• Title/Summary/Keyword: Sports league

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Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends- (e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로-)

  • Kim, Joo-Hee
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.61-72
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    • 2019
  • This study has meanings by adapting recreation specialized theory, focusing on outdoor recreation activities, on indoor recreation, e-sports. LoL is leading the e-sports fever now, and this study is targeting its spectators, reflecting and analyzing recent e-sports consumers' leisure feature statistically. For the further research, adapting a theory to various fields to generalize is required. Also, the researches on e-sports leisure need both quantitative and qualitative methods.

The Marketing Strategy through Sports Media to Stimulate a Consumer Sentiment

  • LEE, Jae-Hyung
    • The Journal of Industrial Distribution & Business
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    • v.13 no.7
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    • pp.27-35
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    • 2022
  • Purpose: To entice new customers, companies attach their products to sports. From a pastime enjoyed by many to a multi-billion-dollar enterprise, the sport has evolved due to the growth in sports marketing spending. The purpose of this study is to illustrate the notion of sports media marketing using the prior textual data. Research design, data and methodology: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology was conducted to investigate previous literature to achieve the purpose of the study. This method includes searching for information sources, selection of articles, and results extraction relative to the objectives. Results: The findings from prior systematic review indicated that customers and the marketplace can be better understood with the help of well-executed marketing campaigns. Moreover, many different techniques are being utilized to describe sports marketing such as the use of media, advertisement, public relations, and direct sales. Conclusions: All in all, the present study concludes that the notion of associative competitiveness is one of the unique characteristics of the sports sector. As a result, sports leagues and federations must maintain a balance within the league and develop a shared marketing strategy to help promote their respective sports and competitions.

Analyzing the Uniform Colors of Professional Team Sports in South Korea

  • Yeo Ri Bae
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.18-36
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    • 2023
  • Although an extensive body of research exists on sports uniform colors in the West,there is a dearth of research on South Korean sports uniforms, especially in the domain of professional teams ports. This study aims to identify and analyze the colors of sports uniforms of 56 professional teams listed on the Korea Professional Sports Association (KPSA) for a range of team sports (e.g. football, baseball, basketball, volleyball, and golf). The number of colors of each team's uniform and the ordinal ranking of these colors were recorded and analyzed. Furthermore,the number of colors and parent company colors were grouped by gender and league. Overall, 80.4% of the teams preferred three to four colors with white, black, blue, and red being the most popular colors. Every team's primary, secondary, or graphic logo colors on their uniforms included white. The gender variable was partially significant, emphasizing culturally significant colors such as pink. The parent company's color showed a significant connection with the team's uniform colors. This result was related to the historical origins of South Korean professional team sports and their unique relationship with chaebols. Based on the findings, this study concludes that visibility and contrast factors, as well as historical aspects relating to the concept of glocalization play an important role in the color choices of South Korean team uniforms.

Scheduling for Korean Professional Baseball League Using Simulated Annealing : A case study (시뮬레이티드 어닐링 기법을 이용한 한국 프로야구 리그 일정계획)

  • Jeon, Ji-Won;Lee, Jin-Ho;Lee, Yeong-Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.528-532
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    • 2005
  • 한국 프로야구 일정계획은 SLSP(Sports League Scheduling Problem)분야의 문제로서 전형적인 조합최적화 문제이다. 본 연구는 한국 프로야구 일정계획 문제의 제약 조건을 분석하고, 다양한 목적함수에 대해 검토하였다. 또한 이를 효과적으로 풀기 위하여 TTSA(Simulated Annealing for the Traveling Tournament)을 사용하였다. TTSA는 TTP(Traveling Tournament Problem) 문제를 풀기 위해 제안된 방법으로 가능해와 비가능해 영역을 동시에 탐색하여 빠른 시간 안에 좋은 해를 구할 수 있다. 실험은 2005년도 한국 프로야구 리그 일정을 바탕으로 하였으며, 그 결과 팀들의 이동 거리의 총합 최소화, 가장 이동거리가 긴 팀의 이동거리 최소화, 팀 간의 이동거리차이 최소화 측면에서 각각 14%, 22%, 21% 더 좋은 일정을 얻을 수 있었다.

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Winning Back Attendance: Effects of Winning Performance, Online Search, and the MLB Rule Changes for More Dynamic Games

  • Rhino Kim;Sue Ryung Chang
    • Asia Marketing Journal
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    • v.25 no.3
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    • pp.148-159
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    • 2023
  • As Major League Baseball (MLB)'s continuous decline in popularity has caused its game attendance to drop gradually, the league makes a desperate attempt such as game rule changes to remain relevant. Along with the introduction of new rules to make games more dynamic such as the pitch clock, bigger bases, and defensive shift limitations, it is important for MLB franchises to understand drivers for game attendance. We focus on the effect of accumulated winning performance of the two teams on game attendance, one of the key drivers of game attendance, and investigate how it is influenced by consumer and industry factors such as online search and game rule changes. We find that game attendance increases as the prior winning performance of the home (away) team increases (decreases). We also find that online search and rule changes for more dynamic games moderate the effect of winning performance on game attendance.

Forecasting the Results of Soccer Matches Using Poisson Model (포아송 확률 모형을 이용한 축구 경기 결과 예측)

  • Seong, Hyun;Chang, Woo-Jin
    • IE interfaces
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    • v.20 no.2
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    • pp.133-141
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    • 2007
  • As the sales of the Sports Toto, the Korean lottery on sports games, have increased significantly in recent five years, interest in predicting the various results of sports matches has also been raised. Dixon and Coles (1997) proposed a bivariate Poisson model to predict the results of English soccer league matches. In this paper, we pay attention to the physical condition of players that may affect soccer match results and revise Dixon and Coles' model to consider probable fatigue due to the players' short rest followed by their frequent matches. We observed the fatigue effect in the match results, and found positive betting returns available when using our prediction model. Furthermore, the validity of probability-based odds in European and Korean betting markets is analyzed.

The Effect of Daily Average Humidity on Pitcher's Stats of Strike-Out (일일 평균 습도가 투수의 탈삼진 기록에 미치는 영향)

  • Kim, Semin;You, Kangsoo
    • Journal of Industrial Convergence
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    • v.18 no.1
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    • pp.65-71
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    • 2020
  • Recently, the field of using data has begun to attract attention in professional sports. In the field of data utilization, in addition to the classic records obtained within the economy, secondary records that emphasize efficiency are also actively used. Therefore, in this study, we try to study the correlation with the pitcher's strikeout ability through the daily average humidity, which is data outside the competition. For this reason, referring to the daily average record of the area of the home base of 10 teams belonging to the KBO league and the auxiliary stadium, the top 5 in the win, hold, save section to grasp the characteristics of the starting pitcher and the rescue pitcher We analyzed K / 9 records for each person. Through the results of this study, we found a significant difference in the K / 9 record between the starting pitcher and the rescue pitcher, and we can expect to investigate the use of professional sports data and develop the industry in general.

Prediction of English Premier League Game Using an Ensemble Technique (앙상블 기법을 통한 잉글리시 프리미어리그 경기결과 예측)

  • Yi, Jae Hyun;Lee, Soo Won
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.5
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    • pp.161-168
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    • 2020
  • Predicting outcome of the sports enables teams to establish their strategy by analyzing variables that affect overall game flow and wins and losses. Many studies have been conducted on the prediction of the outcome of sports events through statistical techniques and machine learning techniques. Predictive performance is the most important in a game prediction model. However, statistical and machine learning models show different optimal performance depending on the characteristics of the data used for learning. In this paper, we propose a new ensemble model to predict English Premier League soccer games using statistical models and the machine learning models which showed good performance in predicting the results of the soccer games and this model is possible to select a model that performs best when predicting the data even if the data are different. The proposed ensemble model predicts game results by learning the final prediction model with the game prediction results of each single model and the actual game results. Experimental results for the proposed model show higher performance than the single models.

An efficiency evaluation of Korean basketball league using 2010~2011 season data (2010~2011 시즌 자료를 활용한 프로농구 구단의 효율성 평가)

  • Choi, Kyoung Ho;Ahn, Jeong Yong
    • Journal of the Korean Data and Information Science Society
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    • v.24 no.3
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    • pp.505-513
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    • 2013
  • Basketball is one of the most popular winter sports in Korea. Korean basketball league has started in 1997 with 8 teams. Currently, there are 10 teams participating in it and the average number of spectators in 2010~2011 season reached 3,815. However, it has not been making good profit. It would be meaningful to analyze and evaluate the operational efficiency in order to provide basic information to improve the efficiency. This study used data envelopment analysis to figure out comparative efficiency of the teams in the Korean basketball league. As a result, Jeonjaland, LG, and KT were evaluated to be efficient teams and Orions, Ginseng, and Mobis were not.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.