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논문 기본 정보

자료유형
학술저널
저자정보
이정학 (경희대학교) 김재혁 (경희대학교) 이은정 (경희대학교)
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제29권 제3호 (인문사회과학 편)
발행연도
2020.6
수록면
461 - 473 (13page)
DOI
10.35159/kjss.2020.06.29.3.461

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초록· 키워드

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As 1 person media that are produced and broadcasted by BJs(broadcasting jokey) through online platforms are becoming more popular, it is becoming the center of cultural production. Many platforms such as YouTube, Afreeca TV are gaining more viewers as the 1 person media industry gains popularity. Especially, e-Sports contents are the most common and popular contents that generates most revenues among contents that are provided through these platforms. Therefore, it can be understood that 1 person media platforms and e-Sports are coexistent and synergetic in recent years. This can be also accepted as, for the e-Sports industry to grow, there are needs for better understanding of the attributes of BJs and 1 person media and how it affects viewers’ satisfaction, immersion, and re-viewing intention. Thus, this study examined the relationship between these variables in order to draw academical and practical data for future reference and to assist in invigorating e-Sports industry. In this study, 337 samples were collected at the 2019 Seongnam e-Sports festival by sampling visitors who have experience in watching e-Sports 1 person media contents. Of these samples, 298 samples were used to perform frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis using the SPSS 23.0 statistical software. Through the study, the following results were found: first, among the BJ attribute’s factors, intimacy, reliability, and professionality positively affected viewers’ satisfaction. Second, intimacy, reliability, professionality, and attractiveness positively affected viewers’ immersion. Third, intimacy, reliability, and professionality positively affected re-viewing intention.
This study further explores the academical and practical implications drawn from the results and hopes to provide strategical insights for developing and invigorating the e-Sports industry through utilizing the 1 person media platforms.

목차

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