e스포츠 팀의 경쟁균형에 관한 연구
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 양도업 | - |
dc.contributor.author | 박세림 | - |
dc.contributor.author | 배상우 | - |
dc.date.accessioned | 2021-12-06T08:41:41Z | - |
dc.date.available | 2021-12-06T08:41:41Z | - |
dc.date.created | 2021-08-31 | - |
dc.date.issued | 2021 | - |
dc.identifier.issn | 1229-358X | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/129806 | - |
dc.description.abstract | Purpose: This study attempts to identify the problems of the league by analyzing the competitive balance of the Korean e-sports league using the competitive balance index and to derive improvement measures at the same time. Method: To achieve the purpose of the study, the performance of each team for the 11th season of League of Legends was selected as a study object, and the competition balance of the League of Legends was analyzed through the standard deviation of winning percentage, Herfindahl-Hirschman index, and Gini coefficient. Results: First, if you look at the analyzed standard deviation of winning percentage, Herfindahl-Hirschman index, and Gini coefficient trend lines, the competitive balance gradually became established over time. Second, the 2019 spring season was the most unbalanced season, and the 2020 spring season was the most balanced season. Through the analysis of the competitive balance index, it was confirmed that the gap between the League of Legends teams, which is currently the most popular league, has narrowed a lot. Conclusion: These results are in line with the growth of the e-sports industry, and can be said to represent the fact that the players' skills have been leveled upward due to the thick player base. In addition, it indicates that the system of 18 games per 10 teams, which has been implemented since the 2016 Summer League, is in place for stable league operation. | - |
dc.language | Korean | - |
dc.language.iso | ko | - |
dc.publisher | 한국사회체육학회 | - |
dc.title | e스포츠 팀의 경쟁균형에 관한 연구 | - |
dc.title.alternative | A Study on the Competitive Balance of Esports Teams | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 배상우 | - |
dc.identifier.doi | 10.51979/KSSLS.2021.01.83.67 | - |
dc.identifier.bibliographicCitation | 한국사회체육학회지, no.83, pp.67 - 74 | - |
dc.relation.isPartOf | 한국사회체육학회지 | - |
dc.citation.title | 한국사회체육학회지 | - |
dc.citation.number | 83 | - |
dc.citation.startPage | 67 | - |
dc.citation.endPage | 74 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART002683237 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | E-sports | - |
dc.subject.keywordAuthor | Competitive balance | - |
dc.subject.keywordAuthor | League of legends | - |
dc.subject.keywordAuthor | Herfindahl-Hirschman index | - |
dc.subject.keywordAuthor | Gini coefficient | - |
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