• Title/Summary/Keyword: Sports league

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The Influence of School Sports Club Participation on Boys' Middle School Students' School Life Satisfaction (학교 스포츠클럽 참여가 남자 중학생의 학교생활만족도에 미치는 영향)

  • Won, Hyo-Heon;Park, Hyoun-Seok
    • Journal of Fisheries and Marine Sciences Education
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    • v.22 no.4
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    • pp.566-575
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    • 2010
  • The purpose of this study was to examine how school soccer league influenced the school life satisfaction of middle school student in an attempt to help improve their school life and facilitate the universalization of school soccer league. The subjects were 103 students participating in school soccer league at a boy's middle school in Busan and 148 non-participants at the same school as a comparison group. The findings of this study were as follows: 1. The students who participated in the school soccer league program expressed better satisfaction with school life than the other who didn't, and the gap between the two was statistically significant. 2. The students who participated in the school soccer league program, the students who showed higher participation frequency expressed better satisfaction with school life than the other who didn't, and the gap between the two was statistically significant. 3. The student who participated in the school soccer league program, the higher level students of soccer ability expressed better satisfaction with school life than the lower level student of that, and the gap between the two was statistically significant.

Analyzing How English Premier League Teams Utilize YouTube Channel

  • Han, Sukhee
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.28-35
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    • 2020
  • YouTube has been gaining popularity all around the world. A lot of companies have created their own YouTube channels to leverage them in diverse ways; they upload commercial videos, show people user reviews, and conduct promotions with their products. Sports clubs are no exception; they upload diverse videos to gain popularity and to interact with their fans. This study analyzes how the English Premier League (EPL) clubs leverage their YouTube channel as soccer (football in European nations) players. YouTube activities of 20 clubs during the 2019/2020 Season are investigated. After careful consideration, we decide to examine two factors of the respective channel of the YouTube: 1) Popularity (the number of views and subscribers) 2) Contents of videos (e.g. interviews and highlight scenes). The study followingly inspects the benefits of utilizing YouTube channels and of direct communication between sports clubs and fans in online settings.

Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

The Effect of Air Pollution on Professional Sports in South Korea

  • LEE, Seomgyun;OH, Taeyeon
    • Journal of Sport and Applied Science
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    • v.4 no.4
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    • pp.27-32
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    • 2020
  • Purpose: This study sought to explore the effects of air pollution on professional sports in South Korea. Research design, data, and methodology: The dependent variable, the number of attendances, was comprised of 2013-2017 K-league, 2015-2017 KBO, 2014-2017 KBL regular season games, resulting in 1,063, 2,121, 810 individual match-level observations, respectively. With the actual data collected from each place across the country, we created a categorical variable which identify the air quality index divided into four categories by K-eco (i.e., good, moderate, unhealthy, hazardous). To analyze data, ANOVA was employed. Results: First, there was a significant group effect on K-league attendance. Second, there was a significant group effect of KBO attendance. Lastly, there was a significant group effect on KBL attendance. Conclusions: Summary of above results showed that each professional sport leagues' attendance was significantly different depending on the levels of air pollution. Implications were also discussed. Keywords: air pollution, sport spectatorship, professional sports.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

Quantitative Analysis for Win/Loss Prediction of 'League of Legends' Utilizing the Deep Neural Network System through Big Data

  • No, Si-Jae;Moon, Yoo-Jin;Hwang, Young-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.213-221
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    • 2021
  • In this paper, we suggest the Deep Neural Network Model System for predicting results of the match of 'League of Legends (LOL).' The model utilized approximately 26,000 matches of the LOL game and Keras of Tensorflow. It performed an accuracy of 93.75% without overfitting disadvantage in predicting the '2020 League of Legends Worlds Championship' utilizing the real data in the middle of the game. It employed functions of Sigmoid, Relu and Logcosh, for better performance. The experiments found that the four variables largely affected the accuracy of predicting the match --- 'Dragon Gap', 'Level Gap', 'Blue Rift Heralds', and 'Tower Kills Gap,' and ordinary users can also use the model to help develop game strategies by focusing on four elements. Furthermore, the model can be applied to predicting the match of E-sports professional leagues around the world and to the useful training indicators for professional teams, contributing to vitalization of E-sports.

A study on the revitalization of the professional sports league based on the analysis of professional sports business environment (프로스포츠리그 경영환경 분석을 통한 프로스포츠 활성화 방안 연구)

  • Kim, Chong;Cho, Seong-Sik;Yum, Ji-Hwan;Jung, Hee-Yun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.12
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    • pp.3839-3847
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    • 2009
  • This study presents a revitalization of the professional leagues through the identification of the problem based on analyzing the domestic professional sports business environment. The development plan for emerging problem is present along with guidelines that are appropriate for local environment and situation for league revitalization. First, the creation of a variety of marketing opportunity and integrated marketing strategy must be accompanied by the development for generating of the professional sports league's revenue. Second, Marketing of a player's potential should be developed. and utilized. Third, the domestic players and foreign players salary cap celery cap placed on the proportion of salary should be lower. Finally, Youth Club, based on the activation of a growing base should be made.

A Productive Analysis of Sports Organizations in Korean Basketball League: Focused on DEA (한국프로농구구단의 생산성분석: DEA를 중심으로)

  • Kim, Seonmin
    • Journal of the Korea Safety Management & Science
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    • v.15 no.2
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    • pp.255-262
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    • 2013
  • Due to the competition between the various professional events, it is imperative for the team's management to improve efficiency by removing the inefficiencies of the professional team in order to gain a competitive edge. This study use different Data Envelopment Analysis (DEA) models to measure the efficiency of professional sport organizations. In this mathematical-analytical study, this study first reviews the related literature to analyze the input/output variables. In the end, the variables were detected and the data for this study were gathered from the Korean Basketball League (KBL). While previous studies examine relative efficiency of Korean Professional baseball teams by using CCR model, this study fully utilize the DEA method to investigate Korean professional sports organizations' operating problem. Thus, this study propose full results of DEA analysis such as efficiency score (overall, technical, and scale efficiency), slacks in inputs and outputs of inefficient organizations, Malmquist index) As a result, this study provides not only the exact productivity information of a team and a way of improving a firm's productivity with a decision maker.