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논문 기본 정보

자료유형
학술저널
저자정보
임유환 (건국대학교) 장기영 (건국대학교) 민새누 (건국대학교) 최영래 (건국대학교)
저널정보
한국사회체육학회 한국사회체육학회지 한국사회체육학회지 제97호
발행연도
2024.7
수록면
47 - 59 (13page)
DOI
10.51979/KSSLS.2024.07.97.47

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초록· 키워드

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Purpose: This study aimed to discuss strategies for responding to the domestic e-Sports market in alignment with the evolving technologies of e-Sports through the Olympic e-Sports Series.
Method: A SWOT analysis was conducted to understand the current status of the Olympic e-Sports Series and the domestic e-Sports market. SWOT Matrix strategies were used to propose response strategies tailored to the diverse current e-Sports market in alignment with technological advancements.
Results: The results of the SWOT analysis were as follows. Strengths include cooperation with the IOC, game publishers, and international federations, interaction with new technological innovations, and the low barriers to entry of the Olympic e-Sports Series. Weaknesses include the lack of awareness of the Olympic e-Sports Series and VR/AR games in the domestic market, insufficient cultural understanding and institutional support, and dissatisfaction with the selection of disciplines. Opportunities include the global popularity of e-Sports and the acquisition of new audiences, efforts to cultivate e-Sports professionals, and the convergence of e-Sports with physical activities. Threats include limited interest in e-Sports among certain age groups, lack of accessibility to VR/AR sports, and problems such as match-fixing or doping in e-Sports. The results of the SWOT Matrix analysis were as follows. First, the diversification and expansion of e-Sports technology through the integration of science and technology. Second, the development of VR/AR e-Sports into recreational sports. Third, the need to train e-Sports professionals. Fourth, the government’s commitment to promote e-Sports.
Conclusion: This study presented strategies for responding to the diversified e-Sports market in the domestic context. Future research related to e-Sports should actively progress in line with the current developments of various innovative technologies such as VR/AR and the metaverse.

목차

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

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