• 제목/요약/키워드: sports satisfaction

검색결과 365건 처리시간 0.133초

노인전문체육지도자의 리더십이 조직몰입 및 직무만족에 미치는 영향 (The Influence of Senior Citizens' Professional Sports Leader's Leadership on Organizational Immersion and Job Satisfaction)

  • 손지영
    • 한국엔터테인먼트산업학회논문지
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    • 제13권7호
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    • pp.273-283
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    • 2019
  • 본 연구는 노인전문체육지도자의 리더십이 조직몰입 및 직무만족에 미치는 영향을 알아보기 위하여 2019년 4월 1일부터 4월 30일까지 서울, 경기, 인천 지역 6곳의 스포츠센터 199명의 노인전문체육지도자를 중심으로 연구하였으며, 다음과 같은 결과를 도출하였다. 첫째, 노인전문체육지도자의 리더십은 조직몰입에 유의한 영향을 미치는 것으로 나타났다. 둘째, 노인전문체육지도자의 리더십은 직무만족에 유의한 영향을 미치는 것으로 나타났다. 상기 연구의 결과를 토대로 지도자의 리더십은 구성원들에게 조직에 대한 몰입을 높여주고 직무에 만족감을 높이는 중요한 요인임을 확인 하였다. 따라서 노인들의 생활체육 참여를 향상시키고 즐거움을 높여 건강한 노년기의 삶을 영위하기 위하여 리더십 교육을 통한 지도자의 올바른 인성과 역량의 개발이 필요할 것이며, 이러한 지도자의 역할은 노인들의 삶의 질을 높여줄 것으로 기대된다.

The Application of User-based Sports Matching System using Customer Satisfaction and Loyalty Analysis for Sports Event Contents

  • Yu, Kyung-Mi;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • 제10권3호
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    • pp.325-331
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    • 2022
  • As the perception of sports activities changes positively, the desire and popularity for sports activities are rapidly increasing. Therefore, the popularity of sporting events is also increasing. Previous studies on sporting events have focused only on research in the field of social sciences. Therefore, in this study, in order to increase customer satisfaction and customer loyalty of sports event visitors, they were classified into challenge factors, competition factors, achievement factors, and relationship factors, and their effects on satisfaction and loyalty were studied and analyzed. And based on the research design model and empirical analysis, a user-based sports event matching system was proposed.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • 한국컴퓨터정보학회논문지
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    • 제28권1호
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    • pp.129-136
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    • 2023
  • 본 연구에서는 스포츠 가상현실 프로그램의 체육수업 적용을 통해 가상현실(VR) 스포츠 수업의 긍정적인 효과와 VR 스포츠가 평생스포츠 교육의 기반이 되기 위한 기초자를 제공하고자 한다. 이를 위해 부산지역 초등학생 281명을 대상으로 VR 스포츠 경험이 스포츠 만족도, 스포츠 몰입, 스포츠 태도 요인에 미치는 영향을 알아보았다. 결과 VR 스포츠 경험은 스포츠 만족도에 유의한 영향을 미치고 있으며, 스포츠 만족도는 스포츠 몰입, 스포츠 태도에 유의한 영향을 미치고 있으며, 스포츠 몰입은 스포츠 태도에 유의한 영향을 미치는 것으로 나타났다. 스포츠 가상현실의 큰 장점은 기존 체육수업에서 다루기 힘든 종목 및 비인기 종목들에 대한 체육활동이 수월하게 이루어 진다는 것이다. 또한 체육수업과 영어, 수학 등을 연계한 프로그램 활용으로 초등학생들에게 체육이 융복합 과목으로 인식되는 동시에 놀이 또는 게임으로 재미요소와 학습요소를 동시에 얻을 수 있는 통합교과가 될 것이다.

노인의 스포츠 활동 참여동기가 여가만족에 미치는 영향 (The Effect of Elderly Sports Activities Participation Motivation on Leisure Satisfaction)

  • 오경아;김화룡
    • 한국응용과학기술학회지
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    • 제35권4호
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    • pp.1295-1306
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    • 2018
  • 본 연구는 노인의 스포츠 활동 참여동기가 여가만족에 미치는 목적을 규명하는데 목적이 있다. 연구대상은 생활체육 프로그램을 참여하고 있는 노인들을 모집단으로 설정하였다. 이와 같은 과정을 통하여 2018년 9월 1일부터 10월 31일까지 총 250부의 설문지를 배포하여 불성실하게 응답했거나 조사내용의 일부가 누락도어 신뢰성이 떨어지는 자료 53부를 제외한 197부를 유효표본으로 설정하였다. 수집된 자료는 SPSS Statistics 21을 이용하여 빈도분석, 탐색적 요인분석, 신뢰도분석, 상관관계분석, 회귀분석을 실시하였다. 연구 결과는 다음과 같다. 첫째, 노인 스포츠 활동 참여동기 요인 중 내적동기는 심리적 만족, 교육적 만족, 생리적 만족 등에 영향을 미쳤다. 둘째, 외적동기는 사회적만족, 휴식적 만족 요인에 영향을 미쳤다. 셋째, 무동기는 심리적 만족, 사회적 만족, 교육적 만족, 휴식적 만족, 환경적 만족에 영향을 미쳤다.

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

  • 고은주;이현주
    • 한국의류학회지
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    • 제33권5호
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    • pp.782-792
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    • 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.

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.

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
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    • 제14권3호
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    • pp.213-221
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    • 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.

Improvement of Upper Extremity Function and Leisure Satisfaction of Children with Brain Lesions through Sports Stacking Activities: A Case Study

  • Ae-Lyeong Kwon;Ki-Jeon Kim
    • The Journal of Korean Physical Therapy
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    • 제36권2호
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    • pp.53-60
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    • 2024
  • Purpose: This study aimed to investigate changes in upper extremity joints and leisure satisfaction in children with brain lesions through sports stacking activities. Methods: A sports stacking program was conducted on three children with brain lesions who had upper extremity joint limitations and joint range of motion lower than the normal range. It was conducted 10 times, 1 to 2 times a week, 40 minutes each time. Upper extremity joint angles were measured using a goniometer in the order of shoulder, elbow, wrist, and fingers, and leisure satisfaction was measured using a smile evaluation. Results: As a result of measuring the upper extremity joint angles, all three children showed slight angle changes in the shoulder, elbow, and wrist areas. Differences in joint angles appeared differently for each child. Smile evaluation results were evaluated in various psychological, educational, and physical aspects. Only child A was evaluated for Smile Evaluation No. 1. Conclusion: Sports stacking activities changed the upper extremity function of children with brain lesion disorders and showed differences in psychological, physical, and educational aspects of leisure satisfaction. As this is a short-term study result, the change in upper extremity function is minimal, but if sports stacking activities are continued, it will be a rehabilitation program that can prevent upper extremity dysfunction and improve physical strength. Accordingly, continuous attention should be paid to increasing accessibility and enjoyment of daily life according to individual characteristics and level.

대학생들의 감각추구성향이 스포츠만족도에 미치는 영향 (Effects of Sensation Seeking Tendency on Sports Satisfaction among College Students)

  • 심윤식;조욱연
    • 한국콘텐츠학회논문지
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    • 제12권4호
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    • pp.448-456
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    • 2012
  • 본 연구의 목적은 교양체육에 참가하고 있는 대학생들을 대상으로 감각추구성향과 스포츠만족도의 관계를 알아보고, 감각추구성향의 개인적인 특징이 스포츠만족도에 얼마나 영향을 주는지를 전반적으로 파악하는 것이다. 이를 위해 대학교 교양체육수업에 참가하고 있는 302명의 대학생을 대상으로 설문조사를 실시하여, 감각추구성향이 스포츠만족도에 미치는 영향력과 성별에 따른 감각추구성향이 스포츠만족도에 미치는 조절효과를 분석하였다. 연구결과는 다음과 같다. 첫째, 교양체육에 참여하는 대학생들의 감각추구성향은 스포츠만족도의 하위영역인 사회적만족, 정서적만족, 신체적만족, 환경적만족, 교육적만족 등의 요인과 통계적으로 관련성이 있음이 나타났다. 둘째, 감각추구성향의 요인 중 전율과 모험추구가 교육적만족에 미치는 영향력은 남학생, 경험추구가 교육적만족에 미치는 영향력은 여학생이 더 높은 경향성을 나타내었다.

A Study on Information Attitude, Brand Attitude, Usage Satisfaction, Brand Image and Brand Loyalty of YouTube Sports Contents Viewer

  • Byun, Kyung-Won
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.206-212
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    • 2020
  • The purpose of this study is to analyze the structural relationship among information attitude, brand attitude, usage satisfaction, brand image and brand loyalty of YouTube sports Contents. The survey subjects to achieve the purpose of this study were selected the 490 YouTube sports contents Viewer in the metropolitan area. Data processing was done with SPSS 23 for frequency analysis, Cronbach's α analysis. Also, AMOS 21 was used for confirmatory factor analysis and structural equation model analysis. The results of the analysis are as follows: First, it is more effective to increase the attitude toward the brand itself rather than information attitude to use satisfaction Second, both information attitude and brand attitude were found to have a positive effect on enhancing brand image. In relation to attitude and image, it was possible to achieve research accumulation for YouTube users. Third, it was found that both the use satisfaction and the brand image presented in the previous study had a positive effect on brand loyalty.