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중국과 한국의 e-스포츠 관중의 관람동기와 관람제약 요인 차이점에 관한 탐색적 분석The difference between Korean and Chinese audiences' watching motivations and watching constraints

Authors
이뢰조용찬
Issue Date
2015
Publisher
한국체육과학회
Keywords
e-sports; Watching motive; Tour reservation
Citation
한국체육과학회지, v.24, no.6, pp 549 - 562
Pages
14
Journal Title
한국체육과학회지
Volume
24
Number
6
Start Page
549
End Page
562
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/10273
ISSN
1226-0258
Abstract
The objective of this study is to set up data,which is used for survey the difference of watching motivations and the reasons of constraining watching between Korean and Chinese Electronic Sports audiences. In this instance,have carried out questionnaires and in-depth interviews, who had watched the Busan Gwanganri and Shanghai Dengyun Electronic sports Event during the estival Event of League of lengend 2015, as objects. E-sports audiences' watching motivations can be divided into four Factors: personal factors, experience factors, commonality factors and commercial factors. Audiences' watching constraints can be divided into five factors: personal constraints, establishment constraints, expenditure constraints, player constraints and service constraints. The descriptive statistical analysis was carried out by utilizing SPSS 20.0 Window Version statistics program. And to analyze connection among measurement variables, the correlation coefficient was obtained. To examine data construction, the basic analysis was carried out frequency analysis. To examine how accurately a concept necessary for verifying hypotheses is being measured, the reliability and validity were examined.
The objective of this study is to set up data,which is used for survey the difference of watching motivations and the reasons of constraining watching between Korean and Chinese Electronic Sports audiences. In this instance,have carried out questionnaires and in-depth interviews, who had watched the Busan Gwanganri and Shanghai Dengyun Electronic sports Event during the estival Event of League of lengend 2015, as objects. E-sports audiences' watching motivations can be divided into four Factors: personal factors, experience factors, commonality factors and commercial factors. Audiences' watching constraints can be divided into five factors: personal constraints, establishment constraints, expenditure constraints, player constraints and service constraints. The descriptive statistical analysis was carried out by utilizing SPSS 20.0 Window Version statistics program. And to analyze connection among measurement variables, the correlation coefficient was obtained. To examine data construction, the basic analysis was carried out frequency analysis. To examine how accurately a concept necessary for verifying hypotheses is being measured, the reliability and validity were examined.
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