• Title/Summary/Keyword: Sports Marketing

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The study of changes in performance in KLPGA using growth curve analysis (성장곡선을 이용한 한국여자프로골프의 경기력변화 연구)

  • Kim, Nam Jin;Min, Dae Kee
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.4
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    • pp.847-855
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    • 2014
  • In recent years, women's monetary rewards in golf increased and their performances have improved significantly compared to other sports. Sports marketing has become more active in Asia and the number of Korean players in LPGA with good scores are increasing. For these reasons, golf is becoming increasingly popular. The prize money is higher than in other sports and the economic benefits are increasing due to the financial incentives such as sponsorships. Many of these prospects actively affect women's golf. Certain rookies continue to increase and their performances improve day by day. In this study, I analyze the changes in performance over time of last 5 years from 2009 using growth curve analysis. According to the results of analysis, driving distance and average putting skills developed but green in regulation decreased.

A Relationship with Sports Casualwear Consumer′s Fashion life Style and information source (스포츠 캐주얼웨어 소비자의 패션 라이프 스타일과 정보원과의 관계)

  • 박경연;유태순
    • Journal of the Korean Society of Costume
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    • v.50 no.4
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    • pp.103-115
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    • 2000
  • The purpose of this study is to provide consumers with practical information for reasonable purchasing by analyzing apparel purchasing behavior. information source use, demographic differences in terms of life style patterns, moreover, to support apparel manufacturers in producing goods and making a plan by developing more effective advertisements and efficient marketing strategy, such as media strategy. This study targeted 832 men and women wearing sports casual wear. Information source is used to analyze the data and MANOVA, ANOVA. Scheffe is employed for post-inspection and demographic bases are based on the frequency of each type. The followings are the conclusions of this study : 1. In case of print media, TV, PC factor, fashion advocates and individuality advocates most frequently used information source. In case of purchasing experience factor, individuality advocates skewed higher frequency than conformity type. and then, in case of observation information use factor, individuality advocates were ranked as the highest and conformity type as the lowest. In case of human information use factor, fashion advocates and individuality advocates showed higher frequency than practical type and conformity type. 2 In case of female, Individuality advocates was ranked as the highest. In case of male, practical type and conformity type were rank as the highest. Fashion advocates ranked as the lowest in any case. 3. Individuality advocates were ranked as the highest among people aged 14 to 16, practical type among 17 to 19, conformity type among 20 to 23, conformity type among over 20. 4. Middle school students tended to be the individuality advocates, high school students the practical type, university students the practical type and the conformity type, and company workers conformity type.

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A Study on the Fashion Involvement, Clothing Selection Criteria and Fashion Information Sources of Leisure Activities Consumers (여가활동 소비자의 패션관여와 의복선택기준, 패션정보원에 관한 연구)

  • Je, Eun-Suk
    • Journal of the Korean Society of Costume
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    • v.61 no.7
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    • pp.51-66
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    • 2011
  • The study is intended to suggest the differentiated and subdivided indexes of the leisure fashion market and to provide the marketing strategy establishment and in-depth understanding of leisure fashion business by looking into the correlation between and among fashion involvement, clothing selection criteria and fashion information sources. This study was conducted by the questionnaire response method and the results were derived by using the SPSS 16.0 statistics program. The results of the study were as follows; 1) As a result of researching the difference between the leisure activities consumer groups and fashion involvement, there were significant differences in emotional and cognitive involvement. In the tour activity group and social activity group, emotional involvement was found to be higher than the cognitive experience while in the hobby and sports activity group, both involvements were equally as high. 2) As a result of researching the difference between the leisure activities groups and clothing selection criteria, it was found that the intrinsic and extrinsic criteria were high in the hobby and sports activity group and that the intrinsic criteria was high in the tour activity group and social activity group. 3) In the difference between the leisure activity groups and fashion information sources, it was found that media source, observation source and experience/personal source were high in the hobby and sports activity group. In addition, the experience and personal source were high in the social activity group. 4) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources, it was found that the emotional involvement, intrinsic criteria and observation source were higher in the group of females than males. 5) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources depending on the ages of leisure activities consumers, it was found that the emotional involvement and observation source were high in the group of 20-24 yrs old consumers and that the emotional involvement, intrinsic criteria and observation source were high in the group of 25-29 yrs old consumers. Also, in the group of 30-34 yrs old consumers, the emotional involvement, observation source and experience/personal source were high.

An Intention of Consistent Use of Sport O2O Service App Based on Expectation-Confirmation Model (기대확신모형을 적용한 스포츠O2O서비스 App의 지속적 사용의도 연구)

  • Joo, Hyung Chul;Kim, Jong Hee;Kwon, Hyung Il
    • 한국체육학회지인문사회과학편
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    • v.57 no.2
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    • pp.195-212
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    • 2018
  • O2O stands for 'Online to Offline', which is a new marketing strategy that links online and offline. As consumers' interests in health service has increased recently, sports O2O service is drawing attention from researchers and practitioners as well. For this reason, the purpose of this study is to analyze the empirical relationships of health literacy and innovativeness based on the expectation-confirmation model among users of sports O2O service. For data analyses, frequency analysis, correlation analysis, confirmatory factor analysis, reliability analysis and structural equation modeling were performed using SPSS 21,0 and AMOS 21.0. The results of this study were as follows. First, health literacy had positive effect on usefulness. Second, innovativeness had positive effect on usefulness. Third, confirmation had positive effect on usefulness. Fourth, confirmation had positive effect on satisfaction. Fifth, usefulness had positive effect on satisfaction. Sixth, usefulness had positive effect on intention to use. Seventh, satisfaction had positive effect on intention to use.

Social curation as an advertising tool - Message strategy of fashion brand images on vertical SNS - (소셜큐레이션과 광고 - 버티컬 SNS에서 표현된 패션브랜드 이미지의 메시지 전략 -)

  • Shin, In Jun;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.498-511
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    • 2015
  • This paper examines advertising images of fashion brands in vertical social network site (SNS) from the viewpoints of message strategies. Vertical social network sites are types of social curation systems applied to social networking, where information is selected, organized, and maintained. Fashion brands communicate with consumers by presenting images on vertical SNSs, anticipating improvements in brand image, popularity, and loyalty. Those images portray content for particular brands and seasonal concepts, thus creating paths for product sales information. Marketing via SNSs corresponds to relationship marketing, which refers to long-term interrelationship and value augmentation between the company and consumer, and viral advertising, which relies on word of mouth distribution via social network platforms. Taylor's six-segment message strategy wheel, often used for analyzing viral ads, was applied to conduct a content analysis of the images. A total of 2,656 images of fashion brands advertised on Instagram were selected and analyzed. Results indicated that brand values were somewhat related to the number of followers. Follower rankings and comment rankings were also correlated. In general, fashion brands projected sensory messages most often. Acute need and rational messages were less common than other messages. Sports brands and luxury brands presented sensory messages, whereas fast fashion brands projected routine images most often. Fashion brands promoted on vertical SNSs should portray advertising images that combine message strategies

A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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Major League Soccer and its U.S. Fan Base

  • Junsang AHN
    • Journal of Sport and Applied Science
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    • v.8 no.2
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    • pp.1-12
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    • 2024
  • Purpose: The purpose of this study is to understand fans' perception of the MLS. Particularly, this study investigates both the avid fan's perception of the MLS as well as the same perception in a potentially larger audience. This study aims at (1) segmenting the findings into three groups, (2) understanding the characteristics of these groups from the sport marketing prospective and (3) comparing the three groups to see whether there are any similarities and differences. Research design, data, and methodology: Using motivational factors alongside the 4P's of marketing, these three segments were analyzed and their similarities and differences were compared. An online survey was created and distributed through different MLS databases. Results: Prior to the distribution, a few hypotheses were made regarding the motivational factors of fans; specifically, that the quality of play has led to a lack of interest in the league and that the presence of star athletes has the potential to bring in more fans for the league. The quality of play and star athletes are important and thus a bigger emphasis needs to be placed on the designated player rule. At the same time, more television coverage as well as more exhibition games with international teams can generate more buzz for the league and garner more fans. Conclusions: This study explored motivational factors which support fanship of Major League Soccer. Further implications were discussed.

The Influences of Sports On-line Membership on Customer loyalty from the Moderation Roles of Commitment : In terms of the Professional Soccer team (프로축구 구단 온라인 멤버십의 특성과 몰입이 고객 애호도에 미치는 영향)

  • Won, Gu-Hyun;Jeong, Han-Seong
    • Korean Business Review
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    • v.17 no.2
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    • pp.161-183
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    • 2004
  • This research is to examine the effect of specific Sports On-line membership characteristics on Customer loyalty, the role of the important concept of the three degree of commitment(Continuance commitment, Normative commitment, Affective commitment) in relation marketing. First, discover whether professional team's customer loyalty is influenced by Sports on-line membership through the three degrees of commitment, which is an important parameter in customer relation. Second, find out the effect of currently used online membership characteristics of an off-line company on the three degrees of commitment. To achieve this aim our research team carried out an empirical study by creating an experimental hypothesis and model. The research was conducted by an online survey by 211 supporters of professional football teams. Out of the total 23 were judged untrustworthy by double answers, the empirical study was drawn out from the remaining 188. The empirical study was done by statistical analysis programs SPSS 10.0 and AMOS 4.0. The conclusion of this research is that specific characteristics of Sports on-line membership, Continuance commitment, Normative commitment, Affective commitment plays an important role as a medium in Customer loyalty.

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A Case study of "Branded Contents" applied Gamification concepts (게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구)

  • Na, Ji Young;Park, Young Il;Kim, Hye Bin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.45-56
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    • 2016
  • This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

A Study on Prediction and Development of Prospective Fisheries-Related Jobs in Korea (우리나라 수산업의 유망직종 예측과 개발에 관한 연구)

  • Kim, Sam-Kon
    • Journal of Fisheries and Marine Sciences Education
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    • v.20 no.1
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    • pp.36-45
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    • 2008
  • The purpose of this study was to explore new fisheries-related jobs in the future. The study is based on a thorough literature review and in-depth interviews with experts in the fisheries industry. The major findings of the study were as follows: First, new fisheries-related jobs that surpass the fitness rating of 90% and earn more than 3 on the prospect scale are expected to be found mostly in professional fishery sectors. In the production and processing sectors, fishery quality control manager, marine product cooks, and raw fish cooks looked most promising. In the fishery marketing and distribution section, on the other hand, marine tour consultants, marine product distribution consultants, underwater guides, online marine product traders, marine sports consultants, and marine safety specialists ranked high on the list.