• Title/Summary/Keyword: e스포츠

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Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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A Study on the Expanding and Developing of the e-Sports Area Using Metaverse (메타버스를 활용한 e-스포츠 영역 확장과 발전에 관한 연구)

  • Gang, Hui-Jin;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.205-208
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    • 2022
  • 본 논문에서는 메타버스를 활용한 e-스포츠 산업의 영역 확장 및 발전 가능성에 대해 제안한다. 본 논문에서는 코로나-19 사태 발생 후 상승세를 보인 e-스포츠 산업 발달 과정에 새롭게 대두된 메타버스 기술을 활용했을 시에 생기는 새로운 방향의 발전 가능성에 대해 연구하였다. 현재 e-스포츠 산업의 발전을 따라가지 못하는 게임들 혹은 소규모 행사들의 발전 가능성에 대해 집중적으로 연구하였으며, 실제로 적용 했을 시 현재 주목받고 있는 대규모 e-스포츠 행사가 아닌 e-스포츠 행사에 참가하지 못하거나 적극적인 참여를 하지 못하는 상황에서 보다 긍정적인 영향을 보이는 방법을 제시하고자 한다.

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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.

콘텐츠라인 / 서울 e스포츠 패스티벌

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.1 s.140
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    • pp.98-99
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    • 2005
  • ‘제 1회 서울 e스포츠 페스티벌’이 지난 12월 18일 서울대학교 종합체육관에서 열렸다. 서울디지털대학교가 주최한 이번 행사는 21세기의 대표적인 문화콘텐츠로 자리잡은 e스포츠를 이해하고 즐길 수 있는 문화적 행사로 마련됐다. 이번 행사는 e스포츠의 꽃인 스타크래프르, 속타 등 총 4개의 게임으로 진행됐으며, 2,500여명의 경기 참가자와 3,000여명의 관람객이 참여해 성황리에 이뤄졌다.

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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.

A Study on Effective Graphic Design for the e-Sports Broadcasting (e-스포츠 방송을 위한 효과적인 그래픽 설계에 관한 연구)

  • Jae Sol Lee;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.133-135
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    • 2023
  • 본 연구는 호황을 누리고 있는 e스포츠 방송 분야에서 그래픽 디자인의 중요성을 탐구한다. e스포츠 시청자에게 명확하고 매력적인 비주얼을 제공하고 선수 통계, 팀 순위, 토너먼트 일정과 같은 정보를 제공하는 효과적인 그래픽 디자인의 중요성을 강조한다. 시각적으로 매력적이고 몰입감 있는 방송을 만드는 데 도움이 되는 핵심 원칙과 전략을 식별하는 것을 제안하고 있으며, 그래픽에 대한 시청자 반응을 측정하고 문제가 될 수 있는 그래픽이 전반적인 e스포츠 경험을 방해하는지 확인하기 위해 설문 조사를 통해 분석 결과를 제시한다. 그리고 디자이너가 고려해야 할 핵심 사항에는 명확성, 일관성, 브랜딩 및 혁신이 포함되며, 이 모든 요소는 청중을 참여시키고 e스포츠 방송의 품질을 높이는 효과적인 그래픽을 만드는 데 도움이 될 수 있는 내용들을 제시한다.

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Preliminary research on esports of Northeast Asia part 1: Downfall of affect, 10 years history of Korean e-sports (동북아시아 e스포츠 현황에 대한 기초연구 1: 정동(affect)의 실각, 한국 e스포츠 10년사)

  • Lee, Yongbeom
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.61-74
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    • 2020
  • Northeast Asia accounts for half of the world game market, worth $ 152.1 billion, and has abundant growth potential. Early e-sports in Korea could be formed through the distribution of affects of active participation of gamers and fans. Since then, the establishment of a corporate team has continued, securing stability as an industry. However, mediation rights, intellectual property disputes, and game manipulations continue, leading to a massive escaped of early fandom and the collapse of StarCraft-based ecosystems.