• Title/Summary/Keyword: sports experience

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An Analysis on the Sports Ethics Awareness of University Student Athletes (대학 학생선수의 스포츠윤리 인식 분석)

  • Choi, You-Lee;Lee, Yong-Kuk
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.569-576
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    • 2019
  • The purpose of this study was to analyze the sports ethics awareness of college student athletes. To this end, data was collected from 312 college student athletes. The collected data were analyzed by descriptive statistic and chi-square analysis by the experience of college student athlete's intentional defeat, recognition of intentional defeat, cause of match-fixing, and necessity of sports ethics education. The conclusions are as follows. First, 7.1% of the college students had experienced losing intentionally. Second, 16.3% of the college student athletes did not perceive intentional losses irrelevant to gambling as match-fixing. Third, the college student athletes perceived that the causes of match-fixing included illegal pursuit of profits, environmental factors, human relationships, lack of education, etc. Fourth, 8.1% of the college student athletes viewed that sports ethics education is necessary. This study can be used as a basic data of sports ethics education for student athletes and it is expected to grow as a student player who can maintain moral character.

The Effects of Factors for Choosing Sports Media as a Leisure Activity of College Students on Internet Sports Consumption (대학생의 여가 활동으로서 스포츠 미디어 선택 요인이 인터넷 스포츠 소비에 미치는 영향)

  • Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.244-251
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    • 2008
  • The purpose of the study was to be aware of the types of leisure activity of the college students and to investigate factors for choosing the internet sports, and then to examine the effects of these factors on the consumption of the internet sports. A total of 412 college students participated in this study. The results of this study were as follows: 1) There was difference in the leisure type between male and female college students. 2) The amount of leisure time associated with sports of male college students was statistically greater than one of female college students. 3) The leisure time spent for the sports media of male college students was statistically greater than one of female college students. 4) The leisure time spent for the sports media of college students was prioritized for the TV, followed by the internet, newspapers, and the radio. 5) The results of the factor analysis indicated that the factors influencing choice of the internet sports consisted of the indirect experience, information collection, and accessibility. 6) Only information collection out of these factors positively influenced the increase of consumption of the internet sports. Above results could be evidence for that the internet is very important area for the sports consumption. Therefore, it requires more substantial research and investment of attention for the internet area because the internet is one of rapidly skyrocketing new areas in the leisure industry.

A Study on Development of Integrated Sports Talents' Competency Model By Career Type (체육인재의 경력유형별 융합적 역량모델 개발 연구)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.423-433
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    • 2017
  • The purpose of this study was to develop a competency model by career type by designing the specified career paths through the analysis of career experience of the athletes in the professional sports field. For this purpose, career types were identified as sports administrators, judges, leaders, sports information analysts, and global sports talents based on literature analysis, career development type and path guide design, experts interviews. Competency candidates were derived from interviews and workshops on experts. In order to finalize the competency model, it was confirmed by completing the feasibility test of experts. As a result, it is divided into common competency, professional competency, and global professional competency. There are 6 common competencies such as global competence, OA utilization, 29 special competencies by 5 career types, and 2 global competencies like sports foreign affairs, job preparation for international sports organization and the sports league federation. Competency definitions and behavioral indicator were developed for all competencies and could be used to diagnose the competency level of sports talents and to establish career development academy programs based on the competency model.

Effects of Sensation Seeking Tendency on Sports Satisfaction among College Students (대학생들의 감각추구성향이 스포츠만족도에 미치는 영향)

  • Shim, Yun-Sik;Jo, Woog-Yeon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.448-456
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    • 2012
  • The purpose of this study was to examine the relationship of sensation seeking tendency and sports satisfaction among college students and analyze the effects of individual characteristics of sensation seeking tendency on sports satisfaction. A total of 302 college students participating in physical education classes were selected for this study. Main findings were as follows; First, sensation seeking tendency of college students participating in physical education classes had statistical relationship with social stratification, emotional satisfaction, Physical satisfaction, environmental satisfaction, and educational satisfaction. Second, thrill and adventure seeking among sensation seeking tendency factors affected more male students' educational satisfaction than female students'. And experience seeking affected more female students' educational stratification than male students'.

Acceptance of Smart Clothing Based on Outdoor Consumption Behavior

  • Cho, Hakyung;Lim, Ho-sun
    • Fashion & Textile Research Journal
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    • v.22 no.2
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    • pp.209-221
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    • 2020
  • Recently, following the commercialization and market entry of smart clothes with diverse functions, smart clothes have been changing from technology-centered products to user-centered products. However, the analysis of consumer demand centered on actual commercialized products is lacking. Therefore, this study classified commercialized smart clothes by function and analyzed the demand and requirements of smart clothes according to sports/outdoor clothes consumption behaviors. As a result, consumers were classified according to their sports/outdoor clothes consumption behaviors into an outdoor leading group with high consumption propensity, an outdoor pursuit group with medium consumption propensity, and an outdoor following group with low consumption propensity. Among the commercialized smart clothes, those with a heartbeat measuring function, those with a heating function, and those with a light-emitting function were presented and demand analysis was conducted. According to the results, the outdoor leading group and the outdoor pursuit group had higher levels of awareness, preference, and purchase intentions than the outdoor following group. In addition, the outdoor leading group showed the highest level of purchase price acceptance while the outdoor following group showed the lowest level of purchase price acceptance. However, this study has a limitation that the acceptance for smart clothes were analyzed with consumers who had experience in sports outdoor clothes consumption. Therefore, in future, studies will be conducted with a wide range of consumers.

Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.117-126
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    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.

The Safety Management Status and Policy Directions for Sports Facilities in Gangwon Province (강원도 체육시설 안전관리 실태와 정책방향)

  • Kim, Tae-Dong;Kim, Heung-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.265-288
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    • 2020
  • Public sports facilities, which have increased in number due to continued government attention and investment, are used by a large number of residents in the province. However, the safety management in some facilities is limited due to being carried out with reference to safety management standard manuals as a mere formality. The purpose of this study was to analyze the current safety management status of public sports facilities in Gangwon and to seek out a policy direction that can be used safely by provincial residents. To this end. the study made a comprehensive review of central government and Gangwon government policy trends in sports facility safety management in Gangwon along with actual cases, from which it made the following suggestions for policy directions. First, it proposed the designation and operation of specialized institutions using locally established development and municipal companeie,. universities and cooperatives. and the training and fostering of safety managers for sports facilities. Secod, it proposed the establishment of a foundation to promote a sport facility safety culture such as designation of and commendation for excellent facility safety management on the provincial level. holding case presentations on safety and responsiveness. sports safety experience plazas, sports safety classes, and cartoons for public relations. Third, it proposed setting the foundation for a safety management system that takes into account the greater quantity of leisure sports facilities compared to other cities and provinces. Fourth, it proposed the establishment of an institutional basis to establish support ordinance for sports facility safety management that meets the local conditions in Gangwon. Fifth, it proposed safety management measures for sports facilities at the central government level in parallel with a basic plan for sports facility safety management tailored to Gangwon that matches the conditions on the ground in the region.

The Effect of Sports Experiential Learning Activities on Junior High School Students' Learning about Force and Motion (스포츠 체험 활동이 중학생의 "힘과 운동" 학습에 미치는 영향)

  • Oh, Kyoung-Jin;Im, Sung-Min;Pak, Sung-Jae
    • Journal of The Korean Association For Science Education
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    • v.20 no.3
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    • pp.371-383
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    • 2000
  • The purpose of this study is to compare junior high school students' conceptual changes about force and motion and their interest in science between a group with the instruction including sports experiential learning activities and a group with traditional instruction. In addition, for a group with sports experiential learning activities, students' conceptual changes and interest were examined according to the degree of their sports-experience before the instruction.The subject was 7th-grade students(N=82), and they were divided into two groups: experimental group and control group. The conceptual changes were positive in both groups. In the multiple choice questions the experimental group students(20.0%) were more positively changed than the control group students(17.2%). The number of students who responded with the right explanation increased 26.7% in the experimental group and 10.4% in the control group. The interest of the control group was significantly increased in the topic dimension(p<0.05). The interest of the experimental group was significantly increased in the experiential activity and the communicative activity(p<0.05). Students who had much sports-experience showed the most positive changes. Moreover the interest of these students was especially increased in internal motive, receptive activity, experiential activity, and communicative activity.

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A study on the effect of user experience of fitness APP on product trust and purchase intention

  • Zhoua, Huizhuo;Xing, Xiaoyu;Lu, Zifan
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.1-18
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    • 2022
  • Purpose - The purpose of this study is to take fitness APP users as the research object from the perspective of user experience to explore the influence of fitness APP user experience factors on product trust and purchase intention. Design/methodology/approach - The study collected data on 275 customers who had experience buying and using fitness apps. To test the hypothesis, SPSS 27.0 and AMOS 26.0 statistical packages were used based on the collected data. Findings - The results showed that the user experience factors (usefulness, ease to use, enjoyment, interaction) of fitness APP and the relationship between product trust had a positive effect, and product trust had a positive effect on purchase intention. In addition, exercise experience, showed a moderating effect in the relationship between the usefulness, easy to use of user experience and product trust. Research implications or Originality - This study provided research model among user experience factors of fitness APP, product trust and purchase intention. This study can help sports and fitness companies with product optimization and marketing decisions.

Middle-aged male consumers' outdoor sportswear purchase behavior of according to shopping orientation (중년남성의 쇼핑성향에 따른 아웃도어 스포츠웨어 구매행동)

  • Park, Hea-Ryung;Park, Mi-Ryung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.20 no.1
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    • pp.183-197
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    • 2018
  • This study examined outdoor sports wear purchase behaviors among middle-aged male consumers based on outdoor sports wear shopping orientation. Data research was conducted on 300 internet users in their 40s and 50s located all parts of the country. The SPSS 24.0 software program was used to conduct data analyses such as descriptive statistics, frequency analysis, factor analysis, cluster analysis, $x^2-test$, t-test, ANOVA, and Duncan test as a post-hoc analysis. The results of this study were as follows: Firstly, outdoor sports wear shopping orientation was identified with fivefactors : the tendencies of wanting to show off a brand name, conservative purchasing, economical purchasing setting a high value on a salesperson, and impulse purchasing. Secondly, the middle-aged male consumers were classified in to three groups by the cluster analysis: a rational group, an indifferent shopping group, and pursuit brand shopping group. Thirdly, the evaluation criteria of products were significantly different depending on outdoor sports wear shopping orientation subdivision in all factors. Fourthly, in the case of fashion information sources regarding outdoor sportswear, significant differences were found according to shopping orientation subdivision in mass media/store source, personal source/ prior shopping experience. Fifthly, all types of stores were significantly different depending on shopping orientation subdivision except for large discount stores.