• Title/Summary/Keyword: 스포츠 융합기업

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Suggestions for Activation of Sport Convergence Enterprises (스포츠 융합기업 활성화를 위한 제언)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.505-513
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    • 2015
  • This study was intended for suggestions enabling sports enterprises to lead the sports industry convergence. The method of study was literature reviews and discussed on improvements of the current law through examining the relevant law and regulations in the future. In the result, the current sports industry is faced with many matters. Despite the convergence availability of sports industry, professional sports industry human resources shortages, the absence of dedicated organizational mechanisms, R&D investment shortage and insufficient legal aspects can be presented. Fostering human resources with expertise and the installation of organization that can support sports industrial convergence are required to solve these problems. In conclusion, since sports industry has a value added area higher than other industries and bring economic ripple effect as a result of convergence activities, a climate for promoting sports convergence enterprises should be created.

프로스포츠 산업의 조직 구성원의 역량에 따른 관리자의 역할: 미국프로농구(NBA)와 한국프로농구(KBL) 감독의 실증연구 분석

  • Jeong, Tae-Seong;Lee, Sang-Beom;Lee, Sang-Hyeon;Kim, Pil-Su
    • 한국벤처창업학회:학술대회논문집
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    • 2022.11a
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    • pp.227-236
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    • 2022
  • 벤처기업 CEO의 본질적 역량과 역할은 조직의 자원을 얼마나 효율적으로 운영하는가에 따라 관리자로서 조직성과에 큰 영향을 미친다. 이러한 중요성에도 불구하고 CEO 역량 수준이 조직이 내재하는 자원에 미치는 영향에 대한 이론적 고찰과 CEO의 역량 수준과 조직성과 간의 관계가 조직 구성원의 역량에 따라서 어떻게 달라지는가에 관한 실증연구는 매우 부족한 실정이다. 기존 선행연구의 한계점을 보완하기 위해 본 연구에서는 자원기반이론(resource-based view of the firm)을 바탕으로 프로스포츠 산업에서의 조직 구성원의 역량에 따른 관리자의 감독역할에 대해 실증적으로 분석하였다. 구체적으로, 본 연구에서는 기존의 스포츠 기업가정신(sport entrepreneurship) 연구 분야의 이론을 경영전략의 자원기반관점과 융합하여 벤처기업 CEO와 프로스포츠 감독의 역할이 조직구조와 성과 메커니즘의 측면에서 매우 흡사하며 조직의 자원을 효율적으로 운영하고 성과를 도출하는 측면에서 모두 기업가(entrepreneur)적 특성을 반드시 내재해야 한다고 본다. 이러한 맥락에서 프로스포츠팀에서의 관리자로서의 감독 역량과 조직성과 간의 관계에서 조직의 자원 효율성의 매개효과와 조직 구성원 역량에 대한 조절효과를 설명하고자 한다. 미국프로농구(NBA) 30개 구단과 한국프로농구(KBL) 10개 구단의 9개 시즌(2013~2014시즌 - 2021~2022시즌)의 감독과 팀 데이터를 실증분석에 있어 프로세스 매크로 58 모형을 적용하여 본 연구의 가설을 검증하였다. 실증분석 결과, 미국프로농구과 한국프로농구 데이터 모두에서 (1) 프로농구팀의 자원 효율성은 감독의 역량과 승률 간의 정(+)의 관계를 매개하고, (2) 조직 구성원의 역량은 농구팀의 자원 효율성을 통한 감독 역량이 승률에 미치는 간접효과를 조절(p<.05) 하는 것으로 나타났다. 본 연구는 비교적 객관적으로 조직의 성과측정이 가능한 프로스포츠 데이터를 활용하여 프로스포츠 산업에서 벤처기업의 CEO와 유사한 기업가적 역할을 수반해야 하는 감독 및 조직 구성원의 역량이 조직의 성과에 미치는 영향을 실증분석하는 한편 스포츠 애널리틱스(sport analytics) 분야와 경영학 연구를 융합하였다는 의의가 있다.

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Media exposure analysis of official sponsors and general companies of mega sport event (메가 스포츠이벤트의 공식스폰서와 일반기업의 미디어 노출 분석)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.4
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    • pp.171-181
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    • 2018
  • As the proportion of sports events in the sports industry grows, the official sponsor market for sports events is also increasing. But because official sponsors are limited and expensive, some companies approach sporting events by way of Ambush marketing. This study is to analyze the differences of media exposure between official sponsors and general companies of mega sport events. To accomplish the purpose of the study, we collected text articles and analyzed them from the period of 2016 Rio Olympics, one year before the Olympics and one year after the Olympics. Web crawling was performed using Python for the collection of articles. Morphological and frequency analysis was performed using the KoNLP package and the TM package of statistical program R. In addition, the opinions of the related experts group were gathered to classify the companies or organizations in the media as the Organizing Committees for the Olympic Games(OCOGs), official sponsor, and general companies. As a result of the analysis, 5,220 times appeared related to the OCOGs, 7,845 times appeared related to the official sponsor, and 7,028 times appeared related to general companies. There isn't much difference in the frequency of exposure between official sponsors and general companies. It implies that Ambush marketing is recognized as a strategic marketing technique. The International Olympic Committee(IOC) has to recognize these social phenomena and establish reasonable standards for the marketing activities of official sponsors and general companies. And this study will serve as a basis for fair sponsor activities or marketing activities of sports events.

Utilization and Prospect of Big Data Analysis of Sports Contents (스포츠콘텐츠의 빅데이터 분석 활용과 전망)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.19 no.1
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    • pp.121-126
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    • 2019
  • The big data utilization category in the sports field was mainly focused on the big data analysis to improve the competence of the athlete and the performance. Since then, 'big data technology' which collect and analyze more detailed and diverse data through the application of ICT technology such as IoT and AI has been applied. The use of big data of sports contents in future has value and possibility in the smart environment, but it is necessary to overcome the shortage and limitation of platform to manage and share sports contents. In order to solve such problems, it is important to change the perception of the companies or providers that provide sports contents and cultivate and secure professional personnel capable of providing sports contents. Also, it is necessary to implement policies to systematically manage and utilize big data poured from sports contents.

The study on convergence technology for sports related health (건강관련 스포츠 융합 기술 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.119-124
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    • 2015
  • The purpose of this study was to examine the current status and future prospects through the Classification of sports and ICT convergence technology for the health. Sports and ICT convergence technology could be classified into three types-sports and virtual reality, wearable devices, application and platforms. First, the application of virt ual reality technology gives a user the feeling of reality, fun, and flow through the sensing technology. And this was extended to 'Gamification' concept, gamification of the Nike Plus has become a catalyst in the spread of wea rable devices market. Second, the fastest growing sector in the wearable device area is the health and sports. Chin ese and start-up companies as well as global ICT companies is competing for expanding the pool by releasing the fitness-related wearable devices. Third, the building of platform that can utilize the health and exercise-related dat a collected through the application is expanding.

Analysis of Stakeholder through Function Area(FA) in Sports Event (스포츠이벤트 기능(FA) 프로세스에 따른 이해관계자 분석)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.12
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    • pp.909-918
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    • 2018
  • Sports event is core product of sports business and the scale of sports event business is steadily increasing. For the successful operation of sports events, it is necessary to analyze the stackholder in stage according to the Function Area(FA) in the process of hosting / preparation / operation. This study is a study to define stakeholder by analyzing sports event process of sports events horizontally and vertically. This study consists of three categories : 1) investigation, 2) analysis and systematization of core processes, 3) analysis stakeholder. As a result of the analysis, the core stakeholders in the stage of hosting(bid) were analyzed as local organizations and committees including the promotion TF team, government organizations, domestic and foreign competition associations, national and international sports organizations (committees), and bid committees. Stakeholders in the stage of preparation / operation include stakeholders from organizational committees, various sports committees, international organizations and international organizations, governments and local governments, related companies and businesses, media, sponsors, donors or volunteers, athletes, teams and spectators.

Analysis of a Causal Relationship between Collective Emotion and Behavior to Sport Issues in SNS (SNS에서의 스포츠이슈에 대한 집단감정과 집합행동의 관계)

  • Lee, Jong-Kil;Lee, Kong-Joo;Yang, Jae-Sik
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.165-171
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    • 2019
  • The purpose of this study was to analyse a causal relationship between collective emotion and behavior to sport issues in SNS. For the purpose, 5 sports issues with obvious collective behavior and 5 concerned articles in typical portal sites were selected. From those, each 100 comments with highest recommendation and 5 obvious actions made by the crowd were sampled as the analysis subjects. The results of statistical analyses on collective emotion and behavior materials were as follows. First, collective emotions showed differences by the sports issues. Second, there was a significant causal relationship between collective emotion and behavior in SNS. This study could receive a favorable evaluation due to the statistical analysis on a causal relationship between collective emotion and behavior.

Exploring the Model of Social Enterprise in Sport: Focused on Organization Form(Type) and Task (스포츠 분야 사회적기업의 모델 탐색: 조직형태 및 과제)

  • Sang-Hyun Park;Joo-Young Park
    • Journal of Industrial Convergence
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    • v.22 no.2
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    • pp.73-83
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    • 2024
  • The purpose of this study is to diagnose various problems arising around social enterprises in the sport field from the perspective of the organization and derive necessary tasks and implications. In order to achieve the purpose of the study, the study was largely divided into three stages, and the results were derived. First, the main status and characteristics of social enterprises in the sport field were examined. The current status was analyzed focusing on aspects such as background and origin, legislation and policy, organizational goals, organizational structure and procedures, and organizational characteristics. Social enterprises in the sport sector were in their early stages, and the government's social enterprise policy goal tended to focus on increasing the number of social enterprises in a short period of time through financial input. In addition, it was found that most individual companies rely on government subsidy support due to insufficient profit generation capacity. In the second stage, we focused on the situational factors that affect the functional performance of social enterprises in the sport field. As a result of reviewing the value, ideology, technology, and history of the organization, which are situational factors, it was derived that when certified as a social enterprise in the sport field and supported by the central government or local governments, political control is strong to some extent and exposure to the market is not severe. In the last third step, tasks and implications were derived to form an appropriate organization for social enterprises in the sport field. After the social enterprise ecosystem in the sport sector has been established to some extent, it is necessary to gradually move from the current "government-type" organization to the "national enterprise" organization. This is true in light of the government's limited financial level, not in the short term, but in order for the organization of social enterprises in the sports sector to survive in the long term.

Trends in the use of big data and artificial intelligence in the sports field (스포츠 현장에서의 빅데이터와 인공지능 활용 동향)

  • Seungae Kang
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.115-120
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    • 2022
  • This study analyzed the recent trends in the sports environment to which big data and AI technologies, which are representative technologies of the 4th Industrial Revolution, and approached them from the perspective of convergence of big data and AI technologies in the sports field. And the results are as follows. First, it is being used for player and game data analysis and team strategy establishment and operation. Second, by combining big data collected using GPS, wearable equipment, and IoT with artificial intelligence technology, scientific physical training for each player is possible through user individual motion analysis, which helps to improve performance and efficiently manage injuries. Third, with the introduction of an AI-based judgment system, it is being used for judge judgment. Fourth, it is leading the change in marketing and game broadcasting services. The technology of the 4th Industrial Revolution is bringing innovative changes to all industries, and the sports field is also in the process. The combination of big data and AI is expected to play an important role as a key technology in the rapidly changing future in a sports environment where scientific analysis and training determine victory or defeat.

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.