• Title/Summary/Keyword: eSports Tourism

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How to Measure the Intention of Watching Offline eSports Games: From the eSports Fan-centric Perspective

  • Jialing Zhang;Myung Ja Kim;Chulmo Koo
    • Asia pacific journal of information systems
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    • v.33 no.1
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    • pp.227-260
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    • 2023
  • As an emerging competition, eSports is currently receiving a growing amount of attention, but relatively little research has been conducted on the likelihood of offline watching. Using the push-pull theory, we propose and test a research model of fans' perception-centered offline game-watching of eSports matches. Half of the 399 eSports fans we surveyed were from Korea (n = 200) and the other half were from China (n = 199). The results indicate that the entertainment atmosphere has the greatest impact on the intention to watch a match offline, followed by the intention to consume beforehand. There is no direct relationship between offline escapism and offline match-watching. In addition, the diverse personalities of fans affected the entertainment atmosphere and the intention to consume beforehand. This research has theoretical and practical implications for the growth of the eSports offline viewing and eSports tourism industries.

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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    • v.3 no.1
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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.

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
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    • v.3 no.4
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    • pp.33-41
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    • 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.

An Understanding of Keyword Networks on Research Trends on Jeju Tourism and Sports Tourism (제주관광과 스포츠관광에 관한 연구의 키워드 네트워크에 대한 이해)

  • Joonhyeong Joseph Kim;Sung-Hun Choi
    • Asia-Pacific Journal of Business
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    • v.15 no.1
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    • pp.305-318
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    • 2024
  • Purpose - The purpose of this study was to conduct a preliminary study to identify key trends on research articles indexed in KCI in relation to tourism in Jeju and sports tourism. Design/methodology/approach - Information regarding research articles focused on Jeju tourism and sports tourism indexed in KCI (145 and 120 articles respectively) were collected and finally abstract written in Korean of 100 and 91 articles on sports tourism and Jeju tourism respectively were chosen for the further analysis after removing redundant articles. R program was used to analyze keyword frequencies, co-occurring terms, and degree/betweeness centrality measures and visualize the keyword network results. Findings - Event, marketing, content, program, implication, service, stadium, and tourism destination have been identified as keywords with highest frequencies among research on sport tourism, whereas tourism destination, image, brand, content, data, Chinese, satisfaction, eco-tourism service, place of arrival were highly appearing terms among research on Jeju tourism. Research implications or Originality - This study highlighted that Jeju has been interlinked with a range of terms such as programs influencing Jeju tourism, natural environment, tourism-related resources (e.g., museums, dramas, etc.), whereas sports has been closely related to sports event and vaiours types of sports (e.g., bicycle, staking, and scuber), but not to Jeju-do.

Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends- (e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로-)

  • Kim, Joo-Hee
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.61-72
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    • 2019
  • This study has meanings by adapting recreation specialized theory, focusing on outdoor recreation activities, on indoor recreation, e-sports. LoL is leading the e-sports fever now, and this study is targeting its spectators, reflecting and analyzing recent e-sports consumers' leisure feature statistically. For the further research, adapting a theory to various fields to generalize is required. Also, the researches on e-sports leisure need both quantitative and qualitative methods.

Interactive storytelling of e-Sports (e-Sports의 인터랙티브 스토리텔링 -스타크래프트를 중심으로-)

  • Lim, Ha-Na
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.576-581
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    • 2008
  • For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

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The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory (이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석)

  • Quan, Lihua;Yoo, Changsok
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.109-118
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    • 2022
  • The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

Corporate Social Responsibility (CSR) of Small Enterprises in Hospitality and Tourism Industry (환대관광산업 소규모기업 사회적 책임활동(CSR): 회사 홈페이지 커뮤니케이션 분석을 중심으로)

  • Ahn, Young-Joo
    • Journal of Distribution Science
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    • v.15 no.7
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    • pp.73-83
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    • 2017
  • Purpose - The purpose of this paper is to explore the CSR activities of small enterprises in hospitality and tourism industry in South Korea. Since previous research on CSR activities has considerably focused on large enterprises whereas small enterprises have relatively less attention, this study aims to explore the characteristics of small enterprises in hospitality and tourism industry and their CSR activities. Research design, data, and methodology - The population of interest for this study was social enterprises registered in Korea Social Enterprise Promotion Agency (2016), and it was used to verify the social enterprises which has a certification for social enterprises. From 1672 companies in total, the sampling frame was a database with 117 companies in hospitality and tourism industry. This study investigates social enterprises' CSR activities on the company's official websites (e.g., company reports, magazines, the news articles, and interviews). The websites of the selected enterprises in hospitality and tourism industry were analyzed for examining CSR activities by the quantitative content analysis. All of the CSR activities in small social enterprises were classified into six dimensions based on the stakeholder theory. Results - The findings of this study provide the characteristics of the 117 small social enterprises and their specific CSR initiatives. A total of eight main business lines were identified: 1) fair travel, 2) leisure/sports, 3) accommodation/camping, 4) medical tourism, 5) exhibitions/art events/cultural events, 6) leisure activities for vulnerable social groups, 7) Korean traditional culture, and 8) ecotourism/agricultural tourism. The CSR initiatives were classified into six dimensions: 1) environment, 2) employment, 3) multicultural families and vulnerable social groups, 4) local community, 5) economic prosperity, and 6) product. Conclusions - This study revealed the special CSR initiative examples of small enterprises in hospitality and tourism industry. Small social enterprises participate in CSR activities mainly related to their own business lines. Moreover, these enterprises are more closely embedded in their local community development, job creation and education for local residents and vulnerable social groups, and traditional heritage preservation. The findings of this study provide theoretical and practical implications and they can contribute to enrich CSR with literature for small enterprises in hospitality and tourism industry.

A Study on the Present Condition of Senior Sports and Activation Plan of Silver Taekwondo (노인체육의 현황과 실버태권도 활성화 방안 연구)

  • Jeong-Soo Oh
    • Journal of Industrial Convergence
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    • v.22 no.4
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    • pp.31-38
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    • 2024
  • The purpose of this study was to examine the current status of elderly sports both domestically and internationally, and to explore strategies for the activation of Silver Taekwondo as one of the sports disciplines for the elderly. To investigate the status of elderly sports globally, press releases and statistical data from various national public institutions and sports facilities (including the Ministry of Culture, Sports and Tourism, the Ministry of Health and Welfare, the Korean Statistical Information Service, e-National Indicators, and the Korea Sports Promotion Foundation) were collected. Comparative analysis with related papers, journals, and books led to the following findings for activating Silver Taekwondo. Firstly, elderly sports in South Korea are primarily conducted through welfare centers, with a preference for dance, yoga, and music, while martial arts, including Taekwondo, had a lower preference rate. To increase participation in Silver Taekwondo, a variety of marketing approaches, similar to those used internationally, such as experiential case studies in media, film production, distribution, and telephone promotions, are necessary. Secondly, the development of Silver Taekwondo programs tailored to the training targets and the cultivation of instructors capable of executing these programs are needed. The development of programs should involve collaboration with Taekwondo institutions, dojangs, universities, and lifelong education centers, requiring the participation of majoring students and elderly sports instructors.

A Study on Reform Case of the Citizen Service Delivery System by using IT : Focused on the Implementation of Public Utility Charges Depreciation Simplification and its Implications (정보기술을 활용한 주민서비스 전달체계 개선사례 연구 : "공공요금 감면절차 간소화" 구현 및 성공요인 중심)

  • Kim, Wan Pyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.221-230
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    • 2010
  • Citizens' demand, which has been previously focused on welfare, is now expanding to include elements for higher quality of life such as employment, housing, culture, and sports. Accordingly, the government, with an aim of effectively delivering resident services that satisfy various demands, is committed to transforming the central government-oriented service system into the integrated service system based on public-private partnership. The government is also dedicated to expanding services to 8 areas including not only welfare but also healthcare, employment, housing, education, sports, culture, and tourism, which are directly related to everyday lives of residents. This project is designed to support such reforms in the citizen service delivery system in order to enhance quality of life of local residents. This study is to draw implications from analysis for implementing the citizen service integrated information system in order to reform the citizen service delivery system effectively through examinations and analyses of citizen services provided by the central government. Especially focus on public utility charges depreciation simplification citizen service. Its implications are expected to offer a real contribution for central and local Governments that want to increase the productivity of implementing eGovernment service.