• AI글쓰기 2.1 업데이트
PARTNER
검증된 파트너 제휴사 자료

A Study on the Various Attribute of E-Sport Influencing Flow and Identification (A Study on the Various Attribute of E-Sport Influencing Flow and Identification)

22 페이지
기타파일
최초등록일 2025.05.30 최종저작일 2008.03
22P 미리보기
A Study on the Various Attribute of E-Sport Influencing Flow and Identification
  • 미리보기

    서지정보

    · 발행기관 : 한국마케팅과학회
    · 수록지 정보 : Journal of Global Scholars of Marketing Science(마케팅과학연구) / 18권 / 1호 / 59 ~ 80페이지
    · 저자명 : 서문식, 안진우, 김은영, 엄성원

    초록

    Recently, e-sports are growing with potentiality as a new industry with conspicuous
    profit model. But studies that dealing with e-sports are not enough. Hence, proposes of
    this paper are both to establish basic model that is for the design of e-sport marketing
    strategy and to contribute toward future studies which are related to e-sports.
    Recently, the researches to explain sports-sponsorship through the identification theory
    have been discovered. Many researches say that somewhat proper identification is a
    requirement for most sponsors to improve the their images which is essential to
    sponsorship activity. Consequently, the research for sponsorship associated with
    identification in the e-sports, not in the physical sports is the core sector of this study.
    We extracted the variables from online's major characteristics and existing sport
    sponsorship researches. First, because e-sports mean the tournaments or leagues in the
    use of online game, the main event of the game is likely to call it online game. Online
    media's attributes are distinguished from those of offline. Especially, interactivity,
    anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So,
    these inherent online attributes are examined on the relationship with flow.
    Second, in physical sports games, Fisher(1998) revealed that team similarity and team
    attractivity were positively related to team identification. Wann(1996) said that the result
    of former game influenced the evaluation of the next game, then in turn has an effect on
    the identification of team supporters. Considering these results in the e-sports side,
    e-sports gamer' attractivity, similarity, and match result seem to be important precedent
    variables of the identification with a gamer. So, these e-sport gamer attributes are
    examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making
    current positive experience optimally. Hoffman and Novak(1996) also said that if a user
    experienced the flow he would visit a website without any reward. Therefore flow might
    be positively associated with user's identification with a gamer. And, Swanson(2003)
    disclosed that team identification influenced the positive results of sponsorship, which
    included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That
    is, identification with a gamer expect to be connected with corporation identification
    significantly.
    According to the above, we can design the following research model.
    Interactivity Anonymity Expandibility
    Similarity
    Attractivity
    Match Result
    Gamer
    Identification
    Flow
    Sponsor
    Identification
    e-sport game's attributes
    e-sport
    gamer's
    attributes
    All variables used in this study(interactivity, anonymity, expandibility, attractivity,
    similarity, match result, flow, identification with a gamer, and identification with a
    sponsor) definitely were defined operationally underlying precedent researches. Sample
    collection was carried out to the person who has an experience to have enjoyed e-sports
    during June 2006. Much portion of samples is men because much more men than women
    enjoy e-sports in general.
    Two-step approach was used to test the hypotheses. First, confirmatory factor analysis
    was committed to guarantee the validity and reliability of variables. The results showed
    that all variables had not only intensive and discriminant validity, but also reliability.
    Then, research model was examined with fully structural equation using LISREL 8.3
    version. The fitness of the suggested model mostly was at the acceptable level.
    Shortly speaking about the results, first of all, in e-sports game attributes, only
    interactivity which is called a basic feature in online situation affected flow positively.
    Secondly, in e-sports gamer's attributes, similarity with a gamer and match result
    influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on
    identification with a gamer significantly. But unexpectedly attractivity and match result
    did not influence identification with a gamer significantly. Just the same as the fact
    verified in the many precedent researches, flow greatly influenced identification with a
    gamer, and identification with a gamer continually had an influence on the identification
    with a sponsor significantly.
    There are some implications in these results. If the sponsor of e-sports supports the
    pro-game player who absolutely should have the superior ability to others and is similar
    to the user enjoying e-sports, many amateur gamers will feel much of the flow and
    identification with a pro-gamer, and then after all, feel the identification with a sponsor.
    Such identification with a sponsor leads people enjoying e-sports to have purchasing
    intention for products produced by the sponsor and to make a positive word-of-mouth
    for those products or the sponsor.
    For the future studies, we recommend a few ideas. Based on the results of this study,
    it is necessary to find new variables relating to the e-sports, which is not mentioned in
    this study. For this work to be possible, qualitative research seems to be needed to
    consider the inherent e-sport attributes. Finally, to generalize the results related to
    e-sports, a wide range of generations not a specific generation should be researched,

    영어초록

    Recently, e-sports are growing with potentiality as a new industry with conspicuous
    profit model. But studies that dealing with e-sports are not enough. Hence, proposes of
    this paper are both to establish basic model that is for the design of e-sport marketing
    strategy and to contribute toward future studies which are related to e-sports.
    Recently, the researches to explain sports-sponsorship through the identification theory
    have been discovered. Many researches say that somewhat proper identification is a
    requirement for most sponsors to improve the their images which is essential to
    sponsorship activity. Consequently, the research for sponsorship associated with
    identification in the e-sports, not in the physical sports is the core sector of this study.
    We extracted the variables from online's major characteristics and existing sport
    sponsorship researches. First, because e-sports mean the tournaments or leagues in the
    use of online game, the main event of the game is likely to call it online game. Online
    media's attributes are distinguished from those of offline. Especially, interactivity,
    anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So,
    these inherent online attributes are examined on the relationship with flow.
    Second, in physical sports games, Fisher(1998) revealed that team similarity and team
    attractivity were positively related to team identification. Wann(1996) said that the result
    of former game influenced the evaluation of the next game, then in turn has an effect on
    the identification of team supporters. Considering these results in the e-sports side,
    e-sports gamer' attractivity, similarity, and match result seem to be important precedent
    variables of the identification with a gamer. So, these e-sport gamer attributes are
    examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making
    current positive experience optimally. Hoffman and Novak(1996) also said that if a user
    experienced the flow he would visit a website without any reward. Therefore flow might
    be positively associated with user's identification with a gamer. And, Swanson(2003)
    disclosed that team identification influenced the positive results of sponsorship, which
    included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That
    is, identification with a gamer expect to be connected with corporation identification
    significantly.
    According to the above, we can design the following research model.
    Interactivity Anonymity Expandibility
    Similarity
    Attractivity
    Match Result
    Gamer
    Identification
    Flow
    Sponsor
    Identification
    e-sport game's attributes
    e-sport
    gamer's
    attributes
    All variables used in this study(interactivity, anonymity, expandibility, attractivity,
    similarity, match result, flow, identification with a gamer, and identification with a
    sponsor) definitely were defined operationally underlying precedent researches. Sample
    collection was carried out to the person who has an experience to have enjoyed e-sports
    during June 2006. Much portion of samples is men because much more men than women
    enjoy e-sports in general.
    Two-step approach was used to test the hypotheses. First, confirmatory factor analysis
    was committed to guarantee the validity and reliability of variables. The results showed
    that all variables had not only intensive and discriminant validity, but also reliability.
    Then, research model was examined with fully structural equation using LISREL 8.3
    version. The fitness of the suggested model mostly was at the acceptable level.
    Shortly speaking about the results, first of all, in e-sports game attributes, only
    interactivity which is called a basic feature in online situation affected flow positively.
    Secondly, in e-sports gamer's attributes, similarity with a gamer and match result
    influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on
    identification with a gamer significantly. But unexpectedly attractivity and match result
    did not influence identification with a gamer significantly. Just the same as the fact
    verified in the many precedent researches, flow greatly influenced identification with a
    gamer, and identification with a gamer continually had an influence on the identification
    with a sponsor significantly.
    There are some implications in these results. If the sponsor of e-sports supports the
    pro-game player who absolutely should have the superior ability to others and is similar
    to the user enjoying e-sports, many amateur gamers will feel much of the flow and
    identification with a pro-gamer, and then after all, feel the identification with a sponsor.
    Such identification with a sponsor leads people enjoying e-sports to have purchasing
    intention for products produced by the sponsor and to make a positive word-of-mouth
    for those products or the sponsor.
    For the future studies, we recommend a few ideas. Based on the results of this study,
    it is necessary to find new variables relating to the e-sports, which is not mentioned in
    this study. For this work to be possible, qualitative research seems to be needed to
    consider the inherent e-sport attributes. Finally, to generalize the results related to
    e-sports, a wide range of generations not a specific generation should be researched,

    참고자료

    · 없음
  • 자주묻는질문의 답변을 확인해 주세요

    해피캠퍼스 FAQ 더보기

    꼭 알아주세요

    • 자료의 정보 및 내용의 진실성에 대하여 해피캠퍼스는 보증하지 않으며, 해당 정보 및 게시물 저작권과 기타 법적 책임은 자료 등록자에게 있습니다.
      자료 및 게시물 내용의 불법적 이용, 무단 전재∙배포는 금지되어 있습니다.
      저작권침해, 명예훼손 등 분쟁 요소 발견 시 고객센터의 저작권침해 신고센터를 이용해 주시기 바랍니다.
    • 해피캠퍼스는 구매자와 판매자 모두가 만족하는 서비스가 되도록 노력하고 있으며, 아래의 4가지 자료환불 조건을 꼭 확인해주시기 바랍니다.
      파일오류 중복자료 저작권 없음 설명과 실제 내용 불일치
      파일의 다운로드가 제대로 되지 않거나 파일형식에 맞는 프로그램으로 정상 작동하지 않는 경우 다른 자료와 70% 이상 내용이 일치하는 경우 (중복임을 확인할 수 있는 근거 필요함) 인터넷의 다른 사이트, 연구기관, 학교, 서적 등의 자료를 도용한 경우 자료의 설명과 실제 자료의 내용이 일치하지 않는 경우
문서 초안을 생성해주는 EasyAI
안녕하세요 해피캠퍼스의 20년의 운영 노하우를 이용하여 당신만의 초안을 만들어주는 EasyAI 입니다.
저는 아래와 같이 작업을 도와드립니다.
- 주제만 입력하면 AI가 방대한 정보를 재가공하여, 최적의 목차와 내용을 자동으로 만들어 드립니다.
- 장문의 콘텐츠를 쉽고 빠르게 작성해 드립니다.
- 스토어에서 무료 이용권를 계정별로 1회 발급 받을 수 있습니다. 지금 바로 체험해 보세요!
이런 주제들을 입력해 보세요.
- 유아에게 적합한 문학작품의 기준과 특성
- 한국인의 가치관 중에서 정신적 가치관을 이루는 것들을 문화적 문법으로 정리하고, 현대한국사회에서 일어나는 사건과 사고를 비교하여 자신의 의견으로 기술하세요
- 작별인사 독후감
해캠 AI 챗봇과 대화하기
챗봇으로 간편하게 상담해보세요.
2026년 01월 12일 월요일
AI 챗봇
안녕하세요. 해피캠퍼스 AI 챗봇입니다. 무엇이 궁금하신가요?
8:06 오전