• 제목/요약/키워드: eSports Tourism

검색결과 13건 처리시간 0.022초

How to Measure the Intention of Watching Offline eSports Games: From the eSports Fan-centric Perspective

  • Jialing Zhang;Myung Ja Kim;Chulmo Koo
    • Asia pacific journal of information systems
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    • 제33권1호
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    • pp.227-260
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    • 2023
  • As an emerging competition, eSports is currently receiving a growing amount of attention, but relatively little research has been conducted on the likelihood of offline watching. Using the push-pull theory, we propose and test a research model of fans' perception-centered offline game-watching of eSports matches. Half of the 399 eSports fans we surveyed were from Korea (n = 200) and the other half were from China (n = 199). The results indicate that the entertainment atmosphere has the greatest impact on the intention to watch a match offline, followed by the intention to consume beforehand. There is no direct relationship between offline escapism and offline match-watching. In addition, the diverse personalities of fans affected the entertainment atmosphere and the intention to consume beforehand. This research has theoretical and practical implications for the growth of the eSports offline viewing and eSports tourism industries.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • 제3권1호
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

Influencing Factors of Consumption Willingness for E-Sports Products: A Case Study of "King of Glory" Game Players

  • Yang Guo;Jiaqi Dong;Yue Lin
    • Journal of Smart Tourism
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    • 제3권4호
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    • pp.33-41
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    • 2023
  • This study examines the factors influencing e-sports product consumption among Chinese e-sports game players. We focus on the popular game "King of Glory" and use surveys to collect player data. Our findings show that e-sports product characteristics significantly impact consumption experiences, while incentive factors also influence consumption willingness. External factors have minimal impact. Additionally, souvenir products and festival events are key in driving e-sports consumption. This research explores the consumption willingness of Chinese e-sports players, the world's largest consumer market. Understanding their needs can help companies develop targeted marketing strategies, unlocking the commercial potential of e-sports and promoting industry growth.

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

  • 김준형;최성훈
    • 아태비즈니스연구
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    • 제15권1호
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    • pp.305-318
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    • 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.

e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로- (Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends-)

  • 김주희
    • 한국게임학회 논문지
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    • 제19권1호
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    • pp.61-72
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    • 2019
  • 본 연구는 아웃도어 레크리에이션 활동에 집중되어 있던 레크리에이션 전문화 이론을 e스포츠에 적용한 점과 e스포츠 흥행을 주도하고 있는 주요 종목인 리그오브레전드를 중심으로 현재의 e스포츠 소비자의 여가 특성에 대한 차이를 통계적으로 유의하게 검증했다는 점에서 의의를 가진다. 향후 연구에서는 다양한 종목에 적용함으로써 연구를 확대하여 일반화시키려는 노력이 필요하며 e스포츠 여가에 대한 양적 연구와 질적 연구 방법의 도입이 필요할 것으로 사료된다.

e-Sports의 인터랙티브 스토리텔링 -스타크래프트를 중심으로- (Interactive storytelling of e-Sports)

  • 임하나
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.576-581
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    • 2008
  • e-Sports는 스타크래프트 게임에서 시작되었고, e-Sports의 연구 역시 스타크래프트를 중심으로 다루어져왔으며 e-Sports의 외형적 성장 풍에 대해 주로 활발히 논의되어왔다. 이러한 논의는 산업적으로 중요하고 의미 있는 논의이지만 왜 많은 e-Sports 게임 중 스타크래프트가 한국의 e-Sports를 주도적으로 이끄는가에 대한 본질적인 논의로는 부족하다. 현상을 분석하는 것만으로는 왜 우리가 프로게이머에 열광하고 그들의 게임을 지켜보는가? 라는 중요한 부분을 간과하게 된다. 본 연구는 스타크래프트 게임을 전략시뮬레이션게임으로 규정하고, 따라서 전투시스템을 핵심으로 보고 이의 스토리텔링을 분석하였다. 그리고 전투시스템에 근거하여 형성된 스타크래프트 게임 리그를 통해, 이를 둘러싼 e-Sports와 프로게이머와 수용자간의 상호작용을 통해 만들어진 인터랙티브 스토리텔링을 살펴봄으로써 e-Sports가 가지고 있는 내재적 요인에 접근하고자 하였다. 이를 통해 앞으로 e-Sports의 다양한 종목들을 활성화시키고 스타크래프트 게임리그의 발전에 이바지 할 수 있도록 스타크래프트 게임리그의 성공요소를 인터랙티브 스토리텔링의 관점에서 고찰하였다.

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이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석 (The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory)

  • 전려화;유창석
    • 한국게임학회 논문지
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    • 제22권1호
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    • pp.109-118
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    • 2022
  • 본 연구는 이용과 충족 이론을 적용하여 e스포츠 직접관람자의 관람동기, 관람만족, 행동의도의 주요 변수 간 관계를 실증 분석하였다. 탐색적 요인분석 결과 기존의 주요 관람만족 동기 중 8개의 스포츠동기, 3개의 팬동기와 한 개의 관람촉진 동기가 e스포츠의 직접관람동기로 확인되었다. 그리고 직접관람자의 관람동기 중 오락, 팀애착, 경기기술, 선수매력, 심미성 동기요인은 관람만족에 유의미한 영향을 미치고, 행동의도에는 사회교류와 오락요인이 영향을 미친다는 것을 확인하였다.

환대관광산업 소규모기업 사회적 책임활동(CSR): 회사 홈페이지 커뮤니케이션 분석을 중심으로 (Corporate Social Responsibility (CSR) of Small Enterprises in Hospitality and Tourism Industry)

  • 안영주
    • 유통과학연구
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    • 제15권7호
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    • pp.73-83
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    • 2017
  • Purpose - The purpose of this paper is to explore the CSR activities of small enterprises in hospitality and tourism industry in South Korea. Since previous research on CSR activities has considerably focused on large enterprises whereas small enterprises have relatively less attention, this study aims to explore the characteristics of small enterprises in hospitality and tourism industry and their CSR activities. Research design, data, and methodology - The population of interest for this study was social enterprises registered in Korea Social Enterprise Promotion Agency (2016), and it was used to verify the social enterprises which has a certification for social enterprises. From 1672 companies in total, the sampling frame was a database with 117 companies in hospitality and tourism industry. This study investigates social enterprises' CSR activities on the company's official websites (e.g., company reports, magazines, the news articles, and interviews). The websites of the selected enterprises in hospitality and tourism industry were analyzed for examining CSR activities by the quantitative content analysis. All of the CSR activities in small social enterprises were classified into six dimensions based on the stakeholder theory. Results - The findings of this study provide the characteristics of the 117 small social enterprises and their specific CSR initiatives. A total of eight main business lines were identified: 1) fair travel, 2) leisure/sports, 3) accommodation/camping, 4) medical tourism, 5) exhibitions/art events/cultural events, 6) leisure activities for vulnerable social groups, 7) Korean traditional culture, and 8) ecotourism/agricultural tourism. The CSR initiatives were classified into six dimensions: 1) environment, 2) employment, 3) multicultural families and vulnerable social groups, 4) local community, 5) economic prosperity, and 6) product. Conclusions - This study revealed the special CSR initiative examples of small enterprises in hospitality and tourism industry. Small social enterprises participate in CSR activities mainly related to their own business lines. Moreover, these enterprises are more closely embedded in their local community development, job creation and education for local residents and vulnerable social groups, and traditional heritage preservation. The findings of this study provide theoretical and practical implications and they can contribute to enrich CSR with literature for small enterprises in hospitality and tourism industry.

노인체육의 현황과 실버태권도 활성화 방안 연구 (A Study on the Present Condition of Senior Sports and Activation Plan of Silver Taekwondo)

  • 오정수
    • 산업융합연구
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    • 제22권4호
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    • pp.31-38
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    • 2024
  • 본 연구의 목적은 노인체육의 국내외 현황을 조사하고 노인체육의 한 종목으로서 실버태권도의 활성화 방안을 고찰하는 데 있다. 국내외 노인체육 현황조사를 위해 국가별 공공기관 및 체육시설(문화체육관광부, 보건복지부, 통계청, e-나라지표, 국민체육진흥공단)의 보도자료, 통계자료를 수집하였고 관련 논문, 학술지, 서적 등과 비교 분석하여 실버태권도 활성화 방안으로 다음과 같은 사항을 도출하였다. 첫째, 한국의 노인체육은 주로 복지관을 통해 행해지며 댄스, 요가, 음악이 선호되는 경향이 있으며 무술의 선호 비율은 낮았다. 실버태권도의 참여를 높이기 위해서는 해외와 같이 체육의 체험 사례를 미디어, 영화 제작, 배포, 전화 홍보 등 다양한 마케팅이 필요하다. 둘째, 수련 대상에 따른 실버태권도 프로그램의 개발이 필요하며 이를 수행할 수 있는 지도자의 양성이 필요하다. 프로그램의 개발은 태권도 기관, 태권도장, 대학, 평생교육원과 연계하여 전공 학생 및 노인 체육지도자의 참여가 필요하다.

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.