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A Study on Promoting Optimism Utilizing a Communication Board Game - With a focus on college students

커뮤니케이션 보드 게임을 활용한 낙관성 증진에 관한 연구 대학생 집단을 중심으로

  • Gim, Hye-Yeong (Dept. of Visual Culture, Kangwon National University) ;
  • Ryu, Seol-Ri (School of Communication, Sogang University) ;
  • Ryu, Seoung-Ho (Dept. of Visual Culture, Kangwon National University)
  • 김혜영 (강원대학교 영상문화학과) ;
  • 류설리 (서강대학교 신문방송학과) ;
  • 유승호 (강원대학교 영상문화학과)
  • Received : 2017.03.13
  • Accepted : 2017.04.20
  • Published : 2017.04.20

Abstract

This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical measures that can promote optimism utilizing games in a more casual environment based on the research of Seligman(1990), which claimed that the optimism can be learned regardless of temperaments. In Study1, the level of optimism increased from M=-4.7(t1) to M=12.8 in t2(p<.001). In Study2, a control group(n=22) was added with the experiment group(n=21). The level of optimism increased from M=-2.4(t1) to M=11.5(t2) in the experiment group(p<.001), whereas there was no difference in the control group.

본 연구는 대학생들을 대상으로 커뮤니케이션 보드 게임을 활용하여 낙관성 증진 효과를 검증하였다. 기존 연구에서는 낙관성이 자기효능감, 성취감, 성적, 삶의 만족도, 역경 극복 등과 밀접하게 관련이 있기에 낙관성 증진이 중요함을 강조하였다. 본 연구는 기질과 상관없이 낙관성도 학습될 수 있다는 Seligman(1990)의 연구를 기반으로, 보다 캐주얼한 환경에서 게임을 활용하여 낙관성을 증진시킬 수 있는 실용적인 방안에 대해 연구하고자 한다. study1에서는 사전(t1) 검사 시 낙관주의는 M=-4.7, 그리고 사후(t2) 시기에는 M=12.8점으로 증가하였다(***p<.001). study2에서는 실험집단(n=21)과 함께 통제집단(n=22)도 설계하였으며, 실험집단은 M=-2.4(t1)에서 M=11.5(t2)로 증가하였으나(***p<.001), 통제집단은 차이가 없었다.

Keywords

Acknowledgement

Supported by : National Research Foundation of Korea

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