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e-스포츠 팬 소비동기가 관람의도에 미치는 영향The effect of e-sport fan consumption motives on watching intention

Authors
한진욱편도영권형일
Issue Date
2010
Publisher
한국체육학회
Keywords
e-sport; fan consumption motives; watching intention
Citation
한국체육학회지, v.49, no.1, pp 221 - 229
Pages
9
Journal Title
한국체육학회지
Volume
49
Number
1
Start Page
221
End Page
229
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/33599
ISSN
1738-964X
2508-7029
Abstract
본 연구의 목적은 e-스포츠 팬 소비동기가 관람의도에 미치는 영향을 규명하는 것이다. 연구대상은 2009년 7월 5일부터 13일까지 용산 e-스포츠 상설경기장에서 열린 신한은행 프로리그 2009 경기를 방문한 관람객들로 선정하였으며 이 가운데 편의표본추출법을 통해 500부의 설문지를 배포하여 442부의 유효설문지를 회수하였다. 자료처리는 SPSS 13.0 version과 AMOS 7.0을 활용하였다. 연구결과에 따르면 6개의 e-스포츠 팬 소비동기 요인 가운데 극적상황, 일상탈출, 지식, 선수매력이 관람의도에 유의한 영향을 미치는 것으로 드러났으며, 성취감과 오락은 유의한 영향을 미치지 않는 것으로 나타났다.
The purpose of this study was to examine the effect of e-sport fan consumption motives (achievement, drama, escape, knowledge, athlete attraction, and entertainment) on watching intention. Questionnaires were conveniently distributed to 500 fans who attended the Shinhan Bank Pro-League 2009 at the Yongsan Stadium. Out of 500, 442 usable questionnaires were returned to the researchers. Data analyses were conducted with SPSS 13.0 version and AMOS 7.0. The results of this study indicated that drama, escape, knowledge, and athlete attractiveness had significant effects on future watching intention, whereas achievement and entertainment did not. Practical implications of findings were discussed.
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사범대학 (체육교육과)
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