• Title/Summary/Keyword: Sports Data

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The relationship between Social Media Sports Contact Motivation and Sports Activity

  • Lee, Yongseon;Jung, Hana
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.263-271
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    • 2022
  • The purpose of this study is to identify the degree of participation and the impact of social media sports contact motivation on sports activities. In order to clarify the purpose of this study, a total of 300 students from 150 male and 150 female university students in Gwangju and Jeonnam provinces in 2020 were selected by the convenience sampling method. The survey tool used to achieve the purpose of this study is the questionnaire method. Therefore, the questionnaire, which has already been verified for reliability and validity in domestic and foreign previous studies, was re-quoted, modified, or supplemented for the purpose of this study. For data processing, SPSS Windows 20.0 Version was used. For specific statistical analysis, frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis were performed according to the purpose of analysis. The results obtained through these results are as follows. First, it was found that the contact motivation for social media sports partially affected the degree of participation in social media sports. Second, it was found that social media sports contact motivation has a partial influence on sports participation. Third, the degree of social media sports participation was found to have a partial influence on sports participation.

The Structural Relationship among Viewing Motivation, Viewing Commitment, Reviewing Intention and Game Use Intention of e-Sports Competition Broadcasting

  • Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.205-212
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    • 2022
  • The purpose of this study is to investigate the structural relationship between the viewing motivation, viewing commitment, re-audience intention, and game use intention of e-sports competition broadcast viewers. According to the purpose of the study, an online survey was conducted on 300 college students with experience watching broadcasting of e-sports competitions. After excluding inappropriate data from 8 out of 300 people, 292 people's data were used for final data processing. For data processing, the validity and reliability were verified using SPSS 26 and AMOS 23, and then the research hypothesis was verified. We has the results were shown as follows. First, it was found that entertainment, social intercourse and vicarious satisfaction had a positive effect on viewing commitment, but information has not significantly effect on viewing commitment. Second, it was found that viewing commitment had a positive effect on reviewing intention and game use intention. Third, it was found that reviewing intention had a positive effect on game use intention.

The Development Process Model of Sports Fan Loyalty via CSR of Professional Sports Teams

  • CHA, Jaehyuk;LEE, Hwan-Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.4 no.2
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    • pp.45-51
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    • 2020
  • Purpose: The purpose of this study is to investigate how sports fans' loyalty is built via CSR activities of professional sports teams. Furthermore, the study sought to suggest the model presenting the process of developing loyalty of sport fans by teams' CSR performance. Research design, data, and methodology: For this purpose, a survey was conducted on 450 professional sports fans through the convenience sampling method. A total of 357 of the data were used for the final analysis. Based on the collected data, frequency analysis, reliability analysis, confirmatory factor analysis, and structural equation model analysis were conducted. Results: The results showed that CSR activities contribute to building a positive image of team. Regarding fan identification, team image has also a positive effect on enhancing identification. The finding has supported the notion that attitudinal loyalty is enhanced by fan identification and further attitudinal loyalty significantly influences behavioural loyalty of fans. Conclusions: The results of this study explored the function of CSR of the teams on attitudinal and behavioural outcomes, loyalty. Moreover, the study suggested the constructual model presenting its role on enhancing fans' attitudes and behaviour affecting participation and consumption. Academic and practical implications were discussed for sport marketers and practitioners.

A Study on Relationship between Customer Equity and Customer Satisfaction of Sports Fashion Brands (스포츠 의류브랜드의 고객자산과 고객만족과의 관계연구)

  • Ko, Eun-Ju;Lee, Hyun-Ju
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.5
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    • pp.782-792
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    • 2009
  • The purpose of this research were 1) to identify the distribution of customer equity about sports fashion brands, 2) to identify the dimensions of fashion brand attributes influencing customer satisfaction and customer equity, and 3) to investigate relationships among sports fashion attributes, customer satisfaction and customer equity. Survey questionnaire was used to collect data and 900 responses were used for the data analysis. Descriptive statistics(i.e., frequency, percentage), factor analysis and multiple regression analysis were used for the data analysis. The results of this study were as following. First, 67.4%(i.e., outdoor sports brands) of customer equity distributes under 1 million won while 61.3%(i.e., general sports brand) and 54.3%(i.e., golf brands) distributes. Second, the sportswear brand dimensions consist of 6 factors, product quality value, convenience value, perceived value, unique brand image, trust relationship, and personalized relationship. Third, the higher the product quality value, perceived value, unique brand image, and trust relationship were, the higher customer satisfaction was. Fourth, the higher customer satisfaction was, the higher customer equity was.

Sport and Culture: Application of Traditional and Contemporary Content

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.1-7
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    • 2021
  • Purpose: This study started with an interest in sports culture-related content and aims to comprehend the application of traditional and contemporary cultural content to sport business. Research design, data, and methodology: The current study reviews related-documents, research papers, media reports, and a secondary data. The collected data were multiple reviewed via content analysis. Results: Findings are as follow. First, the study found that sports is born in religious rituals which are associated with human needs for survival and prosperity. Second, sports is sort of official format that inherent desire of human could be satisfied, representing play and game. Third, the current study discovered that sports could be cultural products such as literature and film. This is because sport has often been used as major themes in contemporary art production. Finally, this study included important cultural content categories, but could not cover all categories due to the limitations of the study. Conclusions: this study reviewed multiple literature to decode historical and anthropological meanings of sport. The finding presents the cultural traits and meaning of contemporary sport. Further implications were discussed.

The Relationship between Sports Media Immersion and Sports Continuation of University Students through Social Media

  • Jung, Hana;Lee, Myoungjin;Park, Sunmun
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.144-152
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    • 2020
  • The purpose of this study is to examine the effects of university students' media sports immersion experience through social media on exercise immersion and exercise continuation. This research target was first selected as a population of university students who have contacted media sports aged 20 or older living in Gwangju Metropolitan City in 2019. The sampling procedure was divided into five parts: Dong-gu, Seo-gu, Nam-gu, Buk-gu, and Gwangsan-gu in Gwangju, and 300 men and women were sampled using cluster random sampling. After individually entering coded data into the computer, the statistical program (SPSS Windows.20.0 Version) was used. The results obtained through this research process are as follows. First, it was found that university students' immersion to media sports had a partial effect on their commitment to exercise. Second, it was found that university students' immersion in media sports had a partial effect on the continuation of the exercise. Third, it was found that college students' exercise commitment has a partial effect on exercise continuation.

The Effect of Exercise Commitment on the Quality of Life According to Motivation for Participation in Leisure Sports

  • Tak, Eunjung;Park, Sunmun
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.125-133
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    • 2021
  • The purpose of this study is to investigate the effect of the elderly's motivation to participate in ball games In order to clarify the purpose of this study, leisure sports participants over the age of 20 residing in the Jeonnam region in 2020 were selected as the population. In addition, 150 males, 150 females, and 300 total subjects were selected using the convenient sampling method. In addition, as a survey tool, a questionnaire was used centering on the motivation for participation in leisure sports, exercise commitment, and quality of life, and the data collected using this was processed statistically according to the purpose of analysis using SPSS 20.0 version. The results obtained through this research process are as follows. First, it was found that the motivation to participate in leisure sports has a partial effect on exercise commitment. Second, it was found that the motivation to participate in leisure sports partially affects the quality of life. Third, it was found that the commitment to exercise in leisure sports has a partial effect on the quality of life.

Sports Celebrities as a Determinant of Sport Media Distribution Contents: Focusing on Tacit Premise of Agenda Setting Theory (스포츠미디어의 유통 콘텐츠 결정요인으로서 스포츠 스타: 의제설정 이론의 암묵적 전제를 중심으로)

  • YOO, Sang-Keon;KIM, Yong-Eun;SEO, Won-Jae
    • Journal of Distribution Science
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    • v.17 no.10
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    • pp.83-91
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    • 2019
  • Purpose - Media is a significant distributional channel in sport. In terms of determining the influencer in building sport media contents, recent sport media studies have employed agenda-setting theory, assuming media itself as the agenda provider. In a real-world situation, however, sports stars have been deemed key factor determining distribution contents in sport. The starting point of this study is the "tacit premise" of agenda-setting theory. Given the agenda-setting theory, the current study attempted to explore the function of sport stars as an agenda provider, which is a key determinant of sport distribution. Research design, data, and methodology - This study has reviewed articles of Yuna Kim, Sang-hwa Lee, and Hyun-jin Ryu from daily newspapers including as dong-a ilbo and joongang ilbo (2013 to 2017). The study collected data, portable document format (PDF), from the online archive of dong-a ilbo and joongang ilbo. We coded the length of the article, the frequency, the size of the picture, and the structural form of the article. Inter-coder reliability was compared with data previously investigated by the researcher. Inter-coder reliabilities for study 1 and 2 was .89 and .85. To examine hypotheses, descriptive analysis, correlations, and cross-tap analysis were performed. Results - The results partially supported the hypotheses proposing the significant role of sports stars as the agenda setters in distributing sport media contents. In specific, the study found that the number of articles about sports stars prevailed the number of articles about regular athletes. Besides, studies found that the use of photos was more frequent in articles of sports starts than that of regular athletes. In sports newspaper articles, featured story articles were used more than straight-articles for news relating to sports stars. Also, sports newspaper of sports stars contained more information associated within an event rather than outside of an event. Conclusions - In sports journalism, this study challenges the current theory that the media affects the composition and the content of sports coverages. As the principle of the agenda-setting of sports media, the influence of sports stars must be continuously studied along with a follow-up study.

A Study on the Purchasing Conditions of Sports Wear of the Chinese Men (중국(中國) 남성(男性)의 스포츠의류(衣類) 구매실태(購買實態)에 관(關)한 연구(硏究))

  • Wee, Hye-Jung;Im, Soon;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • v.6 no.4
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    • pp.113-124
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    • 2002
  • The purpose on this study identified the purchasing conditions of Sports wear of the Chinese men residing in Beijing, Shanghai, Dalian, Tianjin, Harbin and Guangzhou, so that it helped sports wear manufacturers and retailers offer the basic data. For the study, a questionnaire used as a method of measurement, the 863 Chinese men were selected as a sample, SAS(Statistical Analysis System) program was used to analyze the data. The results from the study were as follows: 1. According to the investigation, the most preferred sports of Chinese men is soccer, as a whole. Swimming, basketball and ping-pong keep rank the next to soccer. 2. Accordingly age, area, profession and income, Chinese men maintained sports suit in order of training suit, swimming suit, soccer suit, tennis suit. It is found that holding amount of high-quality sports wears as ski, golf is on a low level. 3. It is appeared that Chinese men purchased in good order as follow brand: No-bran, Nike, Lening, Adidas. And except Nike, they purchased more Lening brand than foreign sports brand. 4. As the result of researching on the item of sports wear, it is found that they purchased various kind items in a higher rank 5 brands. 5. Sports wear's color that Chinese men purchased is blue, white, black, red. 6. The purchasing price that Chinese men favored is 200$\sim$599RMB. Thus, they expend average per head for sports suit buying, 486.0RMB. 7. Chinese men purchased very often at specialty store. And, coefficient of utilization at the usual market is on a low level. 8. In purchasing satisfaction, 80 % Chinese men were satisfied with goods(sports wear) that purchased in a higher rank 5 brands. So, average satisfaction degree showed over 3.8 as a high rate. 9. According to the result of satisfaction on Chinese men, 70% Chinese men showed satisfaction. Therefore, the average of satisfaction degree appeared 3.81 as a high rate.

An Empirical Study on the Relationship between the Key Success Factors and the Usage Effect of the e-Sports Business (e스포츠 비즈니스의 주요 성공요인과 이용효과와의 관계에 관한 실증연구)

  • Lee, Kyung-Jin;Kim, Chang-Su
    • The Journal of Information Systems
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    • v.20 no.2
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    • pp.109-134
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    • 2011
  • The purpose of this paper is to present an overview of the characteristics of the e-sports business at a crucial point in the era of information and knowledge. That is, an investigation was conducted surrounding the key success factors of e-sports as a newly growing industry, and the relationship between the key success factors and the usage effect. In order to do this, the key success factors were extracted from interviews with e-sports experts in conjunction with a survey that was conducted to gather empirical data. The key points of the statistical analysis of the survey are as follows. First, the success factors of a policy do not have a significant effect on the usage. Second, some administrative success factors of the e-sports business include the distribution of e-sports in the form of franchise chain, the establishment of policies to prevent the excellent members of e-sports from seceding, making a good impression as a high-class sport, the frequent notice of the break-even point, and educating people on how to use the e-sports machine. Third, the development and distribution of excellent e-sports software was analyzed as a technical success factor of the e-sports business. Finally, there is no doubt that results of this study can be used to facilitate the growth of the e-sports business as a new industry related to the IT industry.