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      • KCI등재

        스포츠 기본법 정비에 관한 연구

        채재성,김상겸,홍선기 한국스포츠엔터테인먼트법학회 2015 스포츠와 법 Vol.18 No.2

        The purpose of this study lies in identifying problems of sport-related laws and looking into sport-related laws in advanced countries in terms of sports like Germany, the United States, and Japan and thereby re-organizing current sport-related laws and developing a draft for a fundamental law of sport in order to contribute to the development of sport in Korea. In addition, this study proposes directions for legislation of a comprehensive fundamental law of sport leading to job creation in the area of sport by means of establishment of the concept of basic rights of sport, re-organization of sport-related laws, regulations of sport organizations, improvement of a system to support sport organizations, and normalization of school sport. Conflicts between and problems with current sport-related laws are analyzed to present a basis for drafting a fundamental law of sport and thereby to assess the ground for legislation of basic law to justify the need and appropriateness of basic law legislation. In particular, laws of Germany which interpret basic rights of sport as basic rights under the constitution and the process and bill of Japan’s recent legislation of the Fundamental Law of Japan are examined. From a review of legislation processes and provisions ‘other basic laws of Korea, a proposal for a fundamental law of sport is suggested. This article aimed at analyzing problems on the disharmony of Fundamental Law of Sport with related laws and on the organization of Fundamental Law of Sport, and presenting a way of improvement including the issues as stated above. For the sake of the aim, therefore, the author analysed first on which fundamental right of the Constitutional Law is related with Fundamental Law of Sport, and carried out research on some issues including the role of fundamental law for other sport-related laws, the policy for amateur sports and professional sports, the sports administrative organization including the Korean Amateur Athletic Association, and national support for sports. Sport-related laws of foreign countries were reviewed to provide a basis to present contents of legislation cases of fundamental law of sports in Korea and guidelines for the system. Furthermore, current sport-related laws and ordinances were analyzed to find ideas to take into account in the legislation process of the fundamental law of sport and thereby make the legal structure and contents of the legislation more perfect. 우리나라의 경우 스포츠 관련 법률들이 다양하게 존재한다. 현재 우리나라의 스포츠 관련 법률은 그 수는 많으나 법률 상호간의 종합적인 체계를 고려하지 않고 각 법률들의 필요성이나 정책에따라 개별 법률을 제정하여 독자적으로 운영 및 실행되고 있다. 그러므로 법률의 용어와 해석기준등이 중복되거나 혼재되어 있어 법률 상호간의 연계성이 부족하고 관계가 불분명하여 체계화되지못하고 형식적인 법률이 되는 경우가 많았다. 그 결과 국가의 스포츠 정책과 법률제정의 필요성등에 대한 근본적인 검토와 각 법률이 미치는 다양성 등에 대해서 재대로 법률이 역할을 수행하지못하고 있다. 더욱이 각 법률마다 소관부처별로 따로 수행됨에 따라서 새로이 입법을 해야 되어입법비용이 증가하고 입법과정을 복잡하게 하여 국민들이 불편을 겪는 문제가 발생하게 된다. 국민들은 이러한 방식으로 필요에 의해 법률에 제정 및 개정되다 보니 이러한 국민들은 헌법상 기본권인 스포츠 기본권을 보장 받지 못하는 상황에 놓이게 된다. 오늘날 ‘스포츠 기본권’은 헌법상의 기본권으로 인정받고 있고 나아가 이러한 기본권을 바탕으로 스포츠에 대한 국민의 권리와 의무를 발현하기 위해서는 스포츠 관련 법률의 제도적 정비가 필요한 상황이라고 할 수 있다. 특히 독일과 일본의 경우 스포츠 정책과 제도에 관한 헌법적 성격의스포츠 기본법을 제정하여 운영하고 있는 상황이다. 우리나라 역시도 현재의 문제를 해결하기 위해서 스포츠 관련 기본법(가칭 : 스포츠 기본법)의 제정이 필요하다.

      • KCI등재

        학교스포츠클럽의 역사적 고찰을 통한 개선방향 탐색

        정현우,진연경 한국스포츠교육학회 2023 한국스포츠교육학회지 Vol.30 No.2

        The purpose of this study is to examine the historical change process of school sports clubs and to explore the improvement direction of school sports clubs. To this end, the school sports club policy literature and related studies were analyzed to classify the club's historical flow by stage, and the club's performance, limitations, and improvement direction were derived. Since its introduction in 2006, school sports clubs have continued to settle and develop stably in early 2010, but recently, they are facing a stagnation period, and accordingly, they are trying to transform the club by utilizing local resources. School sports clubs have achieved results in enhancing students' opportunities to participate in physical activities, enhancing educational effects, cultivating knowledge for lifelong sports participation, and creating a sports-friendly culture. On the other hand, school sports clubs have limitations such as lack of operation of various events, short-term operations centered on participation in competitions, failure to link with elite sports, and overload of personnel in charge. A sustainable school sports club-regional linkage was proposed as an improvement direction to maintain the performance of school sports clubs and overcome limitations. 본 연구는 학교스포츠클럽의 역사적 고찰을 통해 학교스포츠클럽의 개선방향을 탐색하는 데 그 목적이 있다. 이를 위해 학교스포츠클럽 정책문헌 및 관련 연구물을 분석하여 클럽의 역사적 변천 과정을 단계별로 구분하였고, 클럽의 성과와 한계, 개선방향을 도출하였다. 학교스포츠클럽은 2006년 태동과 기틀을 마련한 이후2010년 초반에는 안정적 정착과 발전을 거듭했으나 최근에는 정체기를 맞이하고 있으며 이에 따라 학교스포츠클럽-지역연계를 바탕으로 새로운 전환기를 모색하고 있다. 학교스포츠클럽은 학생의 신체활동 참여 기회증진, 교육적 효과 제고, 평생스포츠 참여를 위한 소양 함양, 스포츠 친화적 문화 조성의 성과를 거두었으나다양한 종목 운영의 부재, 대회 참여 중심의 단발적 운영, 전문스포츠와의 연계 실패, 담당 인력의 업무 과중의 한계를 안고 있다. 학교스포츠클럽의 성과를 유지하고 지속 가능한 발전을 위해 학교스포츠클럽과 지역연계의 방향성과 방안을 제안하였다.

      • KCI등재

        국내 장애인스포츠 연구동향 분석(1994-2018)

        정영기 ( Young-ki Jung ),문경민 ( Kyung-min Moon ),이현수 ( Hyun-su Lee ) 한국특수체육학회 2019 한국특수체육학회지 Vol.27 No.4

        본 연구는 한국체육학회지와 한국특수체육학회지에 1994년부터 2018년까지 게제 된 124편의 장애인스포츠 학술연구 논문 연구동향 분석을 통해 국내 장애인스포츠 발전에 유용한 자료를 제공하기 위하여 실시하였으며 그 결과는 다음과 같다. 첫째, 연구연도는 두 학회지 모두 1994년 첫 연구가 시작되어 1994년부터 2000년도에 장애인스포츠 연구가 태동하였으며, 2001년부터 2010년까지 장애인스포츠 연구가 본격적으로 활성화되었고 2011년부터 2018년까지 장애인스포츠 연구가 확대발전하는 것으로 나타났다. 둘째, 연구종목은 장애인스포츠 종합장애인경기대회 49개 종목 중 28개 종목이 연구되었으며, 휠체어농구종목이 가장 많이 연구되었고 수영, 승마, 태권도, 탁구, 배드민턴, 휠체어테니스, 축구종목 순으로 연구가 진행되었다. 그러나 e스포츠, 가라데, 당구 등 21개 종목은 한편의 연구도 이루어지지 않았다. 셋째, 연구분야는 학교체육이 가장 많이 연구되어져 왔으며, 엘리트체육과 생활체육/레크리에이션 연구도 활발히 연구되고 있다. 넷째, 연구주제는 행동측정평가 및 경기력분류가 가장 많이 연구되었으며 제도,정책은 부족한 것으로 나타났다. 다섯째, 연구대상은 장애인을 대상으로 한 연구가 많이 이루어졌으며, 장애유형중 지체장애를 대상으로 한 연구가 많이 이루어졌다. 그러나 비장애인 대상의 연구는 부족한 것으로 나타났다. 여섯째, 연구방법은 실험연구가 가장 많이 이루어졌으며, 문헌연구는 부족한 것으로 나타났다. 이에 본 연구의 결과를 바탕으로 부족한 연구를 보완하여 진행되어 진다면, 장애인스포츠 현장과 연구의 발전에 도움이 될 수 있을 것이라 사료된다. This study was conducted to provide useful data the development of disabled sports in Korea by analyzing the research trends of 124 disability sports academic research papers published in 1994 and 2018 in the Journal of the Korean Physical Education Association and the Korean Special Sports Society. same. First, For the research year, the first study was started in 1994 in both journals, and the research on sports for the disabled began in 1994-2000. It appeared to expand. Second, Among the 49 sports categories for the disabled sports competition, 28 sports were studied, and wheelchair basketball sports were the most studied, followed by swimming, horseback riding, taekwondo, table tennis, badminton, wheelchair tennis, and soccer sports. However, 21 sports such as e-sports, karate, billiards have not been studied. Third, In the field of research, school sports has been studied the most, and elite sports and daily sports/recreation studies are also actively studied. Fourth, The research topics of behavioral assessment and performance classification were the most studied and the system and policy were insufficient. Fifth, The research subjects have been researched for the disabled and many researches for the physically disabled. However, studies with non-disabled subjects have been lacking. Sixth, As for the research method, experimental research was most frequently performed, and literature research was insufficient. Therefore, based on the results of this study, if the progress is made to complement the lacking research, It may be helpful to the development of disabled sports field and research.

      • KCI등재

        A Study on Comparison of Components of E-Sports and Sports

        모준형,정형원 한국엔터테인먼트산업학회 2022 한국엔터테인먼트산업학회논문지 Vol.16 No.5

        E-sports is a cultural event that began in the early 2000s in Korea with popularity among teenagers, especially with Starcraft. At the same time, it also became popular overseas in the form of a LAN party. And recently, according to Newzoo, game-specialized global market research firm, global e-sports revenue is estimated to be 947M$ in 2020, 1,084M$ in 2021 and 1,380M$ in 2022 and is growing more than 15% annually. In order to compare the components for the development of e-sports, this paper first examines the definitions of play and games, and analyzes the components of sports and trends in world sports competitions to find that physical activities commonly talked about in the definition of sports fades so now include brain action and detailed manipulation. Furthermore, it was possible to compare the components by deriving the commonalities and differences between e-sports and sports. Background/Objectives: Mind sports and e-sports are sports according to modern perception, as they were recently selected for the Asian Games. However, since there are definitely factors are different from sports, We would like to identify the factors of this sport by adding or subtracting them from the factors of sports. Methods/Statistical analysis: Based on the components of sports and the recent trends in world sports competitions, We would like to compare and analyze the components of e-sports. Findings: E-sports and sports included physical activities and had something in common that they could compete in good faith with counterparts of various cultures and nationalities. E-sport also include four elements: Participation in Rules, Rules are Variable, Rules are Flexible, and Free to Selection of Places.

      • KCI등재

        여성스포츠경기에서의 인권: 性(sex)의 차이와 차별

        주동진,박문석,김성일 한국스포츠학회 2020 한국스포츠학회지 Vol.18 No.1

        고대 올림피아경기(BC776-AD393)는 남성만 참가한 남성의 경기로서 남성의 전유물이었다. 여성에게는 참관 (參觀)조차 허락되지 않았다. 하지만 여성스포츠는 20세기에 이르러 본격적으로 시작되었다. 그리고 남성경기와 여성경 기로 분화되었다. 남녀 혼성경기종목 제외하면, 엄격히 남녀 구분의 경기를 진행하고 있다. 이러한 남녀구분에 따른 스포 츠경기는 결국 여성스포츠 경기에 남성의 참가를 금지하는 의미는 물론 여성을 보호하려는 것이다. 만약 남성선수가 여성 으로 분장하여 여성스포츠에 참가하게 된다면 스포츠의 공정성과 객관성을 해치게 된다. 따라서 어떠한 경우에도 여성스 포츠에 남성의 참가는 금지된다. 그러나 여성스포츠는 처음부터 여성이 아닌 남성이 참가한다는 의혹과 함께 남성과 같은 체격과 근력을 가진 여성선수의 참가로 인해 공정성에 관한 문제(의혹)가 제기되고 있다. 이를 방지하고자 스포츠 단체는 여성을 판별하는 방법과 기준을 마련하여 오고 있다. 이러한 판별(性別검사) 과정에서 여성스포츠 선수의 인권침해가 발생하고 또한 월등한 경기력을 가진 여성선수를 차별(배타)하는 문제가 발생하고 있다. 따라서 이 연구는 여성스포츠에 서의 性판별검사 방법과 기준의 문제점과 함께 여성스포츠의 性 차이와 차별에 관한 담론이다. In ancient Olympian games(BC776-AD393), only men were allowed to participate in the games. At that time, sports were exclusive to men, and women were not even allowed to watch the game. Women's participation in sports competitions began to be allowed in earnest by the 20th century. Due to women's participation in sports competitions, sports events were divided into men's and women's sports games and were held strictly by separating men and women. The reason for running sports games according to these gender divisions is to prohibit men’s participation in women's sports games and to ensure fairness in women's sports games. If male athletes dress up as women and participate in women's sports games, it will damage the fairness and objectivity of sports. Therefore, in any case, it is forbidden for male athletes to participate in women's sports games. However, since the women's participation in sports competitions began, suspicions have been raised that men, not women, participate in women's sports games. In addition, A lot of discontent with fairness are raised due to the participation of male-like female athletes with superior performance through physique and muscular strength such as men. To clear these suspicions and complaints, sports organizations have been working on methods and standards to identify female athletes. In the process of identifying such female athletes, there are cases that violate the human rights of female athletes. Recently, there has been a problem of discrimination that limits male-like female athletes with superior performance to competing in games because of the high levels of testosterone produced in the body, unlike ordinary female athletes. Therefore, this study is a discourse on sexual differences and discrimination in women's sports, along with problems of methods and standards for sex(or gender) testing in women's sports competitions.

      • KCI등재

        e스포츠의 법적 지위에 관한 연구

        남기연,김대희 경북대학교 IT와 법연구소 2018 IT와 법 연구 Vol.0 No.16

        Whether "e-sports" qualifies as a sport depends on various factors. According to the specifications of the Korean Sports & Olympic Committee(KSOC), recognition of "e-sports" as a sport could well be within reach. In recent years, e-sports has always taken on a professional dimension, with more and more people becoming enthusiastic about it; the prize money shoots up. The increasing popularity and professionalization of e-sports has led to european football clubs like FC Schalke 04 and VFL Wolfsburg creating their own e-sports department. Before the legal prerequisites for the recognition of ‘e-sports’ as a sport are presented, the first question to be answered is why recognition as a sport for a sport is of interest at all. Before the legal prerequisites for recognition of "e-sports" as a sport are pointed out, the question should first be answered. Why a recognition as a sport for a sport is of interest. A membership in the KSOC would also have the advantage that the sport on financial support of KSOC. The decisive characteristic for a successful subsumption of the e-sports under the sport term of the KOSC is the sport-determining motor activity of the e-sports. For the most part, the concept of sport is generally tied to the characteristic of physical merit. Unquestionably, the e-sports is characterized by an enormous amount of skill and eye-hand coordination. In e-sports, characteristics of classic sports come to light to a great extent. e-sports is currently the predominant sport term among sport associations and public institutions. It remains to be seen whether adapting the requirements of the KOSC to the modern structures of the e-sports or how the e-sports will defend the requirements of the KOSC in this respect remains to be seen. The question of whether or not e-sports is a real sport will therefore need to be discussed in detail in the future.

      • KCI등재

        스포츠프로그램 시청자의 접촉동기가 스포츠태도 및 스포츠참가에 미치는 영향

        최환석 ( Hwansuk Choi ),김홍남 ( Hongnam Kim ) (사)아시아문화학술원 2018 인문사회 21 Vol.9 No.6

        이 연구의 목적은 스포츠 프로그램 시청자의 접촉동기와 스포츠 참여자의 스포츠태도 사이의 관계를 자세히 살펴봄으로써 현대인에게 지대한 영향을 미치는 미디어를 통한 스포츠 관련 프로그램과 같은 스포츠 발전에 대한 기초적인 자료를 제공하는데 목적을 두고자 한다. 이에 따라 대구지역의 20세 이상의 성인들 217명을 대상으로 설문조사 분석을 실시하였다. 분석결과는 접촉동기가 스포츠 태도와 스포츠 참여에 영향을 주는 것으로 나타났으며, 현대사회의 메스미디어의 발전이 스포츠 가치와 같은 스포츠에 대한 흥미를 증가시킬 뿐만 아니라 스포츠 참여에 지대한 영향을 미친다고 볼 수 있다. 따라서 스포츠팬과 시청자의 만족도를 향상시키기 위하여 재미와 흥미를 유발시킬 수 있는 프로그램 구성과 더불어 현장감을 느낄 수 있는 방송기술의 발달 또한 필요하다. 그리고 선호하는 팀이나 선수를 응원하기 위한 커뮤니티 활동, 의사전달, 정보검색, 정보교환 등의 효율적인 스포츠팬을 비롯한 시청자들의 적극적인 참여유도가 중요하다. The purpose of this study is to provide a basic data on the development of sports such as sports related programs through the media, which has a profound impact on the modern people by closely examining the relationship between the contact motivation of the sports program viewer and the sports attitude of the sports participants. In order to achieve this goal, we conducted a questionnaire survey of 217 adults over 20 years old in Daegu area and the following conclusions were obtained. The results showed that contacting motivation influenced sport attitude and sport participation. The development of the mass media in modern society not only increases the interest in sports such as sport value, but also has a great influence on participation of both direct and direct sports. Therefore, in order to improve the satisfaction of sports fans and viewers, it is necessary to develop a broadcasting technology that can allow the viewer to have sense of field as well as programs that can induce fun and interest. An encouragement in active involvement of viewers, including sports fans, in community activities, communication, information search, and information exchange to support the preferred team or player is deemed necessary.

      • KCI등재

        스포츠단체의 통합논의와 국민생활체육회의 법정법인화 문제

        김용섭 한국스포츠엔터테인먼트법학회 2010 스포츠와 법 Vol.13 No.1

        오늘날 모든 국민이 행복하고 건강하게 살 수 있는 행복추구권의 실질적 구현의 내용으로서, 생활체육에의 참여가 허용되는 모든 사람을 위한 스포츠(Sport for All)의 시대가 열리고 있다. 엘리트 체육과 생활체육을 각각 관장하는 중심단체가 대한체육회와 국민생활체육회라고 할 수 있다. 이와 같은 양 단체를 통합할 것인가 아니면 분리할 것인가의 문제는 오랫동안 해결되지 못한 체육계의 숙제이다. 통합논의는 양 단체의 이해득실을 고려하는 차원에서 자율적으로 이루어 지기를 기대하기 보다는 한국체육의 백년대계를 위한다는 입장에서 주무부서인 문화체육관광부에서 바람직한 정책방향을 제시하고, 이에 따라 스포츠조직을 재편성할 필요가 있다. 스포츠단체의 통합이 바람직하고 적절한 것인지 일률적으로 말할 수 없고, 각국에 따라 다르지만, 단일 기관으로 통합될 경우에는 종전보다 더 나은 효율적인 측면이나 법리적 관점에서 문제가 없어야 한다. 스포츠 단체를 통합하더라도 전문엘리트 체육과 생활체육이 공존 상생발전하는 방향으로 체육단체 통합이 실현되는 것이 요망된다. 국민생활체육회가 법정법인화가 될 경우에는 특별법인 국민체육진흥법에 의하여 설립되게 되므로 그 위상이 높아지고 법적 지위가 확고해 지게 되며, 계속적 안정적으로 정부의 지원에 의하여 생활체육을 활성화하는데 기여할 수 있게 된다. The era of 'Sport for All' is opening to realize the pursuit of happiness for all citizens and to allow all people to participate in the sports. Amid this, Korea Olympic Committee and Korea Council of Sport for All are two major organizations responsible for the elite sports and living sports. However, the decision on whether or not to integrate these two organizations into one body has been remaining as an unsolved problem. Considering the advantage and disadvantage of the integration of these two organizations, the Ministry of Culture, Sports and Tourism should provide guidelines for the policy and restructure the sports organizations instead they expect it to happen automatically. There is no definite answer on whether or not the integration of the sports organizations is the right solution, and each country has its own unique situation different from other countries. However, if the organizations are integrated into one body, it should have more efficient systems than before and have no problems on the legal principles. Even though the sports organizations are integrated into one, the elite sport and living sport should coexist and prosper together. If the Korea Council of Sport for All is to be incorporated, it will be incorporated according to the National Sports Promotion Act. And as a result, its status will grow and its legal status will be firmly established. Furthermore, it will contribute to the enhancement of the living sports by the support from the government.

      • KCI등재

        스포츠 인권 전문 강사 경험으로 바라본 스포츠 인권 교육

        정현철 한국체육교육학회 2024 한국체육교육학회지 Vol.29 No.1

        Purpose: This study is intended to find out problems of the current sports human rights education based on the experience of instructor in the field, and to present methods to enhance the meanings and values of future sports human rights education. Methods: 'I', as a researcher, selected one coach, two trainers, two athletes and two parents, with whom I shared problems of sports human rights education and discussed improvements, and collected and analyzed data about my instructor practice process, and in-depth interviews of the participants. Results: The problems of sports human rights education are as follows. First, the education is too formal and standardized to convey values and meanings of sports human rights education. Second, the sports human right education consists of limited targets with elite sports centered. Third, there is insufficient expertise in programs along with the lack of expert training systems. For improvements, first, programs should be improved for the learner-based understanding, and practice-oriented practical education. Second, the sports human rights education should be applied to everyone engaging in sports. Third, it is necessary to establish efforts and systems to promote professionalism for substantiality of sports human rights education. Conclusion: This study is to present methods and directions to promote substantiality for correct sports human rights culture by presenting the problems of sports human rights education and improvement plans.

      • KCI등재

        e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구

        Suh Munshik(서문식),Jinwoo Ahn(안진우),Eunyoung Kim(김은영),Seongwon Um(엄성원) 한국마케팅과학회 2008 마케팅과학연구 Vol.18 No.1

          인터넷의 급속한 발달과 온라인 사용이 급증함에 따라 e-스포츠와 같은 온라인 게임은 거대한 시장으로 성장하고 있다. 그렇지만, 많은 e-스포츠를 후원하는 기업의 효과를 검증하는 마케팅적 연구는 미진한 상태이다. 있다해도 단순히 온라인 게임과 관련한 연구가 대다수이다. 이에 본 연구는 e-스포츠 스폰서십을 통해 기업의 마케팅 커뮤니케이션 전략 수립을 위한 토대를 마련코자 하였으며 시작단계에 있는 e-스포츠의 향후 연구에 기여하고자 하였다.<BR>  중요 변수들은 첫째, e-스포츠의 주요한 게임속성으로 상호작용성, 익명성, 내용확장성을 들고 온라인 상황에서 주요한 매개의 역할로 다루어지는 유동(flow)과의 관계를 살펴보았다. 둘째, e-스포츠의 주요한 게이머속성(스포츠 경기에서의 팀과 플레이어의 속성에서 수정)인 매력성, 유사성, 경기결과가 유동(flow)과 게이머동일시(온라인 게임상황에 맞게 기존 팀동일시를 게이머동일시로 차용)에 미치는 영향관계를 살펴보았다. 마지막으로 유동(flow)과 게이머동일시와의 관계 그리고 게이머동일시와 기업동일시와의 관계를 최종적으로 점검하였다.<BR>  연구의 결과, 온라인의 기초적인 특성인 상호작용성은 유동(flow)에 유의한 영향이 있었고 게이머속성에서의 유사성과 경기결과도 유동(flow)에 유의한 영향이 있었다. 그리고 유사성은 게이머동일시에 정의 영향을 미치는 것으로 나타났다. 마지막으로 유동(flow)은 게이머동일시에 그리고 게이머동일시는 기업동일시에 정의 영향이 있는 것으로 나타났다. 결론적으로 e-스포츠를 후원하는 기업의 경우 일반 유저들과 유사한 특성인 가진 실력있는 게이머를 후원한다면 마케팅 효과를 극대화할 수 있다.   Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports.<BR>  Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study.<BR>  We extracted the variables from online"s major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media"s attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow.<BR>  Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer" attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer.<BR>  Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user"s identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. <BR>  According to the above, we can design the following research model.<BR>  〈이미지 참조〉<BR>  All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general.<BR>  Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level.<BR>  Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer"s attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relati

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