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      • KCI등재

        여성생활체육 참여자의 가치관과 자기관리 및 스포츠 참여 행동에 관한 연구

        양도업,배상우 한국사회체육학회 2022 한국사회체육학회지 Vol.- No.89

        Purpose: The purpose of this study is to investigate the effect of the values of female sports participation on self-management and sports participation behavior. Method: A questionnaire was conducted on 367 female sports participants, and descriptive statistics, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis were performed using the SPSS 25.0 statistical program. Results: First, among the values o f female sports participants, social and inetllectual sub-factors were found to have a statistically significant effect on all sub-factors of self-management. There was no significant effect. Second, among the values of female sports participation, aesthetic, intellectual, and recreational sub-factors had a statistically significant effect on all sub-factors of sports participation behavior, and economic sub-factors had a significant effect only on the sub-factors of sports participation intention. The social sub-factor had no significant effect. Conclusion: This conclusion is contrary to the results of previous studies, which can be interpreted as being due to the change in the values of female sports participants. The need for follow-up studies with qualitative research methods is raised.

      • KCI등재

        온라인(On-line) 스포츠제품 구매 후 소비자 불평행동에 관한 연구 - SNS활동을 중심으로 -

        양도업,박세림,배상우 한국사회체육학회 2020 한국사회체육학회지 Vol.0 No.79

        Purpose: The purpose of this study is to identify consumer complaining behavior according to the level of SNS participation and purchase type of sports products. Method: The subjects of this study were 396 people who using SNS. This study used exploratory factor analysis, reliability analysis, frequency analysis, correlation analysis, discriptive statistic, t-test, one-way ANOVA. Results: First, the factor of direct complaint among consumer complaining behavior did not show statistically significant differences in all demographic characteristics. Second, male groups with higher ages, higher incomes, and higher one-time expenditures are more likely to engage in public-net behavior than those who do not. Third, the SNS high participation / tangible & intangible sports product purchase group showed stronger direct complaint than the SNS low participation / tangible sports product purchase group. Conclusion: Despite the importance of research on consumer complaining behavior, there is a case where the lack of previous research prevents the company from preemptively responding to consumer dissatisfaction and complaints. Therefore, more in-depth understanding of consumers and the establishment of an efficient management system for complaints should be established.

      • KCI등재

        경쟁균형지수의 분류와 분석에 관한 연구

        양도업,정현태 한국사회체육학회 2023 한국사회체육학회지 Vol.- No.92

        Purpose: The purpose of this study is to classify and analyze the competitive balance index for measuring competitive balance in sports leagues. Method: The competitive balance index was classified and analyzed based on 10 indices related to concentration measurement, 5 indices related to dominance measurement, and 4 indices capable of measuring both concentration and dominance simultaneously. Results: The analysis results showed that most of the competitive balance indices can be applied to both open and closed leagues, but some indices cannot. Therefore, cuation is needed when using these ind-i ces. For example, indices such as range, relative entropy, Herfindahl-Hirschman Index (HHIC), Herfindahl- Hirschman Index (HHID), and descriptive statistics should not be applied to closed leagues, while indices such as Lorenz curve and Gini coefficient (GD), ANOVA-type measures, and mobility gain function (MGFt) should not be applied to open leagues. Conclusion: The competitive balance index is an important method for measuring competitive balance in sports leagues, analyzing the competitiveness and equality among teams in the league, and evaluating various policies and regulations to enhance the league’s competitiveness. Through this, fans can better understand the league’s competitiveness, and league operators can establish policies and regulations to enhance the league’s competitiveness. Therefore, further research on the competitive balance of various sports leagues is necessary based on the research results. These results are expected to provide useful insights to sports league operators, policy makers, and researchers.

      • KCI등재

        스포츠 게임 이용자의 중독수준과 스포츠 팬 문화 형성의 관계

        양도업(Yang, Do-eob),정현태(Jung, Hyun-tae) 한국사회체육학회 2021 한국사회체육학회지 Vol.- No.85

        Purpose: The purpose of this study is to investigate the relationship between the addiction level of sports game users and the formation of sports fan culture. Method: In this study, a survey was conducted on users who have been playing sports games for more than one year, and data was processed through exploratory factor analysis, reliability analysis, multiple regression analysis, K-means cluster analysis, and chi-square test. Results: First, as for the addiction level of sports game users, it was found that only tolerance, mood modification, conflict, and problem factors had a positive effect on sports fandom. Second, there was no correlation between the level of game addiction and gender. Third, there was a correlation between the level of game addiction and age, the average participation time per session, and the average number of times per week. Conclusion: First, it is confirmed that game addiction has a positive effect on sports fandom, and this contributes to the formation of sports fan culture. In other words, the various factors of positive aspects of game addiction play an important role as a link for establishing a healthy game culture and forming a proper sports fan culture. Second, there is a close relationship between the level of game addiction and demographic characteristics. In particular, as the average participation time per session and the average number of times per week increase, it is classified as a high-risk group. Therefore, it is necessary to identify the characteristics of each game addiction level of sports game users and prepare appropriate countermeasures accordingly.

      • KCI등재

        e스포츠 팀의 경쟁균형에 관한 연구

        양도업(Yang, Do-Eob),박세림(Park, Se-Rim),배상우(Bae, Sang-Woo) 한국사회체육학회 2021 한국사회체육학회지 Vol.- No.83

        Purpose: This study attempts to identify the problems of the league by analyzing the competitive balance of the Korean e-sports league using the competitive balance index and to derive improvement measures at the same time. Method: To achieve the purpose of the study, the performance of each team for the 11th season of League of Legends was selected as a study object, and the competition balance of the League of Legends was analyzed through the standard deviation of winning percentage, Herfindahl-Hirschman index, and Gini coefficient. Results: First, if you look at the analyzed standard deviation of winning percentage, Herfindahl-Hirschman index, and Gini coefficient trend lines, the competitive balance gradually became established over time. Second, the 2019 spring season was the most unbalanced season, and the 2020 spring season was the most balanced season. Through the analysis of the competitive balance index, it was confirmed that the gap between the League of Legends teams, which is currently the most popular league, has narrowed a lot. Conclusion: These results are in line with the growth of the e-sports industry, and can be said to represent the fact that the players" skills have been leveled upward due to the thick player base. In addition, it indicates that the system of 18 games per 10 teams, which has been implemented since the 2016 Summer League, is in place for stable league operation.

      • KCI등재

        스크린 야구장 이용객의 참여동기가 고객만족도 및 충성도에 미치는 영향

        양도업(Yang, Do-Eob),황기태(Hwang, Gi-Tae),송창수(Song, Chang-Soo) 한국사회체육학회 2017 한국사회체육학회지 Vol.0 No.67

        The purpose of this study is to investigate the effect of participation motivation of screen baseball visitors on customer satisfaction and loyalty. For this study, 201 customers who have visited screen baseball facilities located in Daejeon and Sejong during August to September 0216 were chosen as the sample through convenience sampling method. For accomplishing the purpose of study, descriptive, frequency, correlation exploratory factor, reliability, simple and multiple regression analyses were performed using SPSS version 23.0. The study results are as follows: Firstly, among the sub factors of participation motivation, only enjoyment and technological development factors had a statistically significant effect on customer satisfaction. Secondly among the sub factors of participation motivation, only enjoyment factor had a statistically significant effect on customer loyalty. Finally, customer satisfaction had a statistically significant effect on customer loyalty.

      • KCI등재

        국내 프로야구의 관중과 마케팅 테크닉 전략

        양도업(Do Eob Yang),배상우(Sang Woo Bae),정현(Hyun Tae Jung) 한국사회체육학회 2011 한국사회체육학회지 Vol.0 No.45

        The purpose of this study is to investigate various marketing techniques that affect spectators four away Korea professional baseball franchises. Through this examination, the basic information will be provided for professional baseball team building marketing technique strategies through spectators recognition. Five hundreds forty four subjects using a convenience sampling method were used for this study, 544 spectators were selected form 4 different franchises` home venues. To analyze materials, the frequency analysis, exploratory factor analysis, multivariate analysis of variance, independent sample t-test, multiple regression analysis, crosstabulation analysis were used for analysis data. First, with regard to the characteristics of the subjects, only the type of gender was meaningful between high and low attendance level teams. Second, high and low attendance were different in marketing techniques such teams items as unique cheer culture, ground event, various seat options, mascot and baseball lottery. Third, high and low attendance teams were different in both present and future spectating frequencies. Fourth, high and low attendance were not teams difference involvement and commitment levels. Fifth, both high and low attendance teams were positively affected to commitment by information chase factor. Sixth, while spectators of high attendance teams were positively affected to commitment by information chase factor, spectators of low attendance teams were positively affected to involvement by information chase, watching promotion, external game factors. In conclusion, spectators of low attendance team were affected by the factors that external game such as mascot, baseball lottery, and professional baseball teams should find plans to put unique and special marketing technique strategies to increase their home game attendance level.

      • KCI등재

        한국 프로야구 타자의 경기력요인 분석

        양도업(Yang, Do-Eob),조은형(Cho, Eun-Hyung),배상우(Bae, Sang-Woo),정상원(Jung, Sang-Won) 한국사회체육학회 2015 한국사회체육학회지 Vol.0 No.60

        Modern baseball is a popular sport in many countries. Thus, numerous records are produced and accumulated data are analyzed by a variety of methods. The purpose of this study is to analyze performance of professional Korean baseball batters. The data were collected from official records issued by KBO(Korea Baseball Organization), and composed of the records of professional Korean Baseball 307 batters from 2008 to 2014. To analysis of the data was used 13 sabermetrics indexes. It’s OPS, GPA, SECA, TA, RC, RC/27, XR, BR, ISO, PSN, wOBA, OW%, BABIP. As for its analysis method, descriptive statistics, correlation analysis, cluster analysis, principle component regression analysis were done by using SPSS Windows ver. 18.0. RC, XR, BR showed a large deviation as compared with other indexes. PSN, BABIP has a low correlation with other indexes and no different between cluster. According to principle component regression analysis, slugging percentage showed a lot of influence on the performances of the batters.

      • KCI등재

        4차산업혁명과 스포츠융복합산업의 적용 사례 분석

        한남희,양도업,최세희 한국스포츠학회 2020 한국스포츠학회지 Vol.18 No.3

        본 연구는 스포츠융복합산업에 대한 정의를 재정립하기 위해 스포츠산업에 대한 이론을 전반적으로 검토하고 4차산업혁명과 스포츠융복합산업의 적용 사례에 대한 다각적인 분석을 통해 스포츠융복합산업에 대한 개념을 보완하였 다. 본 연구에서 두가지 연구 문제를 제시하여 얻은 결론은 다음과 같다. 스포츠와 연계 가능한 융복합 산업은 웨어러블디 바이스, 데이터베이스, 게임화, 스포츠영상기술, 스포츠체험의 시공간 확장 등과 연계 가능한 분야이다. 4차산업혁명과 스포츠융복합산업의 적용 사례로 인공지능(AI)은 골프, 탁구, 바둑, e스포츠에서 사례를 찾아볼 수 있었으며, 사물인터넷 (IoT)를 적용한 사례로는 축구, 미식축구, 요트, F1 등의 사례가 나타났다. 빅데이터(Big Data)를 적용한 스포츠는 야구, 아웃도어, 농구 등에서 사례를 찾을 수 있었으며, 증강/가상현실(AR/VR)의 적용은 농구, 스키, 서핑, 래프팅 등이며, 클라 우드(Cloud)의 적용은 F1, 미식축구, 야구, e스포츠, 그리고, 모바일(Mobile)은 스마트경기장, 모바일게임, 블록체인 (Blockchain)은 생활스포츠플랫폼과 경기예측, 스포츠미디어 등에 적용 되었다. The purpose of the research is to review the theory of sports industry in order to redefine the definition of sports convergence industry. Moreover, it supplements the concept of sports convergence industry through a multi-faceted analysis of the application cases of the fourth industrial revolution and sports convergence industry. In this study, two research problems were presented and the conclusions were obtained as follows. The convergence industries that can be linked to sports include wearable devices, databases, gamification, sports video technology, and the expansion of time and space of sports experience. As examples of the application of the Fourth Industrial Revolution and the sports convergence industry, artificial intelligence (AI) has been found in golf, table tennis, baduk and e-sports. Meanwhile, the Internet of Things (IoT) application cases included soccer, American football, yachts and F1. Sports with big data were found in baseball, outdoor, basketball, etc. The application of augmented/virtual reality (AR/VR) was basketball, skiing, surfing, rafting, etc. The application of cloud was F1, football, e-sports, and mobile, smart stadiums, mobile games, blockchains, life sports platforms and sports media.

      • KCI등재

        지자체 스포츠융복합산업 발전을 위한 이슈분석과 발전방안 모색

        한남희,최세희,양도업 한국사회체육학회 2020 한국사회체육학회지 Vol.0 No.82

        Purpose: The purpose of this study is to diagnose the domestic situation of the sports convergence industry through in-depth interviews with experts and SWOT analysis, and to present the development strategy and policy direction of the sports convergence industry based on this. Method: The subjects of this study were selected from experts who are involved in the overall sports industry such as sports goods, policies, and education in 2019. Thes ampling method used the nomadic sampling method and the cumulative sampling method among non-probabilisict sampling methods commonly used in qualitative research. Results: First, it was necessary to promote public private partnership and attract sports convergence multicomplex to expand industrial infrastructure. Second, to estabslih a governance system, a cooperative gove-r nance system must be established and a regional innovation clutesr ecosystem must be established. Third, in order to expand professional manpower and create jobs, it was encessary to establish an industry-academic cooperation system and promote the establishment of a sports convergence industry job search center. Fourth, in order to strengthen corporate competency, investmen tattraction through deregulation should be expanded and technology should be secured by introducing a test bed. Fifth, in order to reinforce new growth engines, it was necessary to promote a new growth source technology patent support project and foster a future new growth industry mecca through establishment of a venture platform. Conclusion: Through SWOT analysis, we identify the current status of thesp orts convergence industry, and presented 5 strategies and 10 detailed tasks through cross-SWOT analysis to derive detailed strategies necessary for the development of the sports convergence industry in Daejeon.

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