• Title/Summary/Keyword: e-Sports

Search Result 258, Processing Time 0.027 seconds

The Effect of the Perceived Waiting Time of Viewers on Negative Emotions, Viewing Satisfaction, Viewing Attitude, and Continuous Viewing Intention When an e-Sports Game Pause

  • Juyeon Lee;Seyun Kim
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.4
    • /
    • pp.342-350
    • /
    • 2023
  • The purpose of this study is to find out how the perceived waiting time of viewers of e-sports games affects negative emotions and how these negative emotions affect viewing satisfaction, viewing attitude, and continuous viewing intention. To achieve the purpose of this study, 200 viewers who watched e-sports games more than two to three times were targeted. 197 copies were selected as the final valid sample after excluding three of the collected questionnaires that showed unfaithful answers. For data processing methods, confirmatory factor analysis, reliability analysis, and structural equation model analysis were conducted using SPSS 27 and AMOS 25. Through this, the following results were obtained. First, it was found that the perceived waiting time of the viewer had a significant effect on the viewers' negative emotions in the event of a game pause. Second, viewers' negative emotions were found to have a significant effect on viewing attitudes, but not on viewing satisfaction. Third, it was found that viewing attitude had a significant effect on viewing satisfaction and continuous viewing intention. Fourth, it was found that viewing satisfaction had a significant effect on continuous viewing intention. In other words, the more acceptable and shorter the perceived waiting time due to the suspension of the game pause, the lower the negative emotions of the viewers, and the negative emotions of the viewers ultimately affect the intention to continue watching through viewing attitude and viewing satisfaction.

A Successful Case of the 'Great Admiral Yisunsin Festival' that Integrates 'Chungmugong e-sports Competition' (충무공 해상대전 e-sports대회를 접목한 성웅 이순신 축제의 성공 사례)

  • Lee, Jung-Jun
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.6
    • /
    • pp.127-134
    • /
    • 2011
  • A local festival is to be an essential element for the revival of regional economy and marketing since the management concept have introduced in the local government. Each local government is trying to achieve a maximum of efficiency at short period of time. But, most festival are each similar and common. In Asancity, it was holding the 'Great Admiral Yisunsin Festival' every year in April. It has grown into a representative historical figure festival nationally, but can't get over the limitation of historical figure festival. For differentiation from other festivals, The Asancity developed a online game in collaboration with hoseo university game engineering. The e-sports competition with this game was held, as a result, Many youths whose are a neglected class of people on the festival came in the festival and this e-sports competition has become benchmark for many local governments.

A Study on How to Revitalize the Domestic Mobile eSports (국내 모바일 e스포츠의 활성화 방안 연구)

  • Jae-Yong Lee;Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.155-158
    • /
    • 2023
  • 최근 몇 년간 e스포츠 산업은 전 세계적으로 꾸준히 성장하고 있다. 특히 모바일게임은 PC나 콘솔 게임에 비해 낮은 비용으로 쉽게 접근할 수 있어 모바일 e스포츠 산업 규모 또한 점진적인 성장을 보이고 있다. 하지만 국내 모바일 e스포츠 산업은 해외 모바일 e스포츠 산업과 비교했을 때 시장의 규모에서 큰 차이를 보였고, 국내 PC e스포츠 산업과 비교해 보아도 상대적으로 시장 규모가 작아 국내에서는 모바일 e스포츠 산업이 비주류로서 소비되는 모습을 확인할 수 있었다. 본 논문에서는 다른 국가의 모바일 e스포츠 흥행 요인 등을 분석하여 국내 모바일 e스포츠 산업 발전 방안을 제시하고, 국내 e스포츠 산업의 새로운 수익 모델로 모바일 e스포츠를 제안하고자 한다.

  • PDF

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

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.2
    • /
    • pp.57-62
    • /
    • 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.

The Effects of Social Media Engagement of e-Sports Broadcasting Viewers on Viewing Commitment, Viewing Satisfaction and loyalty

  • Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.213-221
    • /
    • 2022
  • The purpose of this study is to investigate the structural relationship between media engagement, viewing immersion, viewing satisfaction, and loyalty of e-sports viewers. In order to achieve the purpose of this study, a survey was conducted on 300 college students with experience in watching e-sports in Seoul, Gyeonggi-do, and Chungnam. Data processing was done with SPSS 26 for frequency analysis, Cronbach's α analysis. Also, AMOS 13 was used for confirmatory factor analysis and structural equation model analysis. We have the following results. first, among the sub-factors of media engagement, functional engagement and communal engagement had a significant effect on viewing commitment. Second, among the sub-factors of media engagement, emotional engagement had a significant effect on viewing satisfaction. Third, it was found that viewing commitment and viewing satisfaction had a significant effect on loyalty. From the results of this study, it can be seen that the media engagement of e-sports viewers affects loyalty through viewing commitment and viewing satisfaction.

A Study on the Mobile Games on e-Sports (모바일 게임의 e스포츠화에 대한 연구)

  • Bang, Jae-Hyeok;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.693-696
    • /
    • 2020
  • 현재 세계적으로 e스포츠 시장의 규모가 꾸준히 성장하고 있는 가운데 PC 게임을 다루는 e스포츠 리그뿐만 아니라 모바일 게임을 다루는 e스포츠 리그도 점진적으로 규모가 커지고 있다. 하지만 모바일 e스포츠는 아직 PC e스포츠에 비해 사람들에게 많이 소비되고 있지 않고, 사람들에게서 주류로 인정받지 못하는 시선이 다분하다. 본 논문에서는 모바일 e스포츠 시장이 보다 효율적으로 발전할 수 있도록 어떤 부분 때문에 아직 발전 속도가 더딘지 점검하고, 모바일 e스포츠가 처한 현 상황에 대해 알아보며 앞으로의 성장 가능성에 대해 분석 및 연구하고자 한다.

  • PDF

A Study on Relationship between Customer Equity and Customer Satisfaction of Sports Fashion Brands (스포츠 의류브랜드의 고객자산과 고객만족과의 관계연구)

  • Ko, Eun-Ju;Lee, Hyun-Ju
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.5
    • /
    • pp.782-792
    • /
    • 2009
  • The purpose of this research were 1) to identify the distribution of customer equity about sports fashion brands, 2) to identify the dimensions of fashion brand attributes influencing customer satisfaction and customer equity, and 3) to investigate relationships among sports fashion attributes, customer satisfaction and customer equity. Survey questionnaire was used to collect data and 900 responses were used for the data analysis. Descriptive statistics(i.e., frequency, percentage), factor analysis and multiple regression analysis were used for the data analysis. The results of this study were as following. First, 67.4%(i.e., outdoor sports brands) of customer equity distributes under 1 million won while 61.3%(i.e., general sports brand) and 54.3%(i.e., golf brands) distributes. Second, the sportswear brand dimensions consist of 6 factors, product quality value, convenience value, perceived value, unique brand image, trust relationship, and personalized relationship. Third, the higher the product quality value, perceived value, unique brand image, and trust relationship were, the higher customer satisfaction was. Fourth, the higher customer satisfaction was, the higher customer equity was.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.876-885
    • /
    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.39-52
    • /
    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.

Outdoor Sports and e-sports Participation based Measuring Model Design for the Mental and Social Health of Adolescents (아웃도어 스포츠와 e-스포츠 기반의 청소년 정신적 사회적 건강 측정 모델 설계)

  • Kim, SeongKwan
    • Journal of the Korea Convergence Society
    • /
    • v.7 no.5
    • /
    • pp.269-277
    • /
    • 2016
  • This study was aimed to study the effects of adolescents' outdoor sports and e-sports activities on their holistic health. In order for this, adolescent holistic health has been divided into three categories: physical health, mental health, and social health; and reviewed existing research on outdoor sports and e-sports. The research has found several variables for measuring the correlation between the two types of sports. The variables cover four areas: 1) General Information, determined by gender, age, preferred sport, and length of play; 2) Physical Health, as measured by six questions in the basic PAPS (Physical Activity Promotion System) survey; 3) Mental Health, as measured by stress index, self-efficacy, subjective health, and self-esteem; and 4) Social Health, as measured by variables relating to family, friends, school, and society. A total of 36 questions were devised, with 1-4 questions in each area. Primarily it examined the mental health social health. As a result, it was found that three factors have a difference such that the significance of self satisfaction. family relationships, friendships is 0.064, 0.012, 0.088 respectably.