한·중 e-스포츠 경기관람객의 관람동기와 관람제약 요인 차이 분석Analysis of difference between watching motivations and constraining watching of spectator of Korea·China e-sports game
- Authors
- 조용찬; 이뢰
- Issue Date
- 2016
- Publisher
- 한국체육과학회
- Keywords
- e-sports; Watching motive; Satisfaction; Re-watching intentions
- Citation
- 한국체육과학회지, v.25, no.6, pp 557 - 573
- Pages
- 17
- Journal Title
- 한국체육과학회지
- Volume
- 25
- Number
- 6
- Start Page
- 557
- End Page
- 573
- URI
- https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/7555
- ISSN
- 1226-0258
- Abstract
- As notable development of IT technology is deeply rooted in our life these days, lifestyle is changing considerably. e-sports has developed on the basis of development of Internet environment and related software industry of new concept that emerged at the end of 1990s'.
Realized in the digital VR built similarly to the real world, e-sports includes the factor of competition & amusement and vies by utilizing mental & physical capability. As starcraft game was launched in 1996, the e-sports of Korea began to retain life. The e-sports of Korea is steadily growing and the capability of e-sports players is quite high compared to that of players in other countries. On the contrary, while the scale of e-sports in China is quite large compared to that of other country, it fails to make good e-sports result in the international event compared to Korea in spite of the large scale. Thus, this study intends to analyze difference between watching motivations and constraining watching factor of e-sports spectator in Korea and China. Through this, it intends to provide segmented service depending on the spectator property of Korea and China and to establish the distinct marketing strategy for the development of e-sports industry of Korea and China.
As notable development of IT technology is deeply rooted in our life these days, lifestyle is changing considerably. e-sports has developed on the basis of development of Internet environment and related software industry of new concept that emerged at the end of 1990s'.
Realized in the digital VR built similarly to the real world, e-sports includes the factor of competition & amusement and vies by utilizing mental & physical capability. As starcraft game was launched in 1996, the e-sports of Korea began to retain life. The e-sports of Korea is steadily growing and the capability of e-sports players is quite high compared to that of players in other countries. On the contrary, while the scale of e-sports in China is quite large compared to that of other country, it fails to make good e-sports result in the international event compared to Korea in spite of the large scale. Thus, this study intends to analyze difference between watching motivations and constraining watching factor of e-sports spectator in Korea and China. Through this, it intends to provide segmented service depending on the spectator property of Korea and China and to establish the distinct marketing strategy for the development of e-sports industry of Korea and China.
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