• Title/Summary/Keyword: esports

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A Trend Analysis on E-sports using Social Big Data

  • Kyoung Ah YEO;Min Soo KIM
    • Journal of Sport and Applied Science
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    • v.8 no.1
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    • pp.11-17
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    • 2024
  • Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.

A Study on the Psychological Characteristics of Esports Athletes in Korea (국내 이스포츠 선수들의 정서, 대인관계, 수면 특성에 대한 실태 조사: 프로 선수와 육성군 선수를 중심으로)

  • Lee, Sangha;Jang, Eunhee;Kim, Soojin;Kim, Cheolhag;Suh, Sooyeon
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.133-146
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    • 2021
  • The aim of this study was to investigate the psychological characteristics of Korean esports athletes. We investigated the psychological characteristics of 40 professional esports players and 72 amateur esports players, a total of 112 esports players. Specifically, we investigated the differences in emotional well-being, interpersonal relationships, and sleep between professional players and trainee players. Professional esports athletes showed higher responsiveness to social conflict and more interpersonal non-acceptance compared to the trainees. Results also indicated high levels of insomnia severity. Based on the results, the need for psychological intervention and sleep intervention for athletes were discussed.

Research on tourism intention of esports event spectators based on value-attitude-behavior hierarchy: Focused on Chinese spectators (가치-태도-행동 체계를 적용한 e스포츠 경기 관람객의 관광행동의도에 관한 연구: 중국 관람객을 대상으로)

  • Zhang, Xinyue;yoo, Changsok
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.89-98
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    • 2021
  • This study investigated the link between esports spectators and their tourism intention using value-attitude-behaviour hierachy(VAB) and co-branding. We've conducted a survey on Chinese who had a direct spectator experience on esports. Using a total of 311 samples, this study found that the link between the attitude of esports shows a positive effect on the tourism intention of the venue. Also, esports attributes have a positive relationship with the attitude of the venue.

A Study on the Effect of In-house Esports Tournaments on Work Efficiency Improvement (사내 e스포츠 토너먼트가 업무 효율성 향상에 미치는 영향에 대한 연구)

  • Bang, Jae-Hyeok;Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.603-605
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    • 2022
  • 현재 세계적으로 e스포츠 시장의 규모가 꾸준히 성장하고 있지만 프로 e스포츠 구단부터 e스포츠 이벤트 대행사까지 각종 e스포츠 유관 기업들은 산업 규모에 걸맞는 수익을 창출 하기는 커녕 오히려 적자를 기록하는 경우를 더욱 자주 찾아볼 수 있다. 이러한 상황 속에서 사업적 다각화를 위해 프로 선수들을 주류로 다루는 e스포츠 산업뿐만 아니라 다양한 아마추어 e스포츠 산업을 다루는 사업 모델 또한 주목을 받고 있다. 본 논문에서는 그 중 각종 논-엔데믹 기업 내에서 진행되고 있는 사내 e스포츠 토너먼트들이 업무 효율성에 얼마나 긍정적인 영향을 미치는지에 대해 연구함으로서 새로운 수익 모델에 대한 검증, 더 나아가 사업 타당성에 대해 검토해 보도록 한다.

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The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory (이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석)

  • Quan, Lihua;Yoo, Changsok
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.109-118
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    • 2022
  • The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

A study on the difference in whether or not to watch e-sports game according to gender (성별에 따른 e스포츠 경기 시청여부의 차이에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.201-202
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    • 2022
  • 본 연구에서는 게임관련 학업을 전공으로 하는 남학생 31명, 여학생 18명, 총 49명을 대상으로 e스포츠 경기 시청 여부를 조사하였다. 그 결과 남학생의 경우는 응답자의 약 77%가 e스포츠 경기를 시청한다고 응답하였으며, 약 13%만이 e스포츠 경기를 시청하지 않는다고 응답하였다. 여학생의 경우는 응답자의 61%가 e스포츠 경기를 시청하지 않는다고 응답하였으며, 33%가 e스포츠 경기를 시청한다고 응답하였다. 교차분석를 한 결과, 유의수준 P값이 0.0004 (P>0.05)로 남학생과 여학생간의 e스포츠 경기 시청에 대한 차이가 있는 것으로 나타났다.

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A study on the difference in the amount of information on e-sports according to gender (성별에 따른 e스포츠에 관한 정보량의 차이에 대한 연구)

  • Dae-young Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.127-128
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    • 2023
  • 게임관련 학업을 전공으로 하는 남학생 31명, 여학생 18명, 총 49명을 대상으로 e스포츠 관련 지식과 정부를 얼마나 많이 알고 있는가의 정보 수집의 차이에 대한 연구를 하였다. 그 결과 남학생의 평균 값은 3.22이고 여학생의 평균 값은 2.44로 두 집단의 평균의 차이를 보이고 있다. 두 집단간의 평균의 차이를 알기 위해 T-test를 실시한 결과, 유의수준 P값이 0.0024(P>0.05)로 남녀 두 집단간의 e스포츠에 관한 정보수집의 차이가 있는 것으로 나타났다.

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Preliminary research on esports of Northeast Asia part 1: Downfall of affect, 10 years history of Korean e-sports (동북아시아 e스포츠 현황에 대한 기초연구 1: 정동(affect)의 실각, 한국 e스포츠 10년사)

  • Lee, Yongbeom
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.61-74
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    • 2020
  • Northeast Asia accounts for half of the world game market, worth $ 152.1 billion, and has abundant growth potential. Early e-sports in Korea could be formed through the distribution of affects of active participation of gamers and fans. Since then, the establishment of a corporate team has continued, securing stability as an industry. However, mediation rights, intellectual property disputes, and game manipulations continue, leading to a massive escaped of early fandom and the collapse of StarCraft-based ecosystems.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

Efficient Optical Watermark Using Multiple Phase Wrapping and Real-Valued Functions (다중위상래핑과 실수값 함수를 이용한 효율적인 광 워터마킹)

  • Cho, Kyu-Bo;Seo, Dong-Hoan;Lee, Seung-Hee;Hong, Jae-Keun
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.3
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    • pp.10-19
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    • 2009
  • In this paper, an efficient optical watermark method using multiple phase wrapping and real-valued decoding key is proposed. In the embedding process, two zero-padded original images placed in two quadrants on input plane are multiplied with two statistically independent random phase patterns and are Fourier transformed, respectively. Two encoded images are obtained by taking the real-valued data from these Fourier transformed images. And then two phase-encoded patterns, used as a hidden image and a decoding key, are generated by the use of multiple phase wrapping from each of the encoded images. A transmitted image is made from the linear superposition of the weighted hidden images and a cover image. In reconstruction process, the mirror reconstructed images can be obtained at all quadrants by the inverse-Fourier transform of the product of the transmitted image and the decoding key. Computer simulation and optical experiment are demonstrated in order to confirm the proposed method.