• Title/Summary/Keyword: sports experience

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Effect of SNS Sports Community participants' Perception of Sports Value on Perception of Fun and Sports Activities

  • Wei Zhong;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.416-426
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    • 2024
  • This study shows that, in a situation where the influence of the mobile Internet is increasing in all areas of modern society, SNS users' participation in sports has a significant impact on the development of the sports market and the public's exercise methods and sports awareness. Therefore, the purpose of this study is to determine the impact of awareness of sports values through SNS on participation in sports activities. In order to achieve this research purpose, the population of the study was adults who had experience participating in SNS sports communities. The sampling method used was convenience sampling, and a total of 300 people, 150 men and 150 women, were selected as research subjects through sharing the questionnaire link online and via email. The survey tool used was a questionnaire, and it was modified and supplemented for this study based on a questionnaire that had secured reliability and validity in previous studies. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 20.0 Version. The conclusions obtained in this study through data analysis according to these methods and procedures are as follows. First, SNS sports community participants' perception of sports value was found to partially affect their perception of fun. Second, SNS sports community participants' perception of sports value was found to partially affect sports activities. Third, SNS sports community participants' perception of the fun of sports partially influenced sports activities.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.

The Relationship between Sports Media Immersion and Sports Continuation of University Students through Social Media

  • Jung, Hana;Lee, Myoungjin;Park, Sunmun
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.144-152
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    • 2020
  • The purpose of this study is to examine the effects of university students' media sports immersion experience through social media on exercise immersion and exercise continuation. This research target was first selected as a population of university students who have contacted media sports aged 20 or older living in Gwangju Metropolitan City in 2019. The sampling procedure was divided into five parts: Dong-gu, Seo-gu, Nam-gu, Buk-gu, and Gwangsan-gu in Gwangju, and 300 men and women were sampled using cluster random sampling. After individually entering coded data into the computer, the statistical program (SPSS Windows.20.0 Version) was used. The results obtained through this research process are as follows. First, it was found that university students' immersion to media sports had a partial effect on their commitment to exercise. Second, it was found that university students' immersion in media sports had a partial effect on the continuation of the exercise. Third, it was found that college students' exercise commitment has a partial effect on exercise continuation.

Disability Sports Instructor's Experience Analysis on Program Operation for People with Disability (장애인체육지도자의 프로그램 운영 경험 분석)

  • Park, Jiyoung;Kang, Dongheon;Eun, Seon-Deok
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.285-295
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    • 2022
  • The purpose of this study is to prepare primary data for providing smooth and systematic rehabilitation sports services by confirming the opinions of instructors experienced in the field of disability sports before the implementation of Article 15 'Rehabilitation sports' of the 'Act on Guarantee of Right to Health and Access to Health Services for Persons with Disabilities. In-depth interviews were conducted as a research method, and qualitative analysis was conducted on the contents of the interview. The in-depth interview is unstructured, allowing disability sports instructor to freely present their opinions on difficulties experienced while operating the program, necessary matters for rehabilitation sports implementation. We transcribed the recording data of the in-depth interview and coded the opinions through the thematic analysis method among qualitative research methods. As a result, the final 104 opinions were used and classified into 9 categories; rehabilitation sports goal, training rehabilitation sports instructor, evaluation items and educational guidelines, relationships with program participants, facilities utilization, effects, the timing of provision, and doctor roles.

NFT Utilization Method in e-Sports

  • Chung Gun, Lee;Su-Hyun, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.47-53
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    • 2023
  • In this paper, based on the generalization and popularization of NFT, the utilization idea of using NFT in e-sports was proposed. We considered ways to utilize NFTs to make access to e-sports easy for all users and to secure users from various age groups. To this end, cases of NFTs with diversity in e-sports platforms were analyzed by type, and the degree of use of NFTs in e-sports was identified through a survey. As a result of the study, it was found that the NFT experience in the e-sports game was highly satisfactory and the desire to experience it again was strong. As NFTs have ownership and scarcity as important characteristics, they can respond well to the demand for owning unique items in e-sports. In addition, in marketing, by promoting limited edition products with scarcity, it is possible to promote marketing that creates value with high profitability. When using NFT in e-sports, various NFT functions are combined regardless of the type of sport, so NFT can become an economic infrastructure.

The Effects of Experiential Barriers on Absorbing Experience in Adventure Sports - Focusing on the Moderating Effects of Arousal Seeking and Reactance Tendency - (모험 스포츠의 경험 장벽이 모험스포츠 몰입경험에 미치는 영향 - 감각추구성향과 반항성향의 조절효과를 중심으로 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.215-230
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    • 2015
  • This study defined the types of barrier and conducted the impact of barrier in adventurous sports. There are many research on adventurous sports, but these researches have several limitations. First, these studies have overlooked important role of barrier in adventurous sports. Also, previous studies on barriers haven't showed the moderating effects of personality on barriers. So, this study attempts to complement the lack of existing research and this purposes of the study is as follows. First, it is to show the positive impacts of barriers on absorbing experience that had been overlooked in the previous researches. Second, it is to propose the moderating effects of personality-arousal seeking, reactance tendency- on the relationship between barriers and absorbing experience. Survey research is employed to test these hypotheses. Previous researches, such as marketing, adventure sports, hedonic research, have been referenced to measure constructs. We collected data involving various adventure sports, and used 171 respondents to analyze these data using moderating regression. In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding adventure sports and implying an enhanced ability to satisfy target consumers of it.

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The Promotion of Experiential Marine Sports by Developing aPlan for Fishing Village and Port (어촌·어항을 활용한 해양스포츠 체험관광 활성화 방안)

  • JI, Sam-Up;KIM, Yong-Jae;LEE, Jae-Hung
    • Journal of Fisheries and Marine Sciences Education
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    • v.17 no.1
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    • pp.86-105
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    • 2005
  • The plan of developing a fishing village and port will be indirectly funded by the government. In the short term, there will be five different multi-functional fishing village models which are based on the first industry to attach to the third industry of marine sports experience tourism. In the long run, they have to be reached gradually. The popular scenic spot of the marine sports experience tourism is made by human resources and fundamental installations considering that it must be done in unpolluted water. It is necessary to separate the fish harbor into two sides. One side is an existing fishing industry. The other side is made up of several pontoons for the marine sports equipment of the marine mooring. It is necessary to build facilities, such as the mooring facility, the storage facility, the repair-check facility, supply-cleaning facility, information booth, accommodations, education facility, and a marine culture exchange facility.

Extraction of Motor Modules by Autoencoder to Identify Trained Motor Control Ability

  • LEE, Jae-Hyuk
    • Journal of Wellbeing Management and Applied Psychology
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    • v.5 no.2
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    • pp.15-19
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    • 2022
  • Purpose: This pilot study aimed to clarify features of motor module during walking in exercise experts who experienced lately repeated training for sports skill. To identify motor modules, autoencoder machine learning algorithm was used, and modules were extracted from muscle activities of lower extremities. Research design, data and methodology: A total of 10 university students were participated. 5 students did not experience any sports training before, and 5 students did experience sports training more than 5 years. Eight muscle activities of dominant lower extremity were measured. After modules were extracted by autoencoder, the numbers of modules and spatial muscle weight values were compared between two groups. Results: There was no significant difference in the minimal number of motor modules that explain more than 90% of original data between groups. However, in similarity analysis, three motor modules were shown high similarity (r>0.8) while one module was shown low similarity (r<0.5). Conclusions: This study found not only common motor modules between exercise novice and expert during walking, but also found that a specific motor module, which would be associated with high motor control ability to distinguish the level of motor performance in the field of sports.

The Effect of Presence Experience of Virtual Reality Sports Class on Pleasure, Flow, and Intention to Participate in Sports Activity (가상현실 스포츠실 수업의 프레즌스 경험이 즐거움, 몰입 및 스포츠 활동 참여의도에 미치는 영향)

  • Hwa-Ryong-Kim;Sang-Yong Yoon
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.2
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    • pp.268-276
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    • 2023
  • The purpose of this study is to investigate how the presence experience of virtual reality sports room class affects the intention to participate in sports activities when pleasure and immersion are experienced. For the survey, a total of 300 people, 60 copies each, were sampled for the upper grades of elementary school, and a total of 276 copies of data were used for the study, excluding 24 copies with insincere answers from among the questionnaires. The data processing used in this study was SPSS ver. 24.0 and AMOS ver. 24.0 Statistical program was used to perform confirmatory factor analysis, frequency analysis, Cronbach's α coefficient calculation, correlation analysis, and structural equation model analysis. Through this procedure, the following results were derived. First, the presence experience of the virtual reality sports room class had a positive effect on enjoyment. Second, the relationship between enjoyment and immersion in virtual reality sports room classes had a positive effect. Third, the enjoyment of the virtual reality sports room class had a positive effect on the intention to participate in sports activities. Fourth, the class immersion of the students who participated in the virtual reality sports room had a positive effect on their intention to participate in future sports activities.

The Effects of Being around Gambling and Gambling Advertising on Sports Gambling Addiction (주위도박과 도박광고가 스포츠도박중독에 미치는 영향)

  • Kim, Jeong-Eun;Heo, Jong-Hun;Ryu, Hwang-Gun
    • The Korean Journal of Health Service Management
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    • v.11 no.3
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    • pp.105-114
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    • 2017
  • Objectives : The purpose of this study was to investigate the effects of gambling environment factors (being around gambling, gambling ad access) and irrational gambling belief on the gambling behaviors of college students who experienced sports gambling. Methods : Study participants were 240 college students with sports gambling experience. Data were collected through self-report questionnaires and analyzed with SPSS 18.0. Results : Being around gambling and sports gambling ad access have a statistically significant effect on irrational gambling beliefs, which have statistically significant statistical effects on gambling addiction. Self-regulation did not show statistically significant regulatory effects between irrational gambling beliefs and gambling addiction. Conclusions : It is necessary to take a proactive approach to minimize the negative effects of sports betting and to be aware of the rapidly changing sports gambling environment factors.