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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제15권 제4호
발행연도
2006.11
수록면
409 - 418 (10page)

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연구주제
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연구배경
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연구방법
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초록· 키워드

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The purpose was to present user tendencies and difference of perceptions that are necessary for establishing effective development strategy of e-sport which was rising as a new industry in the field of sports industry and to became helpful as a part of target marketing where e-sport which was making rapid development chronologically or historically could set the position as a sound culture to general public as true sports by analyzing the difference of perceptions toward user preferences and development status. The following conclusions were derived as a result of performing the awareness of e-sports and degree of understanding as sports according to demographic characteristics (gender, age) of subjects for research, difference in factors related to game media, frequency analysis, Chi-Square verification and t-test verification toward the difference in negative perceptions followed by addiction and development outlook of e-sport.
1. Through rational and effective publicizing activities, it must form a golden nugget marketing that can create a high added value in sports industry as well as being recognized as a true form of sports by general public.
2. By precognizing the social and cultural negative factors that e-sports can exert, it must make preparations to develop specific programs and healing methods to prevent these negative factors.
3. Based on clear logic and basis, it must present the true existence of e-sports and potential for its development by preparing the legal and systematic bases related to e-sports as well as the comprehensive and standardized e-sport regulations.
4. By connecting to new development of genres preferred by users, it must make efforts to expand the base of e-sport and increase popularity through ensuring and operating game channels that can provide such genres in diversity.

목차

Abstract
Ⅰ. 서론
Ⅱ. 연구방법
Ⅲ. 결과 및 논의
Ⅳ. 결론 및 제언
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