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논문 기본 정보

자료유형
학술저널
저자정보
이정학 (경희대학교) 김현아 (경희대학교) 이해진 (경희대학교) 김민준 (경희대학교)
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제33권 제3호 (인문사회과학 편)
발행연도
2024.6
수록면
201 - 210 (10page)
DOI
10.35159/kjss.2024.6.33.3.201

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초록· 키워드

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The purpose of this study is to classify the types of e-sports viewers based on their perceived characteristics based on the unique characteristic that e-sports viewers are not simply viewers but also play the role of gamers, and to provide information on viewer satisfaction, tendencies, and recommendations. The purpose is to provide basic data to promote e-sports viewing by identifying the impact on the province. To achieve this research purpose, data from the e-sports survey conducted by the Korea Creative Content Agency in 2021 were used, and 1,358 people with experience watching e-sports out of a total of 2,001 people were used in cluster analysis as the final effective sample. As a result of the analysis, first, they were classified into four clusters according to the type of e-sports viewing, and were named curiosity type (510 people), mania type (350 people), participation type (306 people), and process type (192 people), respectively. Second, the "curious type", "participation type", and "process type" had a higher proportion of men, while the "mania type" had a higher proportion of women. " was highest in the millennial generation, and "process type" was highest in Generation X. The average monthly income was the highest for the "mania type" at less than 4 to 6 million won, while the other types were found to have less than 2 to 4 million won. Third, the main media used to watch e-sports differed by group, with all groups showing the highest use of mobile phones, followed by the "curious" group watching on PC, and the other groups watching on TV. Fourth, all groups appeared to be overall satisfied with watching e-sports. Fifth, in the intention to recommend e-sports, excluding the average frequency, the "mania type" group was shown to have no recommendation, and the other groups showed recommendation intention. Sixth, with the exception of internet portal sites and one-person broadcasts/streaming, the "mania group" was found to be obtaining information from friends and acquaintances, while the other groups were found to be obtaining information through social media (SNS).

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