• 제목/요약/키워드: Sports Data

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노인 스포츠 참여동기와 재미요인, 여가만족 및 운동지속의 관계 (The Relationship between Participation Motivation, Fun factor, Leisure satisfaction and continued exercise of elderly sports)

  • 김화룡;성문정
    • 한국응용과학기술학회지
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    • 제37권4호
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    • pp.807-819
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    • 2020
  • 본 연구는 노인 스포츠 참여동기와 재미요인, 여가만족 및 운동지속의 관계를 규명하는데 목적이 있다. 자료분석을 위하여 서울 소재의 노인종합복지관에서 스포츠 프로그램에 참여하는 노인을 모집단으로 총 200부의 설문지를 배포하였으며, 불성실한 응답 17부를 제외한 총 183부(91.5%)의 자료를 유효표본으로 사용하였다. 자료처리를 위하여 IBM AMOS 21을 이용하여 빈도분석, 확인적 요인분석, 집중타당도, 판별타당도, 개념신뢰도, Cronbach's α, 상관관계분석, 구조방정식 모형 검증을 실시하였다. 이에 다음과 같은 결과를 도출하였다. 첫째, 노인 스포츠 참여동기는 재미요인에 영향을 미쳤다. 둘째, 노인 스포츠 참여동기는 여가만족에 영향을 미쳤다. 셋째, 노인스포츠 참여동기는 운동지속에 영향을 미쳤다. 넷째, 노인 스포츠 재미요인은 여가만족에 영향을 미쳤다. 다섯째, 노인스포츠 재미요인은 운동지속에 영향을 미쳤다. 여섯째, 노인스포츠 운동만족은 운동지속에 영향을 미쳤다.

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

  • 박보현
    • 한국콘텐츠학회논문지
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    • 제8권6호
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    • pp.204-212
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    • 2008
  • 본 연구는 2006년도 지상파 TV가 어떠한 스포츠중계방송 프로그램을 중심으로 편성하였는지 분석하고자 하였다. 이를 위해 KBS 1TV, 2TV와 MBC TV, SBS TV의 2006년도 공개 편성표를 대상으로 연구를 진행하였다. 연구결과로는 지상파 3사 모두 2006독일월드컵 방송 편성에 많은 비중을 둔 것으로 나타났으며, 또한 국가대항전 경기 위주의 편성이 이루어 진 것으로 조사되었다. 각 방송사별로는 SBS TV가 스포츠 프로그램에 대한 편성 비율이 제일 높은 것으로 나타난 반면, KBS TV는 제일 낮은 비율을 나타냈다. 2006년도 지상파 TV 스포츠 프로그램 편성에 나타난 특징은 독일월드컵을 중심으로 한 스포츠 메가 이벤트와 인기 프로스포츠 종목 중심으로 편성되었다.

The Effect of Sports Club Membership Lifestyle on Choice Behavior

  • Sunmun Park;Shuo LI
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.267-275
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    • 2023
  • The purpose of this study is to investigate the influence of sports center members' lifestyles on participation promotion and choice behavior. To this end, more specifically, we intend to establish and clarify a hypothetical model based on the preceding studies of facilitating factors and factors that continue to participate according to the lifestyle of sports center members. In order to achieve this research purpose, the study subjects were set as the population of male and female adults over 20 who are using sports centers in Gwangju Metropolitan City and Jeollanam-do in 2021. As for the sampling method, the sample was extracted using cluster random sampling, and 300 people were used for the actual analysis, excluding 60 copies of double-entry and insincere or unreliable questionnaires. The survey tool was modified and supplemented according to this study based on the questionnaire that had been verified for reliability and validity in previous studies, and all questionnaire items were composed of a 5-point scale. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 21.0 Version. The conclusions obtained in this study through data analysis by such methods and procedures are as follows. First, according to the lifestyle of sports center members, participation promotion factors were found to have a partial influence. Second, according to the lifestyle of sports center members, the selection behavior was found to have a partial influence. Third, it was found that the participation promotion factors of sports center members partially affected the choice behavior.

생활체육 참여가 사회자본 형성에 주는 영향의 실증적 분석 (Effects of Participation in Sports for All on the Formation of Social Capital)

  • 김재경;박득희;;정순옥
    • 지식경영연구
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    • 제13권4호
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    • pp.1-12
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    • 2012
  • This study is to analyze the effect of participation in sports for all on the formation of social capital. For this purpose, this study used convenience sampling method with the 150 subjects who participated Sports for All in Seoul and Gyeonggi area. and selected 150 questionnaires excluding 30 unsuitable for the data. For data analysis was made by SPSS 17.0, performing exploratory factor analysis, reliability analysis, correlation analysis and multiple regression model. This analysis reveals that (1) participation eagerness in sports for all influence on influence on the formation of social capital.(social capital consist of information sharing, norms, trust, network) (2) participation period of time and participation frequency in sports for all don't influence on on the formation of social capital. (3) socioeconomic background don't influence on the formation of social capital. Therefore, it is necessary to improve the eagerness in sports for all.

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스포츠화에 대한 소비자의 감성 DB 및 Interface 구축에 관한 연구 (A Study on the Customers Emotional DB and Interface Design for Sports Shoes)

  • 윤훈용;임기용
    • 산업경영시스템학회지
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    • 제25권3호
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    • pp.34-40
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    • 2002
  • In the past, the important factors of buying the sports shoes for the customers were price and comfort. However these days, the sports shoes are considered as a part of fashion and may not satisfy the customers because their emotional preference have not been properly considered in design phase. The customers' desire and expectation for unique design are growing. Thus, the development of sports shoes not only considering the anthropometric foot characteristics but also satisfying the customers emotional preference is needed. In this study, the basic data on the customer's emotional preference to the design of sports shoes were obtained using human sensibility ergonomics approach and formed a data base. Also, we developed ail interface that can be used for the customers to select the emotionally preferred sports shoes.

The Effects of Sports Sponsorship Recognition on Corporate Image, Purchasing Intention and Brand Identification

  • KANG, Seung-Hoon;KIM, Jae-Gyun;YANG, Myung-Hwan
    • 유통과학연구
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    • 제17권10호
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    • pp.49-59
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    • 2019
  • Purpose - This study aims to verify the effect of sports sponsorship recognition on corporate image and the relationship between image and identification, corporate image and purchasing intention, brand identification and purchasing intention Research design, data, and methodology - To carry out the purpose of this study, a set of data was collected from 320 surveys and 305 of them were used. Statistic programs, SPSS 18.0 and AMOS 20.0, were used to analyze the data. Results - It was found that emotional sports sponsorship recognition and social sponsorship sports sponsorship recognition had positive effects on corporate image and brand identification. Corporate image also had a positive effect on brand identification. Besides, it was analyzed that corporate image and brand identification had positive effects on purchasing intention. Conclusions - The results show that sports sponsorship recognition can influence brand identification and purchasing intention, and contribute to the enhancement of corporate image. Since brand personality that matches the self-image of the targeted customer will have a more positive effect on the relationship with the consumer, marketing activities should be carried out so that the brand image can be identified with the company image of sports sponsorship activities.

Exploring Future of Sports Cultural Contents

  • MOON, Bo Ra;LEE, Hwan Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • 제4권3호
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    • pp.1-10
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    • 2020
  • Purpose: This study is to explore which genre of sports culture contents will show the most consistent growth in the future and analyse the development outlook based on those results. Research design, data, and methodology: Case study was used for this research as it seemed to be the most appropriate approach in order to obtain the most complete and meaningful information from a particular phenomenon. A total of 15 participants were chosen to participate in a semi-structured in-depth interview and the recordings were typed out as text. In order to ensure validity and credibility of findings, peer and member check were conducted. Results: As a result, the sports culture content that is most likely to consistently grow in the future is games. Additionally, it is expected that sports culture contents will develop as new categories of sports culture contents emerge, as the evolution of sports culture content occurs through the combination with technology, as well as the activation of sensual sports contents, and the production of sports culture contents utilizing big data. Conclusions: It is concluded that convergence of sport, cultural contents, and technology will promptly progress, and it will promote the development of sport culture contents and related industry.

Relationships between Middle and High School Students' Experience of Viewing Media Sports Violence and the Imitation Behavior

  • Song, Young-Ung
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.199-205
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    • 2022
  • The purpose of this study is to investigate the causal relationship between the variables related to media sports violence viewing experience, negative emotion, aggression and violent imitation behavior of middle school students and high school students. The subjects of 240 middle school students and 240 high school students were surveyed for 2 months. Among the collected data, 64 samples judged to have low reliability were excluded from the analysis, and the final 416 data were used. The questionnaire used in this study consisted of four potential variables including experience of watching media sports violence, negative emotion, aggression, and violent imitation behavior. Among the sub-variables of experience of watching media sports violence, exogenous potential variables except frequency, period and time and questions that are endogenous potential variables were composed of a questionnaire of 5-point Likert scale. results of this study were analyzed using the AMOS statistical program, which was used to identify the causal relationship between watching media sports violence and negative emotion, aggression, and violent imitation behavior. There was no significant difference in violent imitation behavior according to school grade. The causal models for media sports violence viewing experience, negative emotions, aggression and violent imitation behavior were found to be appropriate. It was found that there was a significant causal relationship between the viewing experience of sports violence and the violent imitation behavior. Therefore, in order to reduce the imitation behavior of adolescents, it is necessary to be more careful about the production and viewing of sports violence programs at the institutions and homes that produce media.

Relationship between Immersion and Fun Perception of Leisure Sports Participants Leisure Attitude

  • Meng Xu;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.94-102
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    • 2023
  • The purpose of this study is to identify the effects of leisure sports participants' leisure attitudes on immersion and fun perception. As of 2021, the subject of this study was set as a population of adult males and females aged 20 and over who participate in leisure sports in Gwangju and the South, and then the cluster random sampling method was used. A total of 300 people, 150 boys and 150 women, were collected. A questionnaire was used as a survey tool, and a questionnaire whose validity and reliability were recognized in previous studies was modified and secured according to this study. In addition, all questionnaires were constructed on a 5-point scale. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 21.0 Version. The conclusions obtained in this study through data analysis by such methods and procedures are as follows. First, it was found that leisure sports participants' leisure attitudes partially affect immersion. Second, leisure sports participants' leisure attitudes were found to have a partial effect on their perception of fun. Third, it was found that the immersion of leisure sports participants partially affects the perception of fun.

UTAUT 모델을 통한 여가스포츠 참여자의 스포츠몰입과 웨어러블 디바이스 수용 간의 관계 (Analyzing the relationship between Sports Commitment and Behavioral Intention of Sports Wearable Devices through UTAUT Model)

  • 전성범;임진선;이철원
    • 한국체육학회지인문사회과학편
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    • 제55권5호
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    • pp.291-306
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    • 2016
  • 본 연구에서는 여가스포츠 참여자 중 웨어러블 디바이스 사용자와 잠재적 사용자를 대상으로 하여 스포츠몰입(Sports Commitment)과 웨어러블 디바이스 수용의도 간의 관계를 UTAUT 모델을 활용하여 분석하였다. 편의표본추출법을 사용하여 표집된 239부의 설문지가 최종적으로 사용되었으며, SPSS 21과 AMOS 20 프로그램을 통해 분석하였다. 도출된 결과는 첫째, UTAUT 주요 4개 변인은 웨어러블 디바이스 수용의도와 사용행동에 유의한 영향을 미쳤으나 스포츠몰입 변인은 수용의도에 유의한 영향을 미치지 않았다. 둘째, 스포츠몰입과 웨어러블 디바이스 수용의도 간의 인과관계 사이에서 UTAUT 주요변인의 완전매개효과가 검증되었다.