2008
  • This study analyzes on which Sports Program the 2006 TV focused on. As a data, we have used the 2006 Television programming components of KBS 1TV, 2TV and MBC TV, SBS TV. The analysis of the data was carried out classifying the sports hookup program. As a result, all three broadcasting companies placed a great deal of weight on the 2006 World Cup and they have made national match the prime subject in the components of Television Programming. Looking at each broadcasting companies, SBS TV placed the highest importance in sports programming, on the other hand, KBS TV placed the least importance in sports programming. The characteristic of the 2006 Sports Television Programming components is that it was focused on the Mega Sports Event and the Pro-Sports of the World Cup and have worsen the alienation phenomena of unpopular sports.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

Efficacy of immune-strengthening functional drinks in top-level athletes: a questionnaire survey-based research

  • Lee, Minchul;Lee, Jin-Sook;Kim, Kyunghee;Kim, Chanju
    • Korean Journal of Exercise Nutrition
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    • v.25 no.3
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    • pp.23-27
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    • 2021
  • [Purpose] Functional beverages are intended to support those who want to maintain optimal physical condition and improve their quality of life through the enhancement of heart health, immunity, and digestion. The purpose of this study was to investigate the performance of top-level athletes consuming immune-strengthening conditioning nutritional drinks. [Methods] A total of 107 top-level athletes (baseball (56 players), pro volleyball (17), athletics (16), cycling (8), golf (6), and fencing (6)) participated in the experiment. They consumed an immune-enhancing functional beverage once a day for 8 weeks and responded to a survey before, during, and after drinking the beverage. [Results] Three total aspect-based subfactors were drawn from 24 questions in the factor analysis: physical, satisfaction with mental stability, and activity in performance. The physical, mental stability and performance changes of athletes significantly increased in period 2 (4 weeks after intake) and period 3 (after 8 weeks of intake). [Conclusion] We evaluated the efficacy of a new conditioned beverage containing Lactobacillus B240 and protein in improving the performance and physiological utility of top athletes. This functional drink may gain popularity among those seeking health benefits and improved exercise performance.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.