• Title/Summary/Keyword: 스포츠 동기

Search Result 83, Processing Time 0.028 seconds

Negotiation Strategy for Leisure Constraints in Highschool Students Participating in Club Activities (동아리 활동에 참여하는 고등학생의 여가제약 협상전략)

  • Suh, Kwang-Pil;Lee, Chul Won
    • Journal of Leisure Studies
    • /
    • v.9 no.2
    • /
    • pp.39-59
    • /
    • 2011
  • The purpose of this study is to understand and investigate the process of making negotiation strategy to do leisure activity with overcoming leisure constraints which highschool students participating in their club activity meet. For this study, students who have at least one-year career for their club activity -more than two times a week and two hours at a time -were selected. Survey through in-depth interview, non-participating observation and field note were conducted. The results are as follow. Firstly, the fascination for club activity was the important factor for overcoming leisure constraints. Secondly, leisure constraints never let students stop doing their activity. Thirdly, the subjects of this study practiced negotiation strategies and came to have self-achievement and self-esteem, improving their relationships effectively. Finally, it was found out that they were creating their own club culture with continuous leisure constraints negotiation. The results of this study present the case and the method of continuous students' participation in their leisure and are able to help them to build up their positive leisure experiences.

The Effects of Fan Citizenship behavior to Sports team value and Local Community value on Spectator Sports (관람스포츠에서의 팬시민행동이 구단가치와 지역사회가치에 미치는 영향)

  • Lee, Jong-Ho;Yun, Dae-Hong;Kang, Min-Seok
    • Management & Information Systems Review
    • /
    • v.30 no.4
    • /
    • pp.385-414
    • /
    • 2011
  • Fans' role and influence is becoming more extensive in these days' complex and competitive sports market. This research considers fans as internal members of sports team, employee and confirms active and voluntary fan citizenship behavior's effects on team, community, and social exchange among community residents, so that an enterprise can increase accessibility from many-sided perspectives when establishing sports marketing strategy in the future. The concept of fan citizenship behavior is set up considering characteristic of sports industry based on employee's organizational citizenship behavior discussed from the internal marketing and organization theory and preliminary studies about client citizenship behavior mentioned from service industry area. Although the sixteen research hypothesis are not fully supported. The results are summarized as follows. These findings give theoretical and marketing implication to future researcher and marketer. First, fan's positive aspect is confirmed which is different from general consumer by examining fan citizenship behavior's effect on teal value in the sports industry. Second, it was confirmed that the team needs marketing strategies about not only relationship between each individual fan, but also interaction between fans in the future. Third, it was confirmed that direct fan's behavior as well as individual fan's cognitive area have effects on team's and social value.

  • PDF

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
    • /
    • v.23 no.1
    • /
    • pp.1-22
    • /
    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

A Study on the Electronic Potential Occurrance and Delevery Specific Property by ionic Density Transformation (이온농도 변화에 따른 뉴런의 전위발생과 전달특성에 관한 연구)

  • 김석환;류광렬;허창우
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 1999.11a
    • /
    • pp.509-515
    • /
    • 1999
  • 신체를 구성하는 여러 가지 요소 중에서 인간이 일상생활을 하는 데에는 신진대사를 일정하게 유지하기 위한 인체내의 여러 가지 전달물질들이 그 구성에 맞게 역할을 수행하여야 한다. 그러나, 만약 그 구성 비율이 바뀔 때에는 인체 내에 이상이 발생하게 된다. 그 대표적인 예로는 운동을 심하게 하였을 경우 갈증과 근육의 피로감이 몰려오게 되는데 이는 세포내의 이온농도의 변화에 의한 것이며 이때 물, 스포츠 이온 음료 등을 섭취한다. 순간적으로 그 증상이 회복되지는 않지만 신경계 내에서 회복하는데 에는 많은 시간이 소요된다. 생리학, 임상적으로 나트륨과 물은 신진대사에 밀접한 연관이 있다. 인체의 나트륨은 음식물의 섭취량과 나트륨의 생리작용사이의 균형에 좌우된다. 건강한 상태에서 나트륨의 생리적인 손실은 무시할 만 하며 나트륨 생리작용은 음식물의 섭취량과 밀접한 관련이 있다. 칼륨은 단지 전체 신경계 용질의 일부이기 때문에 이것은 세포의 체적과 세포 용질의 삼투현상을 결정하는 주요한 것이다. 더욱더 칼륨은 신진대사 과정의 많은 중요한 변수가 되며, 세포밖의 칼륨은 전체중에 매우 작은 일부이긴 하지만 신경근육 작용에 매우 큰 영향을 준다. 세포안과 밖의 칼륨의 농도 비율은 흥분성 조직내의 막 전위의 주요한 결정요소가 된다. 본연구에서는 세포막 설계 후 시뮬레이션을 통한 정상상태의 세포막 전위의 활동전위 전달 특성과 Na, K의 이온 농도를 변화시킬 경우의 세포막 전위의 활동저위 전달 특성곡선을 비교 관찰하여 운동 생리학적인 신경세포내의 전달특성 메카니즘을 이해, 분석하였다.서의 속도를 최소한으로 줄이면서 스케줄링에 의해 시간 문제를 해결하는 방법을 제시하도록 한다. 이는 기초과학 수준이 높은 북방권 국가들의 과학자들이 주로 활용되고 있다는 점에서도 잘 알 수 있으며 우리의 과학기술 약점을 보완하는 원천으로써 외국인 연구 인력이 대안이 되고 있음을 시사한다. 본 연구에서는 한국 연구 조직에서 일하는 외국인 연구자들의 동기 및 성과에 영향을 미치는 많은 요인들을 확인할 수 있었다. 상관관계, 분산분석, 회귀분석 등을 통해 활용 성과에 미치는 영향 요인들을 도출하였다. 설문 분석을 통하여 동기 및 성과 사이에는 강한 상관관계가 존재하는 것을 확인할 수 있었으며 이는 전통적인 동기 이론들과 부합한다. 대부분의 변수가 동기 및 성과에 동시에 영향을 미치는 것으로 조사되었으며 그중에서도 조직 협력 문화, 외국인 연구자의 의사소통 및 협력성, 외국인 연구자의 연구 능력 관련 변수들 및 연구 프로젝트의 기술수명주기, 외국인 연구자의 기존 기술지식의 흡수 등이 가장 중요한 변수로 나타났다. 이는 우리가 주로 중국 및 러시아 과학자들을 활용하여 상업화하는 외국인 연구인력 활용 패턴과도 일치하는 결과이다. 즉 우호적인 조직문화를 가지고 있는 연구 조직에서, 이미 과학기술 지식을 많이 가지고 있고 연구 능력도 높은 외국인 과학기술자를, 한국에서 기술이 태동 또는 성장하고 있는 연구 분야에서 활용하는 것이 가장 성과가 좋다는 사실을 확인시켜 주고 있다. 국내에서 최초로 수행된 본 연구는 외국인 연구 인력의 활용 성과가 매우 높으며, 우리의 과학기술혁신시스템을 보완하는

  • PDF

The Effect of Goal Setting Training on Actor's Feeling of Happiness:Single Case Study (목표설정 훈련이 배우의 행복감에 미치는 효과:단일사례연구)

  • Yoo, Hyun-Mee
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.3
    • /
    • pp.345-355
    • /
    • 2020
  • This study examines the effect of goal setting training during psychological skills training on improving the happiness of actors using a single case study design. The subject of this study was a famous actor in his late 40s who had received personal psychological training from this researcher, a sports psychological counselor, to strengthen his psychological capabilities. The goal setting training program consisted of 8 sessions of 60~90 minutes each. For the purpose of this study, pre and post tests were conducted using the Oxford Happiness Scale developed by Argyle (2005), and in-depth interviews were also conducted. As a result, goal setting training had a positive effect on improving the happiness of actors.

Motivation of the Participants Involved in Marine Sports Emotional Impact of Exercise (해양스포츠 참가자의 참여동기가 운동정서에 미치는 영향)

  • Kim, So-Yoon;Shin, Koun-Soo;Kim, Yong-Jae;Lee, Dong-Woo
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.26 no.4
    • /
    • pp.677-685
    • /
    • 2014
  • Motivation of participants in this study were marine sports movement through the emotional impact of these participants can continue to take advantage of marine sports, and at the same time looking for ways to stabilize participants' emotions and mental exercise to find ways to enable identifying emotions purpose is to provide basic information. In order to achieve these objectives May to October 2013 review of research results obtained are as follows. First, marine sports participation motivation of the participants involved in the relationship between emotion and motivation exercise fun, and when the external, physica l health, social, physical condition, emotional fulfillment and exercise all the sub-factors and the significant positive correlation with that of thes howed, nomotivation and vitality are significant negative relationship with, respectively. Second, the participant's participation in marine sports exercise emotional impact on motivation Motivation is a fun look at the impact on the results of this condition, fulfillment, health and physical fitness showed the vitality of the social, achievement, condition, pleasure, respectively. And when the external purification, social, achievement, health and physical fitness showed as, fulfilling the condition, social, health and physical fitness, a sense of accomplishment as appeared, pride of accomplishment, social, physical condition, pleasure, showing off the external influence.

A Study on the Teaching Methods of Students' Baseball Team Using the Secondary Record Calculation System (2차 기록 계산 시스템을 활용한 학생 야구부 훈련 지도 방안)

  • Kim, Semin;Lee, Gyujeong;Lee, Jeongwon;Jeon, Byungil;Hong, Ki-Cheon;You, Kangsoo;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.612-614
    • /
    • 2019
  • In this study, amateur baseball team leaders studied ways to train student baseball team players through records management. To this end, a system was developed that could apply the formula for obtaining various secondary records or savermetrics data. The team distributed the information to three leaders of the student baseball team and studied the training guidelines through the target group interface. Through the records, students were able to increase motivation and make sure that all the players were faithful to their roles.

  • PDF

Cable TV Violence: A Context Analysis (케이블TV에 나타난 폭력성 연구: 폭력의 맥락화를 중심으로)

  • Ha, Sung-Tae;Kim, Chang-Sook;Ryu, Sung-Hoon
    • Korean journal of communication and information
    • /
    • v.41
    • /
    • pp.200-231
    • /
    • 2008
  • This study content-analyzed Korean cable television programs aired from Feb. 6 to Feb. 19, 2007, focusing on the contextual variables linked to violent acts. A total of 657 PAT's (perpetrator-action-target) in the 68 programs sampled were analyzed for characters' age, sex, type, relationship, and motivation, humorization, punishment for their violent acts, and finally reality of violence. According to the results, (1) most violence occurred among male characters, who were at their ages between 20 and 39; (2) more than half of the total violent acts happened among acquaintances including family members; (3) anger, retaliation, personal or group interest, and violence for fun were ranked at the top tiers of the motivation list; (4) most violences were overlooked without punishment; (5) and about 80% of the whole violence were realistic. In terms of program types, (1) female perpetrator and victims appealed more often in drama than the other genres; (2) violence among acquaintances and simple fun as motivation were prevalent most in entertainment programs; (3) every violent act in children's programs was done by unrealistic characters. According to the analysis by program ratings, (1) while least violence appeared in '19 and older', all of the violent acts were portrayed as realistic; (2) humorization were most prevalent in the 'everyone' rating; (3) and female perpetrators and victims appealed most in the programs rated as '15 and older'. Generally, various contextualized violences displayed different distributions according to program types and ratings. The qualitative features of the current findings about cable television violence provide a fundamental data for future studies, which will explore the subsequent effects of violent media contents.

  • PDF

The Relationship between Social Relations and Physical Activity in the Young-old and Old-old Elderly (전·후기 노인들의 사회적 관계와 신체활동 실천과의 관련성)

  • So Youn Jeon;Sok Goo Lee
    • Journal of agricultural medicine and community health
    • /
    • v.48 no.2
    • /
    • pp.103-117
    • /
    • 2023
  • Objectives: This study aims to reveal the relationship between social relations and physical activity in the young-old and old-old elderly. Methods: Data from 2020 National survey of Older Koreans were used, and a total of 10,097 subjects over the age of 65 were included in analysis. The dependent variable was physical activity, and the independent variables were social relations barrier and motivational factors. x2-test and binary logistic regression were performed for data analysis. Results: The physical activity rate in the elderly were 40.8% in the young-old and 29.2% in the old-old. The socio-demographic characteristics affecting physical activity were the young-old elderly were sex, residential area, employment status and household income, and the old-old elderly were sex, age, residential area, education level and household income. The social relations barrier factors affecting physical activity were the young-old elderly were number of close friends, family care, exercise information search and video viewing, and the old-old elderly were household type, number of close friends, participation in exercise education, exercise information search and video viewing. The social relations motivational factors affecting physical activity were the young-old elderly were call with children/relative/friend, participation in sports activity, access time from home to parks, and the old-old elderly were call with children/relative/friend, participation in sports activity, satisfaction with green spaces. Conclusions: It was found that social relations barrier and motivational factors of the elderly are important factors to consider when developing physical activity promotion strategy, and there are also difference between the age of the elderly.

Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity Actual Condition (한국과학영재학교와 민족사관고 학생의 여가활동실태 분석)

  • Lee, Hoon-Sik;Song, Kang-Young;An, Jeong-Deok
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.3
    • /
    • pp.101-109
    • /
    • 2007
  • The purpose of this study was to analyse the actual condition of leisure activity in the case of Korea Science Academy students(KSA) and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. 1) KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity, and $75\sim80%$ students considered the leisure activity as an important means to maintain health and physical fitness. 3) The students's 30% answered that they participate by themselves, and KSA male's 51% and female's 40%, MLA male's 40% and female's 48% participated in leisure. Activity planlessly. 4) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the bighest ratio in the case of MLA students and KSA female students. 5)The mae students, 38% of KSA and 54% students of MLA did not play computer game at al in weekdays, and 70% of the female students in total did not play computer game. KSA's male students spent more time in playing computer game than MLA's male students did 6) The biggest reason for being unable to participate in the leisure activity was the insuficiency of time due to homework or studying for quiz. The laziness also showed high po-centage of $19\sim25%$ varying between the groups.