• 제목/요약/키워드: e-Sports Industry

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

  • 이용범
    • 한국게임학회 논문지
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    • 제20권2호
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    • pp.61-74
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    • 2020
  • 동북아시아는 1,521억 달러 규모의 세계 게임시장의 절반을 차지하는 지역이며 성장잠재력 또한 풍부하다. 한국의 게임개발은 이미 세계수준임이 입증된 바, 본 연구는 게임을 매개로 한 e스포츠에 주목한다. 초기 한국 e스포츠는 게이머-팬의 적극적인 참여라는 정동의 유통을 통해 형성될 수 있었다. 이후 기업팀의 창설이 연이어지며 산업으로서의 안정성을 확보하게 되었다. 그러나 중계권 및 지재권 분쟁, 승부조작 사태가 연이어지며 초기의 팬덤이 대거 이탈하고 스타크래프트 중심의 생태계가 붕괴되기에 이른다. e스포츠 종주국 한국의 경험은 앞으로 세계 각지 e스포츠 산업에 중요한 참고자료로 활용될 수 있다.

e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구 (A Study on the Various Attributes of E-Sport Influencing Flow and Identification)

  • 서문식;안진우;김은영;엄성원
    • 마케팅과학연구
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    • 제18권1호
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    • pp.59-80
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    • 2008
  • 인터넷의 급속한 발달과 온라인 사용이 급증함에 따라 e-스포츠와 같은 온라인 게임은 거대한 시장으로 성장하고 있다. 그렇지만, 많은 e-스포츠를 후원하는 기업의 효과를 검증하는 마케팅적 연구는 미진한 상태이다. 있다해도 단순히 온라인 게임과 관련한 연구가 대다수이다. 이에 본 연구는 e-스포츠 스폰서십을 통해 기업의 마케팅 커뮤니케이션 전략 수립을 위한 토대를 마련코자 하였으며 시작단계에 있는 e-스포츠의 향후 연구에 기여하고자 하였다. 중요 변수들은 첫째, e-스포츠의 주요한 게임속성으로 상호작용성, 익명성, 내용확장성을 들고 온라인 상황에서 주요한 매개의 역할로 다루어지는 유동(flow)과의 관계를 살펴보았다. 둘째, e-스포츠의 주요한 게이머속성(스포츠 경기에서의 팀과 플레이어의 속성에서 수정)인 매력성, 유사성, 경기결과가 유동(flow)과 게이머동일시(온라인 게임상황에 맞게 기존 팀동일시를 게이머동일시로 차용)에 미치는 영향관계를 살펴보았다. 마지막으로 유동(flow)과 게이머동일시와의 관계 그리고 게이머동일시와 기업동일시와의 관계를 최종적으로 점검하였다. 연구의 결과, 온라인의 기초적인 특성인 상호작용성은 유동(flow)에 유의한 영향이 있었고 게이머속성에서의 유사성과 경기결과도 유동(flow)에 유의한 영향이 있었다. 그리고 유사성은 게이머동일시에 정의 영향을 미치는 것으로 나타났다. 마지막으로 유동(flow)은 게이머동일시에 그리고 게이머동일시는 기업동일시에 정의 영향이 있는 것으로 나타났다. 결론적으로 e-스포츠를 후원하는 기업의 경우 일반 유저들과 유사한 특성인 가진 실력있는 게이머를 후원한다면 마케팅 효과를 극대화할 수 있다.

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정보기술을 활용한 주민서비스 전달체계 개선사례 연구 : "공공요금 감면절차 간소화" 구현 및 성공요인 중심 (A Study on Reform Case of the Citizen Service Delivery System by using IT : Focused on the Implementation of Public Utility Charges Depreciation Simplification and its Implications)

  • 김완평
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.221-230
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    • 2010
  • Citizens' demand, which has been previously focused on welfare, is now expanding to include elements for higher quality of life such as employment, housing, culture, and sports. Accordingly, the government, with an aim of effectively delivering resident services that satisfy various demands, is committed to transforming the central government-oriented service system into the integrated service system based on public-private partnership. The government is also dedicated to expanding services to 8 areas including not only welfare but also healthcare, employment, housing, education, sports, culture, and tourism, which are directly related to everyday lives of residents. This project is designed to support such reforms in the citizen service delivery system in order to enhance quality of life of local residents. This study is to draw implications from analysis for implementing the citizen service integrated information system in order to reform the citizen service delivery system effectively through examinations and analyses of citizen services provided by the central government. Especially focus on public utility charges depreciation simplification citizen service. Its implications are expected to offer a real contribution for central and local Governments that want to increase the productivity of implementing eGovernment service.

비타민 E 소재의 인체생리반응 및 쾌적성 평가 (Evaluation of Thermal Physiological Responses and Comfort in Vitamin E Fabric)

  • 임순;정명희
    • 복식문화연구
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    • 제13권3호
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    • pp.406-413
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    • 2005
  • This study performed the evaluation of skin temperature, heart rate, temperature and relative humidity of microclimate, and subjective sensation, such as thermal sensation, wet sensation and comfort sensation to estimate physiological responses of the human body and its comfortable feeling to the vitamin E fabric. Experiments were performed on the five healthy adult women whose average age was 21, at climate chamber in which temperature, relative humidity and air current were set up below $30{\pm}\;1^{\circ}C$, $50{\pm}\;15\%$ and 0.2m/s, respectively. Two kinds of clothes were used for experiments: unfinished sports clothes, with the same form and the same size, of short-sleeved knit shirt and long trousers made with $100\%$ cotton, and finished sports clothes printed with the vitamin E solution of the level of $0.88\%$. Exercises of walking (about 105 steps/minute) with the exercise intensity of 2.5 were performed for 20 minutes using treadmill. In result, the study showed significant difference (p<0.01) in average skin temperature between unfinished and finished sport clothes, and represented higher value with having unfinished sport clothes in wear than with finished one. The study also showed significant difference (p<0.01) in heart rate only during the period of exercise, and represented higher value generally with unfinished sport clothes than with finished one. There were significant differences not only in temperature of microclimate (p<0.01) but also in humidity of microclimate (p<0.05) between two sport clothes. As for the evaluation of subjective sensation, the study showed significant difference (p<0.05) in thermal sensation between the two kinds of sport clothes, significant difference in wet sensation only during the period of exercise, and significant difference (p<0.05) in comfort sensation only during the period of recovery.

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A Trend Analysis on E-sports using Social Big Data

  • Kyoung Ah YEO;Min Soo KIM
    • Journal of Sport and Applied Science
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    • 제8권1호
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    • pp.11-17
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    • 2024
  • Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.

공인인증서 시스템의 사용자 인증정책 강화에 관한 연구 (A Study on Enforce the Policy of User Certification in Public Certificate System)

  • 김인범;황주용;박원형
    • 융합보안논문지
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    • 제10권4호
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    • pp.69-76
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    • 2010
  • 본 논문의 목적은 현재 사용되고 있는 공인인증서의 사용자 인증 방식을 살펴보고, 취약점 분석을 통해 사용자 인증을 강화시킬 수 있는 방안을 도출하는데 있다. 공인인증서란, 인터넷 상에서 사용자임을 입증할 수 있는 공개키 기반으로 만들어진 일종의 전자 신분증이다. 공인인증서는 주로 정부 민원 전자상거래 금융 분야에서 사용되었지만, e-sports 부동산 의료와 같은 다양한 분야의 업무 프로세스가 전산화됨에 따라 활용 범위가 확장되고 있다. 이 때문에 인터넷 상에서 사용자 인증 처리의 중요성이 대두되고 있다. 따라서 본 연구는 공인인증서 시스템의 인증 정책을 살펴보고, 취약점을 분석하여 인증 강화 방안을 모색하고자 한다. 이를 위해, 먼저 문헌연구를 통해 공인인증서 시스템의 인증 원리와 정책 구조를 알아보고, 이를 토대로 인증정책의 한계를 도출하였다. 그리고 도출된 결과를 통해 사용자의 인증을 강화시킬 수 있는 가이드라인을 제공한다.

골프 드라이버 스윙 시 스윙 플레인에 따른 클럽 헤드 및 골프볼의 운동학적 변인과 신체 정렬 변인의 비교 분석 (Comparison of Kinematic Variables of the Club Head, Golf Ball and Body Alignment according to Swing Plane during Golf Driver Swing)

  • Young-Tae, Lim;Moon-Seok, Kwon;Jae-Woo, Lee
    • 한국운동역학회지
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    • 제32권4호
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    • pp.147-152
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    • 2022
  • Objective: The purpose of this study was to analyze the effects of club head and golf ball kinematics and body alignment according to the swing plane during golf driver swing. Method: Sixteen college golfers participated in this study. Kinematic data of the club head and golf ball were collected using golf swing analysis system (Trackman Ver. 3e). The body alignment variables were collected using 8 motion capture system. An Independent samples t-test was used for comparison between the Out-to-In group and In-to-Out group, and the statistical significance level was set at .05. Results: For the club head related variables, club path and club face angle showed higher values in Out-to-In swing plane than In-to-Out swing plane. For the kinematic variables of the golf ball, the total distance showed a higher value in the In-to-Out swing plane than that of the Out-to-In swing plane. For the body alignment, the In-to-Out swing plane showed higher values than the Out-to-In swing plane for the pelvis rotation angle and trunk rotation angle. Conclusion: This study suggest that it would be more effective to use the In-to-Out swing plane for increasing the total distance during the golf driver swing.

의류 브랜드의 성공 요인에 관한 연구 (A Study on Success Factors of Apparel Brand)

  • 고은주;신민욱;김선숙
    • 한국생활과학회지
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    • 제18권4호
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    • pp.945-958
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    • 2009
  • This study is to examine the factors affecting success of business withhigh accomplishments in customer recognition and financial aspect in the fashion industry. In addition, through survey on consumers and interviews on industry officials who concerned fashion brand, perceived success factors were compared between consumer and industry groups. This study selected a total of 20 brands, which were 5 brands per 4 categories(e.g., women, men, sports and casual wear), with high customer satisfaction and customer loyalty in consumer's perspective and high revenues, revenue growth, and profit rate in 2004 in a financial perspective. The survey on consumer group and interviews on officials in industry were conducted simultaneously. One thousand respondents were obtained from survey on consumers and 40 respondents were obtained from interviews on industry officials. Multiple regression analysis and t-test were used for data analysis via the SPSS 12.0 program. The result of this study was as following. From a consumer perspective, respondents recognized that both consumer satisfaction and brand revenues were positively related to brand factors of consumer, product and marketing. From an industry's perspective, consumer, product and marketing factors affected consumer satisfaction as a brand success factor. In comparison of perception difference in brand success factors between consumer and industry groups, industry group was more likely to concern about the importance of brand success than consumers. In addition, the consumer group perceived the most highly consumer factor as a brand success factor, followed by product and marketing and external environment factors, while industry group did in order of consumer, marketing, product, and external environment factors, which indicated significant difference in perceptions of the two groups. Through this study on consumer satisfaction to improve positive and amicable buying behavior and comparative analysis on difference of perception of consumers and industry on factorsfor financial ability and revenue increase, the foundation for strategy establishment of brand distinction in fashion industry can be provided.

융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구 (A Study on the Decision and Selection of the Star Contents in the Convergence Era)

  • 임명환;박용재;허필선
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Description of China Clothing Brand's Development and Changes of Late Years

  • Lu, Aluna Yue
    • International Journal of Costume and Fashion
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    • 제12권2호
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    • pp.41-52
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    • 2012
  • The purpose of study is to understand of china clothing brand to have them to be competitive position in global market. Also through this study people who are in a clothing industry market from China and overseas will be able to utilize it to have competitive brand power. Analyzing of the China clothing brand with a history and process of development is done to help understand of changes through years. With the rapid development of economy in China, the textiles & clothing industry, as one of the key industries, is showing a strong growing tendency, and brand in china have been expanding oversea market. Till 2002, China has already been the world's largest supplier of textile & clothing. Nowadays, "Made in China" is going to be "Created in China", lots of Chinese clothing brands appear, and many Chinese fashion designers step onto world stage. Chinese women's clothing, men's clothing, casual clothing, sports clothing and designer's brand are developing, popular brands are also promoted through convenient e-commerce. Clothing companies are going public, acquiring overseas brands, implementing internal mergers and integration, expanding overseas market. In such a diversity era, Chinese brands not only need to be localization, but also need to confirm with the trend of international management and globalized economy.