• Title/Summary/Keyword: 사회교류감

Search Result 49, Processing Time 0.028 seconds

고등학생의 학교생활에 에니어그램 9가지 성격 유형별 방어기제가 정서 발달에 미치는 영향: 자아존중감, 자긍심, 대인관계능력

  • 정해란
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2023.11a
    • /
    • pp.43-47
    • /
    • 2023
  • 인간은 만물의 영장류이다. 그러나 피할 수 없이, 부모의 불완전성과 사회적·환경적 이유들로 인해 아이는 의존적 욕구와 본능적 욕구의 좌절을 겪을 수밖에 없다. 이 두려움으로부터 자신을 보호하고, 부분적으로라도 욕구의 충족을 얻을 방법을 습득한다. 이 방법이 방어기제이며, 이것이 개인의 성격 특성으로 나타난다. 특히 사회적·도덕적으로 용납되지 못하는 성적 충동, 공격적 욕구, 미움, 원한 등은 하나의 위험으로 인식되고 불안을 일으킨다. 1번 유형 개혁가, 이들은 높은 이상을 실현하기 위해서 끊임없이 노력하는 활동가이다. 이들의 교류방식은 자신의 견해가 옳다고 여기기 때문에 이런 신념이 강할수록 상대방을 가르치고, 고쳐주려고 한다. 2번 유형 조력가는 쉽게 다른 사람과 친해지는 장점이 있다. 3번 유형 성격 성취가는 사회 속에서 성공을 바란다. 4번 유형 성격 예술가, 깊은 직관력으로 창조적인 영감과 기쁨을 찾는다. 5번 유형 관찰가, 이들의 본질은 깨달음이다. 6번 유형 충성가, 이들의 본질은 두려움과 의심을 극복함으로써 드러난다. 7번 유형 열정가, 침체된 분위기를 고조시키는 재능을 가지고 있다. 8번 유형 도전가, 돌려서 이야기하는 사람을 좋아하지 않는다. 9번 유형 중재자. 다른 사람과 갈등이 있으면 다른 사람의 입장을 먼저 생각한다.

  • PDF

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.17 no.3
    • /
    • pp.119-133
    • /
    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.

A Study on effect of Craft Activities Experience Factor to Self-esteem and Social-support for middle-aged women (공예활동 체험요소가 중년여성의 자아존중감과 사회적 지지에 미치는 영향연구)

  • Hong, Myung Sook;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.3
    • /
    • pp.67-74
    • /
    • 2020
  • Middle-aged women experience physical and mental changes along with the loss of femininity, and they feel psychologically empty according as their child's growth and independence reduces the role of care and parenting. These women understand the sense of loss and emptiness caused of their role reduction as an opportunity to maintain their values and beliefs for their leisure life. Accordingly, middle-aged women overcome negative emotions facing in the middle-aged such as depression or empty mind, and establish self-esteem and social support in recognizing it as an opportunity for building relationship and self-realization in social relations, which come through human to human communication by doing craft activities. In this study, in order to analyze the effect of the experience factor of craft activity to self-esteem and social support for middle-aged women, we set up a research model with the experience factor of craft activity as an independent variable and self-esteem and social support as dependent variables. As a result of the study, educational experiences, recreational experiences, and deviant experiences had a meaningful effect on self-esteem, but aesthetic experiences did not have meaningful effect. And, recreational experiences and aesthetic experiences had a meaningful effect on social support, but educational experiences and deviant experiences did not have meaningful effect on social support. Therefore, the institutional system for craft experiences, that can provide content of environmental characteristics for aesthetic factor and visual elements are required. It influences to the change of senses and emotions of middle-aged women. Also, there are limitations that this study did not consider factors of ultimate life changes through craft activities. Thus this study suggests development of new model for variables of wellbeing-related matters.

The Effect of Social Capital of Baby Boomers on Practical Well-Being Focused on the Modulating Effect of Psychological Identity (베이비붐 세대의 사회적 자본이 실제적 안녕감에 미치는 영향 심리적 정체성의 조절 효과를 중심으로)

  • Park, Seoung-Tag
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.1
    • /
    • pp.345-353
    • /
    • 2021
  • This study examined the effects of social capital on psychological identity and practical wellbeing for the Korean baby boom generation. To achieve this, an empirical survey was carried out on baby boomers who use elderly welfare centers and cultural centers living in D City. The overall research results showed that trust (t=6.893, p<.05), participation (t=5.157, p<.05), network (t=8.093, p<.05), and norm and reciprocity (t=4.787, p<.05), as sub-factors of social capital for baby boomers, had a significant effect on their practical wellbeing. Psychological identity was moderated (t=2.023, p<.05) in the effect of trust on practical wellbeing, adopting the hypothesis. This means that the social ties and the strong trust relationship between family members and relatives, which built up amid rapid economic growth, work with positive expectations of social capital and have a major effect on practical wellbeing. Moreover, practical welling also rated high, along with the high trust relationship and psychological identity. Consequently, various exchange programs and group and volunteer activity programs for baby boomers should be established to decrease their psychological identity due to the loss of social roles. Moreover, the decline of activities at a time of retirement can slow practical wellbeing.

A study on the Uses and Gratification of Micro-blog between PC and mobile for Chinese undergraduates students (중국대학생들의 미니블로그 이용과 충족 연구: 컴퓨터와 모바일기기 기반 웨이보(微博)서비스를 중심으로)

  • Tao, Jing;Kim, Se-hwa
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2013.05a
    • /
    • pp.295-296
    • /
    • 2013
  • 중국 대학생의 미니블로그 이용 시, 이용동기에 있어서 두 매체 모두 '정보공유', '자아존재감', '대인커뮤니케이션', '엔터테인먼트' 요인이 나타났으며, 모바일에서는 '유명인 접근성'요인이 추가적으로 나타났다. 충족요인에 있어서 두 매체 모두 '콘텐츠', '사회적 교류', '관계형성' 요인이 나타났으며, 두 매체의 차이로 PC의 '기능성', '편리성' 요인에 반해, 모바일에서는 '정보공유', '엔터테인먼트'요인이 나타났다.

  • PDF

Knowledge Contributors' Intrinsic and Extrinsic Motivation on Social Connectedness and Satisfaction (지식공유의 내재적 외재적 동기가 사회적 유대감과 만족감에 미치는 영향)

  • Park, Sora;Kang, Jaejung
    • The Journal of Information Systems
    • /
    • v.25 no.3
    • /
    • pp.91-116
    • /
    • 2016
  • Purpose Quality and quantity of knowledge in virtual communities is at the discretion of knowledge contributors, and understanding what motivates knowledge contributors' behavior can be invaluable. The purpose of this paper is to find the social aspect of knowledge contribution in virtual communities within the frame of self-determination theory. Also, we seek differential effects of motivation value for novice vs. expert knowledge contributors. Design/methodology/approach Reputation and altruistic motives are studied as antecedents of intrinsic and extrinsic values in contributing knowledge in virtual communities. Gained social connectedness and satisfaction in their knowledge were behaviors studied as dependents of the motivational value. Also, the proposed model was tested for group differences between expert and novice knowledge contributors seeking motivational changes. Self-determination theory is the base theory which explains how externally motivated behaviors can evolve from extrinsically motivated to intrinsic-like behavior with social experiences as knowledge contributors. Findings Analysis of 262 data points gathered from knowledge contributors in Korean virtual communities in 2005 reveals social connectedness as an important dependent variable both for novice and expert knowledge contributors. Group difference analysis shows altruism has negative influence on extrinsic value only for experts. Intrinsic value has a positive influence on satisfaction for both groups alike but the expert group shows a statistically stronger influence than the other.

Effect of SNS Characteristics on Consumer Satisfaction and Purchase Intention of Agri-food Contents (SNS 특성이 농식품 콘텐츠의 소비자만족과 구매의도에 미치는 영향)

  • Shin, Mi-Hae;Oh, Sang-Heon;Hwang, Dae-Yong;Seo, Su-Seok;Kim, Young-Chul
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.11
    • /
    • pp.358-367
    • /
    • 2012
  • Recently, The development of information and communication technologies is having a very strong effect on the agri-food industry. Especially, agri-food content utilizing social network services such as Facebook and Twitter led to direct communication with consumers stirred into a new distribution channel. The purpose of this paper is to provide way to successful utilization of agri-food contents and improvement of purchase intention. The results of analyzing the relation between the three characteristics of SNS-social presence, conversation and interaction frequency-, consumer satisfaction and purchase intention are summarized as follows. First, characteristics of SNS of social presence and conversation have a positive effect on consumer satisfaction. Second, the interaction frequency does not have positive effect on consumer satisfaction. Finally, the consumer satisfaction has a positive effect on purchase intention.

The Effect of Creative Musical on School Adaptation and Self-efficacy of School Maladjusted Adolescents (창작음악극이 학교부적응 청소년의 학교적응 및 자기효능감에 미치는 효과)

  • Kim, Hyun Jung
    • Journal of the International Relations & Interdisciplinary Education
    • /
    • v.4 no.2
    • /
    • pp.1-19
    • /
    • 2024
  • This study examined the effects of creative musical on school adaptation and self-efficacy improvement of school maladjusted adolescents. The subjects of this study were 229 students classified as suspected school maladjustment groups through Wee class counselors and students who were judged as at-risk groups as a result of the emotional behavioral evaluation test conducted by the Office of Education. The study period consisted of 100 minutes per session once a week from May 1st to October 31st, 2023, and a total of 15 sessions were held. To verify the effectiveness, a self-efficacy scale (SES) of Kim A-young (2002)'s school adaptation scale and Sherer et al. (1982) was conducted before and after the creative musical, and the results were analyzed through the corresponding t-test. As a result of the study, the subject's school adaptation (p<.05) and the sub-factors of companionship (p<.05), school class (p<.05), and school rules (p<.05) all increased and were statistically significant after the creative musical compared to before. The subject's self-efficacy (p<.01) and the sub-factors of the study, general self-efficacy (p<.01), and social self-efficacy (p<.05) also increased and were statistically significant after the creative musical compared to before it was conducted. Therefore, this study revealed that creative musicals are effective in improving school adaptation and self-efficacy of school maladjusted adolescents.

The Effect of Social Function and Telepresence on Intention to Offer Support Through Trust of Metaverse Participants (메타버스의 사회적 기능과 원격실재감이 메타버스 참여 주체의 신뢰를 통해 요청지원 의도에 미치는 영향)

  • Hwang, Inho
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.27 no.3
    • /
    • pp.29-46
    • /
    • 2022
  • COVID-19 has radically changed the behavior of members of society for exchange. In particular, the strong contagiousness of the virus is increasing networking on online platforms while reducing people's networking in the real world. Recently, the metaverse, which strengthened the presence based on 3D technology, is attracting attention from members of society such as individuals and companies. We present a method to improve metaverse utilization from the perspective of organizations and employees who have introduced metaverse for work. In other words, we check the effect of metaverse social function and telepresence on the employee's intention to offer support by improving the trust of the metaverse participants. We obtained samples through questionnaires targeting employees of organizations that introduced metaverse to their work, and verified the research hypothesis by applying the structural equation model. As a result, social interactivity, reciprocal favor, and telepresence of metaverse partially affected metaverse trust (platform, peer, organization), and metaverse trust increased the intention to offer support. Our study suggests a strategic direction to improve the metaverse utilization and exchange level of employees of organizations who want to use the metaverse for business.

The Relationship of Internet Game Addiction to Psycho-Emotional Variables (인터넷 게임중독과 정신-정서적 변인과의 관계)

  • Kim, Jung-Ae;Cho, Eui-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.15 no.5
    • /
    • pp.29-37
    • /
    • 2015
  • The purpose of this study was to research on the relationship of Internet Game Addiction to Psycho-emotional Variables(self-identity, depression, meaning of life). The cross-sectional descriptive study design was used. We selected 275 adults through randomised sampling and analysis the result by chi-square test and hierarchial regression method. The result of this study was as follows; The effects of personal characteristics to Internet Game Addiction was sex, age, smoking and family including social characteristics were level of mother's education, father's education, and family economic status in a row. The relationship of Internet Game Addiction to Psycho-Emotional Variables were self-identity and depression. Therefore we suggest that the practical support system for 20's age adult to increase the self-identity and decrease the depression will be applied.