• Title/Summary/Keyword: Sports industry

Search Result 548, Processing Time 0.034 seconds

The Analysis on Location and Service Factors Affecting the Management and Use of Judo Gym (유도체육관 운영 및 이용에 영향을 미치는 입지와 서비스 요인 분석)

  • Lee, Do-Heui;Oh, Kyung-Ah
    • Journal of the Korean Applied Science and Technology
    • /
    • v.36 no.2
    • /
    • pp.507-523
    • /
    • 2019
  • This purpose of study was to Analysis on Location and Service Factors Affecting the Management and Use of Judo Gym. This study aims at providing fundamental data and information on Judo coach by studying what effects of location and use factor on trainee satisfaction. The survey was done through 350 copies and excluding 11 copies ran an analysis on the remaining 339(96.8%) copies. After question investigating the data which is collected used IBM SPSS statistics 21 program, frequency analysis, Exploratory factor analysis, Cronbach's ${\alpha}$, correlation analysis, multiple regression. The result of this study were as follows. First, management, location, coach, trainee value, facility, communication in Judo gym location and use factors showed (+) effects on trainee satisfaction. Second, Program operation, Gym quit use, Whether or not to insure in management factor showed (+) effects on trainee satisfaction. Third, Coach credibility in coach factor showed (+) effects on trainee satisfaction. Forth, Member communication in communication factor showed (+) effects on trainee satisfaction. Fifth, Wholesome leisure, Athletic ability improving in trainee value factor showed (+) effects on trainee satisfaction. Sixth, main facility level, additional facility level in facility factor showed (+) effects on trainee satisfaction. Seventh, Visibility in location factor showed (+) effects on trainee satisfaction. And location type(station area, residential district, commercial area) of Judo gym showed (+) effect on management, trainee value, location, communication, facility.

The Mediating Effect of Self-esteem on the Relationship between Middle Aged Golf Participant's Leisure Function and Social Role Loss (중년 골프참여자의 여가기능과 사회적 역할 상실감의 관계에서 자아존중감의 매개효과)

  • Choi, Suk-Hwan;Seol, Su-Hwang
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.7
    • /
    • pp.440-447
    • /
    • 2019
  • The purpose of this study was to identify the relationship between leisure function, self-esteem and social role loss among golf players in the middle age. Furthermore, it was meaningful to provide basic data on leisure activities and healthy retirement preparation through golf at the present time of the aging society. The subjects of study who adults were recruited from Seoul, Gyeonggi-do. For the data processing, it conducted frequency, reliability, confirmatory factor, correlation, and structure equaling modeling analyses. The results were as follows; First, leisure function of middle age golf participant had a positive influence on self-esteem(p<.05). Second, leisure function of middle age golf participant had a positive influence on social role loss(p<.05). Third, self-esteem of middle age golf participant had a positive influence on social role loss(p<.05). Forth, self-esteem mediated the relationship between middle age golf participant leisure function and social role loss.(p<.05).

Analysis on the Changes in Muscle Function of the Leg Joint in Athletics Athletes Through by Whole Body Vibration Exercise Training (전신진동(Whole body vibration)운동훈련을 통한 육상 투척선수의 하지관절 근육 기능변화에 관한 분석)

  • Lee, Youngsun;Yoon, Changsun;Han, KiHoon;Kim, Jinhyun;Hah, Chongku;Park, Joonsung;Kim, Jongbin
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.3
    • /
    • pp.250-260
    • /
    • 2021
  • The purpose of this study is to investigate muscle function and symmetry index during whole body vibration exercise using lower extremity training posture for throwing athletes. For throwing athletes in their 20s(6 males, 4 females, age: 24.60±0.92years, height: 177.90±7.40cm, weight: 92.90±22.97kg), lower extremity training postures with squat, carphrase, and lunge movements. Whole body vibration exercise training was performed using. Tensiomyography(TMG) variables Time Delay(Td), Time Contraction(Tc), Time Sustain(Ts) Time Relaxation(Tr), and Displacement Maximumal(Dm) in the lower extremity joint muscles(biceps femoris(BF), gastrocnemius lateral(GL), gastrocnemius medial(GM), rectus femoris(RF), tibialis anterior(TA), lateral vastus(LV), medial latissimus(ML)), were measured to compare and analyze muscle activity, muscle fatigue, and left-right symmetry. The results of the study are left RF, VL, right VM (p<.05) in Td, VM (p<.05) in Tc, GM in Ts (p<.05), left RF in Tr, and right TA (p<. 05) showed a change. Therefore, it has been proven that various whole-body vibration training is an effective exercise with changes in muscle contraction, and stability of the core is secured by symmetry of the left and right muscles. For this reason, the whole body vibration exercise will have a positive effect on rehabilitation training, and it is believed that it will be able to improve performance.

The Impact of Soccer Player Image on Advertising Effect (축구 선수 이미지가 광고효과에 미치는 영향)

  • Jeong, Hee-Surk;Shin, Jin-Ho;Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
    • /
    • v.37 no.6
    • /
    • pp.1575-1582
    • /
    • 2020
  • This study aimed to provide basic data for establishing advertising strategy based on the value and implications of the image of the player by examining the influence of the image of a soccer player on the advertising effect. Therefore, a domestic soccer player selected as a sample the production population who experienced the advertisement selected as a model, and conducted a face-to-face (face-to-face) and non-face-to-face (mobile) survey for about 5 months from May 1 to September 30, 2020. Data from a total of 402 people were used for the final analysis. For data processing, frequency analysis, internal consistency and exploratory factor analysis, correlation analysis, and multiple regression analysis were performed using the SPSS (ver. 21.0) program. The main results of this study are as follows. First, it was found that the soccer player image impact the brand attitude of the advertising effect in the order of body and appearance, performance, reliability, attitude and morality. Second, it was found that the soccer player image impact the advertising attitude of the advertising effect in the order of performance, attitude and morality, body and appearance, reliability.

Impacts of Factors of Tourists' Decision to Visit Korea and Their Nationality on Tourism Decision Mechanism Using MANOVA (외국인 방문 결정 선택요인과 국적이 한국 관광 결정 메커니즘에 미치는 영향 분석 - MANOVA 활용을 중심으로 -)

  • Won-Sik Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.175-183
    • /
    • 2023
  • This study examines differences in satisfaction, intention to revisit, and word-of-mouth recommendations among foreign tourists, based on their nationality and factors influencing their decision to visit Korea. The study utilizes the data collected from foreign tourists who visited Korea in 2021, including information on their country of origin, factors influencing their decision to visit, satisfaction levels, intention to revisit, and willingness to recommend Korea to others. While the survey data comprises a large sample of over 8,000 respondents, only 1,398 without missing values are used for analysis. According to the analysis results, there were significant differences in satisfaction, intention to revisit, and word-of-mouth recommendations among foreign tourists based on their nationality and factors influencing their decision to visit. Notably, leisure and sports activities and distance from their home country are significant factors in making a decision to visit Korea. Countries with relatively lower tourism decision mechanisms are Japan, Singapore, China, Taiwan, Malaysia, Canada, Mongolia, and India. Based on these analysis results, this study presents strategic improvement measures to revitalize Korean tourism industry, particularly after the pandemic.

Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
    • /
    • s.38
    • /
    • pp.177-194
    • /
    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

Popularization of Marathon through Social Network Big Data Analysis : Focusing on JTBC Marathon (소셜 네트워크 빅데이터 분석을 통한 마라톤 대중화 : JTBC 마라톤대회를 중심으로)

  • Lee, Ji-Su;Kim, Chi-Young
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.27-40
    • /
    • 2020
  • The marathon has long been established as a representative lifestyle for all ages. With the recent expansion of the Work and Life Balance trend across the society, marathon with a relatively low barrier to entry is gaining popularity among young people in their 20s and 30s. By analyzing the issues and related words of the marathon event, we will analyze the spottainment elements of the marathon event that is popular among young people through keywords, and suggest a development plan for the differentiated event. In order to analyze keywords and related words, blogs, cafes and news provided by Naver and Daum were selected as analysis channels, and 'JTBC Marathon' and 'Culture' were extracted as key words for data search. The data analysis period was limited to a three-month period from August 13, 2019 to November 13, 2019, when the application for participation in the 2019 JTBC Marathon was started. For data collection and analysis, frequency and matrix data were extracted through social matrix program Textom. In addition, the degree of the relationship was quantified by analyzing the connection structure and the centrality of the degree of connection between the words. Although the marathon is a personal movement, young people share a common denominator of "running" and form a new cultural group called "running crew" with other young people. Through this, it was found that a marathon competition culture was formed as a festival venue where people could train together, participate together, and escape from the image of a marathon run alone and fight with themselves.

The Direction of Development of Leisure and Tourism Contents in Connection with Osaek District (강원도 오색지구 레저·관광 콘텐츠 개발 방향)

  • Lee, Gye-Young;Kim, Tae-Dong
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.7
    • /
    • pp.307-319
    • /
    • 2019
  • This study aims to provide the basic materials for the development of leisure and tourism contents in connection with Osaek cableway for the revitalization of Osaek District. For such a purpose, the following policy directions were presented through the analysis of the present situation and conditions of Osaek District, the direction of development of leisure and tourism contents of Osaek District, etc. The first is increasing the participation of local residents and reinforcing their capabilities. The suggested promotion plans are ① establishing organizational system and strengthening support, ② reinforcing the capabilities of local residents and ③ constructing networks with external human resources. The second is setting the guidelines for contents development. It was proposed to prepare contents for leisure experience using the natural environment of Osaek District in response to the trend of increase of people who enjoy "contents using culture and arts" and leisure. The third is typological approach to contents. It was proposed to develop cultural contents with the theme of Osaek such as "Osaek Light Festival", "Osaek Concert", "Osaek Photo Exhibition" and "Osaek Good Men and Women Contest" for the promotion of the brand of the place name of Osaek and the creation of the "Picture Book Village" for the compilation of the history and culture of Osaek District with pictures. The fourth is securing marketing channels. For this, it was proposed to produce the website of Yangyang County or a website tentatively named as "Osaek-ri with Beautiful Osaek" and introduce an integrated travel product (transportation + lodging + foods + experience (hot spring, mineral water therapy, leisure experience, etc.) + purchasing local specialty products, etc.) composed of the leisure and tourism contents, transportation, lodging, foods, etc. of Osaek District through travel agencies. The final policy direction presented was phased implementation of the development and operation of the contents. Proposed policies include support of a consulting project to upgrade the organization of local residents; implementation of "Tourism Dure (Cooperative)" project for the solution of the problem of tourism in Osaek District by the residents themselves together using the space of culture and arts made by remodeling idle public and private facilities after benchmarking exemplary places; system improvement for the introduction of leisure and tourism contents appropriate for local conditions; and the establishment of a master plan for the introduction of various leisure and tourism contents in Osaek District.

Relationship between Broca Index of Late School-Aged Children and Their Mothers' Eating, Cooking, and Exercise Habit (어머니의 식습관, 요리습관 및 운동습관과 학령기 후기 아동의 Broca 체질량지수와의 상관관계 연구)

  • Lee, Hyerim;Lee, Kyoung-Eun;Ko, Kwang Suk;Hong, Eunah
    • Journal of the Korean Society of Food Science and Nutrition
    • /
    • v.45 no.10
    • /
    • pp.1488-1496
    • /
    • 2016
  • The purposes of this study were to analyze mothers' eating, cooking, and exercise habits based on their demographic characteristics and to examine the relationship between those habits and their late school-aged children's Broca index. A total of 393 questionnaires were mailed to the mothers of late school-aged children who registered at four elementary schools in the Seoul area, of which 159 participants (40.0%) completed questionnaires. Statistical data analyses were performed using SPSS/Win 21.0 for descriptive statistics, t-test ANOVA, and Pearson's regression coefficient. There was a statistically significant difference in mothers' cooking habit (F=3.920, P=0.022) and exercise habit (F=3.211, P=0.043) according to their educational level. Interestingly, 82.4% of mothers had a Broca index of less than 90% of normal body mass level. A significant positive correlation of Broca index between mothers and their late school-aged children (r=0.345, P<0.001) indicated that children whose mothers had a low body mass level also tended to have a low body mass level. In this study, late school-aged children's Broca index was not significantly related with mother's eating (r=-0.072, P=0.367) or exercise habits (r=-0.010, P=0.897) but was significantly related with their mother's cooking habits (r=-0.157, P=0.048). Considering there are few studies examining the impacts of mother's cooking habits on their children's appropriate body mass, the results suggest that developing an effective educational program to cultivate mothers' healthy cooking habits to improve school-aged children's health status is very important. The findings of this study provide important data that could be used when developing health education programs tailored to the multi-dimensional impacts of mothers' life habits on their last school-aged children's developmental health status.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.393-411
    • /
    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.