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        검색결과 4

        1.
        2023.07 구독 인증기관·개인회원 무료
        The growth of OTT internet and mobile video streaming services is a major development in consumption of global media sport. The online streaming of sporting events has become the important way of copyrights holders to engage sport fans, especially young fans. The most popular live streaming platforms in South Korea, such as NAVER and Africa TV are intervening in coverage rights markets and changing how live sport is experienced and shared across television, computer, tablet and smartphone screens. At the FIFA World Cup Qatar 2022, NAVER's live streaming service reached 121,173,945 cumulative viewers in 64 matches, including the opening ceremony and the final between France and Argentina. Based on suspense theory, this study aimed to examine the factors that influence sport fans’ watching intention to stream online sport. The current study collected the number of cumulative viewers of live streaming from NAVER and Africa TV, for the matches broadcasted across the KBS, MBC, and SBS, a total of 64 matches in the FIFA World Cup Qatar 2022. The results suggest that a measure of the unfolding nature of suspense is a stronger predictor of watching intention than those used previously. The additional measures of suspense that take into account the unfolding events of the contest will be stronger predictors of watching intention than either disposition toward the winning team or closeness of final score.
        3.
        2018.07 구독 인증기관·개인회원 무료
        The purpose of the current study was to deduct the factors for e-sports and to develop measurement scale of each images of those factors so as to establish the concept of esports. In order to achieve the aforementioned purpose, the study was conducted through three steps: (1) deduction of the elementary/principal factors which were based on the literature investigation and in-depth interview of experts and general public, (2) conducting first survey and exploratory factor analysis, and (3) conducting secondary survey followed by confirmatory factor analysis. In the first step, in order to develop and identify measurement scales, images concerning e-sports, game and sports perceived by consumers and related items used in the extant literature were investigated. Additionally, in order to verify the face and content validity of deducted items, in-depth interview of experts, professional gamers, professors of Sports Science, doctoral students, people in charge, general public and etc was conducted. And in the second step, the survey with those confirmed items scales were conducted and with the results derived from the survey, the exploratory factor analysis for measuring images consisting e-sports were also conducted. Finally, in the third step, secondary survey based on the results derived from the exploratory factor analysis were conducted and in order to test uni-dimensionality of the measurement tool with the results emanated from the secondary survey, confirmatory factor analysis were conducted. Through aforementioned three steps, the current study confirmed the image factors consisting e-sports which are comprised of six positive factors (i.e., sociality, entertainingness, aestheticness, leisureness, education, and stress relief) and five negative factors (i.e., addictiveness, violence, commercial viability/marketability, and closedness).
        4.
        2016.07 구독 인증기관·개인회원 무료
        The combination of sports and the IT industry has reached a variety of fields, especially in the area of broadcasting technology. Due to diverse preference of viewer and the rising number of channels, broadcasting companies provide differentiated contents to reach a dominant position. Therefore, each broadcasting company has their own strategy to produce contents through special technology skills to hold a top position amongst other companies. According to Eric Rothenbuhler's ‘media niche theory’, when there exists numerous media device with identical resources, the competition to survive between the devices become intense and soon draws a line between the superior and inferior devices which results in eliminating the less viewed media devices out of the race. To secure the uniqueness of the media broadcasting market like the ecosystem, the object is to verify the effectiveness of the convergence of sport broadcasting technology skills and IT technology. Therefore, the media devices and the newly developed technology for video production method were the independent variables. Additionally, the dependent variable was the media effect. Concretely, the media device technology variable set as 3DTV, video production method was set as the variable for FreePointView(FPV) and media effect was separated into arousal and presence level. Recent technology is developed three-dimensionally so that the viewers can feel as close to reality as possible and the most current