• Title/Summary/Keyword: Sports Events

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Marketing Strategy to lead Leisure sporting goods consumption to improve the leisure life of sports participants

  • SEONG, Dong-Ho
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.3
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    • pp.105-114
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    • 2022
  • Purpose - The sports business industry and contemporary sports marketing is an exemplary wide field that primarily comprises specific activities, numerous individuals, organizations, and business ventures. This research aims to provide a marketing strategy to lead Leisure sporting goods consumption to improve the leisure life of sports participants. Research design, Data, and methodology - The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was conducted to obtain the appropriate literature resources and total 15 previous resources selected by the present author after excluding papers based on screening process. Result - The literature analysis revealed that marketing practitioners in the sports and leisure industry should remember three significant solutions which are suggested. These solutions the following: (1) Brand Visibility, (2) Suitable Business Designs, and (3) Customers Support. They will enhance the perspective of consumption goods that foster leisure life to sporting participants following a well-advanced market strategy Conclusion - The sporting activities are generally inspiring, emotion provoking, immersive, rapidly growing profits and revenues, and engaging; hence, it is a great adventure of advancing customer orientation and a platform for growing the market. Therefore professionals have the responsibility to design sporting events in synergy with different stakeholders in ensuring improved and enjoyable experiences based on the marketing solutions of the current research.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

Analysis of Model of Intentions of University Students to Watch Mega Sports Events with People with Disabilities Based on the Theory of Planned Behavior (계획행동이론을 적용한 장애인 메가 스포츠 이벤트에 대한 대학생의 관람 의도 모형 분석)

  • Kim, Kyungjin;Kim, Jaehwa
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.433-439
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    • 2022
  • The purpose of the study was to determine the suitability of the research model on the intentions of university students to watch mega sports events for people with disabilities to which the theory of planned behavior was applied, and to examine the influence relationship between variables. Based on the items of sub-variables derived from the previous research, the questionnaire was optimally constructed through expert meetings, validity, and reliability verification. For data analysis, Cronbach's 𝛼 and exploratory factor analysis were performed using SPSS 21.0, and structural equation model analysis (SEM) and confirmatory factor analysis (CFA) were performed using AMOS 18.0. The results were as follows; first, as a result of verification of the research model of intentions of university students to watch mega sports events with people with disabilities to which the theory of planned behavior was applied, the evaluation indices of CFI, NFI, and IFI met the acceptance criteria, indicating that this research model was well suited. Second, as a result of examining the influence relationship of the research model on the intentions of university students to watch mega sports event for people with disabilities, it was found that the behavioral beliefs and normative beliefs of university students had a significantly positive (+) influence to intentions. However, it was found that there was a significantly negative (-) influence on the control beliefs to intentions.

eSports Perception and Analysis of Differences among Deaf (청각 장애인이 지각하는 e스포츠 인식 및 차이분석)

  • Choi, Kyung-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.245-252
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    • 2022
  • This study is significant in explaining the eSports awareness survey and future development direction of deaf people. Therefore, 189 deaf people were selected as the population, and the following conclusions were drawn by frequency analysis and t-test using SPSS 21.0 and Excel 2016. First, 67.7 percent of the 189 deaf people recognized eSports, 61.4 percent recognized it as a new sports system, and 65.6 percent participated directly or indirectly in eSports. Second, smartphones are the most common e-sports participating devices, and most of the participating events are Kartrider, which is recommended by friends. Third, the most inconvenient part of participating in eSports was the lack of eSports programs for deaf people, and the survey on whether to recommend eSports was the most likely. Fourth, the most common reason for not recognizing eSports as a new sport is that they are not actually sports, so they are not interested in participating. Fifth, there are statistically significant differences in eSports awareness, recognition and participation of deaf people by gender.

Sports English Education as English for Specific Purposes(ESP) (특수목적 영어(ESP)로서의 스포츠 영어 교육: 스포츠관련 분야 학생들의 자기인식을 중심으로)

  • Kim, Ji-Eun;Yoo, Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.509-517
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    • 2014
  • The present study aims to investigate perceptions of university students who are majoring in sports related fields about the introduction of Sports English education. For this purpose, a total of 133 students were surveyed according to a questionnaire asking about their English skills, opinions and attitudes with regard to English study and Sports English class. The main results obtained from this study are as follows: most students' interest in English is relatively low. Hence, students need to be encouraged to have an interest in English taught with special teaching methods; most students do not have confidence in their English; majority of students answered that English study is needed for students of sports. The biggest motivation for the sport students to learn English was 'better communication skills', followed by 'sports exchange opportunities', 'sports diplomacy and international sports events'; majority of students answered that Sports English class which focuses on sports is necessary in terms of their career after graduation. The finding from this study serves as a foundation in developing an ESP program for sports majors.

The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.

Injuries in Female Elite Athletes in Rowing: A 1-year Prospective Epidemiological Study

  • Park, Ki Jun;Kim, Hyun Chul;Kim, Yang Rae
    • Journal of International Academy of Physical Therapy Research
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    • v.9 no.4
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    • pp.1657-1662
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    • 2018
  • This epidemiological study aims to determine the incidence, areas, severity, and time of occurrence of sports injuries in elite female rowing athletes who were training at the Jincheon National Training Center for a 1-year period from January 1st to December 31st, 2017. According to the daily injury reports form of the IOC, sport events, weight division, injured area, and cause of injury were recorded, and the following results were found. Upon comparing the incidence of sports injuries, there was a significant difference in weight of double scull athletes. In terms of sports, there was a significant difference between pair and athletes who played double skull. Injuries occurred most commonly in the lower extremity (40.5%), followed by the trunk (35.1%), upper extremity (24.3%). for all athletes in rowing. The knee and lumbar spine/lower back were the most common injury sites. More than 60% of all injuries were Level III, and injuries occurred most frequently during training, followed by weight training and then competition.

CASE STUDY OF THE NATIONAL STADIUM: RISKS AND OPPORTUNITIES IN CHINA'S PPP IMPLEMENTATIONS IN MAJOR SPORTS FACILITIES

  • Xinyi Song;Wei Liang;Carlos A. Arboleda;Shouqing Wang;Feniosky Pena-Mora
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.474-479
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    • 2011
  • With Beijing's success in bidding for the 2008 Olympic Games, the increasing demand for infrastructure development and reduced public sector funding capacity has created a significant funding gap which calls for alternative project delivery methods such as Public-Private Partnership (PPP). Although the exploration of infrastructure projects using PPP model have been practiced since the late 80s, the $560 million National Stadium which served as the main venue for the Olympic Games is the first stadium project in China to be delivered under PPP operation. The project is generally considered successful despite the concession transfer in 2009 with concern of better serving the public interest. Compared to other infrastructure projects such as transportation, waste management and water management, the development of major sports facilities for mega-sports events with PPP has its own unique features and is subject to different major risks. This research identifies and analyzes critical risks in the implementation of PPP in major sports facility development through case study of the National Stadium project. A questionnaire survey and several interviews are conducted to solicit expert opinions from experienced practitioners. The purpose is to provide additional insights in risk management strategies and opportunities in China's PPP implementations in major sports facilities for policy makers and private sectors involved with investment decisions in future similar infrastructure development.

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