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논문 기본 정보

자료유형
학술저널
저자정보
최경환 (경성대학교) 황옥철 (경성대학교)
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제30권 제6호 (인문사회과학 편)
발행연도
2021.12
수록면
425 - 436 (12page)
DOI
10.35159/kjss.2021.12.30.6.425

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초록· 키워드

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This study is meaningful in providing practical information on the recognition of eSports and the direction of development of eSports to the disabled. among them, 309 people with disabilities were selected as the population, and the data processing method was analyzed frequently using Excel 2016 and SPSS 21.0, and the following conclusions were drawn. First, 246 out of 309 disabled people cognition eSports, 219 of which recognized eSports as a new sport. among them, 237 people participated in eSports. Second, friends are the most likely opportunities for disabled person to participate in eSports, smartphones are the most likely ways to participate, and LoL (League of Legend) is the most likely way to participate. Third, most of the respondents answered that eSports for the disabled are helpful in relieving stress, and the difficulty in participating is that eSports programs for the disabled are insufficient. According to a survey of eSports goods, the largest proportion was less than 100,000 won. Fourth, the most reason for not accepting eSports is that it is not a real sport, and the most reason for not being attend is that it was not of interest. However, as a result of asking their intention to participate in the future, it was found that there were many answers.

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