• Title/Summary/Keyword: e-Sports

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An Empirical Study on the Relationship between the Key Success Factors and the Usage Effect of the e-Sports Business (e스포츠 비즈니스의 주요 성공요인과 이용효과와의 관계에 관한 실증연구)

  • Lee, Kyung-Jin;Kim, Chang-Su
    • The Journal of Information Systems
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    • v.20 no.2
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    • pp.109-134
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    • 2011
  • The purpose of this paper is to present an overview of the characteristics of the e-sports business at a crucial point in the era of information and knowledge. That is, an investigation was conducted surrounding the key success factors of e-sports as a newly growing industry, and the relationship between the key success factors and the usage effect. In order to do this, the key success factors were extracted from interviews with e-sports experts in conjunction with a survey that was conducted to gather empirical data. The key points of the statistical analysis of the survey are as follows. First, the success factors of a policy do not have a significant effect on the usage. Second, some administrative success factors of the e-sports business include the distribution of e-sports in the form of franchise chain, the establishment of policies to prevent the excellent members of e-sports from seceding, making a good impression as a high-class sport, the frequent notice of the break-even point, and educating people on how to use the e-sports machine. Third, the development and distribution of excellent e-sports software was analyzed as a technical success factor of the e-sports business. Finally, there is no doubt that results of this study can be used to facilitate the growth of the e-sports business as a new industry related to the IT industry.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

eSports Perception and Analysis of Differences among Deaf (청각 장애인이 지각하는 e스포츠 인식 및 차이분석)

  • Choi, Kyung-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.245-252
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    • 2022
  • This study is significant in explaining the eSports awareness survey and future development direction of deaf people. Therefore, 189 deaf people were selected as the population, and the following conclusions were drawn by frequency analysis and t-test using SPSS 21.0 and Excel 2016. First, 67.7 percent of the 189 deaf people recognized eSports, 61.4 percent recognized it as a new sports system, and 65.6 percent participated directly or indirectly in eSports. Second, smartphones are the most common e-sports participating devices, and most of the participating events are Kartrider, which is recommended by friends. Third, the most inconvenient part of participating in eSports was the lack of eSports programs for deaf people, and the survey on whether to recommend eSports was the most likely. Fourth, the most common reason for not recognizing eSports as a new sport is that they are not actually sports, so they are not interested in participating. Fifth, there are statistically significant differences in eSports awareness, recognition and participation of deaf people by gender.

Evaluation of Amendments to the Act on Promotion of e-Sports (Electronic Sports) (「이스포츠(전자스포츠) 진흥에 관한 법률」 개정안 평가 및 개선 방안 제언)

  • Rhee, Jin-Woo;Kim, Ho-Chul
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.13-24
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    • 2021
  • Recently, amendments to the e-Sports Act have been proposed in the Korea National Assembly. To evaluate the amendments, this study provided five factors of the e-sports industry: the high accessibility, the instability of the game, the difficulty of professional e-sports players, the fierce competition, and the lack of government policy. Based on these factors, this study suggested improvement in which the e-Sports Act should proceed for professional e-sports players, e-sports teams, and e-sports establishments.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

Influencing Factors of Consumption Willingness for E-Sports Products: A Case Study of "King of Glory" Game Players

  • Yang Guo;Jiaqi Dong;Yue Lin
    • Journal of Smart Tourism
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    • v.3 no.4
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    • pp.33-41
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    • 2023
  • This study examines the factors influencing e-sports product consumption among Chinese e-sports game players. We focus on the popular game "King of Glory" and use surveys to collect player data. Our findings show that e-sports product characteristics significantly impact consumption experiences, while incentive factors also influence consumption willingness. External factors have minimal impact. Additionally, souvenir products and festival events are key in driving e-sports consumption. This research explores the consumption willingness of Chinese e-sports players, the world's largest consumer market. Understanding their needs can help companies develop targeted marketing strategies, unlocking the commercial potential of e-sports and promoting industry growth.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

Analysis of the Academic Research Trend of e-sports (e스포츠에 관한 연구동향 분석)

  • Oh, Sae-Sook;Kim, Dae-Hoon
    • Journal of Wellness
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    • v.7 no.2
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    • pp.113-121
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    • 2012
  • This study chose the academic journals related with e-sports for analysis among the top tier journals of National Research Foundation of Korea from 2006 to 2011 to check the academic trend Beginning in 2006, the first study of e-sports was published in the journal related with e-sports. So, the studies from 2006 to 2011 were chosen for analysis. Using Research Information Sharing Service(RISS), the keyword 'e-sports' was searched. By virtue of this process, total 27 studies were selected as final analysis. So, the academic trends are as follows. In Korea, the studies related with e-sports have started from the beginning of 2000s with internet and then it spread out via cable TV. And then from the middle of 2000s, e-sports was discussed seriously. The early subject of the studies usually focused on the measurement of e-sports based on the strategic elements as a product. After that, game addiction and violent tendency which were one of the biggest issues were raised as a constant problem and it became the academic studies of user behavior. E-sports became a recreation culture of teenagers so it has been in charge of the role of exit and the problems related with it have continuously appeared. So, the academic studies tend to have departmentalization like immersion, addiction, sociality, self-regulation and etc. But, there was a tendency that the similar contents were repeated in the view point of subject and method while the subjects were departmentalized. So, for the systematic study of e-sports, development of the unique subject, study method and verification process should be conducted continuously.

Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends- (e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로-)

  • Kim, Joo-Hee
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.61-72
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    • 2019
  • This study has meanings by adapting recreation specialized theory, focusing on outdoor recreation activities, on indoor recreation, e-sports. LoL is leading the e-sports fever now, and this study is targeting its spectators, reflecting and analyzing recent e-sports consumers' leisure feature statistically. For the further research, adapting a theory to various fields to generalize is required. Also, the researches on e-sports leisure need both quantitative and qualitative methods.