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e스포츠 비즈니스의 주요 성공요인과 이용효과와의 관계에 관한 실증연구
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저자명
이경진,김창수,Lee. Kyung-Jin,Kim. Chang-Su
간행물명
정보시스템연구
권/호정보
2011년|20권 2호|pp.109-134 (26 pages)
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한국정보시스템학회
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이 논문은 한국과학기술정보연구원과 논문 연계를 통해 무료로 제공되는 원문입니다.
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기타언어초록

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.