• Title/Summary/Keyword: Current Status Analysis

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Study on Deriving Improvements through Analysis of BF Certification Evaluation Indicators for Parks and Park Facilities (공원 및 공원시설 BF인증 평가지표 분석을 통한 개선방향 도출 연구)

  • Kim, Mi Hye;Koo, Bonhak
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.5
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    • pp.13-29
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    • 2022
  • According to the revision of the Convenience Act for Persons with Disabilities, parks and park facilities where the first park development plan is established after December 4, 2021 are mandatory, and parks must be equipped with convenience facilities for the disabled. Hence, this study aims to derive the improvements of the park evaluation index by analyzing the park certification evaluation index, the building certification evaluation index of park facilities, and the evaluation reports of the current certification status cases. As a research method, first, the certification of parks and park facilities were compared and reviewed with the Park Green Act, and differences in the certification process and certification performance were compared and analyzed. Second, differences and common items were derived by analyzing barrier free (BF)-certification evaluation indicators for parks and buildings. Third, improvement plans were derived after analyzing differences and problems in 4 BF-certified parks and four building certification cases of park facilities in certified parks, focusing on the self-evaluation report and examination results. As a result of analyzing the park and building evaluation indicators, the items for which the evaluation purpose, evaluation method, and evaluation items were commonly applied to 7 access roads for each facility, 5 parking areas for the disabled, 2 guide facilities for information facilities, 14 in 5 categories of sanitation facilities, and 1 for other facilities. In the case of sanitation facilities, there is no case where it was evaluated as a park. If the park does not have an attached toilet, the park is certified as a building. Hence, it would be essential to establish the concept of an attached toilet and discuss the application of the evaluation index on the park sanitation facility. The score of buildings in parks and park facilities was lower than that of the self-evaluation results, and the certification grades of buildings declined in three cases. The items with the highest standard deviation were BF walking continuity for parks and the path to the main entrance among access roads for buildings. As a result of analyzing the park and building evaluation results of 19 common evaluation items except for sanitary facilities, the difference in the grades of the evaluation items for each case site except for one item appeared. Therefore, applying common detailed calculation criteria for items evaluated in common with parks and buildings is needed. Since sanitation facilities have no cases of park certification and are not certified as buildings, it is essential to establish the concept of attached toilets and discuss the application of park sanitation evaluation indicators. It is necessary to develop an evaluation index suitable for the characteristics of the park, such as adjusting the items that are not evaluated in parks and establishing an evaluation index considering the ones of parks. It expects that this study would be used as primary data for improving park certification indicators.

A Study on the Development of Textile Design Contents Reflecting The Cultural Characteristics of Multi-cultural Society - Focused on Folk Paintings in China, Vietnam and Japan - (다문화사회의 문화적 특성을 반영한 텍스타일디자인 콘텐츠 개발 연구 - 중국, 베트남, 일본의 민화를 중심으로 -)

  • Park, Sang Oh
    • Korea Science and Art Forum
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    • v.30
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    • pp.119-127
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    • 2017
  • Multi-cultural societies in the era of globalization are now common phenomena all over the world. Since our country has already entered into a multi-cultural society, we can no longer stay in the ideology of a single nation. However, current national policies and researches related to multi-cultural society in Korea are limited to institutional aspects and unilateral education of Korean culture. Therefore, this study aims to overcome these practical limitations. The purpose of this study is to acquire design resources in the folk paintings reflecting the culture of each country. And We will develop textile design content that can be applied to most closely related textile products in daily life. Through this, it is aimed to raise awareness of various cultures and to suggest a communication method through cultural exchange. Therefore, this study has developed color and textile pattern design contents through analysis of characteristics of China, Vietnam, and Japan peoples of the three most frequent countries based on the status of domestic marriage immigrants. And tried to apply it immediately to various textile products. The results and contents of the study are as follows. First, the domestic multi-cultural society was formed through international marriage, and the largest number of marriage immigrants came from China, Vietnam, Japan, the Philippines, Cambodia, Thailand, Mongolia and others. Second, folk paintings are suitable for developing textile design contents as an important factor implied by different cultures of different countries. Thirdly, we have developed the pattern and coloring DB and textile pattern design contents by using folk paintings of China, Vietnam and Japan. As a result, we could verify the utilization of contents reflecting the cultural characteristics of each country and the possibility of commercialization. Based on the results of this research, we hope to contribute to the harmonization of the emotional and artistic aspects that naturally share the culture among multi-cultural society members and to develop differentiated related products.

Analysis on Topokki Franchise Industry and Its Proactive Activities: Focused on Kukdae Toppokki (떡볶이 프랜차이즈 산업의 분석과 그에 따른 선제적 대응 방안: 국대떡볶이를 중심으로)

  • Chi, I hyun;Han, Kyu won;Choi, Yae jin;Son, Jeong Sook;Kim, Ji-Hern
    • The Korean Journal of Franchise Management
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    • v.5 no.1
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    • pp.27-47
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    • 2014
  • This research was conducted on the purpose of seeking the measures of how to cope with the changing industry of Topokki franchises. Despite of the fact the number of Kukdae Topokki's stores is quite smaller than that of its competitors, such as Jaws Topokki and Addal Topokki, Kukdae Topokki is recognized as one of the front-runners in the industry. But the competition in the topokki industry has become fiercer, as the market became saturated. To find a desirable solutions, this study analyzes past-to-current status of the Topokki industry by dividing it into 4 stages and provides few strategies that Kukdae Topokki can apply to the 4th stage where 'brand awareness' is very important. To this end, few drawbacks of Kukdae Topokki are proposed as the following. First, the brand image that Kukdae Topokki pursue does not correspondent with the image in consumer's mind. Second, Kukdae Topokki has selected the wrong targeting group. It aims for the image of 'retro' to target people in their 30-40s. However, most of the consumers are people in their 20-30s. Third, the taste of Kukdae Topokki is not uniform among franchises. Fourth, the awareness and accessability are low. To provide a proactive actions for the next stages, several solutions are proposed as following. First, By managing consistent Kukdae Topokki's Brand Touch point, consumers may have a strong image on the brand by communicating with consumers consistently at all touch points. Second, instead of the existing guide from the head office(franchiser), a standardized criteria for the usage of materials and periodical education for franchisee are needed. Third, to raise the awareness of Kukdae Topokki, open many branches in the area where the main consumers(20-30s women) are mostly spread out.

The Research on the Development Potential of Smart Public Facilities in Public Design - Focusing on examples of public facilities in smart cities - (공공디자인에서 스마트 공공시설물의 발전 가능성에 관한 연구 -스마트 도시의 공공시설물 사례를 중심으로-)

  • Son, Dong Joo
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.97-112
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    • 2023
  • Background: In modern society, the importance of Public Design has become increasingly significant in contributing to the enhancement of urban functionality and the quality of life of citizens. Smart Public Facilities have played a pivotal role in enriching user experience by improving accessibility, convenience, and safety, and in elevating the value of the city. This research recognizes the importance of Public Facilities and explores the potential of Smart Public Facilities in solving urban challenges and progressing towards sustainable and Inclusive cities. Method: The literature review comprehensively examines existing theories and research results on Smart Public Facilities. The case study analyzes actual examples of Smart Public Facilities implemented in cities both domestically and internationally, drawing out effects, user satisfaction, and areas for improvement. Through analysis and discussion, the results of the case studies are evaluated, discussing the potential development of Smart Public Facilities. Results: Smart Public Facilities have been found to bring positive changes in various aspects such as urban management, energy efficiency, safety, and information accessibility. In terms of urban management, they play a crucial role in optimization, social Inclusiveness, environmental protection, fostering citizen participation, and promoting technological innovation. These changes create a new form of urban space, combining physical space and digital technology, enhancing the quality of life in the city. Conclusion: This research explores the implications, current status, and functions of Smart Public Facilities in service and design aspects, and their impact on the urban environment and the lives of citizens. In conclusion, Smart Public Facilities have brought about positive changes in the optimization of urban management, enhancement of energy efficiency, increased information accessibility, User-Centric design, increased interaction, and social Inclusiveness. Technological innovation and the integration of Public Facilities have made cities more efficient and proactive, enabling data-based decision-making and optimized service delivery. Such developments enable the creation of new urban environments through the combination of physical space and digital technology. The advancement of Smart Public Facilities indicates the direction of urban development, where future cities can become more intelligent, proactive, and User-Centric. Therefore, they will play a central role in Public Design and greatly contribute to improving the urban environment and the quality of life of citizens.

Review of applicability of Turbidity-SS relationship in hyperspectral imaging-based turbid water monitoring (초분광영상 기반 탁수 모니터링에서의 탁도-SS 관계식 적용성 검토)

  • Kim, Jongmin;Kim, Gwang Soo;Kwon, Siyoon;Kim, Young Do
    • Journal of Korea Water Resources Association
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    • v.56 no.12
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    • pp.919-928
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    • 2023
  • Rainfall characteristics in Korea are concentrated during the summer flood season. In particular, when a large amount of turbid water flows into the dam due to the increasing trend of concentrated rainfall due to abnormal rainfall and abnormal weather conditions, prolonged turbid water phenomenon occurs due to the overturning phenomenon. Much research is being conducted on turbid water prediction to solve these problems. To predict turbid water, turbid water data from the upstream inflow is required, but spatial and temporal data resolution is currently insufficient. To improve temporal resolution, the development of the Turbidity-SS conversion equation is necessary, and to improve spatial resolution, multi-item water quality measurement instrument (YSI), Laser In-Situ Scattering and Transmissometry (LISST), and hyperspectral sensors are needed. Sensor-based measurement can improve the spatial resolution of turbid water by measuring line and surface unit data. In addition, in the case of LISST-200X, it is possible to collect data on particle size, etc., so it can be used in the Turbidity-SS conversion equation for fraction (Clay: Silt: Sand). In addition, among recent remote sensing methods, the spatial distribution of turbid water can be presented when using UAVs with higher spatial and temporal resolutions than other payloads and hyperspectral sensors with high spectral and radiometric resolutions. Therefore, in this study, the Turbidity-SS conversion equation was calculated according to the fraction through laboratory analysis using LISST-200X and YSI-EXO, and sensor-based field measurements including UAV (Matrice 600) and hyperspectral sensor (microHSI 410 SHARK) were used. Through this, the spatial distribution of turbidity and suspended sediment concentration, and the turbidity calculated using the Turbidity-SS conversion equation based on the measured suspended sediment concentration, was presented. Through this, we attempted to review the applicability of the Turbidity-SS conversion equation and understand the current status of turbid water occurrence.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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Analysis of Surveys to Determine the Real Prices of Ingredients used in School Foodservice (학교급식 식재료별 시장가격 조사 실태 분석)

  • Lee, Seo-Hyun;Lee, Min A;Ryoo, Jae-Yoon;Kim, Sanghyo;Kim, Soo-Youn;Lee, Hojin
    • Korean Journal of Community Nutrition
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    • v.26 no.3
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    • pp.188-199
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    • 2021
  • Objectives: The purpose was to identify the ingredients that are usually surveyed for assessing real prices and to present the demand for such surveys by nutrition teachers and dietitians for ingredients used by school foodservice. Methods: A survey was conducted online from December 2019 to January 2020. The survey questionnaire was distributed to 1,158 nutrition teachers and dietitians from elementary, middle, and high schools nationwide, and 439 (37.9% return rate) of the 1,158 were collected and used for data analysis. Results: The ingredients which were investigated for price realities directly by schools were industrial products in 228 schools (51.8%), fruits in 169 schools (38.4%), and specialty crops in 166 schools (37.7%). Moreover, nutrition teachers and dietitians in elementary, middle, and high schools searched in different ways for the real prices of ingredients. In elementary schools, there was a high demand for price information about grains, vegetables or root and tuber crops, special crops, fruits, eggs, fishes, and organic and locally grown ingredients by the School Foodservice Support Centers. Real price information about meats, industrial products, and pickled processed products were sought from the external specialized institutions. In addition, nutrition teachers and dietitians in middle and high schools wanted to obtain prices of all of the ingredients from the Offices of Education or the District Office of Education. Conclusions: Schools want to efficiently use the time or money spent on research for the real prices of ingredients through reputable organizations or to co-work with other nutrition teachers and dietitians. The results of this study will be useful in understanding the current status of the surveys carried out to determine the real price information for ingredients used by the school foodservice.

MR T2 Map Technique: How to Assess Changes in Cartilage of Patients with Osteoarthritis of the Knee (MR T2 Map 기법을 이용한 슬관절염 환자의 연골 변화 평가)

  • Cho, Jae-Hwan;Park, Cheol-Soo;Lee, Sun-Yeob;Kim, Bo-Hui
    • Progress in Medical Physics
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    • v.20 no.4
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    • pp.298-307
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    • 2009
  • By using the MR T2 map technique, this study intends, first, to measure the change of T2 values of cartilage between healthy people and patients with osteoarthritis and, second, to assess the form and the damage of cartilage in the knee-joint, through which this study would consider the utility of the T2 map technique. Thirty healthy people were selected based on their clinical history and current status and another thirty patients with osteoarthritis of the knee who were screened by simple X-ray from November 2007 to December 2008 were selected. Their T2 Spin Echo (SE hereafter) images for the cartilage of the knee joint were collected by using the T2 SE sequence, one of the multi-echo methods (TR: 1,000 ms; TE values: 6.5, 13, 19.5, 26, 32.5. 40, 45.5, 52). Based on these images, the changes in the signal intensity (SI hereafter) for each section of the cartilage of the knee joint were measured, which yielded average values of T2 through the Origin 7.0 Professional (Northampton, MA 01060 USA). With these T2s, the independent samples T-test was performed by SPSS Window version 12.0 to run the quantitative analysis and to test the statistical significance between the healthy group and the patient group. Closely looking at T2 values for each anterior and lateral articular cartilage of the sagittal plane and the coronal plane, in the sagittal plane, the average T2 of the femoral cartilage in the patient group with arthritis of the knee ($42.22{\pm}2.91$) was higher than the average T2 of the healthy group ($36.26{\pm}5.01$). Also, the average T2 of the tibial cartilage in the patient group ($43.83{\pm}1.43$) was higher than the average T2 in the healthy group ($36.45{\pm}3.15$). In the case of the coronal plane, the average T2 of the medial femoral cartilage in the patient group ($45.65{\pm}7.10$) was higher than the healthy group ($36.49{\pm}8.41$) and so did the average T2 of the anterior tibial cartilage (i.e., $44.46{\pm}3.44$ for the patient group vs. $37.61{\pm}1.97$ for the healthy group). As for the lateral femoral cartilage in the coronal plane, the patient group displayed the higher T2 ($43.41{\pm}4.99$) than the healthy group did ($37.64{\pm}4.02$) and this tendency was similar in the lateral tibial cartilage (i.e., $43.78{\pm}8.08$ for the patient group vs. $36.62{\pm}7.81$ for the healthy group). Along with the morphological MR imaging technique previously used, the T2 map technique seems to help patients with cartilage problems, in particular, those with the arthritis of the knee for early diagnosis by quantitatively analyzing the structural and functional changes of the cartilage.

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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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