• Title/Summary/Keyword: 팀 상호작용

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Factors Influencing Satisfaction of Branded App and Purchasing Intention: Moderation Role of Product Involvement (브랜드 앱 만족도와 구매의도의 영향요인: 제품관여도의 조절효과)

  • Jin Xinhua;SooYeon Chung;Cheol Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.121-140
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    • 2016
  • Today, consumers are interested in branded apps as new marketing channels. Consumers do not have ready access to information that will enable them to judge the quality of a particular product or service before purchase, but they will gain such information with branded apps. As they need to be actively chosen and downloaded to users' smartphone by the users themselves, branded apps have greater marketing effectiveness and influence than traditional channels. Therefore, corporations that place emphasis on interactions with customers anticipate a new marketing effect with their branded apps. With previous research on smartphone applications as a background, this research finds key factors in branded apps that influence users' satisfaction. Additionally, the study centers on the relationship in which satisfaction in the branded app significantly influences the purchase intention for the branded product/service.

Hydro-Mechanical Modelling of Fault Slip Induced by Water Injection: DECOVALEX-2019 TASK B (Step 1) (유체 주입에 의한 단층의 수리역학적 거동 해석: 국제공동연구 DECOVALEX-2019 Task B 연구 현황(Step 1))

  • Park, Jung-Wook;Park, Eui-Seob;Kim, Taehyun;Lee, Changsoo;Lee, Jaewon
    • Tunnel and Underground Space
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    • v.28 no.5
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    • pp.400-425
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    • 2018
  • This study presents the research results and current status of the DECOVALEX-2019 project Task B. Task B named 'Fault slip modelling' is aiming at developing a numerical method to simulate the coupled hydro-mechanical behavior of fault, including slip or reactivation, induced by water injection. The first research step of Task B is a benchmark simulation which is designed for the modelling teams to familiarize themselves with the problem and to set up their own codes to reproduce the hydro-mechanical coupling between the fault hydraulic transmissivity and the mechanically-induced displacement. We reproduced the coupled hydro-mechanical process of fault slip using TOUGH-FLAC simulator. The fluid flow along a fault was modelled with solid elements and governed by Darcy's law with the cubic law in TOUGH2, whereas the mechanical behavior of a single fault was represented by creating interface elements between two separating rock blocks in FLAC3D. A methodology to formulate the hydro-mechanical coupling relations of two different hydraulic aperture models and link the solid element of TOUGH2 and the interface element of FLAC3D was suggested. In addition, we developed a coupling module to update the changes in geometric features (mesh) and hydrological properties of fault caused by water injection at every calculation step for TOUGH-FLAC simulator. Then, the transient responses of the fault, including elastic deformation, reactivation, progressive evolutions of pathway, pressure distribution and water injection rate, to stepwise pressurization were examined during the simulations. The results of the simulations suggest that the developed model can provide a reasonable prediction of the hydro-mechanical behavior related to fault reactivation. The numerical model will be enhanced by continuing collaboration and interaction with other research teams of DECOLVAEX-2019 Task B and validated using the field data from fault activation experiments in a further study.

A Study on the UIC(University & Industry Collaboration) Model for Global New Business (글로벌 사업 진출을 위한 산학협력 협업촉진모델: 경남 G대학 GTEP 사업 실험사례연구)

  • Baek, Jong-ok;Park, Sang-hyeok;Seol, Byung-moon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.69-80
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    • 2015
  • This can be promoted collaboration environment for the system and the system is very important for competitiveness, it is equipped. If so, could work in collaboration with members of the organization to promote collaboration what factors? Organizational collaboration and cooperation of many people working, or worth pursuing common goals by sharing information and processes to improve labor productivity, defined as collaboration. Factors that promote collaboration are shared visions, the organization's principles and rules that reflect the visions, on-line system developments, and communication methods. First, it embodies the vision shared by the more sympathetic members are active and voluntary participation in the activities of the organization can be achieved. Second, the members are aware of all the rules and principles of a united whole is accepted and leads to good performance. In addition, the ability to share sensitive business activities for self-development and also lead to work to make this a regular activity to create a team that can collaborate to help the environment and the atmosphere. Third, a systematic construction of the online collaboration system is made efficient and rapid task. According to Student team and A corporation we knew that Cloud services and social media, low-cost, high-efficiency services could achieve. The introduction of the latest information technology changes, the members of the organization's systems and active participation can take advantage of continuing education must be made. Fourth, the company to inform people both inside and outside of the organization to communicate actively to change the image of the company activities, the creation of corporate performance is very important to figure. Reflects the latest trend to actively use social media to communicate the effort is needed. For development of systematic collaboration promoting model steps to meet the organizational role. First, the Chief Executive Officer to make a firm and clear vision of the organization members to propagate the faith, empathy gives a sense of belonging should be able to have. Second, middle managers, CEO's vision is to systematically propagate the organizers rules and principles to establish a system would create. Third, general operatives internalize the vision of the company stating that the role of outside companies must adhere. The purpose of this study was well done in collaboration organizations promoting factors for strategic alignment model based on the golden circle and collaboration to understand and reflect the latest trends in information technology tools to take advantage of smart work and business know how student teams through case analysis will derive the success factors. This is the foundation for future empirical studies are expected to be present.

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Role accomplishment and job satisfaction of hospice nurse (호스피스간호사의 역할수행 정도와 직무만족도)

  • Han, Hyoung-Suk;Choe, Wha-Sook
    • Korean Journal of Hospice Care
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    • v.8 no.1
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    • pp.29-48
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    • 2008
  • Purpose: The purpose of this study was to provide the basic information on the improvement plan by identifying the role accomplishment and job satisfaction of the hospice nurses and analyzing the factors that impact such role accomplishment and job satisfaction. Methods: The data was collected of 189 hospice nurses who have been working more than 6 months in 56 hospice programs registered in Korea Hospice Association and Korean Catholic Hospice Association from October to November, 2007 by structured questionnaire which was developed by Ryu(1979), based on the Riehl's nursing role and the research of Choe(2005) on the role of hospice nurse. Results: The role accomplishment and job satisfaction of the study subject were 3.53 point and 3.39 point, respectively. The roles of hospice nurses were accomplished by the order of advocator, nursing care provider, coordinator (cooperation), educator, quality manager, counsellor, administrator, and researcher. The job satisfaction of the hospice nurses was shown highest in the satisfaction of professional status, followed by the satisfaction of the interaction, satisfaction of the task itself, satisfaction of the administrative aspect, satisfaction of the autonomous, and the lowest in the satisfaction of the pay. The role accomplishment of the subjects according to their socio-demographic and job characteristics was found to have a significant difference by their age, marriage status, academic background, and position. It also has a significant difference by whether they play role of coordinator, whether they took whole responsibility as hospice, working experience as hospice/palliative nurse, and the level of hospice/palliative nursing training(p<.05). In the study of job satisfaction of the subjects according to their socio-demographic and job characteristics, the job satisfaction was found to have a significant difference by the increase of age, the number of duties consisting the hospice team, whether they play role of coordinator, whether they take whole responsibility as hospice, the level of hospice/palliative nursing training, and whether they wish to work for as long as possible(p<.05). The role accomplishment and the job satisfaction of the subjects showed a statistically significant positive correlation. (r=.541, p<.01) Conclusion: Raised saiary will be increased hospice nurse's job satisfaction. And we suggest a repetitive study using the identical tool to the equally extracted subjects with same representativeness of each hospice/palliative institute type. For the expanded role and enhanced professional standard of hospice nurses, we also suggest a study on the improvement plan to enhance the roles of researcher and administrator.

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Characteristics and Controlling Factors on Nickel Laterite Deposits in Sulawesi, Indonesia (인도네시아 술라웨시 니켈 라테라이트 광상의 특성과 광화 규제 요인)

  • Younggi Choi;Byounghan Kim
    • Economic and Environmental Geology
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    • v.56 no.3
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    • pp.343-363
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    • 2023
  • Sulawesi island, as a global producer of nickel resources, is leading the rapid growth of nickel industry of Indonesia. Nickel laterite deposits in Sulawesi was formed by lateritization of the world-scale East Sulawesi Ophiolite (ESO) under the active tectonic setting and tropical rainforest climate. In this paper, exploration cases for nickel laterite deposits in five regions of Sulawesi are reported. Regional characteristics on nickel laterite deposits in Sulawesi are understood based on various exploration activities such as outcrop, trench and pit survey, petrological observation, geochemical analysis, and interpretation of drilling data, etc.. In the northeastern part of 'Southeast-Arm', which is a strategic location for nickel industry of Indonesia, ESO is extensively exposed to the surface. In the Morombo and Morowali regions, typical high-grade saprolite-type orebodies with a thickness of 10 to 20 m occur. The cases showed that topographic relief tends to regulate Ni-grade distribution and orebody thickness, and that high grade intervals tend to occur in places where joints and garnierite veins are dense. In the Tinanggea and South Palangga regions in the southern part of the Southeast-Arm, overburden composed of Neogene to Quaternary deposits is a major factor affecting the preservation and profitability of nickel laterite deposits. Despite the overburden, high-grade saprolite-type orebodies composed of Ni-bearing serpentine with garnierite veins occur in a thickness of around 10 m to secure economic feasibility. In contrast, in the Ampana region in the northern part of 'East-Arm', low-grade nickel laterite deposits with immature laterite profile was identified, which is thought to be the result of active denudation due to tectonic uplift. Exploration cases in this paper will help to understand characteristics and controlling factors on nickel laterite deposits in Sulawesi, Indonesia.

The Effects of Ethical Leadership on In-Role Behavior and Psychological Capital: The Moderating Role of Management Decoupling and Personal Decoupling (팀장의 윤리적 리더십이 팀원들의 역할 내 행동과 긍정심리자본에 미치는 영향에 관한 연구: 괴리현상의 조절효과를 중심으로)

  • Kim, Moonjoo
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.48-62
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    • 2017
  • The present empirical research examines the effect of team leader's ethical leadership on team members' in-role behavior and psychological capital. This study also predicts that management decoupling and personal decoupling will moderate the effect of ethical leadership negatively. A growing body on leadership research highlights the role of team leader's moral manager in team settings. Ethical leadership also becomes a salient issue in the situation of unethical decision making and misuse of management power which have done by unethical leaders all around the world. In order to identify the effect of ethical leadership, I collected data of 922 team members from bank, semiconductor manufacturer, and university hospital. Our findings show that ethical leaderships have a positive effect on team members' in-role behavior and psychological capital. In addition, I also found the significant moderation effect of management decoupling which team members perceive their top management team's inauthenticity. Contrary to the prediction, however, the result doesn't support the moderation effect of personal decoupling. I discussed implications of confirming and disconfirming findings in details.

Influences on Time and Spatial Characteristics of Soccer Pass Success Rate: A Case Study of the 2018 World Cup in Russia (시간과 공간적 특성에 따른 축구 패스 성공률 분석: 2018 러시아 월드컵 대회 자료를 중심으로)

  • Lee, Seung-Hun;Kim, Young-Hoon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.475-483
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    • 2021
  • The purpose of this study is to identify the temporal and spatial characteristics of pass accuracy by utilizing the second processing data and official records collected from the 2018 FIFA World Cup Russia video data. For a total of 128 games, the success rate of passes based on the results of the game, passing time, and passing position was two-way ANOVA with repeated measure. The results showed no difference between winning and losing groups, and no interaction effects were found for passing time and location. The difference in passing time was high in the first half, with the highest success rate in the middle of the first half (79.2%) and the middle of the second half (77.9%) in the 15~30 minutes and the 60~75 minutes. Pass success rates were in the order of defense-midfield area (83.9%), midfield-attack area (81.7%), defense area (70.6%) and attack area (61.1%). In conclusion, there was no difference in the passing success rate of the winning and losing teams depending on the characteristics of the relative competitive strength of the World Cup games, and it is believed that follow-up research is needed to analyze the game contents rather than the factors of the winning and losing in the future.

문헌검색(文獻檢索)에 있어서 Chemical Abstracts와 CA Condensates의 비교(比較)

  • Robert, B.E.
    • Journal of Information Management
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    • v.9 no.1
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    • pp.21-25
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    • 1976
  • 1975년(年) 3월(月), 4년반(年半) 동안의 Chemical Abstracts 색인(索引)과 온-라인이 가능(可能)한 CA Condensates를 비교(比較)하였다. 두가지 데이터 베이스를 함께 이용(利用)하여 검색(檢索)하는 방법(方法)이 가장 효율적(效率的)이지만 실예(實例)에서 보는 바와 같이 CA Condensates를 검색(檢索)하는 것이 보다 실용적(實用的)이다. System Development Corp 사(社) (SDC)에 설치(設置)되어 있는 온-라인 형태(形態)인 CHEMCON과 CHEM7071을 Chemical Abstracts 색인(索引)과 비교(比較)하였다. 대부분(大部分)의 Chemical Abstracts 이용자(理容者)들은 Chemical Abstracts 책자나 우가색인(累加索引)에는 친숙(親熟)하지만 CA Condensates는 아마도 그리 친숙(親熟)하지 못할 것이다. CA Condensates는 서지적 사항을 기계(機械)로 읽을 수 있는 형태(形態)로 되어 있고 Chemical Abstracts에 따라서 색인(索引)되므로 매주 발행되는 Chemical Abstracts 책자의 뒷 부분이 있는 색인(索引)과 같이 우리에게 가장 친숙(親熟)한 형태(形態)로 되어 있다. Chemical Abstracts가 현재(現在) 사용(使用)하고 있는 데이터 데이스이지만 본고(本稿)에서는 Index와 Condensates를 둘 다 데이터 베이스로 정의(定義)한다. Condensates가 미국(美國)의 Chemical Abstracts Service 기관으로부터 상업적(商業的)으로 이용(利用)할 수 있게 되자 여러 정보(情報)센터에서는 이용자(利用者)들의 프로 파일을 뱃취방식(方式)으로 처리(處理)하여 매주 나오는 자기(磁氣)테이프에서 최신정보(最新情報)를 검색(檢索)하여 제공(提供)하는 서어비스 (SDI)를 시작하였다. 어떤 정보(情報)센터들은 지나간 자기(磁氣)테이프들을 모아서 역시 뱃취방식(方式)으로 소급(遡及) 문헌검색(文獻檢索) 서어비스를 한다. 자기(磁氣)테이프를 직접 취급(取扱)하는 사람들을 제외(除外)하고는 대부분(大部分) Condensates를 아직 잘 모르고 있다. 소급(遡及) 문헌검색(文獻檢索)은 비용이 다소 비싸고 두서없이 이것 저것 문헌(文獻)을 검색(檢索)하는 방법(方法)은 실용적(實用的)이 못된다. 매주 나오는 색인(索引)에 대해서 두 개나 그 이상의 개념(槪念)이나 물질(物質)을 조합(組合)하여 검색(檢索)하는 방법(方法)은 어렵고 실용적(實用的)이 못된다. 오히려 주어진 용어(用語) 아래에 있는 모든 인용어(引用語)들을 보고 초록(抄錄)과의 관련성(關連性)을 결정(決定)하는 것이 때때로 더 쉽다. 상호(相互) 작용(作用)하는 온-라인 검색(檢索)을 위한 Condensates의 유용성(有用性)은 많은 변화를 가져 왔다. 필요(必要)한 문헌(文獻)만을 검색(檢索)해 보는 것이 이제 가능(可能)하고 어떤 항목(項目)에 대해서도 완전(完全)히 색인(索引)할 수 있게 되었다. 뱃취 시스팀으로는 검색(檢索)을 시작해서 그 결과(結果)를 받아 볼 때 까지 수시간(數時間)에서 며칠까지 걸리는 번거로운 시간차(時間差)를 이제는 보통 단 몇 분으로 줄일 수 있다. 그리고 뱃취 시스팀과는 달리 부정확하거나 불충분한 검색방법(檢索方法)은 즉시 고칠 수가 있다. 연속적인 뱃취 형태의 검색방법(檢索方法)에 비해서 순서(順序)없이 온-라인으로 검색(檢索)하는 방법(方法)이 분명(分明)하고 정확(正確)한 장점(長點)이 있다. CA Condensates를 자주 이용(移用)하게 되자 그의 진정한 가치(價値)에, 대해 논의(論義)가 있었다. CA Condensates의 색인방법(索引方法)은 CA Abstract 책자나 우가색인(累加索引)의 방법(方法)보다 확실히 덜 체계적(體系的)이고 철저(徹底)하지 못하다. 더우기 두 데이터 베이스는 중복(重複)것이 많으므로, 중복(重複)해서 검색(檢索)할 가치(價値)가 없는지를 결정(決定)해야 한다. 다른 몇 개의 데이터 베이스와 CA Condensates를 비교(比較)한 논문(論文)들이 여러 번 발표(發表)되어 왔는데 일반적(一般的)으로 CA Condensates는 하위(下位)의 데이터 베이스로 나타났다. Buckley는 Chemical Abstracts의 색인(索引)이 CA Condensates 보다 더 좋은 문헌 (데라마이신의 제법에 관해서)을 제공(提供)한 실례(實例)를 인용(引用)하였다. 죠오지대학(大學)의 Search Center는 CA Condensates가 CA Integrated Subject File 보다 기능(機能)이 못하다는 것을 알았다. CA Condensates의 다른 여러 가지 형태(形態)들을 또한 비교(比較)하였다. Michaels은 CA Condensates를 온-라인으로 검색(檢索)한 것과 매주 나오는 Chemical Abstracts 책자의 색인(索引)은 수작업(手作業)으로 검색(檢索)한 것을 비교(比較)한 논문(論文)을 발표(發表)하였다. 그리고 Prewitt는 온-라인으로 축적(蓄積)한 두 개의 상업용(商業用) CA Condensates를 비교(比較)하였다. Amoco Research Center에서도 CA Condensates와 Chemical Abstracts 색인(索引)의 검색결과(檢索結果)를 비교(比較)하고 CA Condensates의 장점(長點)과 색인(索引)의 장점(長點), 그리고 사실상(事實上) 서로 동등(同等)하다는 실례(實例)를 발견(發見)하였다. 1975년(年) 3월(月), 적어도 4년분(年分)의 CA Condensates와 색인(索引)(Vols 72-79, 1970-1973)을 비교(比較)하였다. 저자(著者)와 일반(一般) 주제(主題) 대한 검색(檢索)은 Vol 80 (Jan-June, 1974)을 사용(使用)하여 비교(比較)하였다. CA Condensates는 보통 세분화(細分化)된 복합물(複合物)을 검색(檢索)하는 데 불편(不便)하다. Buckly가 제시(提示)한 실례(實例)가 그 대표적(代表的)인 예(例)이다. 그러나, 다른 형태(形態)의 검색실예(檢索實例)(단체저자(團?著者), 특허수탁저(特許受託著), 개인저자(個人著者), 일반적(一般的)인/세분화(細分化)된 화합물(化合物) 그리고 반응종류(反應種類)로 실제적(實際的)인 검색(檢索)을 위한 CA Condensates의 이점(利點)을 예시(例示)하였다. 다음 실례(實例)에서 CHEMCON과 CHEM7071은 CA Condensates를 온-라인으로 입력(入力)시킨 것이다.

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ERF Components Patterns of Causal Question Generation during Observation of Biological Phenomena : A MEG Study (생명현상 관찰에서 나타나는 인과적 의문 생성의 ERF 특성 : MEG 연구)

  • Kwon, Suk-Won;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.33 no.2
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    • pp.336-345
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    • 2009
  • The purpose of this study is to analysis ERF components patterns of causal questions generated during the observation of biological phenomenon. First, the system that shows pictures causing causal questions based on biological phenomenon (evoked picture system) was developed in a way of cognitive psychology. The ERF patterns of causal questions based on time-series brain processing was observed using MEG. The evoked picture system was developed by R&D method consisting of scientific education experts and researchers. Tasks were classified into animal (A), microbe (M), and plant (P) tasks according to biological species and into interaction (I), all (A), and part (P) based on the interaction between different species. According to the collaboration with MEG team in the hospital of Seoul National University, the paradigm of MEG task was developed. MEG data about the generation of scientific questions in 5 female graduate student were collected. For examining the unique characteristic of causal question, MEG ERF components were analyzed. As a result, total 100 pictures were produced by evoked picture and 4 ERF components, M1(100~130ms), M2(220~280ms), M3(320~390ms), M4(460~520ms). The present study could guide personalized teaching-learning method through the application and development of scientific question learning program.

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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