• Title/Summary/Keyword: tour skill factors

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An exploration of tour skill factors influential to game results of LPGA players (LPGA 선수들의 시즌성적에 영향을 미치는 경기 기술요인 탐색)

  • Son, Seung Bum;Lee, Chang Jin
    • Journal of the Korean Data and Information Science Society
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    • v.24 no.2
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    • pp.369-377
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    • 2013
  • The purpose of this study was to explore which factors mostly influenced players' tour results employing tour skill factors provided by LPGA. For this study, Top 10 LPGA players' stats during 9 years (2004 2012) were used. As matter of fact, 10 variables were used like average score, top 10 finish, average putt, average birdies, average eagles, driving distance, driving accuracy, greens in regulation, sand saves, putts per GIR. and prize money earning. Stepwise multiple regression was conducted using SPSS win 20.0. Results indicated that the most influential tour skill factor to 9 seasons' results was average score, second influential factor was average putt, and the third factor was driving distance, and then top 10 finish was the fourth. Also on a year on year basis, 2004 was average score, 2005 was GIR., 2006 was average eagles, 2007 was top 10 finish, 2008 was average score, 2009 was average putt, 2010 were average score, GIR. and putt per GIR, 2011 was average birdies and 2012 was putt per GIR.

Phenomenological analysis of the fun experience of G-Golf Tour players (G투어 참여 골프 선수들의 재미경험에 관한 현상학적 분석)

  • Han, Jee-Hoon;Lee, Chul-Won;Seo, Kwang-Bong
    • 한국체육학회지인문사회과학편
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    • v.55 no.4
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    • pp.343-350
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    • 2016
  • The purpose of this study is to phenomenological analyze the fun experience of G-Golf Tour players. A total of 3 male and 3 female professional golfers who are currently participate in G-Golf Tour are selected by snow-ball sampling. Data was collected from interviews and participant observation, With this data, coding was done as first step and group categorization was done as second step in order to achieve the right result from meaningful analyzing. In order to approve the adequate of this study, the peer review was done by one qualitative research specialist and two candidates of Ph.D. The motivation of G-Tour participation, the notification changing of G-Tour, the addiction of G-Tour, the fun factor of G-Tour were drawn as the results, and the media exposure, personal relations, and skill improvement were drawn as the sub-factors of fun experience of G-Tour.

Analysis on the Trend in the Prize Money and Performance Factor of Tour Pro Golf Players(KLPGA centering on 2008-2017)

  • Lee, Sang-Hoon;Park, Ik-Ryeul
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.116-123
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    • 2018
  • The purpose of this study is to analyze the trend of the prize money and the performance factors, based on the data of 1,000 pro golf players provided by KLPGA(Korea Ladies Professional Golf Association) for the past 10 years from 2008 to 2017. First, in terms of the prize money, it increased a lot if we compare the data from 2008 and from 2017. However, it is still disproportionally favorable to the top players and is extremely disadvantageous to the middle-low players. Therefore, it is necessary to considerately care middle-low players. Second, in terms of performance factors, the players' skill has been improved steadily based on all of the factors considered: the scoring average, average putting, the birdie average, par save, par break, and recovery for the past 10 years from 2008 to 2017. Despite the fact that both players' performance and income have increased, it is prominent that the inequality between the players in terms of prize money becomes severe, which should be mitigated by external systematic support to maintain the current level of world-class players of Korea.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.