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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국사회체육학회 한국사회체육학회지 한국사회체육학회지 제20권 제1호
발행연도
2003.11
수록면
289 - 304 (16page)
DOI
10.51979/KSSLS.2003.11.20.289

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초록· 키워드

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The purpose of this study is to present marketing mix that affect attendance at professional baseball in korea. The data base comprised 546(312 man,234 woman) professional baseball spectators. In order to examine various factors affecting attendance, the questionnaires which were composed of lifestyle as psycho-graphics and consumer behavior as behavioristics was used as a measurement device. For lifestyle, the questionnaire by Youk and Jung(1995) was used on the basis of previous studies by Plumer(1975). For consumption behavior ,the questionnaire by Kang, Youk, Sohn, Kim and Jung(1998) was used on the basis of previous studies by Hansen and Gauthier.(1989), Marcurm and Greenstein(1992), Wakefield and Sloan(1995). The questionnaire consisted of 40 items to reflect lifestyle, and 14 items consumption behavior. The subjects were requested to indicate the extent of their agreement with each item on a 5-point Likert scale ranging from 1(definitely false) to 5 (definitely true).In some instance, however, the respondents did not complete all the items in the questionnaire. Consequently, the degree of freedom varied from analysis to analysis due to missing data. The internal consistency estimates(Cronbach`s alpha) were .710 for entire scale of lifestyle and .712 for "price", .627 "facility", .684 "game" in consumption. In order to statistical analysis, this study used a SPSS version 8.0 program for windows. Statistical treatment were ANOVA, multiple correlation analysis, multiple regression analysis. The result of this study, which were attained through the process, are as follows. First, there were significant difference in life style and consumption behavior according to demographic variables. Second, "facility" was influenced by "fashion", "weak", "will", "vanity", "sports", "responsibility", "brand", "health", and "price" by "self-confidence", "weak will", "vanity", "responsibility", "brand", and "game" by "fashion", "self-confidence", "weak will", "sports" "brand", "health".

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