• 제목/요약/키워드: Sports science

검색결과 1,570건 처리시간 0.028초

대학 운동선수들의 음료 섭취실태 및 수분 섭취 관련 영양지식에 관한 연구 (The Study on Collegiate Athletes' Beverage Drinking Pattern and Knowledge about Hydration and Fluid Replacement)

  • 이현숙
    • Journal of Nutrition and Health
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    • 제40권7호
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    • pp.650-657
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    • 2007
  • The survey was conducted to investigate athletes# beverage drinking pattern and their knowledge concerning hydration and fluid replacement. The subjects were 371 collegiate athletes (235 males and 136 females) in Seoul and Daejun area. The mean age of the athletes was 20.44 y. The prevalence of sports drink use among subjects at ordinary time, after training, and after competition were 9.0%, 17.1%, and 57.3% respectively. Primary source of sports drink information were advertisement (57.3%), friends or colleagues (14.9%), and coaches (7.0%) The purchase of sports drink was done by athletes themselves (76.0%) and coaches (22.6%). The most influential factor in choice of sports drink was taste (61.5%), brand name (15.1%), composition (12.4%), and advertisement (6.7%) However, only 9.5% of the subjects answered they know well about the sports drink they are drinking. To the 15 questions to survey the nutritional knowledge about fluid and intake of sports drink, subjects responded correctly to 58.47%. Their sex or experiences of nutrition education didn#t affect to their knowledge. As the result, the prevalence of collegiate athletes# sports drink use was high but their knowledge about it was not sufficient. These results suggest that an effective and practical nutrition education for adequate hydration and choice of sports drink for atheletes should be considered.

The Marketing Strategy through Sports Media to Stimulate a Consumer Sentiment

  • LEE, Jae-Hyung
    • 산경연구논집
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    • 제13권7호
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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.

복합종목 국제스포츠이벤트 생애주기에 대한 탐색적 연구 (Exploratory Study of International Sports Event Life Cycle)

  • 권기성;오태연
    • Journal of Sport and Applied Science
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    • 제3권1호
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    • pp.1-14
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    • 2019
  • Numerous types of sporting events have been hosted in Korea during the last decades. Sport events produce various types of data, and there is a clear necessity of storing and utilizing this information. From this background, the purpose of this study is to draw complex sports categories from international sport events life cycles in order to categorize standards of knowledges management system. This study utilized qualitative methods: expert groups discussion for overall life cycle steps and in-depth interviews for detail life cycle steps. The results show that there are several life cycle steps: bidding, preparation, operation, evaluation, post management steps. To be more specific, for the bidding step, there are check, plan, implementing detail phase; and the preparation step is based on event preparation Basis Build, event preparation implementation, test and supplementation phases. For the operation step, event operation system switch, event operation during the period, finish operation phases are deducted. Evaluation and post management step do not have detail phases. Efforts to store and utilize knowledge can be one of the starting points to make the operation of sport events efficiently.

The Effects of Sports Sponsorship Recognition on Corporate Image, Purchasing Intention and Brand Identification

  • KANG, Seung-Hoon;KIM, Jae-Gyun;YANG, Myung-Hwan
    • 유통과학연구
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    • 제17권10호
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    • pp.49-59
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    • 2019
  • Purpose - This study aims to verify the effect of sports sponsorship recognition on corporate image and the relationship between image and identification, corporate image and purchasing intention, brand identification and purchasing intention Research design, data, and methodology - To carry out the purpose of this study, a set of data was collected from 320 surveys and 305 of them were used. Statistic programs, SPSS 18.0 and AMOS 20.0, were used to analyze the data. Results - It was found that emotional sports sponsorship recognition and social sponsorship sports sponsorship recognition had positive effects on corporate image and brand identification. Corporate image also had a positive effect on brand identification. Besides, it was analyzed that corporate image and brand identification had positive effects on purchasing intention. Conclusions - The results show that sports sponsorship recognition can influence brand identification and purchasing intention, and contribute to the enhancement of corporate image. Since brand personality that matches the self-image of the targeted customer will have a more positive effect on the relationship with the consumer, marketing activities should be carried out so that the brand image can be identified with the company image of sports sponsorship activities.

A study on Developmental and Constraint Factors of Sports Movie

  • MOON, Bo Ra;KIM, Hae Yu;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • 제5권2호
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    • pp.47-53
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    • 2021
  • Purpose: The purpose of this study is to generate industrial insights for developing sports movie industry. Related studies are scare. Research design, data, and methodology: The study employed case study and selected typical case samples who seem informative about sport movie industry. The authors interviewed six experts who are experienced in sport movie and related academic sector. Interviews were audio-taped and the text were decoded by multiple reading. Through this process, the study categorized significant meanings and produced results. Interviewees reviewed again the final findings to confirm validity, which calls member check. Results: It was suggested that developmental factors of sports movie were the realization of realistic sports scenes by using technologies. Second, participants told that contents of sport movie need to reflect real stories and it should tell the stories. Regarding constraints of sport movies, movie producers feel difficulty to make scenes in that sports are inherently quickly performed. Another constraints are that production cost is expensive but audiences are barely attended. Conclusions: For promoting economic outcomes and developing sport movie industry, government needs to financially support related markets to support sport movie producers assisting them to concentrate their movie works. Future directions for related-studies were discussed.

The Negative Effect of COVID 19 Pandemic on Sports Leisure Recreation Retailers, and its Solutions

  • SEONG, Dong-Ho;SEONG, Nakhun
    • 유통과학연구
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    • 제20권2호
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    • pp.91-100
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    • 2022
  • Purpose: The sports industry is a major form of leisure and entertainment, but the industry was tremendously affected by the Covid-19 pandemic. This study gives solutions for sports leisure retail stores to the effects of the Covid-19 crisis on consumers' sports products purchasing habits and then gives a logical conclusion regarding the findings of the topic. Research design, data and methodology: Scant research is available to feedback for owners and managers of sports leisure retail stores which elements could be considered to recover their business prior to the pandemic. For achieving this, this study investigated total 284 responses in the retail stores and conducted the ANOVA analysis to compare the level of intensity on the impact Covid 19 pandemic. Results: Our findings suggests that there was a statistically recognizable difference at the significance level of probability between the mean value of the impact index of Covid 19 pandemic and key recovery strategies, indicating the high degree of Covid 19 impact can be reducing by four solutions. Conclusions: Finally, this study concludes the specific entertainment elements that influence the purchasing behavior of consumers will ensure that the Sports industry deals with its internal problems first without necessarily looking at the outside factors such as the pandemic.

체육인재의 경력유형별 융합적 역량모델 개발 연구 (A Study on Development of Integrated Sports Talents' Competency Model By Career Type)

  • 김진세;안재한;김미숙
    • 디지털융복합연구
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    • 제15권8호
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    • pp.423-433
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    • 2017
  • 이 연구는 체육인재 경력현황과 분석을 통해 체육인재의 경력유형별 역량모델을 개발하는 데 있다. 이를 위해 체육인재는 체육행정, 심판, 지도자, 스포츠정보분석가, 글로벌 스포츠인재로 제한하였고, 문헌분석, 경력개발 유형 및 경력경로 가이드 설계, 경력유형별 인터뷰를 연구방법으로 활용하여 전문가 적합성 검토를 거쳐 다음과 같은 연구결과를 도출하였다. 첫째, 연구 결과 공통역량, 전문역량, 글로벌 전문역량으로 구분되었으며, 공통역량은 글로벌, OA활용 등 6개, 전문역량은 5개 경력유형별로 29개, 글로벌 전문역량은 2개로 국제스포츠인재 대상 스포츠외교, 국제협회 및 연맹진출 준비로 구성되었다. 둘째, 모든 역량에는 역량정의 및 행동지표가 함께 개발되었으며 향후 체육인재 역량 수준 진단 및 역량기반 경력개발 아카데미 교육과정 수립에 활용할 수 있을 것이다.

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • 산경연구논집
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    • 제11권11호
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    • pp.39-53
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    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

대사당량(MET)과 최대긴장력(Peak Strain Score)에 근거하여 측정한 스포츠 활동량과 여대생의 요골 골밀도와의 상관성 (The Relationship between Lifetime Sports Activity Measured with MET and Peak Strain Score and Bone Measurement in College-aged Women)

  • 이은남;최은정
    • 대한간호학회지
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    • 제38권5호
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    • pp.667-675
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    • 2008
  • Purpose: The aim of this study was to compare the relation between differently measured sports activities (metabolic equivalent [MET] and peak strain score) and distal radius bone mineral density in college-aged women. Methods: lifetime sports activity was scored in two different ways: 1) a sports activity score by multiplying the intensity (METs) and duration and 2) a sports activity score by adding up physical strain scores based on the ground reaction force of each sports activities. Bone mineral density was measured using dual energy x-ray densitometry (DTX-200) in the distal radius site. Results: In stepwise multiple regression analysis, body weight and sports activities during the college period were significant positive predictors for distal radius bone mineral density. The explained variance of sports activity measured with a peak strain score (8.8%) for distal radius bone mineral density was higher than one measured with the MET score (3.3%). Conclusion: It can be concluded that sports activity scores based on MET and peak strain scores during college are very important for determining the bone mineral density in the distal radius site in women under 30.