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  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

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Comparative Analysis of the Consumption Behavior of Game Items and Professional Sports Viewing Expenditures Based on the Esports and Sports Consumption Tendencies of the MZ Generation

Comparative Analysis of the Consumption Behavior of Game Items and Professional Sports Viewing Expenditures Based on the Esports and Sports Consumption Tendencies of the MZ Generation

Journal of Sport and Applied Science(JSAS) / Journal of Sport and Applied Science(JSAS), (E)2586-6028
2024, v.8 no.3, pp.13-19
https://doi.org/10.13106/jsas.2024.vol8.no3.13
Koun KIM (Hankuk University of Foreign Studies)
Seong-Hee PARK (Hankuk University of Foreign Studies)

Abstract

Purpose: This study aims to investigate the consumption patterns of the MZ generation in relation to eSports and traditional professional sports, focusing on the similarities and differences in spending behavior on game items and professional sports viewing. Research design, data, and methodology: The research utilizes a comparative analysis of eSports and professional sports consumption trends within the MZ generation. Data was collected through surveys targeting MZ generation consumers and analyzed using statistical methods to assess the impact of consumption behaviors on spending. The study particularly focuses on the expenditure behaviors in game items (eSports) versus traditional sports viewing expenses. Results: The analysis revealed that the MZ generation displays distinct consumption behaviors between eSports and traditional sports. eSports consumption is characterized by higher spending on in-game items, driven by personalization and competitive ad-vantages, whereas spending on professional sports viewing is influenced by fan loyalty and event participation. Conclusions: The findings underscore the growing economic significance of eSports, driven by the unique consumption behaviors of the MZ generation. These insights suggest that the eSports industry should continue to adapt its strategies to capitalize on this trend, while traditional sports organizations may need to innovate in engagement strategies to maintain consumer interest and expenditure.

keywords
eSports, Game item, MZ generation, participation, Comparative study
투고일Submission Date
2024-09-10
수정일Revised Date
2024-09-23
게재확정일Accepted Date
2024-09-24

Journal of Sport and Applied Science(JSAS)