• Title/Summary/Keyword: e스포츠

Search Result 156, Processing Time 0.033 seconds

Effect of Sports Human Brand's Goods Product Value on Emotional Response(PAD) and Consumption Behavior (스포츠 휴먼브랜드의 굿즈상품(Goods) 가치가 감정반응(PAD) 및 소비 행동에 미치는 영향)

  • Kim, Woo-Sik;Shin, Jin-Ho
    • Journal of the Korean Applied Science and Technology
    • /
    • v.39 no.1
    • /
    • pp.84-95
    • /
    • 2022
  • This study conducted a online survey (URL), DM, , E-mail, etc. were used to sample 371 people using the standard convenience sampling method, and 320 valid samples excluding 51 unfaithful respondents were analyzed by applying causality (SEM). First, the hypothesis was adopted with the influence of positive (+) on the emotional response of the human brand's goods value. Second, the hypothesis was adopted that emotional response has a positive (+) effect on consumption behavior. Third, the human brand's goods value has a positive (+) effect on consumption behavior, and the hypothesis was partially adopted. Finally, the indirect effect of emotional response in the relationship between goods value and consumption behavior was found to be statistically significant.

온게임네트워크 VS. MBC게임- 게임 방송 온게임네트워크 VS. MBC게임

  • Kim, Mun-Yeong
    • Digital Contents
    • /
    • no.12 s.139
    • /
    • pp.56-60
    • /
    • 2004
  • 온게임네트워크와 MBC게임은 게임 강국 코리아가 게임을 또다른 어떤 형태로 산업화할 수 있는가를 보여준 업체들이다. 이들은 세계에도 유례가 없는 게임전문 채널 사업자로서 게임이 단순한 오락거리에 머무르지 않고‘e-스포츠’로 성장하는 계기와 동력을 제공했다. 이들이 있었기에 프로 게이머가 탄생했고 게임 리그가 하나의 산업으로 성장할 수 있었다. 게임 전문 케이블 채널의 두 주자, 온게임네트워크와 MBC게임을 살펴봤다.

  • PDF

기상공간의 모델하우스

  • 한치근;이범주;조성준;최승호
    • Proceedings of the CALSEC Conference
    • /
    • 1998.10b
    • /
    • pp.467-476
    • /
    • 1998
  • ㆍ 경제, 교육, 연구 부분 등에서 그 중요성이 널리 인식 ㆍ 많은 서비스가 사이버 공간(cyberspace) 상의 서비스를 표방 ㆍ 가상 인물, 가상 회사, 가상 게임, 가상 스포츠 ㆍ 실생활의 많은 부분이 가상 공간상에서 수행될 것으로 예상(중략)

  • PDF

A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.121-132
    • /
    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

An Understanding of Keyword Networks on Research Trends on Jeju Tourism and Sports Tourism (제주관광과 스포츠관광에 관한 연구의 키워드 네트워크에 대한 이해)

  • Joonhyeong Joseph Kim;Sung-Hun Choi
    • Asia-Pacific Journal of Business
    • /
    • v.15 no.1
    • /
    • pp.305-318
    • /
    • 2024
  • Purpose - The purpose of this study was to conduct a preliminary study to identify key trends on research articles indexed in KCI in relation to tourism in Jeju and sports tourism. Design/methodology/approach - Information regarding research articles focused on Jeju tourism and sports tourism indexed in KCI (145 and 120 articles respectively) were collected and finally abstract written in Korean of 100 and 91 articles on sports tourism and Jeju tourism respectively were chosen for the further analysis after removing redundant articles. R program was used to analyze keyword frequencies, co-occurring terms, and degree/betweeness centrality measures and visualize the keyword network results. Findings - Event, marketing, content, program, implication, service, stadium, and tourism destination have been identified as keywords with highest frequencies among research on sport tourism, whereas tourism destination, image, brand, content, data, Chinese, satisfaction, eco-tourism service, place of arrival were highly appearing terms among research on Jeju tourism. Research implications or Originality - This study highlighted that Jeju has been interlinked with a range of terms such as programs influencing Jeju tourism, natural environment, tourism-related resources (e.g., museums, dramas, etc.), whereas sports has been closely related to sports event and vaiours types of sports (e.g., bicycle, staking, and scuber), but not to Jeju-do.

Motivation for following College Sports Teams' Social Media Accounts (대학스포츠팀 소셜미디어의 이용동기)

  • Park, Jae-Ahm;Dittmore, Stephen W.
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.11
    • /
    • pp.6547-6555
    • /
    • 2014
  • This study attempted to verify what motivates fans to follow college sports teams' social media and identify the motivational factors that can best predict fans' social media consumption. Confirmatory Factor Analysis (CFA) indicated that previously identified seven motives for online consumption, i.e., information, diversion, socialization, pass-time, fanship, team support, and technical knowledge, are compatible with the use of college sports teams' social media. In addition, a results of multiple regression found diversion, socialization, fanship, team support, and technical knowledge to significantly predict the level of social media consumption while information and pass-time did not significantly affect social media consumption. In particular, socialization had the greatest influence on social media consumption.

Status and Operational Activation of Life-Cycle Physical Activity Therapy Program - Focused on the Community Health Center Programs in Hoseo Region - (생애주기별 신체활동 치유 프로그램의 현황과 활성화 방안 연구 - 호서지역 보건소 프로그램 중심으로 -)

  • Lee, Wang-Lok;Park, Sang-Kyun;Kim, Dae-Hoon;Oh, Yoon-Ji;Kim, Young-Sam;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
    • /
    • v.27 no.2
    • /
    • pp.35-42
    • /
    • 2021
  • This study was to analyze the Life-Cycle Physical Activity Therapy Programs (PATPs) in Hoseo Region and to suggest the Activation of the program. The subjects were the 81 PATPs performed in 36 of the Community Health Centers in the region. The basic data was collected by Official Documents, the Homepage of the Centers, Telephone Interview, and e-mail with the person in charge of the programs. All the data were classified to the administrative districts (Rural, Urban-Rural Intergration and Urban Region), the Life Cycles (Children, Youth, Adult and Old Adult) and the Health-related Fitness Variables (Strength/Muscle endurance, Flexibility and Aerobics). The ACSM's (American College Sports Medicine) Guidelines for Exercise Testing and Prescription were used to evaluate the PATPs. In the results, the number of the PATPs was too low compared to the population. Also, the PATPs were not considered to the Life-Cycle proportion of the population. The management of the PATPs was principally inadequate. The frequency and duration of the PATPs were deficient in order to improve the Health-related Fitness. In conclusion, the number of the PATPs should be increased proportionally compared to the population, operated and developed on the Specificity of the Life-Cycle Population in the administrative districts. Further, the PATPs should be managed on the scientific knowledge of physical activity therapy.

An Empirical Study on the Relationship between the Key Success Factors and the Usage Effect of the e-Sports Business (e스포츠 비즈니스의 주요 성공요인과 이용효과와의 관계에 관한 실증연구)

  • Lee, Kyung-Jin;Kim, Chang-Su
    • The Journal of Information Systems
    • /
    • v.20 no.2
    • /
    • pp.109-134
    • /
    • 2011
  • The purpose of this paper is to present an overview of the characteristics of the e-sports business at a crucial point in the era of information and knowledge. That is, an investigation was conducted surrounding the key success factors of e-sports as a newly growing industry, and the relationship between the key success factors and the usage effect. In order to do this, the key success factors were extracted from interviews with e-sports experts in conjunction with a survey that was conducted to gather empirical data. The key points of the statistical analysis of the survey are as follows. First, the success factors of a policy do not have a significant effect on the usage. Second, some administrative success factors of the e-sports business include the distribution of e-sports in the form of franchise chain, the establishment of policies to prevent the excellent members of e-sports from seceding, making a good impression as a high-class sport, the frequent notice of the break-even point, and educating people on how to use the e-sports machine. Third, the development and distribution of excellent e-sports software was analyzed as a technical success factor of the e-sports business. Finally, there is no doubt that results of this study can be used to facilitate the growth of the e-sports business as a new industry related to the IT industry.

Implementation of E.M.P.Z for Video Mashup (동영상을 매쉬업하기 위한 E.M.P.Z의 구현)

  • Lee, Sun-Soo;Kim, Jong-Hyun;Lee, Gun-Joo;Lee, Chang-Hoon;Choi, Hyun-Sik;Hwang, Suk-Hyung
    • Annual Conference of KIPS
    • /
    • 2011.11a
    • /
    • pp.1403-1404
    • /
    • 2011
  • 본 논문에서는 동영상과 다양한 데이터들을 매쉬업하여 통합미디어컨텐츠(UMC : United Media Contnets)를 수월하게 제작하고 재생시켜주는 E.M.P.Z(Editor Media Player Zone)의 개발에 대해 기술한다. E.M.P.Z는 에디터를 사용하여 다양한 데이터를 편집하는 기능과 UMC를 재생하기 위한 플레이어 기능, 그리고 웹기반환경에서 검색 및 플레이기능 등을 제공하며, 학습을 위한 동영상강의, 스포츠중계, 광고 등의 다양한 분야에서 활용 가능하다.

Injuries of the Elite Taekwondo Players in the International Tournament Performance - Analysis of the 2011 Gyeongju World Taekwondo Championship - (엘리트 태권도 선수의 국제 대회 경기 중의 손상 - 2011 경주 세계 태권도 선수권 대회의 분석 -)

  • Kim, Jong Pil;Chung, Phil Hyun;Kang, Suk;Kim, Young Sung;Lee, Ho Min;Choi, Young Hwa
    • Journal of Korean Orthopaedic Sports Medicine
    • /
    • v.10 no.2
    • /
    • pp.86-93
    • /
    • 2011
  • Purpose: The purpose of this study was to analyze the characteristics of the injuries of the national elite Taekwondo players with the best performance in the international championship competition. Materials and Methods: Fifty-two athletes who got the injury in the 2011 Gyeongju World Taekwondo Championship competition were included in this sturdy. 950 members of national team of 146 countries participated in this game, 1,063 matches were performed. We analyzed the characteristics of the injuries such as injury rate by gender, age, weight class, injured region and injury type. Results: Fifty-two athletes of 950 athletes in 1,063 matches got injured and injury rate was 5.47 per 100 participants and 24.47/1,000 athlete-exposures. Injury rate of female athletes was higher than mail, but there was no significant statistical difference (p=0.512). Injury rate of over 30 years old was 17.39 per 100 participants, and injury rate of over 87 kg in male weight class and 68 to 73kg in female weight class were highest than other groups, but there was no significant statistical difference (p=0.838). Overall injury rate of the lower extremity was 13.17/1,000 A-E, higher than upper extremity or head and neck or trunk, but injury rate of the hand was 5.17/1,000 A-E, highest as a specific injured region, followed by the knee, 4.70/1,000 A-E (p=0.714). Injury rate of the sprain was 10.81/1,000 A-E, highest as an injury type, the second most common injury type was the fracture, 5.40/1,000 A-E in men, and was the contusion, 9.63/1,000 A-E in women (p=0.033). As one of the most serious injury, 4 of 8 fractures were occurred in hand. Conclusion: Overall injury rate of the elite Taekwondo players in 2011 Gyeongju World Taekwondo Championship was 5.47 per 100 participants and 24.46 per 1,000 athlete exposures. Although the most common type of injury was the sprain of the knee and ankle, the fractures were more commonly occurred in hand.

  • PDF