• Title/Summary/Keyword: Sports Media

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A Qualitative Study on the Improvement of Online Physical Education in the COVID-19 Situation (코로나-19 상황에 따른 온라인 체육교육 개선에 관한 질적 연구)

  • Jung, Hyun;Ahn, Chan-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.217-227
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    • 2021
  • The study aims to explore the rapidly changing university sports-related lecture environment from the perspective of professors and seek comprehensive and practical improvements in the online lecture environment for both professors and learners. In order to achieve the purpose of this study, six professors related to physical education at the university were selected as research participants, and in-depth interviews were used for about four months from September 2020 to December 2020. Examples of the problems, counterplans, and the improvement plans of professors who related to sports were shown as the results. First, the difficulties faced by professors have been divided into online and offline lecture problems, which are Internet and media possession, online lecture place amulet, professor-learner communication disorder, attendance verification and evaluation, COVID-19 infection, and face-to-face lecture place restriction since the outbreak of COVID-19. Second, professors' response to online and offline lecture problems was diversification of communication media, telecommuting, providing online learning videos, replacing and reinforcing practical classes, which were found to be somewhat lacking in government and school support systems. Finally, since the COVID-19 outbreak, Sports-related lecture's continuous problems and the professor's responses require the improvements such as government-level guidelines, university-level expansion of the venues for on- and off-line lecture, devising online lecture programs that enhance professor's convenience, and adjusting the number of participants for on- and off-line lecture.

Study on the analysis of Web Corporate identity -Especially on the Sports Shoes sites (기업 웹 아이덴티티의 분석에 관한 연구 -스포츠신발사이트를 중심으로)

  • 신순호
    • Archives of design research
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    • v.17 no.2
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    • pp.147-156
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    • 2004
  • An enterprise is a basic unit to constitute national economy and a unit of independent production economy to pursue profit based on separation between ownership of production means and labor. Even though price and quantity of production are decided by planned economy in order to survive in the mechanism of market economy, quantity of production and of demands can't be same at all because of consumers' different preferences. An enterprise uses audio-visual media like letters, pictures, and voice in order to grasp consumers' taste, to develop products and to advertise them. Advertising is communication that a company, a non-profit organization or an individual, that is shown in the message of an ad, makes through several media. It is time that a company should appeal its image, not only its products, to consumers as a salesman. Marketing strategy of company identity is to visualize a company's intentions, to formalize its motto, slogan or culture, to build up trust of products and the company in consumers, and then, to have the consumers forever. By the virtue of development of www in 1990s, the media has been expanded to online. Development of www has united the world into a network and the market has been changed to unlimited competition. This paper intends to define the concept and characteristics of web identity and investigates and analyzes how web sites of sports shoes express their identities. In addition, it analyzes influences of multinational companies' web identifies (in Korean version) and of local companies' web identities on local consumers. Through survey, it will analyze the effects of web identity and review its operation.

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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Effect of social media use motive and credibility on social capital (소셜미디어 이용동기와 신뢰성이 사회자본에 미치는 영향)

  • Park, Jin-Woo;Kim, Deok-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.207-219
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    • 2014
  • The purpose of this study was to investigate the effect of social media use motive and credibility on social capital. In particular, it explored the motivations for the use of most influential SNS in Korea, Facebook. The result of analysis showed that the use motive, information exchange and making relationship, influenced significantly on social capital. Second, the credibility of social media influenced significantly on social capital(bonding social capital and bridging capital).

Subdivision Ensemble Model for Highlight Detection (하이라이트 검출을 위한 구간 분할 앙상블 모델)

  • Lee, Hansol;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.620-628
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    • 2020
  • Automatically predicting video highlight is an important task for media industry and streaming platform providers to save time and cost of manual video editing process. We propose a new ensemble model that combines multiple highlight detectors with each focusing on different parts of highlight events. Therefore, our model can capture more information-rich sections of events. Furthermore, the proposed model can extract improved features for highlight detection particularly when the train video set is small. We evaluate our model on e-sports and baseball videos.

Analyzing Media Effect in 2006 Worldcup Match With Four Major Media Vehicle (2006년 월드컵 경기에 대한 미디어 효과 연구: 4대 매체의 차별적 효과를 중심으로)

  • Moon, Seung-Jun;Sung, Ji-Yeon
    • Korean journal of communication and information
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    • v.40
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    • pp.321-348
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    • 2007
  • This paper studies how 2006 German World cup game gave World cup-aftermath to Korean people living in Korea. In order to study, the time exposure to soccer matches like Korea vs. Togo, Korea vs. Swiss, and Korea vs. France respectively was analyzed. Additionally, in order to evaluate media effect, respondents' demographics, and preference toward sports were controlled using a hierarchial regression method. Based on the results, exposure to radio was statistically significant to Koreans' indirect aftermath.

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A study on the Dynamic Relation between Sports Marketing and Mass Media (스포츠 마케팅과 매스미디어의 역학관계 연구)

  • 연승준;김상욱
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.05a
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    • pp.18-29
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    • 1999
  • 다양한 환경의 변화에 따라 스포츠가 매스미디어에 의해 그 범위가 확산되면서 광고와 마케팅에 커다란 영향력을 발휘하는 현상을 보이고 있으며 스포츠마케팅과 매스미디어는 불가분의 관계에 놓여있다. 그러나 스포츠 마케팅에 있어서 매스미디어가 중요한 역할을 하고 있다고들 하나 그 역학관계에 대한 연구는 매우 저조한 상황이다. 따라서 본 연구는 스포츠 마케팅과 매스미디어와의 역학구조를 단계적으로 살펴보고 시스템 다이내믹스 개념을 이용하여 역학구조 내에서 영향을 연구하여 향후의 스포츠마케팅 연구 및 실행에 있어 매스미디어와의 관계연구에 방향을 제시하였다.

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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.

Gamification Analysis method proposal of Screen Sports (스크린 스포츠의 게이미피케이션 분석방법 제안)

  • Kil, Youngik;Ko, Ilju;Oh, Kyoungsu;Bang, Green
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.369-383
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    • 2018
  • In this paper, suggests a gamification analysis method applied to screen sports. The analysis method is through the process of comparison, collection and application. In the process of comparison, compare the characteristics of actual sports and screen sports and Data collection to complement the differences derived from the comparison process is done during the collection process. Process of application is verify for application status of Gamification. and analyzed of screen golf and screen baseball. The result shows that screen golf couldn't apply walking exercise in the comparison process, and screen baseball couldn't apply exercise elements except batting. During the collection process, driving distance and swing data were used for screen golf, and driving distance, batting average and RBI (runs batted in) data were used for screen baseball. Lastly, it was revealed during the application process that both screen golf and screen baseball provide data to users by using reward, competition and Self-expression elements of gamification. The analysis methods presented in this study can be a method to analyze screen sports, and are expected to be appropriate methods to make screen sports.

Blog Application of Korean Traditional Costume as Culture Information Contents (한국전통복식 문화정보의 블로그 활용에 관한 연구)

  • Hwang, Mi-Sun;Lee, Eun-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.1
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    • pp.97-109
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    • 2012
  • Recently, it is concentrated world interest to Korea sensational (Hanryu) exited for not only sports but korean drama, K-pop in public culture. And G20 summit meeting and Winter Olympic open city selection. It is why practical information needs of Korean traditional cooking method and Korean culture, history and architecture and easy way to gain information. Korea has strong power for internet and nuke personal media mini home page, and cafe, blog. Blog is useful for spread information and has efficiency of speedy exchange information. In this study making blog contents of Korean traditional cultural information for not only Korean but foreigner. For method find blog has possibility of cultural information spreading tool, in literature and investigate usefulness and contents of naver blog having Korean traditional costume. In this study, it is helpful to open and construction personal blog of korean traditional costume and traditional culture contents.

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