• Title/Summary/Keyword: Social media sports

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A research on the Korean medicine industry of define and classification (한방산업의 정의와 분류에 대한 연구)

  • Shin, Hyeun-Kyoo
    • Korean Journal of Oriental Medicine
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    • v.10 no.1
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    • pp.97-105
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    • 2004
  • 1. To define 'Korean medicine industry' through study on existing medicine related industries, Korean medicine industry means all industrial activities related to Korean medicine. It covers material resources such as herbs and products made with herbs, medical instruments, Korean medical service and related information service based on Korean medicine theories. 2. According to Korea National Statistical Office standard industrial branch, Korean medicine industry was classified as a large branch. There were industries such as agriculture, food and beverage manufacture, publishing, copy of prints and record media, manufacture of compound and chemical products, medical service, manufacture of precise optical instruments, wholesale trade and product mediation, retail trade, restaurant, research and development, education service, health preservation service, entertainment, culture and sports industry related to the Korean medicine industry. 3. If we classify this according to the industry branch of English economists Clark, Colin Grant, herb cultivating industry will be classified as primary industry, manufacture of foot and beverage related to Korean medicine, secondary industry and wholesale and retail sales of herb, research and development, education, health preservation, social welfare, tertiary industries.

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Factors Associated with the Time Use in Leisure Activity and Social Gathering of the Youth - Focused on the Effects of Engaging Role Types of the Youth - (청년의 여가시간과 교제시간에 대한 영향요인 탐색 -청년 역할유형의 영향을 중심으로-)

  • Joung, Eun-Hee;Joo, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.623-639
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    • 2020
  • This study explores the factors associated with the amount of time use in leisure and social gathering activities. The analysis shows that the engaging role types of the youth, for example housekeeping and care giving, or working on the paid job are associated with the amount of time use in leisure activities. However, the factors related to time use in social gathering activities are the engaging role types of youth as well as the socializing opportunity. Compared to the other role types of the youth, the youth who are preparing for a job and is not engaged in employment, education, and training(NEET) spend more time in media leisure, travel and cultural activities, sports and reports activities, however spend less time in social gathering compared to students. The youth who have a job spend the least time in all of the leisure activities except travel and cultural activities for a weekend. Policy should remove the barriers in leisure activities and increase the opportunities for socializing.

Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.28
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    • pp.79-99
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    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

Case Study of Using Facebook of Each Type of Internal and External Sports and SPA Fashion Brands (소비자 활동 지표를 통한 국내외 스포츠, SPA 패션 브랜드의 페이스북 활용 사례연구)

  • Kim, Sang A;Lee, Seunghee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.337-352
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    • 2015
  • This study selected a case study method conforming to qualitative research in order to analyzed how each type of fashion enterprises uses SNS in-side of fashion marketing based on content the researcher monitored and selected from the Facebook website for each enterprise. The standard to select fashion brands in this study is a graded list made based on ranking 5 analysis sites on social media (Socialbakers, socialDigm, Pulse K, BigFoot9, L2). The researcher sorted and then analyzed 2 brands that have many fan joiners and followers among fashion brands that were ranked top of the graded list, work in Facebook animatedly, and had representativeness in each type (SPA, Sports Brands). The study was conducted from January 2013 to March 2013, and the index of Facebook consisted of 3 kinds of elements (comment, like, and share). Each numerical value was counted to decide the monthly ranking. Content analysis was divided into public relations about brand, public relations about products, and customer participation and activities; consequently, the researcher investigated which content was post conforming to the ranking. The study analyzed the analysis results of each brand derived through the method of study compared to other brands. The results are as follows. In case of SPA brands, the category accounting for high rank in index analysis are public relation events to attract customer attention and products and offering information. The results of the monthly trend about whole post category were also similarly analyzed so the promotion goal that the brand wants to seek in priority coincides with the customer compliance rate. Next, in the case of sports brand, public relations for products offering information, event for arousing customer concern, and participation activities accounted for a high rank in the index analysis and posted the most in the analysis of the monthly trend for whole post category. The researcher came to understand that the direction of content for brands shown through Facebook coincides with customer sympathy.

The Study on Classification System of Sport Culture Contents for Korea's Cultural Competitiveness (문화경쟁력 제고를 위한 스포츠 문화콘텐츠 분류체계 정립)

  • Lee, Soo-Yeon
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.111-121
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    • 2016
  • The purpose of this study was to establish a classification systems of sport culture contents for enhancing cultural competitiveness. The main research method for this was the Delphi survey based on the literature. Through a literature review, the definition of sport cultural contents and the classification system of major industrial countries were analyzed. The Delphi survey by a panel of 25 was conducted over a two-round. The results were as follows: first, the sport culture contents includes an artistic creativity, which have a working form that enables delivery to the public and organizing sports activities, and classify as a technology for high value-added content and services. Second, the 'culture' for the large category item, which include the cultural heritage and culture art. The 'media' recognize the importance of temporal concepts with traditional media and it was classified as new media. In the case of items in the large category 'events' are classified as national and international sporting events and festivals, the 'services' main category item is divided into social, care, educational services. Finally, the 'others' includes such as copyrighted items.

A Study on the Convergence of Sport Commitment and Smartphone Addiction in adolescents (청소년 운동몰입과 스마트폰 중독에 대한 융합연구)

  • Kim, Jae-Yong
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.237-248
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    • 2021
  • Based on sports known to reduce adolescents' smartphone addiction, this study aims to identify the structural causal relationship between sport commitment and smartphone addiction. First of all, based on prior studies, it was intended to show that adolescents' sport commitment is effective in reducing smartphone addiction through social support and ego-resilience, and that such causal relationships vary significantly depending on gender. To this end, a survey of 605 middle and high school students was conducted, and the structural relationship between the four established latent variables was analyzed by analyzing the structural equation model using the SPSS 25.0 and AMOS 23.0 programs. According to the analysis, adolescents' sport commitment was found to have an adverse effect on smartphone addiction, and social support and ego-resilience in the relationship between the two variables were found to have a mediated effect. In addition, these results showed significant differences in gender. This study expanded the field of smartphone addiction and sports convergence study by revealing the relationship between sport commitment as psychological recognition variable and addiction Unlike previous studies using a participation time, duration, and intensity, and suggested that structural relationships with personal characteristic variables and gender-specific approaches are important. Through this, it is meaningful that it provided basic data for in-depth convergence study in the smartphone addiction and development of gender-specific programs.

The Analysis of Leisure Time Use of Urban Dual-earner Couples with Preschool Children (미취학 자녀를 둔 도시 맞벌이 부부의 여가시간에 관한 연구)

  • Han, Young-Sun;Yoon, So-Young
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.81-95
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    • 2009
  • The purpose of this study is to examine gender equity in the quantity and flow experience of leisure time of urban dual-earner couples having preschool children. The quantity of leisure time is measured by primary activity and the flow experience of leisure time is measured by primary and secondary activities. The data collected by Korean National Statistical Office in 2004 is used. The sample for this study consists of 255 couples, and the statistical methods are frequency, percentage, paired t-test, and one-way ANOVA. The following is a summary of the major findings. The first, the pattern of the leisure time was different between husbands and wives. The quantity of leisure time of husbands was longer than that of wives. The husbands spent more time to perform social activities, media contact, sports and outdoor activities, while women did more in religious activities. The second, husband's leisure flow experience was higher than that of wives. The pure leisure time of wives was shorter than that of husbands and wives experienced more contaminated leisure time by a secondary activity. In other words, wives's leisure is more likely to be interrupted, to involve episodes of shorter duration, and to be associated with personal care and unpaid work.

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

National Awareness of the 2019 World Swimming Championships using Big Data from Social Network Analysis (소셜네트워크 분석의 빅데이터를 활용한 2019세계수영선수권 대회의 국내 인식조사)

  • Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.173-184
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    • 2019
  • The data processing of this study is based on the word data search in social media through textom and the big data analysis is carried out and three areas (2019 Gwangju World Swimming Championships, 2019 Gwangju World Swimming Masters Competition, 2019 World Swimming Championships Problem) was consistently handled through data collection and refinement in the web environment. We applied the collected words to the program of Ucinet6, visualized them, and conducted a CONCOR analysis to grasp the similar relationship of words and to identify the cluster of common factors. As a result of the analysis, the clusters related to the 2019 Gwangju World Swimming Championships mainly consisted of four major areas of recognition and perception, mainly searching for operational aspects related to the swimming championship, and the community related to the 2019 Gwangju World Swimming Masters Competition Is mainly searched for the promotion of the Masters Competition and the aspect of the competition divided into two areas of major recognition and peripheral recognition. The cluster related to the problems of the 2019 Gwangju World Swimming Championships is divided into five areas, And they are mainly searching for the place, operation, institution, event, etc. of the problem of the swimming championship.

A Study on the Installation and Abolition of Convergence Department in University (한국 대학의 융합학과 설치와 폐과 현황 분석)

  • Oh Dayyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.111-119
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    • 2024
  • This study analyzed the current status of the convergence departments of universities from 2019 to 2023. The number of installation increased from 430 in 2019 to 649 in 2023. The accumulated number of abolition increased from 177 to 509 at the same period. Many were suddenly installed without enough readiness. The convergence department bubble phenomenon began to extinguish in 2022. The number of the convergence departments in academic division was more in the order of engineering, humanities and social sciences, natural sciences, and arts and sports every year. The proportion of engineering decreased and that of humanities and social sciences increased. The number of sub-division installing convergence departments increased from 65 to 81 during 5 years. Convergence education was in the process of gradually spreading to various fields.