• Title/Summary/Keyword: Sports Media

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Analyzing How English Premier League Teams Utilize YouTube Channel

  • Han, Sukhee
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.28-35
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    • 2020
  • YouTube has been gaining popularity all around the world. A lot of companies have created their own YouTube channels to leverage them in diverse ways; they upload commercial videos, show people user reviews, and conduct promotions with their products. Sports clubs are no exception; they upload diverse videos to gain popularity and to interact with their fans. This study analyzes how the English Premier League (EPL) clubs leverage their YouTube channel as soccer (football in European nations) players. YouTube activities of 20 clubs during the 2019/2020 Season are investigated. After careful consideration, we decide to examine two factors of the respective channel of the YouTube: 1) Popularity (the number of views and subscribers) 2) Contents of videos (e.g. interviews and highlight scenes). The study followingly inspects the benefits of utilizing YouTube channels and of direct communication between sports clubs and fans in online settings.

Construction of Sports Event Standard System in the Context of Big Data and Internet of Things

  • Jin Zha
    • Journal of Information Processing Systems
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    • v.20 no.3
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    • pp.337-344
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    • 2024
  • It is a complex project to construct the standard system of sports events. Sports events standard system covers from the implementation plan to the evaluation work after the smooth implementation of sports events, involving many links. Large-scale sports events have extremely high media value. However, the successful organization and operation of large-scale sports events face many problems to be overcome, especially in terms of event safety. Although the organizers and organizers of large-scale events have invested many resources for the safe holding of sports events, violence similar to "football hooligans" in Europe is endless. At present, compared with Western countries, the standardization of sports events in China is low, and there is a problem of a late start and huge difference with Western developed countries. Knowing the construction of the standardization system's situation in China, we have summarized the data related to 15 sports events held in Chengdu is the last 5 years. By analyzing the problems in the process of holding these 15 events and the reflections of participants on the experience of sports events, the problems in the development of the standard system of sports events are discussed in depth. The final conclusion is that the system structure of China's sports events is not so good and athletes have a poor experience. China's sports event system still has many problems. Finally, we built a sports event standardization model using Internet of Things, and after a practical test we found that it has a good effect. Finally, we combined the current situation of sports event standardization system in China and put forward the following suggestions: laws and regulations related to the standard system of sports events must be formulated at the national level. The implementation level must strengthen the degree of integration of sports events and technology. To improve the quality of human resources in the management of sports events. The article puts forward targeted solutions, which play a great role in promoting the perfection and completeness of China's standard system for sports events. At the same time, it also promotes economic development and improves China's international status.

Visualization System for Player's Sequential Forms at Sports Broadcasting

  • Lee, Sang-Gil;Nobuyuki-Yagi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.88-93
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    • 1996
  • We developed a visualization system for sports broadcasting that informs TV viewers of a sports player's sequential performing forms and locus in detail when gymnastic game such as‘vault’is broadcasted. It records the corresponding frames while a player is performing, extracts only the player's performing forms from background scenes by a proposed algorithm, superposes them sequentially on a background scene, and broadcasts them with slow speed. This system named as‘Multi-Motion’has ever been used in NHK live broadcasting for 1995 World Gymnastics Championships held in Japan.

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

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

The Effect of Sports Shoes Benefit Pursuit on Purchase Reason, Purchase Evaluative Criteria, and Purchase Information Resource of High School Girls (여고생의 운동화 추구혜택이 구매동기와 구매평가기준 및 구매정보원에 미치는 영향)

  • Choi, Soo-Kyoung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.1
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    • pp.15-25
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    • 2017
  • The purpose of this study was to investigate the effect of sports shoes benefit pursuit on purchase reason, purchase evaluative criteria, and purchase information resource of high school girls. The data were collected between June 2016 from 287 high school girls in their's, living in Seoul, Daejeon, Gwangju, Daegu, Busan, and Changwon. The data have been analyzed by using SPSS program. The methods of factor analysis, reliability, and regression have been adopted for the data analysis. The results of this study were as followings: The factors of sports shoes benefit pursuits consisted of four dimensions of fashion-pursuit, brand-pursuit, convenience-pursuit, and economy-pursuit. The factors of purchase reasons consisted of three dimensions of syntony, recreation, and economic utility. The factors of purchase evaluative criteria consisted of three dimensions of management, aesthetic appreciation, and symbolism. The factors of purchase information resource consisted of two dimensions of media and human. Sports shoes benefit pursuits had an influence on purchase reasons, purchase evaluative criteria, and purchase information resources. In particular, the fashion-pursuit of Sports shoes benefit pursuits had a great influence on purchase reasons. The brand-pursuit of Sports shoes benefit pursuits had a great influence on purchase evaluative criteria and purchase information resources. It is highly expected that this study is used as the useful sources of sports Shoes industry.

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Differences in Life Satisfaction by Leisure Participation Types of the Elderly (노인의 여가참여유형에 따른 생활만족도의)

  • Kim, Oi-Sook
    • Journal of Family Resource Management and Policy Review
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    • v.20 no.1
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    • pp.23-42
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    • 2016
  • The purpose of this study was to explore a typology of leisure participation, investigate determinants of leisure participation types, and analyze differences in life satisfaction by the types of leisure participation of the elderly. The data source for this research was the 2014 Time Use Survey conducted by the Korea National Statistical office (KNSO). The statistical methods for the analysis were mean, standard deviation, ANOVA, Duncan test, cluster analysis, and logistic regression analysis. Leisure participation were classified into five types based on five categories; social activities, religious activities, media, sports, time-spending activity. The five types were named "general", "insufficient", "religious oriented", "media oriented", and sports oriented" type. Gender, health condition were identified as important determinants for the types. Life satisfaction was different according to leisure participation type of the elderly. Religious oriented type showed the highest score of life satisfaction and media oriented type showed the lowest.

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

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

The Type and Characteristics of Korean Sport Star' TV Commercial by Period (시대별 한국 스포츠 스타 TV광고의 형태와 특성)

  • Yi, Eun-Surk
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.543-550
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    • 2017
  • The purpose of this study is to investigate the change of the type and characteristics of Korean sports star TV commercials and to deeply investigate the relationship with social contexts and backgrounds. In order to solve the purpose of this study, This study collected data of 38,517 TV advertisements from 1970 to 2009, and analyzed data of 146 media contents. The results obtained are as follows. First, Korean sports star TV commercials showed a steady increase with the economic growth and media development of Korea, and the percentage of total TV advertisements was low. Second, sports star TV advertising plays a role of expanding the sports industry, but it shows that the efficiency of relationship persistence decreases without social situation and public recognition.

Developing Competency Based Integrated Curriculum for Fostering Sports Marketer in Sports Industry (스포츠마케터 인재양성을 위한 역량기반 융합형 교육과정 개발)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.449-462
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    • 2018
  • The purpose of this study is to develop a competency-based convergence curriculum for the development of sports marketers, sports talent in the sports industry. For this purpose, we conducted literature analysis, in-depth interviews and job analysis to derive necessary capabilities to become sports marketers, draw up a capability profile, and then developed a capability model through expert verification. Sports marketers ' capacity models were divided into sport marketing / PR and sports events by type of experience, with six common basic competencies including sports mind and 12 professional competencies including sponsorships. Sports marketers education courses developed based on capacity models are composed of understanding of sports industry, sports marketing communication, sports law, understanding of sports facility, sports facilities management, sports sponsorship, sports media, sports licensing, sports agent, sports event planning, sports event management, make a proposal, sports event field practice. The developed training courses for sports marketers will be used in colleges and private education institutions related to the sports industry, contributing to fostering and expanding sports industry talent.

The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.