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논문 기본 정보

자료유형
학술저널
저자정보
장운양 (연세대학교) 이희지 (연세대학교) 조광민 (연세대학교)
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제30권 제6호 (인문사회과학 편)
발행연도
2021.12
수록면
513 - 533 (21page)
DOI
10.35159/kjss.2021.12.30.6.513

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초록· 키워드

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This study audience of 2019 League of Legend Champions Korea were selected as objects and the study were conducted on audience of 2019 League of Legend Champions Korea Competition held on June to August Sampling was performed by using the convenience sampling method, one of the non-probability sampling methods. 279 answers were collected and 245 were finally used while 34 were excluded due to insincerity. SPSS Version 25.0 and AMOS 22.0. werr used for frequency analysis, feasibility and reliability analysis, verification factor analysis, correlation analysis, and structural equation model analysis. Researching results were as followed. First, team attraction of professional e-sport team had no influence on team identification. Similarity of professional e-sport team had no influence on team identification. The competition result of professional e-sport team had effect on team identification. Star athletes of professional e-sport team had influence on team identification. Second, team identification of professional e-sport team had effect on sponsor identification. Third, team identification of professional e-sport team had influence on brand attitude of sponsor. Forth, sponsor identification of professional e-sport team had no influence on brand attitude of brand attitude of sponsor. Fifth, brand attitude of professional e-sport team sponsor had effect on purchase intention.

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Abstract
Ⅰ. 서론
Ⅱ. 연구방법
Ⅲ. 결과 및 논의
Ⅳ. 결론
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