• Title/Summary/Keyword: sport marketing

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Developing Competency Based Integrated Curriculum for Fostering Sports Marketer in Sports Industry (스포츠마케터 인재양성을 위한 역량기반 융합형 교육과정 개발)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.449-462
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    • 2018
  • The purpose of this study is to develop a competency-based convergence curriculum for the development of sports marketers, sports talent in the sports industry. For this purpose, we conducted literature analysis, in-depth interviews and job analysis to derive necessary capabilities to become sports marketers, draw up a capability profile, and then developed a capability model through expert verification. Sports marketers ' capacity models were divided into sport marketing / PR and sports events by type of experience, with six common basic competencies including sports mind and 12 professional competencies including sponsorships. Sports marketers education courses developed based on capacity models are composed of understanding of sports industry, sports marketing communication, sports law, understanding of sports facility, sports facilities management, sports sponsorship, sports media, sports licensing, sports agent, sports event planning, sports event management, make a proposal, sports event field practice. The developed training courses for sports marketers will be used in colleges and private education institutions related to the sports industry, contributing to fostering and expanding sports industry talent.

Relationship Between Identification with University Sport Teams and Intentions to Support University (대학 스포츠팀에 대한 일체감이 대학 후원의도에 미치는 영향)

  • 장경로;임기태;김세웅
    • Asia Marketing Journal
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    • v.6 no.1
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    • pp.43-56
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    • 2004
  • 본 연구에서는 대학이 소비자 집단에 제공하는 서비스 중에서 대학의 스포츠 팀에 초점을 두었다. 본 연구는 대학 스포츠 팀을 통한 대학의 정체성 확립의 가능성을 규명하기 위한 것으로, 대학 재학생들을 상대로 소속대학에 대한 소속감과 소속 대학의 명성에 대한 인식 등을 조사하여 학생들의 소속 대학 스포츠 팀에 대한 일체감 그리고 졸업 후 모교에 대한 후원의도의 관계를 살펴보고자 하였다. 연구결과 대학생들의 소속대학의 명성에 대한 인식이 스포츠 팀에 대한 일체감에는 영향을 미치지 않는 것으로 나타났으나, 대학에 대한 소속감은 스포츠 팀에 대한 일체감에 유의한 영향을 미치는 것으로 나타났다. 또한 졸업 후 모교에 대한 후원의도에 대한 조사에서는 소속 대학에 대한 소속감, 소속 대학의 명성에 대한 인식, 그리고 소속 대학 스포츠 팀에 대한 일체감 모두 유의한 영향을 미치는 것으로 나타났다.

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The Characteristics of Sports Marketing Activities Conducted by Full-Service Advertising Agencies in Korea (한국 종합광고회사의 스포츠마케팅 특징)

  • Shin, Jae-Hyoo
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.381-391
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    • 2010
  • This study aims to understand the characteristics of sports marketing businesses of the 10 largest advertising agencies which lead the advertising market in Korea. To do that, the present author has investigated into the traits of the advertising market in Korea and how the characteristics are connected to sports businesses of the advertising agencies, with a focus on the current condition of sport marketing businesses of the agencies. The sports marketing business of the 10 largest advertising agencies in Korea was described by the fact that they did not create profits through sports business but just conducted their sports marketing activities mainly related to the sponsorship and event planning for communicating their parent companies. Such the characteristics of the advertising agencies is attributed to their nature that they are in-house agencies of large companies. The agencies engage in a variety of sports promotion sectors aligned with the intended business directions of their sponsors, however they are encountering considerable challenges in the aspect of sports business focused on property.

The Extended S-O-R Model Investigating Consumer Impulse Buying Behavior in Online Shopping: A Meta-Analysis

  • LE, Trang Quang;WU, Wann-Yih;LIAO, Ying-Kai;PHUNG, Thuy Thi Thu
    • Journal of Distribution Science
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    • v.20 no.2
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    • pp.1-9
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    • 2022
  • Purpose: The online distribution channel has attracted the attention of retailers by potential impact on consumers' purchase intention. The objectives of this study are to provide an insight into how to encourage consumers' impulse buying behavior on commercial website as well as attempts to reveal factors that influence consumers' impulsive buying behavior in the online shopping environment. Research design, data and methodology: The research framework is based on the stimulus-organism-response (S-O-R) framework. The Meta-analysis method carried out the research, gathering data from 37 published studies. Results: The research findings suggest that intrinsic motivations such as perceived ease of use, perceived enjoyment, and online flow experience play a significant role in boosting consumers' hedonic value when buying and online. In addition, these findings help online retailers use appropriate marketing stimuli such as offering pricing incentives, promotion tactics, and improved communication effectiveness. Also, obtaining a better grasp of how to build a website to improve the consumer experience generally helps consumers feel the urge to buy impulsively and act without hesitation. Conclusions: This research confirms a direct positive relationship between marketing stimuli and hedonic shopping value, which may support an applied theoretical framework for future research and provide managerial implications for retailers in online distribution channels.

Lifestyle Segmentation: The Comparison of Islamic and Conventional Banking Customers in Indonesia

  • Sutarso, Yudi;Rustiana, Elly;Hanum, Rizky Amalia;Gunawan, Wibiksono K
    • Journal of Distribution Science
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    • v.10 no.8
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    • pp.25-34
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    • 2012
  • Understanding customer' lifestyles important for banks because it will guide in determining marketing policies, such as services, pricing, service delivery and promotion decisions. From the customer' lifestyle, banks will know what kind of customers' attitudes, interests and opinions, so they also will understand what the costumer' needs and what services needed by them. For Islamic banks, customers understanding are important because, nowadays, the competition of the banks is not only with other Islamic banks but also with the well-established conventional banks offering Islamic products or services The aims of this research paper are to describe what factors underline the customer's lifestyle of both Islamic and conventional bank, to segment the bank customers based on their lifestyles and investigate the profile of each segments, to compare the characteristics of the segments, and to identify marketing policies based on the characteristics. The population of the study is banking customers in Indonesia, in which the researchers have used judgment sampling as sample selection. There were 186 customers of Islamic banks and 244 customers of conventional bank as respondents in this study. Statistical methods employed were exploratory factor analysis and cluster analysis. The finding of the study shows that there are twelve factor underlining the customers' lifestyle, namely: factor of fashion conscious, internet usage, sports spectator, financial and technology optimism, price sensitivity, independent, compulsive housekeeper, new brand tryer community activities, opinion leader, credit usage, and homebody. In addition, for Islamic banking, there are two market segments, namely fashionable-independent and innovative-social segment. Based on the lifestyle characteristics, the first segment has higher level in factor of fashion conscious, homebody, independent, optimism and price conscious, which is therefore called fashionable-independent segment. On the other hand, the second cluster has higher level in factor of new brand tryer, community minded, sport spectator, credit user, internet usage, opinion leader, and compulsive housekeeper, which is therefore called the innovative-social segment. Furthermore, for conventional banking, there are also two segments, namely persuasive-optimistic and sensitive-independent segment. The first segment has higher level on some factors, namely: opinion leader, optimism, internet usage rate, credit usage level, sport spectator, and new brand tryer. On the other hand, the second cluster is characterized by higher level in factor of price conscious, confidence, community minded, homebody, fashion conscious, and compulsive housekeeper. Managerial implications for the management of Islamic banks could be identified in this study as follows. Firstly, the twelve lifestyle factors of this study could be an alternative view in observe Islamic banking customers. The domination of both the fashionable conscious and the internet usage factor show that the aspects are quite instrumental in perceiving the customer' lifestyles, in which reflects the importance of these two aspects to customers. Secondly, in serving their customers, Islamic banks need to understand the customer lifestyle, in which the lifestyle segments found in this study provide a guide of how their needs were reflected. Finally, by understanding the segments and the characteristics each segment of the conventional banks, Islamic banks could adjust their marketing strategies differently from the conventional banks.

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A Study on Application of Machine Learning Algorithms to Visitor Marketing in Sports Stadium (기계학습 알고리즘을 사용한 스포츠 경기장 방문객 마케팅 적용 방안)

  • Park, So-Hyun;Ihm, Sun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.27-33
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    • 2018
  • In this study, we analyze the big data of visitors who are looking for a sports stadium in marketing field and conduct research to provide customized marketing service to consumers. For this purpose, we intend to derive a similar visitor group by using the K-means clustering method. Also, we will use the K-nearest neighbors method to predict the store of interest for new visitors. As a result of the experiment, it was possible to provide a marketing service suitable for each group attribute by deriving a group of similar visitors through the above two algorithms, and it was possible to recommend products and events for new visitors.

An Economical Efficiency Analysis of Fostering Program on Leading Company in Sport Industry (스포츠산업 선도기업 지원사업의 경제성 분석)

  • Ahn, Byeong-Il;Choi, Gyu-Seong;Ko, Kyong-Jin
    • 한국체육학회지인문사회과학편
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    • v.57 no.6
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    • pp.123-134
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    • 2018
  • The purpose of this study is to analyze the economic efficiency of the policy implemented by Ministry of Culture, Sports and Tourism on leading company in sport industry. The leading companies in sport industry are those who have a certain amount of sales in sport industry and the ones with potential to become global companies. Supporting areas include business advancement, overseas market development, and overseas PR marketing integration support. The research is performed by developing the equilibrium model composed of supply as well as demand and applying input-output analysis. The economic efficiency is estimated to in the form of changes in the sales of corporations and the ripple effect of the national economy. The results of the study are as follows. First, it is estimated that the sales growth rate of the company due to the implementation of the policy is from 3.74% to 5.19%. Second, the increase in sales reaches to a maximum of KRW 4,081 billion with a minimum of KRW 1,573 million, depending on the size of the company. Third, it is estimated that the production inducement effect for the national economy is from KRW 36 billion to KRW 93.4 billion. Fourth, the induced value added for the national economy is estimated to be at least KRW 11.3 billion, up to KRW 29.2 billion.

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

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study on the Relationship Between Physical Evidence and Performance of Commercial Sport Centers (상업용 스포츠센터의 물리적 증거와 성과에 관한 연구)

  • Won, Gu-Hyun
    • Korean Business Review
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    • v.16
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    • pp.61-76
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    • 2003
  • In proportion as increasing priority of sports service industries, the necessity and importance of service marketing has raising. Because of such point, this study investigates on the relationship of physical evidence and performance in using commercial sport centers. A study model and several hypotheses were developed regarding the relationships. To test the model and the hypotheses empirically, we distributed 350 copies of survey and collected 283 copies. 278 copies appear valid for our empirical study, except 5 copies that are considered inappropriate for our purpose. The results and implications are as follows. First, Service physical evidence had a positive effects on overall perceived quality and satisfaction. second, Results indicate that overall perceived quality and satisfaction playa significant role in the relationship between physical evidence and customer loyalty.

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Utilization of Artificial Intelligence in the Sports Field (스포츠 현장에서 인공지능 활용 방안)

  • Yang, Jeong Ok;Lee, Jook Sook
    • Korean Journal of Applied Biomechanics
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    • v.32 no.3
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    • pp.69-79
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    • 2022
  • Objective: The purpose of this study is to analyze trends related to sports and artificial intelligence (AI) to understand the trends and how they change according to time, and to establish methods to apply AI in sports. Both macro and micro perspectives related to sports utilization of AI were analyzed. Method: In this study, after analyzing and discussing various information related to the use of artificial intelligence in the sports through a search of academic journals, papers, books, and websites published recently at nationally and internationally, the application plan of artificial intelligence in the sports field was presented. Results: 1) Motion analysis technology using artificial intelligence is effective in sports where posture is important, and if it provides systematic feedback and training methods, it can help improve performance. 2) The introduction of a sports referee judgment system using artificial intelligence is expected to improve performance by restoring factual judgment and objective fairness in sports games. 3) Artificial intelligence will provide coaching staff and players with a variety of information to help improve performance through systematic coaching and improving feedback and enhanced training methods. 4) It is judged that artificial intelligence-related to sports ethics, sports ICT, sports marketing, sports prediction, etc. We think that based on the current AI research trends will have a positive impact on all sports-related areas, helping to revitalize sports. Conclusion: Motion analysis technology using artificial intelligence, sports referee judgment system, coaching using artificial intelligence, and artificial intelligence are judged to have a positive effect on all sports-related areas and help revitalize sports.