• 제목/요약/키워드: Sports fan

검색결과 24건 처리시간 0.021초

스포츠 구단의 경기 성적 및 소셜미디어 운영이 팬덤의 인게이지먼트에 미치는 영향: 팬 토큰의 조절 효과를 중심으로 (The Effects of Sports Team Performance and Social Media Operations on Fan Engagement: The Moderating Role of Fan Tokens)

  • 김우경;이예령;최정혜
    • 지식경영연구
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    • 제24권4호
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    • pp.195-218
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    • 2023
  • 스포츠 팬덤은 스포츠 구단의 수익구조에 있어 핵심적인 요인으로, IT기술의 발달에 힘입어 전세계적으로 확산되고 있다. 이에 따라 스포츠 구단에도 글로벌 팬덤을 관리하기 위한 노력이 요구되고 있으며 소셜미디어를 포함한 디지털 마케팅 전략의 중요성 또한 높아지고 있다. 본 연구는 스포츠 구단의 경기 성적 및 소셜미디어 운영이 팬들의 구단에 대한 인게이지먼트를 반영하는 온라인 정보 검색량에 대하여 미치는 영향을 실증분석을 통해 확인한다. 더불어, 이러한 영향이 스포츠 팬 토큰의 발행 여부에 따라 다를 수 있음을 검증한다. 본 연구를 위하여 2022년 7월~12월의 기간에 대하여 유럽축구연맹, 네이버 스포츠, 엑스, 네이버 데이터랩에서 각 구단별 경기 일정 및 성적, 소셜미디어 게시물의 게시량, 팬들의 온라인 정보 검색량을 수집하여 분석하였다. 데이터 분석 결과, 구단의 경기 성적인 경기 중 골 득실점과 구단의 소셜미디어 게시물의 게시량은 팬들의 온라인 정보 검색량에 유의하고 긍정적인 영향을 미친다. 나아가, 구단의 스포츠 팬 토큰이 발행된 경우, 구단의 경기 성적 및 소셜미디어 운영이 팬들의 온라인 정보 검색량에 미치는 상술된 영향력이 강화되는 것으로 나타났다. 본 연구는 스포츠 구단과 팬 인게이지먼트에 대한 실증분석을 수행하고 팬 토큰의 마케팅적 측면을 탐구함으로써 스포츠 마케팅의 연구 범위를 확장하며 스포츠 구단의 마케팅 전략 수립을 위한 실무적 시사점을 제시하였다.

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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    • 제3권1호
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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.

관람스포츠에서의 팬시민행동이 구단가치와 지역사회가치에 미치는 영향 (The Effects of Fan Citizenship behavior to Sports team value and Local Community value on Spectator Sports)

  • 이종호;윤대홍;강민석
    • 경영과정보연구
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    • 제30권4호
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    • pp.385-414
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    • 2011
  • 본 연구의 목적을 달성하기 위해 선행연구와 여러 가지 이론을 토대로 설정된 변수들을 연구 모형으로 설정하였다. 독립변수는 팬시민행동에 영향을 미칠 수 있는 개인적 차원과 상호작용적 차원의 요인 구분하였으며, 각 요인들이 팬시민행동이라는 매개변수를 거쳐 구단가치와 지역사회가치에 어떠한 영향을 미치는지 확인하고자 한다. 이에 대한 결과를 요약하면 다음과 같다. 팬 개인적 차원의 특성 중에는 경기력과 연고지가 팬시민행동에 정(+)의 영향을 미치는 것으로 나타났으며, 팬정체성과 선수매력도는 팬시민행동에 유의한 영향을 미치지 못하는 것으로 밝혀졌다. 한편, 팬 상호작용적 차원의 특성 중에는 팀관심동기와 집단주의가 팬시민행동에 정(+)의 영향을 미치며 친사회적가치동기 및 상호의존성은 유의한 영향을 미치지 못하는 것으로 나타났다. 팬시민행동과 결과변수와의 관계를 보면, 팬 시민행동의 경우 구단가치와 지역사회가치에 정(+)의 영향을 미치는 것을 알 수 있었다. 이는 스포츠 마케팅의 효과를 누리는 모든 주체들이 팬의 시민행동을 높일 수 있는 방법에 대체 관심을 가질 필요가 있다는 것이다. 구단의 경우 스포츠 마케팅 효과를 높이기 위해 팬 시민행동을 높일 수 있는 방법에 대한 고려가 필요하며, 이를 바탕으로 강력한 구단 자산을 구축하여 할 필요성이 있다.

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The Development Process Model of Sports Fan Loyalty via CSR of Professional Sports Teams

  • CHA, Jaehyuk;LEE, Hwan-Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • 제4권2호
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    • pp.45-51
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    • 2020
  • Purpose: The purpose of this study is to investigate how sports fans' loyalty is built via CSR activities of professional sports teams. Furthermore, the study sought to suggest the model presenting the process of developing loyalty of sport fans by teams' CSR performance. Research design, data, and methodology: For this purpose, a survey was conducted on 450 professional sports fans through the convenience sampling method. A total of 357 of the data were used for the final analysis. Based on the collected data, frequency analysis, reliability analysis, confirmatory factor analysis, and structural equation model analysis were conducted. Results: The results showed that CSR activities contribute to building a positive image of team. Regarding fan identification, team image has also a positive effect on enhancing identification. The finding has supported the notion that attitudinal loyalty is enhanced by fan identification and further attitudinal loyalty significantly influences behavioural loyalty of fans. Conclusions: The results of this study explored the function of CSR of the teams on attitudinal and behavioural outcomes, loyalty. Moreover, the study suggested the constructual model presenting its role on enhancing fans' attitudes and behaviour affecting participation and consumption. Academic and practical implications were discussed for sport marketers and practitioners.

프로야구 팬 특성과 소속 기업 팀 및 기업제품에 대한 지지도 연구 (A Study of Professional Baseball Team Fan's Preference to the Team and the Products of Its Company)

  • 장경;민재영
    • 산업경영시스템학회지
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    • 제25권5호
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    • pp.15-21
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    • 2002
  • We studied the relations between variables related to fan's preference in a area of pro-baseball which is the most popular one among pro-sports. The dependent variables are pro-baseball team fan's preference to both the team and the products of the company which has a pro-baseball team, while the independent variables are sex, age, and hometown of fans. Eight hypotheses are constructed with those variables. For testing them a questionnaire was used, whose reliability was checked using Kronbach Alpha. Subjects were 314 college students in a local city. For statistical analysis nonparametric tests like Mann Whitney test, Kruskal-Wallis test, etc were used. Useful and significant results among variables were obtained. Since these results have important implications about management of pro-sports teams and fans and fans Preference to products in a view of sports marketing management, more researches should be done continuously in the future in this area.

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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    • 제8권3호
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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.

The Impact of Korean Professional Volleyball Teams Brand Personality on City Brand

  • JUNG, Jun Hyeok;KIM, Myung Gyun;SONG, Youn Sang;MOON, Hwang Woon
    • Journal of Sport and Applied Science
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    • 제4권2호
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    • pp.31-43
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    • 2020
  • Purpose: The purpose of this study is to provide fundamental information for professional sports and economy activation of cities, to explore mutual cooperative constructive relationship, and to investigate the Impact of Korean professional volleyball teams brand personality on city brand equity. Research design, data, and methodology: The study collected 500 survey responses and analyzed 478 surveys except for 22 which did not complete all items. For analyzing data, frequency, reliability, exploratory factor analysis, t-test, One-Way ANOVA, correlation, Multiple Regression were computed. Results: First, in difference in brand personality and city brand equity, due to gender, age, region of fan, significant difference were shown statistically in team image by gender, in honesty, interest and obdurability of brand personality by age, and in local community contribution, development possibility and sports facility of team image. Also, all factors show significant difference in region of fan. Second, regarding the impact of brand personality on city brand equity, honesty and capacity were shown to affect every factor of city brand equity, interest affected city image, and obdurability affected city perception. Conclusion: Professional teams need to develop win-win relationship with local community and seek to build positve image towards community fans via distinctive strategies for positioning.

팬 시민행동이 스포츠마케팅 성과 간 구조적 관계에 관한 연구 (A Study on the Structural Relationship Between Fan Citizenship And Sports Marketing Achievement)

  • 윤대홍
    • 경영과정보연구
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    • 제37권2호
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    • pp.125-147
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    • 2018
  • 본 연구는 팬시민행동이 스포츠마케팅 성과 간 구조적 관계에 관한 연구로 부산지역 롯데자이언츠 팬을 대상으로 220부의 설문지를 배포하였으며, 205부의 설문지를 최종 사용하였다. 연구모형을 바탕으로 SPSS 25.0과 Smart PLS 2.0을 이용하여 가설을 검증한 결과 총 17개의 기설 중 4개의 가설(가설 5-3, 가설 6-1, 가설 6-2, 가설 6-3)을 제외하고 모든 가설이 채택되었다. 이에 대한 구체적인 결과는 다음과 같다. 첫 번째, 팬시민행동은 구단자산(가설 1), 스폰서 자산(가설 2), 지역 자산(가설 3)에 모두 정(+)의 영향을 미치고 있는 것으로 나타났다. 두 번째, 구단자산은 스폰서 자산(가설 4)에 모두 정(+)의 영향을 미치고 있는 것으로 나타났으며, 지역이미지(가설 5-1), 지역사회기여(가설 5-2)에 정(+)의 영향을 미치고 있는 것으로 나타났다. 반면에 사회적 교류(가설 5-3)에는 통계적으로 유의하지 않는 것으로 나타났다. 마지막으로 스폰서 자산과 지역자산과의 관계는 다음과 같다. 기업이미지는 지역 자산 모두에 통계적으로 유의하지 않으며, 기업인지도는 모두 정(+)의 영향을 미치고 있는 것으로 나타났다. 본 연구의 결과는 팬 시민행동이 스포츠마케팅 성과에 미치는 영향에 대한 종합적인 이해와 이론적, 실무적 시사점을 제공할 것으로 기대된다.

프로야구구단의 라이선싱 패션제품 소비에 대한 질적 연구 (Qualitative Research on Consumption of Professional Baseball Club's Licensed Fashion Product)

  • 손성이;이윤정
    • 복식
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    • 제66권4호
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    • pp.18-31
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    • 2016
  • This study examined the consumption of licensed sports fashion products by sports fans in order to provide useful information to apparel companies that are interested in sports sponsorship marketing. Grounded theory approach was adopted to explore consumers' attitude toward the sponsoring companies, and motives of buying licensed fashion products. In-depth interviews were conducted with female fans of professional baseball clubs. The main phenomena of interest was consumer purchase of licensed fashion product, with the emphasis on cultural consumption as a causal condition. Providing support for victory, vicarious consumption, social identification, and needs to differentiate were identified as strategies related to licensed product purchase. Economic situations and limitations to purchase are identified as the mediating conditions. The study identified the effects of the consumption on the fan as well as the sponsoring companies as consequences of the phenomena. Sports marketing strategies were suggested for apparel companies based on the analysis of the consumption rituals for licensed fashion goods.

프로 스포츠 및 일반제품/서비스에 대한 고객충성도 연구 (A Study of Customer Royalty to Pro-sports and General Products/Service)

  • 장경;민재영
    • 산업경영시스템학회지
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    • 제25권3호
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    • pp.16-27
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    • 2002
  • This paper is mainly interested in customer's(fan's) royalty to professional sports in sports industry. The royalty is studied with the royalty to several products and a service, so that we can obtain the comparison between both the former and the latter royalty. Interested professional sports, products and service are baseball, basketball, soccer, beer, cu, cola/cider, etc, and we will call each of them 'item'. The seven related hypotheses are considered. In hypotheses the dependent variable is royalty to nine items, and the independent variables are rune items, and customer's sex and major. For testing hypotheses, a questionaire is used, and reliability is checked with Cronbach's Alpha and correlation coefficients. For some items the royalty is significantly strong. Rather, even if some item has bad quality, it is found that customers can be royal to that item. We can identify some of those items through the results of this study. The strong significant results will be useful for the customer management. Additional studies are required for nonsignificant results which seems to be useful, and they are noted in the final part of the paper.