• 제목/요약/키워드: Sports Marketing

검색결과 193건 처리시간 0.021초

성장곡선을 이용한 한국여자프로골프의 경기력변화 연구 (The study of changes in performance in KLPGA using growth curve analysis)

  • 김남진;민대기
    • Journal of the Korean Data and Information Science Society
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    • 제25권4호
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    • pp.847-855
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    • 2014
  • 최근 몇 년간 여자프로골프는 상금액과 경기력에서 타 종목보다 크게 성장을 하고 있다. 그 이유로는 아시아지역에서의 스포츠마케팅의 활성화와 국제무대에서 대한민국 여자골프 선수들이 좋은 성적을 거두며 남자골프나 다른 여성스포츠 종목보다 인기가 상승하였기 때문이다. 또한, 상금액수가 타 종목과 비교해서 월등히 많고 골프와 연관된 금융상품이나 기타 의류 및 골프용품 산업의 발전 등으로 선수들의 경제적 혜택이 좋아졌다고 할 수 있다. 이러한 좋은 환경 덕분에 여성 스포츠 유망주들이 계속 유입되고 있고, 과학을 이용한 골프 장비의 발달로 선수들의 경기력이 날로 향상되고 있다. 본 연구에서는 2009년부터 최근 5년간 활동한 선수들의 반복 측정된 자료를 토대로 시간에 따른 경기력 변화를 성장곡선을 활용하여 분석하였다. 성장곡선은 여러 가지 분석방법으로 접근할 수 있으나, 본 연구에서는 반응변수들의 정규분포를 가정하고 고정, 임의효과를 고려할 수 있는 혼합모형을 적용하였다. 분석결과 골프 경기기술 중 드라이브 비거리와 평균 퍼팅은 시간에 따라 발전적이었으나 그린 적중률은 감소하였다.

스포츠 캐주얼웨어 소비자의 패션 라이프 스타일과 정보원과의 관계 (A Relationship with Sports Casualwear Consumer′s Fashion life Style and information source)

  • 박경연;유태순
    • 복식
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    • 제50권4호
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    • pp.103-115
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    • 2000
  • The purpose of this study is to provide consumers with practical information for reasonable purchasing by analyzing apparel purchasing behavior. information source use, demographic differences in terms of life style patterns, moreover, to support apparel manufacturers in producing goods and making a plan by developing more effective advertisements and efficient marketing strategy, such as media strategy. This study targeted 832 men and women wearing sports casual wear. Information source is used to analyze the data and MANOVA, ANOVA. Scheffe is employed for post-inspection and demographic bases are based on the frequency of each type. The followings are the conclusions of this study : 1. In case of print media, TV, PC factor, fashion advocates and individuality advocates most frequently used information source. In case of purchasing experience factor, individuality advocates skewed higher frequency than conformity type. and then, in case of observation information use factor, individuality advocates were ranked as the highest and conformity type as the lowest. In case of human information use factor, fashion advocates and individuality advocates showed higher frequency than practical type and conformity type. 2 In case of female, Individuality advocates was ranked as the highest. In case of male, practical type and conformity type were rank as the highest. Fashion advocates ranked as the lowest in any case. 3. Individuality advocates were ranked as the highest among people aged 14 to 16, practical type among 17 to 19, conformity type among 20 to 23, conformity type among over 20. 4. Middle school students tended to be the individuality advocates, high school students the practical type, university students the practical type and the conformity type, and company workers conformity type.

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여가활동 소비자의 패션관여와 의복선택기준, 패션정보원에 관한 연구 (A Study on the Fashion Involvement, Clothing Selection Criteria and Fashion Information Sources of Leisure Activities Consumers)

  • 제은숙
    • 복식
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    • 제61권7호
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    • pp.51-66
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    • 2011
  • The study is intended to suggest the differentiated and subdivided indexes of the leisure fashion market and to provide the marketing strategy establishment and in-depth understanding of leisure fashion business by looking into the correlation between and among fashion involvement, clothing selection criteria and fashion information sources. This study was conducted by the questionnaire response method and the results were derived by using the SPSS 16.0 statistics program. The results of the study were as follows; 1) As a result of researching the difference between the leisure activities consumer groups and fashion involvement, there were significant differences in emotional and cognitive involvement. In the tour activity group and social activity group, emotional involvement was found to be higher than the cognitive experience while in the hobby and sports activity group, both involvements were equally as high. 2) As a result of researching the difference between the leisure activities groups and clothing selection criteria, it was found that the intrinsic and extrinsic criteria were high in the hobby and sports activity group and that the intrinsic criteria was high in the tour activity group and social activity group. 3) In the difference between the leisure activity groups and fashion information sources, it was found that media source, observation source and experience/personal source were high in the hobby and sports activity group. In addition, the experience and personal source were high in the social activity group. 4) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources, it was found that the emotional involvement, intrinsic criteria and observation source were higher in the group of females than males. 5) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources depending on the ages of leisure activities consumers, it was found that the emotional involvement and observation source were high in the group of 20-24 yrs old consumers and that the emotional involvement, intrinsic criteria and observation source were high in the group of 25-29 yrs old consumers. Also, in the group of 30-34 yrs old consumers, the emotional involvement, observation source and experience/personal source were high.

기대확신모형을 적용한 스포츠O2O서비스 App의 지속적 사용의도 연구 (An Intention of Consistent Use of Sport O2O Service App Based on Expectation-Confirmation Model)

  • 주형철;김종희;권형일
    • 한국체육학회지인문사회과학편
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    • 제57권2호
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    • pp.195-212
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    • 2018
  • O2O란 'Online to Offline'의 약자로 온라인과 오프라인을 연결하는 새로운 마케팅을 뜻한다. 최근 건강과 관련된 대중들의 관심이 높아짐에 따라 정보통신기술이 융합한 헬스케어인 스포츠O2O서비스가 미래의 생존전략사업으로 주목받고 있다. 이에 본 연구는 스포츠O2O서비스 사용자들을 대상으로 기대확신모형을 기반으로 헬스리터러시와 혁신성의 관계를 분석하고자 한다. 이를 위한 자료분석은 SPSS 21.0과 AMOS 21.0을 이용하여 빈도분석, 상관관계분석, 확인적요인분석 및 신뢰도분석 그리고 구조방정식 모형분석을 실시하였다. 이에 대한 결과는 다음과 같다. 첫째, 헬스리터러시는 유용성에 긍정적인 영향을 미치는 것으로 나타났다. 둘째, 혁신성은 유용성에 긍정적인 영향을 미치는 것으로 나타났다. 셋째, 확신은 유용성에 긍정적인 영향을 미치는 것으로 나타났다. 넷째, 확신은 만족에 긍정적인 영향을 미치는 것으로 나타났다. 다섯째, 유용성은 만족에 긍정적인 영향을 미치는 것으로 나타났다. 여섯째, 유용성은 사용의도에 긍정적인 영향을 미치는 것으로 나타났다. 일곱째, 만족은 사용의도에 긍정적인 영향을 미치는 것으로 나타났다.

소셜큐레이션과 광고 - 버티컬 SNS에서 표현된 패션브랜드 이미지의 메시지 전략 - (Social curation as an advertising tool - Message strategy of fashion brand images on vertical SNS -)

  • 신인준;이규혜
    • 복식문화연구
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    • 제23권3호
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    • pp.498-511
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    • 2015
  • This paper examines advertising images of fashion brands in vertical social network site (SNS) from the viewpoints of message strategies. Vertical social network sites are types of social curation systems applied to social networking, where information is selected, organized, and maintained. Fashion brands communicate with consumers by presenting images on vertical SNSs, anticipating improvements in brand image, popularity, and loyalty. Those images portray content for particular brands and seasonal concepts, thus creating paths for product sales information. Marketing via SNSs corresponds to relationship marketing, which refers to long-term interrelationship and value augmentation between the company and consumer, and viral advertising, which relies on word of mouth distribution via social network platforms. Taylor's six-segment message strategy wheel, often used for analyzing viral ads, was applied to conduct a content analysis of the images. A total of 2,656 images of fashion brands advertised on Instagram were selected and analyzed. Results indicated that brand values were somewhat related to the number of followers. Follower rankings and comment rankings were also correlated. In general, fashion brands projected sensory messages most often. Acute need and rational messages were less common than other messages. Sports brands and luxury brands presented sensory messages, whereas fast fashion brands projected routine images most often. Fashion brands promoted on vertical SNSs should portray advertising images that combine message strategies

캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 - (A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters -)

  • 채선주;조규화
    • 패션비즈니스
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    • 제4권1호
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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Major League Soccer and its U.S. Fan Base

  • Junsang AHN
    • Journal of Sport and Applied Science
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    • 제8권2호
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    • pp.1-12
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    • 2024
  • Purpose: The purpose of this study is to understand fans' perception of the MLS. Particularly, this study investigates both the avid fan's perception of the MLS as well as the same perception in a potentially larger audience. This study aims at (1) segmenting the findings into three groups, (2) understanding the characteristics of these groups from the sport marketing prospective and (3) comparing the three groups to see whether there are any similarities and differences. Research design, data, and methodology: Using motivational factors alongside the 4P's of marketing, these three segments were analyzed and their similarities and differences were compared. An online survey was created and distributed through different MLS databases. Results: Prior to the distribution, a few hypotheses were made regarding the motivational factors of fans; specifically, that the quality of play has led to a lack of interest in the league and that the presence of star athletes has the potential to bring in more fans for the league. The quality of play and star athletes are important and thus a bigger emphasis needs to be placed on the designated player rule. At the same time, more television coverage as well as more exhibition games with international teams can generate more buzz for the league and garner more fans. Conclusions: This study explored motivational factors which support fanship of Major League Soccer. Further implications were discussed.

프로축구 구단 온라인 멤버십의 특성과 몰입이 고객 애호도에 미치는 영향 (The Influences of Sports On-line Membership on Customer loyalty from the Moderation Roles of Commitment : In terms of the Professional Soccer team)

  • 원구현;정한성
    • 산학경영연구
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    • 제17권2호
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    • pp.161-183
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    • 2004
  • 본 연구는 온라인 멤버십 특성이 고객 애호도에 미치는 영향을 알아보기 위해서, 관계마케팅에서 고객관계의 중요한 개념인 몰입의 세 가지 차원(지속적 몰입, 규범적 몰입, 감성적 몰입)의 역할을 확인하고자 하였다. 첫째, 온라인 멤버십이 고객관계의 중요한 매게 변수인 몰입의 세 가지 차원을 통해서 프로구단의 고객 애호도에 영향을 주는지 알아보고 둘째, 현재 활용되고 있는 오프라인 기업의 온라인 멤버십 특성이 몰입의 세 가지 차원에 대한 영향을 알아보고자 하였다. 이러한 목적을 달성하기 위해서 본 연구에서는 온라인 멤버십의 연가설과 연구모형을 설정하고 실증분석을 실시하였다. 본 연구에서는 연구특성상 인터넷상에서 설문조사를 실시하였으며 설문대상은 프로축구 구단의 서포터들을 중심으로 총 211부의 설문을 통해 이중 응답이 불성실하다고 판단된 23부를 제외한 188부를 실증분석에 이용하였다. 실증분석은 SPSS 10.0과 AMOS 4.0 통계분석 프로그램을 이용하여 분석하였다. 연구결과 온라인 멤버십의 특성과 규범적 몰입, 지속적 몰입, 감성적 몰입이 고객 애호도에 중요한 매개적 역할을 하고 있음을 알 수 있었다.

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게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구 (A Case study of "Branded Contents" applied Gamification concepts)

  • 나지영;박영일;김혜빈
    • 한국게임학회 논문지
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    • 제16권5호
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    • pp.45-56
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    • 2016
  • 본 논문에서는 게이미피케이션 개념이 브랜디드 콘텐츠에 적용된 사례를 연구한다. 게이미피케이션은 게임 요소를 비게임 분야에 적용하여 해당 분야의 효율을 높이는 개념이며 교육, 마케팅, 의료, 스포츠, 쇼핑 등의 분야에서 활발히 활용되고 있다. 특히 마케팅(광고)을 엔터테인먼트 콘텐츠로까지 확장시킨 브랜디드 콘텐츠에서도 게이미피케이션 개념을 적용한 사례를 볼 수 있다. 이에 본 연구는 게이미피케이션 개념이 마케팅에 어떠한 방식으로 영향을 끼치는지, 게이미피케이션이 브랜디드 콘텐츠가 엔터테인먼트 콘텐츠로 확장하는데 있어 어떻게 작용하는지를 고찰한다. 이를 위해 게이미피케이션과 브랜디드 콘텐츠의 개념과 특성을 살펴보았으며 5가지 실제 사례에 게임의 요소(목표, 경쟁, 피드백, 보상)가 어떤 방식으로 적용되었는지 분석하였다. 최종적으로 브랜디드 콘텐츠가 엔터테인먼트 콘텐츠로 확장함에 있어 게이미피케이션이 효율적인 방식이 될 수 있음을 검증하였다.

우리나라 수산업의 유망직종 예측과 개발에 관한 연구 (A Study on Prediction and Development of Prospective Fisheries-Related Jobs in Korea)

  • 김삼곤
    • 수산해양교육연구
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    • 제20권1호
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    • pp.36-45
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    • 2008
  • The purpose of this study was to explore new fisheries-related jobs in the future. The study is based on a thorough literature review and in-depth interviews with experts in the fisheries industry. The major findings of the study were as follows: First, new fisheries-related jobs that surpass the fitness rating of 90% and earn more than 3 on the prospect scale are expected to be found mostly in professional fishery sectors. In the production and processing sectors, fishery quality control manager, marine product cooks, and raw fish cooks looked most promising. In the fishery marketing and distribution section, on the other hand, marine tour consultants, marine product distribution consultants, underwater guides, online marine product traders, marine sports consultants, and marine safety specialists ranked high on the list.