• Title/Summary/Keyword: Consumer Sports

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The Impact of Social disaster by COVID-19 on Consumer Price Index: Focused on Culture, Sports and Tourism (COVID-19가 유발한 사회재난이 소비자물가지수에 미치는 영향: 문화체육관광분야를 중점으로)

  • Lee, Da-Hye;Chang, In-Hong
    • Journal of Integrative Natural Science
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    • v.14 no.3
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    • pp.130-138
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    • 2021
  • The outbreak of COVID-19 has had a huge impact on human life. The World Bank group (WBG) has stated that 2020 is the worst year since World War II for economic growth. An epidemic of an infectious disease such as COVID-19 is classified as a "social disaster" by law. The social disaster caused by COVID-19 puts certain industries, occupations and vulnerable groups at risk of exclusion and isolation. This paper intends to examine the fluctuations in the consumer price index in the cultural, sports and tourism sector before and after the onset of COVID-19. In addition, it predicts the consumer price index by sector until December 2021 and reveals its implications.

Brand Revitalization by Strategic Repositioning: A Case Study of Korando Sports

  • Shin, Youngsik;Cha, Kyoung Cheon
    • Asia Marketing Journal
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    • v.14 no.4
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    • pp.1-22
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    • 2013
  • A growing gap between market needs and the capabilities of the enterprise prompts repositioning (Corstjens and Dolye 1989). This article examines the strategic repositioning of 'Korando Sports' undertaken by SYMC throughout the period from Jan. 2012 to Jun. 2012, to boost sales volume and market share by entering market of active-lifestyle consumers currently occupied by SUVs. SYMC's experience indicates that it is essential to close the gap between the market needs and the ability of the enterprise to make a shift to new consumer segment with a new positioning. The successful repositioning framework(Ryan et al. 2007) were employed in this paper. This framework is comprised of six elements: core strategic values, strategic flexibility/learning capabilities, customer awareness and sensitivity, external orientation, management commitment, and belief in the product and brand. The evaluation based on the successful framework also confirms that 'Korando Sports' case meets all the requirements of the successful strategic repositioning. This paper provides some of the managerial implications with aim of assisting executives in identifying strategic repositioning opportunities. Primarily, the 'Korando Sports' case affirms the repositioning as a viable strategy and indicates that repositioning is a feasible means for strategic change. Second, this case shows the influence of a target consumer and SYMC's repositioning to follow consumer preference for a particular attribute. Moreover, we can understand how a product formerly considered weak in attributes can enjoy benefits in other segments with the same attributes.

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Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

A Study on the Performance Evaluation of Commercial Functional Inner-wear

  • Beak, Seong-ik;Park, Sanghee
    • Journal of Fashion Business
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    • v.23 no.6
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    • pp.127-138
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    • 2019
  • As health and well-being become a global trend, the younger generation is focusing on the balance between work and leisure time and they are interested in sports activities as well as a cultural life. In addition, the range of sportswear is expanding, so that athleisure fashion is getting into daily lives. In particular, consumer groups in the sportswear market are beginning to change since generation Z consumers are more and more interested in sportswear and their needs are also growing of health and functional of sports wear. It's a global trend that athleisure fashion market is growing, which combines professional athletic wear with fashion. As the number of women who enjoy sports and leisure in their spare time, the consumer pattern in the sports wear market is also expanding to female customers. However, most sports functional wears were focused on male consumers, so that functional inner-wears are mostly made for both sexes, which mean the functional inner-wears are produced without considering the physical characteristics of men and women and with not enough size division ending up not suitable for professional athletes. In particular, female professional athletes need functional inner-wear that fits the characteristics of the sport because they are not only different in physical condition and they are also using different muscles for different movements. Therefore, functional inner-wear needs pattern development and size system setting considering the body shape and athletic movement of female professional athlete.

Comparative Analysis of the Consumption Behavior of Game Items and Professional Sports Viewing Expenditures Based on the Esports and Sports Consumption Tendencies of the MZ Generation

  • Koun KIM;Seong-Hee PARK
    • Journal of Sport and Applied Science
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    • v.8 no.3
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    • pp.13-19
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    • 2024
  • Purpose: This study aims to investigate the consumption patterns of the MZ generation in relation to eSports and traditional professional sports, focusing on the similarities and differences in spending behavior on game items and professional sports viewing. Research design, data, and methodology: The research utilizes a comparative analysis of eSports and professional sports consumption trends within the MZ generation. Data was collected through surveys targeting MZ generation consumers and analyzed using statistical methods to assess the impact of consumption behaviors on spending. The study particularly focuses on the expenditure behaviors in game items (eSports) versus traditional sports viewing expenses. Results: The analysis revealed that the MZ generation displays distinct consumption behaviors between eSports and traditional sports. eSports consumption is characterized by higher spending on in-game items, driven by personalization and competitive advantages, whereas spending on professional sports viewing is influenced by fan loyalty and event participation. Conclusions: The findings underscore the growing economic significance of eSports, driven by the unique consumption behaviors of the MZ generation. These insights suggest that the eSports industry should continue to adapt its strategies to capitalize on this trend, while traditional sports organizations may need to innovate in engagement strategies to maintain consumer interest and expenditure.

Influencing Factors of Consumption Willingness for E-Sports Products: A Case Study of "King of Glory" Game Players

  • Yang Guo;Jiaqi Dong;Yue Lin
    • Journal of Smart Tourism
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    • v.3 no.4
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    • pp.33-41
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    • 2023
  • This study examines the factors influencing e-sports product consumption among Chinese e-sports game players. We focus on the popular game "King of Glory" and use surveys to collect player data. Our findings show that e-sports product characteristics significantly impact consumption experiences, while incentive factors also influence consumption willingness. External factors have minimal impact. Additionally, souvenir products and festival events are key in driving e-sports consumption. This research explores the consumption willingness of Chinese e-sports players, the world's largest consumer market. Understanding their needs can help companies develop targeted marketing strategies, unlocking the commercial potential of e-sports and promoting industry growth.

Exploring On-line Consumption Tendency of Sports 4.0 Market Consumer: Focused on Sports Goods Consumption by Generation of Working Age Population (스포츠 4.0 시장 소비자의 온라인 소비성향 탐색: 생산 가능인구의 세대별 스포츠 용품 소비를 중심으로)

  • Jin-Ho Shin
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.1
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    • pp.24-34
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    • 2023
  • This study sought to explore the online consumption propensity of sports goods by generation of the productive population and to provide basic data to predict the future consumption market by segmenting online consumers in the sports 4.0 market. Therefore, this survey was conducted on those who consumed sports goods among the generation-specific groups (Generation Y and above, Z) of the productive population, and a total of 478 people's data were applied to the final analysis. Data processing was conducted with SPSS statistics (ver.21.0), frequency analysis, exploratory factor analysis, correlation analysis of re-examination reliability, reliability analysis, and decision tree analysis. According to the online consumption propensity of sports goods by generation of the productive population, there is a high probability of being classified as Generation Z group if the factors of leisure, joy, and environment are high. In addition, the classification accuracy of such a model was 69.7%.

The Study of Consumer Buying Behavior on Rash Guard (래시가드의 소비자 구매행동 조사)

  • Yun, Yuol-Geom;Lee, Myung-Hee
    • Fashion & Textile Research Journal
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    • v.13 no.2
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    • pp.186-193
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    • 2011
  • The purpose of this study was to investigate the consumer buying behavior on rash guard for marine sports. Survey data collected from 105 men in activities of marin sports were analyzed by descriptive statistics, chi-square test, correlation analysis. The results of this study were as follows. First, the age showed a positive correlation in activity carrier. The 64.8% of subject enjoyed primarily the marin windsurfing sport. Second, the buying place was different according to the age group and activity carrier. Domestic brands were lower preference than foreign brands. And there was difference between the domestic and foreign brands in design and wearable sense. The coordinates of rash guard were to pursuit the overall beauty, considering the functional and physical protection. Therefore, it is necessary for the domestic brands to develop the products competing with the foreign brands.

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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    • v.3 no.1
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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.

An Analysis of the Current State of Marine Sports through the Analysis of Social Big Data: Use of the Social MaxtixTM Method (소셜 빅 데이터분석을 통한 해양스포츠 현황 분석 : 소셜매트릭스TM 기법의 활용)

  • PARK, Tae-Seung
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.2
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    • pp.593-606
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    • 2017
  • This study aims to provide preliminary data capable of suggesting directivity of an initiating start by understanding consumer awareness through analysis of SNS social big data on marine sports. This study selected windsurfing, yacht, jet ski, scuba diving and sea fishing as research subjects, and produced following results by setting period of total 1 month from January 22 through February 22, 2017 on the SNS (twitter, blog) through the Social MatrixTM service of Daumsoft Co., Ltd., and analyzing frequency of mention, associated words etc. First, sports that was mentioned the most out of marine sports was yacht, which was 3,273 cases on twitter and 2,199 on blog respectively. Second, the word which was shown the most associated with marine sports was the attribute showing unique characteristic of marine sports, which was 6,261 cases in total.