빅데이터 분석을 활용한 e스포츠에 대한 현황과 방향성 탐색
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 석류 | - |
dc.contributor.author | 곽정현 | - |
dc.date.accessioned | 2023-12-21T07:00:19Z | - |
dc.date.available | 2023-12-21T07:00:19Z | - |
dc.date.issued | 2023-10 | - |
dc.identifier.issn | 1226-0258 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/89754 | - |
dc.description.abstract | This study examined the recent surge in e-sports awareness and aimed to explore the direction of e-sports in the era of the 4th Industrial Revolution and the non-face-to-face era. To achieve the purpose of the study, data from April 17, 2017 to August 25, 2023, when e-sports was adopted for the Asian Games, were collected, and text mining analysis was conducted with the collected data to obtain the following results. First, the frequency analysis of frequent words was analyzed in the order of sports, competitions, games, League of Legends (LOL), hosting, Korea, games, amateurs, athletes, and sports competitions. Second, the keywords with the highest TF-IDF weight were competitions, sports, League of Legends (LOL), games, Korea, hosting, games, amateurs, sports competitions, and athletes. Third, N-gram analysis showed that sports and competitions, Hanwha Life and Sports, and League of Legends were highly related, while amateurs and sports, sports and festivals, and national teams were highly related. Fourth, Kim Young-man, Faker(Lee, Sang-hyuk), John(Riot), Jeka, and Park, Hyung-joon appeared as individuals, followed by Gwangju Citizens' Gymnasium, Yongsan I'Park Mall, Daejeon Convention Center, Colosseum, and CK Arena. Movies, talk shows, dramas, animations, and documentaries appeared in the order of video media, followed by Hangzhou, Seoul, Gwangju, Busan, and Yeosu. | - |
dc.format.extent | 12 | - |
dc.language | 한국어 | - |
dc.language.iso | KOR | - |
dc.publisher | 한국체육과학회 | - |
dc.title | 빅데이터 분석을 활용한 e스포츠에 대한 현황과 방향성 탐색 | - |
dc.title.alternative | Exploring the Current Status and Direction of e-sports using Big Data Analysis | - |
dc.type | Article | - |
dc.identifier.doi | 10.35159/kjss.2023.10.32.5.147 | - |
dc.identifier.bibliographicCitation | 한국체육과학회지, v.32, no.5, pp 147 - 158 | - |
dc.identifier.kciid | ART003013996 | - |
dc.description.isOpenAccess | N | - |
dc.citation.endPage | 158 | - |
dc.citation.startPage | 147 | - |
dc.citation.title | 한국체육과학회지 | - |
dc.citation.volume | 32 | - |
dc.citation.number | 5 | - |
dc.publisher.location | 대한민국 | - |
dc.subject.keywordAuthor | e-sports | - |
dc.subject.keywordAuthor | asian game | - |
dc.subject.keywordAuthor | league of legend | - |
dc.subject.keywordAuthor | online game | - |
dc.description.journalRegisteredClass | kci | - |
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