• Title/Summary/Keyword: Sports industry

Search Result 546, Processing Time 0.023 seconds

The Function Assumed of the Sports Leisure Industry in the Improvement of Living Standards for Senior Citizens

  • KIM, Ji-Hye
    • The Journal of Industrial Distribution & Business
    • /
    • v.14 no.1
    • /
    • pp.1-11
    • /
    • 2023
  • Purpose: The purpose of the current research is to investigate the contribution of the sports and leisure sector to raising elderly citizens' quality of life. Through this investigation, the sport and leisure sector may give seniors a sense of safety and security by creating a safe atmosphere in which they can engage in activities and feel a part of their communities. Research design, data and methodology: Literature data were extracted from previous studies between the role of the sports leisure sector and living quality for senior citizens using a standardized data extraction form by two independent reviewers after articles have been included in the review. Each study's data extraction includes details on the study's design, exposure, outcome metrics, and findings. Results: Based on the qualitative textual approach, the present author had figured out total four Functions assumed as follows: (A) Physical Activity and Exercise, (B) Socialization and Interaction, (C) Opportunities for Learning and Development, and (4) Emotional Wellbeing. Conclusions: All in all, professionals should try to give elders chances for social interaction and peer participation in order to foster a feeling of community and belonging. This might entail setting up groups or leagues for elders to engage in meaningful social activities, like hiking or sports.

An Extraction and Analysis of the Candidated Promising Sports Industries for National Sports Technology Policy (스포츠 기술정책을 위한 유망 스포츠산업 후보군의 도출 및 분석)

  • Rim, Myung Hwan
    • Korean Management Science Review
    • /
    • v.31 no.4
    • /
    • pp.151-163
    • /
    • 2014
  • The sports industry is expected to develop into a huge business through convergence with existing industries such as the broadcasting/information communications, health/medicine, and entertainment/leisure. This paper aims to extract and analyse the candidated promising sports industries at the national level in order to promote them in the long term, and adopts a policy-based approach to such efforts. To extract promising sports industries at the national level, a methodology that considers economic effects such as global competitiveness, technological characteristics, and the creation of jobs, as well as technical development projects, should be adopted. In this study, It was extracted 59 candidated promising sports industries using literature review and expert opinions. As a result of in-depth survey, we found some critical implications each area as follows; health club operation in the lifetime and participation sports area, female sports dance in the welfare sports area, new material sports shoes in the lifetime and welfare sports area, and dynamic training system in the professional sports area.

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
    • /
    • v.3 no.1
    • /
    • pp.9-21
    • /
    • 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.

Influencing Factors of Consumption Willingness for E-Sports Products: A Case Study of "King of Glory" Game Players

  • Yang Guo;Jiaqi Dong;Yue Lin
    • Journal of Smart Tourism
    • /
    • v.3 no.4
    • /
    • pp.33-41
    • /
    • 2023
  • This study examines the factors influencing e-sports product consumption among Chinese e-sports game players. We focus on the popular game "King of Glory" and use surveys to collect player data. Our findings show that e-sports product characteristics significantly impact consumption experiences, while incentive factors also influence consumption willingness. External factors have minimal impact. Additionally, souvenir products and festival events are key in driving e-sports consumption. This research explores the consumption willingness of Chinese e-sports players, the world's largest consumer market. Understanding their needs can help companies develop targeted marketing strategies, unlocking the commercial potential of e-sports and promoting industry growth.

Korea Government Policy Evaluation on Game Industry - Focused on Industrial Policies on Game Regulation and Promotion by the Ministry of Culture, Sports and Tourism, Korea (정부의 게임산업 정책 효과에 대한 평가 분석 - 문화체육관광부의 게임 규제와 진흥정책을 중심으로-)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
    • /
    • v.19 no.6
    • /
    • pp.15-24
    • /
    • 2019
  • Game industry, which has grown without government promotion policies, has been affected by the government's various industrial and social policies. Through the survey of experts from academics, media and industry on game industry, the paper attempted to evaluate and analyze the policies by the ministry of culture, tourism and sports, in charge of game industry. Result using SPSS showed that the scores on all the factors were low, especially 'policy on game image improvement ' is the lowest to 1.97. ANOVA test showed no difference except 'industrial ecosystem recovery' and 'human resources development'.

Sports and Geography: Exploration for Spatial Approach

  • KIM, Haeyu;LEE, Hyukjin
    • Journal of Sport and Applied Science
    • /
    • v.4 no.2
    • /
    • pp.11-17
    • /
    • 2020
  • Purpose: Sports is an activity created by human beings and is related with natural and human environments, and it is a physical activity which inherently interacts with geographical properties. With the above views, it is clear that sports reflect human culture and physical environment, which are closely related to places or spaces in terms of origin, propagation and diffusion, or geography in a broader sense. This study explored the relationships between sporting activities and geography with an environmental view. Research design, data, and methodology: The study employed qualitative methodology to review the association between sport and geographical perspective. The study reviewed the broad documents including journals, periodicals, reports and so forth. Results: First, since its inception in the 1960s, research on sports geography has been steadily studied in many international geography and non-geographic research journals. Second, it reflects the distinct characteristics of the relationship between sports and geography (relationship with physical geography and humanities). Third, as a spatial approach to sports, it is the place of sports, globalization of sports, and the tourist attraction of sports. Conclusion: the findings of this study provides insights for sport geography and could be applied to the current sports industry. Further implications were discussed.

A Study on e-Sports Platform on the basis of Social Network System (SNS) (소셜 네트워크 시스템(SNS)기반 e-Sports 플랫폼 개발)

  • Kang, Byoung-Ho
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.41-42
    • /
    • 2012
  • e-Sports가 국내에서 활성화되기 위해서는 첫째, 온라인 게임에 대한 부정적 인식이 전환되어야 하고, 둘째, 모든 스포츠 종목이 대중화하기 위해 필수적인 미디어의 역할이 중요하다. 이 연구에서는 소셜 네트워크 시스템 기반의 e-Sports 플랫폼을 제안한다. 이 시스템은 e-Sports 선수를 적절히 매칭하여 전체 게임의 수익을 극대화하는 지능형 매칭 시스템과 1인 미디어 융합한다, 특히 한국 고유의 PC방 문화에 접목시키는 방안도 분석된다.

  • PDF

A Study on the Establishment of Advanced Sports Culture (선진 스포츠 문화 정립에 관한 연구)

  • Park, Hyoung-Kil
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.8
    • /
    • pp.425-434
    • /
    • 2019
  • The purpose of this study is to improve the academy sports field for the establishment of advanced sports culture. This study used qualitative research. The research participants were baseball players for 11 years and have been professional baseball players. Another study participant has been a soccer player for eight years. And he has been a football coach for 13 years. The results of this study are as follows. First, the act of entertaining was the form in which parents served sports leaders meals and alcohol. Parents' student athletes had increased chances of playing in the game and were able to receive faithful guidance. Second, the student athletes whose parents did not act of entertaining to the sports leader were discriminated against. The student athletes were harassed by their leaders, their positions changed, and their chances of playing were reduced. Third, parents' student athletes who did not act of entertaining to their leaders either stopped exercising or moved to another school because of discrimination. Eventually, the entertainment culture of academy sports acted as a mechanism to induce sports de-socialization of student athletes, and made students experience a negative aspect of sports culture. As a result, the entertainment culture of academy sports caused discriminatory treatment due to economic inequality. Therefore, the negative entertainment culture of academy sports should be eradicated for the establishment of advanced sports culture.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
    • /
    • v.14 no.3
    • /
    • pp.35-46
    • /
    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

A Study on the Weather Support Service for Winter Sports (동계스포츠 맞춤형 기상지원 서비스를 위한 연구)

  • Back, Jin-Ho;Panday, Siddhartha Bikram;Lee, Ju-Sung;Kang, Hyo-Min
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.1
    • /
    • pp.139-156
    • /
    • 2019
  • The purpose of this study was to provide a method to support customized weather and environmental information services for the successful operation of winter sporting events. First, individual in-depth interviews and surveys were conducted with athletes, coaching staffs and experts related to the competition for 10 different winter sports for analysis of their needs. We conducted face-to-face survey and survey considering the training schedule and situation of experts. The recorded voice file was converted into word text, and extracted the weather and environmental information elements embedded in the opinions of the research participants based on literature reviews and data. The findings are expected to provide basic data on the weather conditions required to support specialized weather information for future large winter sports events, including the PyeongChang Winter Olympics.