• Title/Summary/Keyword: Sports Star

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The Impact of Soccer Star's Human Brand on Attitude and Attachment to club (축구 스타의 휴먼 브랜드가 구단에 대한 태도 및 애착에 미치는 영향)

  • Shin, Jin-Ho
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.2
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    • pp.579-586
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    • 2021
  • This study aimed to identify the influence of soccer star's human brand on attitude and attachment to the club, providing the importance and implications of brand management of star players in the club. Therefore, a non-face-to-face mobile survey was conducted from January 14 to March 5, 2021, and a total of 348 copies of data were used for the final analysis. Data processing used the SPSS (ver.21.0) program to conduct frequency analysis, internal consistency and exploratory factor analysis, correlation analysis, and multiple regression analysis. The main results of this study are as follows. First, the human brand of a soccer star has been shown to influence the attitude of the club in the order of ethicality, attractiveness, and differentiation. Second, the human brand of a soccer star has been shown to influence the attachment of the club in the order of ethicality, attractiveness, and differentiation.

Sports Celebrities as a Determinant of Sport Media Distribution Contents: Focusing on Tacit Premise of Agenda Setting Theory (스포츠미디어의 유통 콘텐츠 결정요인으로서 스포츠 스타: 의제설정 이론의 암묵적 전제를 중심으로)

  • YOO, Sang-Keon;KIM, Yong-Eun;SEO, Won-Jae
    • Journal of Distribution Science
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    • v.17 no.10
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    • pp.83-91
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    • 2019
  • Purpose - Media is a significant distributional channel in sport. In terms of determining the influencer in building sport media contents, recent sport media studies have employed agenda-setting theory, assuming media itself as the agenda provider. In a real-world situation, however, sports stars have been deemed key factor determining distribution contents in sport. The starting point of this study is the "tacit premise" of agenda-setting theory. Given the agenda-setting theory, the current study attempted to explore the function of sport stars as an agenda provider, which is a key determinant of sport distribution. Research design, data, and methodology - This study has reviewed articles of Yuna Kim, Sang-hwa Lee, and Hyun-jin Ryu from daily newspapers including as dong-a ilbo and joongang ilbo (2013 to 2017). The study collected data, portable document format (PDF), from the online archive of dong-a ilbo and joongang ilbo. We coded the length of the article, the frequency, the size of the picture, and the structural form of the article. Inter-coder reliability was compared with data previously investigated by the researcher. Inter-coder reliabilities for study 1 and 2 was .89 and .85. To examine hypotheses, descriptive analysis, correlations, and cross-tap analysis were performed. Results - The results partially supported the hypotheses proposing the significant role of sports stars as the agenda setters in distributing sport media contents. In specific, the study found that the number of articles about sports stars prevailed the number of articles about regular athletes. Besides, studies found that the use of photos was more frequent in articles of sports starts than that of regular athletes. In sports newspaper articles, featured story articles were used more than straight-articles for news relating to sports stars. Also, sports newspaper of sports stars contained more information associated within an event rather than outside of an event. Conclusions - In sports journalism, this study challenges the current theory that the media affects the composition and the content of sports coverages. As the principle of the agenda-setting of sports media, the influence of sports stars must be continuously studied along with a follow-up study.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Preliminary research on esports of Northeast Asia part 1: Downfall of affect, 10 years history of Korean e-sports (동북아시아 e스포츠 현황에 대한 기초연구 1: 정동(affect)의 실각, 한국 e스포츠 10년사)

  • Lee, Yongbeom
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.61-74
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    • 2020
  • Northeast Asia accounts for half of the world game market, worth $ 152.1 billion, and has abundant growth potential. Early e-sports in Korea could be formed through the distribution of affects of active participation of gamers and fans. Since then, the establishment of a corporate team has continued, securing stability as an industry. However, mediation rights, intellectual property disputes, and game manipulations continue, leading to a massive escaped of early fandom and the collapse of StarCraft-based ecosystems.

Major League Soccer and its U.S. Fan Base

  • Junsang AHN
    • Journal of Sport and Applied Science
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    • v.8 no.2
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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.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.

Korean World Cup soccer event sporting character of the preference factor analysis (한국인의 월드컵 축구 이벤트 스포츠 캐릭터 선호요인 분석)

  • Son, Jeoung-A;Kim, Heun-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2477-2488
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    • 2011
  • The study of the Korean World Cup soccer event sports what is the character's preference factors were analyzed inductively. For this purpose the following research methods were used. First, the target for the study of the D City 10, 20, 30, 40 respectively 30 patients were sampled. World Cup soccer event of the 12 sports chosen for frequency analysis of characters, the final four characters for the analysis of qualitative data were collected from questionnaires 'What aspect of your character do you like this?' that consists of an open survey conducted by Was. As a result, about World Cup chukguk character of the sports people have a preference factors were altered by age, by comprehensively, the Korean people in terms of the five characters and related factors that have in common, which prefer oehyeongseong, internality, Meaningfulness, diversity, and specificity was. Specifically, the 'oehyeongseong' the cute look or exercise (soccer) would be good to see such a varied and colorful, with friendly materials, including a preference factor, and 'internality' and the friendly and patriotic images, meaning Star 'in football and that implies a special meaning was preferred. Finally, the specificity due to the food culture in Korea prefer rooting factors were analyzed.

A Study on the Manufacturing of Stretch Silk Fabrics (I) - Effect of Processing Condition of Covered Yarn - (스트레치성 실크직물 제조에 관한 연구(I) -커버링사 공정 조건의 영향-)

  • Kwon Soon-Jueng;Jin Young-Gil
    • Textile Coloration and Finishing
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    • v.18 no.2 s.87
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    • pp.31-38
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    • 2006
  • Silk fabrics are very popular and widely used because of their elegant appearance. However, silk fabrics generally have easy wrinkle, and do not stretch and deform permanently after machine washing. Then the stretched properties of silk fabrics are important for the application of industrial textile materials such as formal and sports wear. Thus, this research surveys the covering, weaving and degumming conditions for stretched silk fabrics. As a result, yarn breaking stress was reduced with increasing spindle speed, and the yarn twists were optimized under the covering condition of polyurethane/silk with PVA pretreatment. In addition, the shrinkage of the silk fabrics treated with star degumming process was reduced by continuous NaOH degumming process. The fabrics showed the fabric physical properties with optimum stretched properties and evenness surfaces.

Study of football film, as taste culture - Focused on And - (취향문화로서 스포츠영화의 재해석 연구 - 축구 소재 영화를 중심으로 -)

  • Kim, Bong chae;Lee, Byoung min
    • International Area Studies Review
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    • v.22 no.1
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    • pp.237-257
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    • 2018
  • The distinction between high culture and popular culture is gradually weakening. Taste is becoming a new standard to distinguish culture. This research analyze sports film by taste cultural perspective. In perspective of Universality, and is Both emphasized the individual attitude of sincere effort. This can be interpreted as a capitalist ideology. Analyzing the two films as a global and local tastes culture, shows a new world that follows the birth of a star player and deifies the football beyond borders and races. shows the distrust of the system through the K-League Citizens' Club and the trust in individual who does their best in the meantime.

A Study on the Right of the Name for Foreigners to advance to China (중국진출에 따른 중국의 외국인 성명권에 관한 연구)

  • Song, Soo-Ryun
    • Korea Trade Review
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    • v.42 no.3
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    • pp.123-142
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    • 2017
  • This study is to investigate Right to Chinese Name for Foreigners under Trademark Law of the People's Republic of China. The basketball star Michael Jordan sued Qiaodan Sports in 2012, saying the company had built its business around his Chinese name read as Qiaodan in Chinese without his permission. The Chinese supreme court ruled that the trademark for Jordan's Chinese name should be returned to China's State Administration for Industry and Commerce to be re-awarded, and it means Qiaodan Sports Co. must stop using the Chinese characters for Qiaodan on its merchandise. However, the court rejected Jordan's claim to the romanized or pinyin form of the name "Qiaodan," saying in its judgment that this version may not be closely linked with him. People who want to claim the right to Chinese name, he/she must prove the specific name has linked with him/her. Furthermore, he/she must prove the Chinese firm's actions had displayed "malicious intent" by registering trademarks for his/her Chinese name. The courts approve infringement by Chinese firm and stop to use his/her name in the country.

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