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    사이버스포츠 게임 참가가 재학생의 스포츠 소비행동에 미치는 영향 = The Effect of Participation in Cyber Sport Games on Sport Consumer Behavior of University Student

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    https://www.riss.kr/link?id=A104413518

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The purpose of this study is to examine the effects of Cyber sport games in sport consumer behavior. In order to achieve the object, male university students, who enjoy ‘FIFA football’ or ‘Winning eleven soccer games’ presently in 2003 at the sample was collected from them.
    The sample was selected using the methods of stratified cluster random sampling and purposeful sampling. Who were used in this study, was 332, using the SPSS 10.0 Window Version program.
    From the analyses of the data, the following conclusion of the study were obtained ;
    First, it was found that there was a significant difference in only the sub-factors of the game participation and the lower ages of the participation, the higher relative importance of playing games. Second, it was found that the period for the game participation directly influences on just consuming go the sport commodities and participation frequency directly influences on just personal sport consuming.
    Third, it was found that the relative importance of playing games is directly influence on the media sport consuming.
    Forth, it was found that immersion of the games not only directly influence on every form of sport consuming, but also exert action as an intervention which indirectly influence on the sport consuming.
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    The purpose of this study is to examine the effects of Cyber sport games in sport consumer behavior. In order to achieve the object, male university students, who enjoy ‘FIFA football’ or ‘Winning eleven soccer games’ presently in 2003 at the ...

    The purpose of this study is to examine the effects of Cyber sport games in sport consumer behavior. In order to achieve the object, male university students, who enjoy ‘FIFA football’ or ‘Winning eleven soccer games’ presently in 2003 at the sample was collected from them.
    The sample was selected using the methods of stratified cluster random sampling and purposeful sampling. Who were used in this study, was 332, using the SPSS 10.0 Window Version program.
    From the analyses of the data, the following conclusion of the study were obtained ;
    First, it was found that there was a significant difference in only the sub-factors of the game participation and the lower ages of the participation, the higher relative importance of playing games. Second, it was found that the period for the game participation directly influences on just consuming go the sport commodities and participation frequency directly influences on just personal sport consuming.
    Third, it was found that the relative importance of playing games is directly influence on the media sport consuming.
    Forth, it was found that immersion of the games not only directly influence on every form of sport consuming, but also exert action as an intervention which indirectly influence on the sport consuming.

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    참고문헌 (Reference)

    1 "지식 정보사회에서의 인터넷과 스포츠 사이버스포츠레저시장의 활성화 방안" 14 (14): 693-708, 2001

    2 "정부의 게임산업 육성정책" 정보화 사회 (5) : 2000

    3 "온라인과 오프라인의 인간관계를 중심으로 본 한국 사이버 공동체의 특성" 2000

    4 "여가활동 참여에 따른 자아존중감과 스트레스 대응의 관계" 14 (14): 567-579, 2001

    5 "여 고교생의 스포츠 소비행동에 관한 비교연구" 동아대학교 교육대 학원 1992

    6 "고등학생들의 PC스포츠 게임 참가와 스포츠 참여의 관계" 서울대학교 대학원 2002

    7 "게임기 전쟁" 진한도서 2002

    8 "The operation of the screen in computer and console video games" University of California 2003

    9 "The effect of story element in violent video games" Indiana University. 2001

    10 "The dynamic of cyberspace" 1999

    1 "지식 정보사회에서의 인터넷과 스포츠 사이버스포츠레저시장의 활성화 방안" 14 (14): 693-708, 2001

    2 "정부의 게임산업 육성정책" 정보화 사회 (5) : 2000

    3 "온라인과 오프라인의 인간관계를 중심으로 본 한국 사이버 공동체의 특성" 2000

    4 "여가활동 참여에 따른 자아존중감과 스트레스 대응의 관계" 14 (14): 567-579, 2001

    5 "여 고교생의 스포츠 소비행동에 관한 비교연구" 동아대학교 교육대 학원 1992

    6 "고등학생들의 PC스포츠 게임 참가와 스포츠 참여의 관계" 서울대학교 대학원 2002

    7 "게임기 전쟁" 진한도서 2002

    8 "The operation of the screen in computer and console video games" University of California 2003

    9 "The effect of story element in violent video games" Indiana University. 2001

    10 "The dynamic of cyberspace" 1999

    11 "The construct of sport enjoyment Motivation in Sport and Exercise" 1992

    12 "The Psychology of Optimal Experience" 1990

    13 "Misbehavior in cyberplace The regulation of online conduct in virtual communities on the Internet" New York University 2001

    14 "Media Sport" 1998

    15 "Flow experience in the Daily Lives of Sixth-Form Collect Students British Journal of Psychology" 511-523, 1994

    16 "A study of the relationship between media coverage An analysis of Taiwan professional baseball booster club member University of Northern Colorado" University of Northern Colorado 1998

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    학술지 이력

    학술지 이력
    연월일 이력구분 이력상세 등재구분
    2026 평가 재인증평가 신청대상 (재인증)
    2020-01-01 등재 등재학술지 유지 (재인증) KCI등재
    2017-01-01 등재 등재학술지 유지 (계속평가) KCI등재
    2013-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2010-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2008-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2007-05-03 학술지명변경 한글명 : 한국스포츠사회학회 -> 한국스포츠사회학회지 KCI등재
    2006-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2003-01-01 등재 등재학술지 선정 (등재후보2차) KCI등재
    1999-07-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
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    학술지 인용정보

    학술지 인용정보
    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 1.2 1.2 1.18
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    1.28 1.39 1.147 0.22
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