• Title/Summary/Keyword: 심리적 욕구

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The Effect of Basic Psychological Needs Satisfaction on Self-esteem of the Exercise Participants (운동 참여자의 자아존중감이 기본 심리욕구 만족에 미치는 영향)

  • Lee, Gun Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.490-498
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    • 2016
  • This study aimed to investigate the relation between self-esteem and satisfaction. After gathering study subjects (exercise participants) and deciding the population in 2014 in Jeonbuk city area, convenience sampling method was used to analyze the date from 278 subjects. The retrieved questionnaire in the research was analyzed in Window SPSS version 21 statistical program. Frequency analysis, exploratory factor analysis, reliability analysis, and correlation analysis were used to find correlations between test values. Multiple regression analysis was used to find the effects of the test values. The study results are as follows. First, the exercise participants' positive self-esteem exhibited a positive relationship with competence, relatedness, and autonomy, which are sub factors of basic psychological needs satisfaction. Also, negative self-esteem had a negative relationship with competence, relatedness, and autonomy. Second, exercise participants' self-esteem had a positive effect on competence and autonomy in positive self-esteem and a negative effect on negative self-esteem. Relatedness had a positive effect in positive self-esteem but not in negative self-esteem. Thus it is necessary to increase positive self-esteem and make various exercise programs about basic psychological needs satisfaction of the exercise participants and strategic activity guide for exercise participants participating in exercise consistently.

A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - (게임 이용 후 평가에 의한 재이용 의도 및 전환의도에 미치는 요인에 관한 연구 -2개의 FPS 게임을 중심으로-)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.69-77
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    • 2009
  • Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.

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A Basic Study on the Development of a Horticultural Therapy Model Planning Based on Basic Psychological Need Theory for Middle School Student's Stress Control Using School Garden -Focusing on Literature Review- (기본심리욕구이론을 바탕으로 한 학교텃밭 활용 중학생 스트레스 조절 원예치료 모델(안) 개발을 위한 기초연구 - 문헌고찰을 중심으로 -)

  • Seo, Han-Sol;Lee, Sang-Mi;Yun, Hyung-Kwon;Jung, Young-Bin;Hong, In-Kyoung
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.3
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    • pp.11-25
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    • 2020
  • This study was carried out to present the conceptual framework of a model as a basic study for the development of the stress control horticultural therapy model of middle school students utilizing the school garden based on the basic psychological need theory. By grasping the general characteristics and needs of middle school students, we set the purpose of the program as stress control, and by utilizing the school garden as an activity, horticultural intervention was proposed to meet the basic psychological needs that affect stress control. And also through analyzing the relevant literature, we presented a conceptual framework for the concepts and definitions, elements, processes, and operations of this model.

Comparative Analysis on Security Needs Satisfaction and Life Satisfaction of Electronic Security System Users by City Size (도시크기에 따른 기계경비시스템 이용자의 안전욕구충족과 생활만족 비교분석)

  • Yoo, Young-Chang;Lee, Jong-Hwan;Kim, Chan-Sun
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.330-341
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    • 2010
  • The purpose of this study is to have comparative analysis on the differences between metropolis and provincial city's electronic security system users' security needs satisfaction and life satisfaction. This study sampled total 400 users with using purposeful sampling after selecting specific metropolis and provincial cities as population. It was conducted on 4 realms-bank, jewelry store, convenience store and communication industry- with two times. First one was on June, 2008, it was conducted in Seoul, 5 areas divided based on Hangang, which are Gang-dong, Gang-seo, Gang-nam, Gang-buk, and civic center. We sampled 40 electronic security system users of each area which are 200 in sum. Second one was on January, 2009, with users in Cheonan and Asan, 200 was sampled in the same way with metropolis; 100 users of each city. The reliability of the questionnaire showed Cronbach's ${\alpha}$ value over .812. The results are as follows. First, there showed difference on physical security needs satisfaction of electronic security system users with the size of city. In other word, users in metropolis have higher environmental, psychological, and informational security needs satisfaction than users in provincial city. Second, there is also difference in life satisfaction. Namely, users in metropolis have higher security needs satisfaction than users in provincial city. Third, security needs satisfaction of electronic security system users by city size effects life satisfaction. That is, in case of users in metropolis, the more physical, environmental, and informational security needs satisfaction it shows, the more life satisfaction it showed.

Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

A Study of Programming Interest analysis (프로그래밍의 흥미 분석 연구)

  • Jeon, Seong-Kyun;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.171-174
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    • 2014
  • 다양한 학습 능력과 성격을 지닌 학생들은 대체로 프로그래밍에 많은 흥미와 관심을 보이고 있다. 이와 관련하여 다양한 연구가 이루어지고 있지만, 본 연구에서는 본질적으로 프로그래밍이 학생들에게 왜 흥미를 유발하는지 프로그래밍 그 자체에 대한 논의가 필요하다고 생각한다. 즉 프로그래밍 교육이 학생들에게 주는 의미를 발달상의 심리적 요인과 철학적 배경을 중심으로 탐색하였다. 심리적 요인으로는 유아의 발달 과정에서 자기애 욕구를 프로그래밍을 통해 충족시킬 수 있다고 분석하였다. 또한 인간의 마음을 구성하고 만물의 근원인 이(理)와 기(氣)의 개념으로 프로그래밍 세계를 해석하였다.

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The Emotion Process Based on MVL-Neural Network (다치-신경망을 이용한 감성처리)

  • 손창식;허철회;정환묵
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2002.12a
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    • pp.497-501
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    • 2002
  • 개인의 경험을 통해 얻어지는 외부의 물리적 자극에 대한 복합적인 감성을 측정.분석하여 공학적으로 처리함으로서 인간이 보다 편리하고 안락한 생활을 영위하도록 하는 연구가 진행되고 있다. 본 논문에서는 인간의 오감 즉 시각, 청각, 후각, 미각, 촉각 중 소비자의 구매 욕구에 많은 영향을 주는 시각(색)에 따른 감성상태의 패턴을 분류하기 위해 색채 심리를 다치오토마타 모델을 이용하여 입력 이벤트와 상태 사이의 관계를 활용하여 감성을 처리할 수 있는 방법을 제안한다. 인간의 심리 상태를 학습할 수 있도록 오토마타의 입력 값(색)에 따른 상태(감성상태)의 변화를 신경망 모델로 구현함으로서 색채에 대한 감성을 처리하였다.

The Effect of Achievement Needs and Entrepreneurship on the Start-up Intention: Focus on Mediation Role of Start-up Motivation (성취욕구와 창업가정신이 창업의지에 미치는 영향: 창업동기의 매개역할을 중심으로)

  • Yoo, Bong Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.51-60
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    • 2015
  • This study looked into entrepreneur-like psychological characteristics such as achievement needs and entrepreneurship including start-up motivation in order to discover factors that would affect start-up intention which can be referred to as an origin of start-up vitalization and to discuss causal relations among the factors. In other words, the study took a look into how both achievement needs and entrepreneurship would influence start-up intention as focusing on mediating roles of start-up motivation. To achieve the research goal, the study conducted an empirical analysis on a total of 181 samples of survey gathered from founders of these companies that had moved into a start-up support center. Findings of the analysis reported that first of all, achievement needs and entrepreneurship have positive effects on start-up motivation, and the study confirmed that the two variables work as antecedent variables of start-up motivation. Second of all, start-up motivation is significantly connected to start-up intention, and that definitely proved precedence relation following relation between the two variables. Third of all, mediating effects of start-up motivation on relations among start-up needs, entrepreneurship and start-up intention which are said to be cores of this study were observed. To sum up, the study learned that start-up motivation as a mediator contributes to how achievement needs and entrepreneurship would strengthen start-up intention. In conclusion, the study suggests that these entrepreneur-like psychological characteristics such as achievement needs, entrepreneurship and especially start-up motivation should be improved if anyone would like to increase start-up intention. Based on results presented above, the study offers theoretical and practical implications in relation to start-up intention.

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A Study for Psychological Effects which Make-up Behavior Has on Women (화장행위가 갖는 심리학적 효과에 관한 연구)

  • Kim Myung-lee;Kim Ju-duck
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.31 no.1 s.49
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    • pp.127-134
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    • 2005
  • This study is to identify the psychological effect of make-up, to examine women's tendency toward make-up and to figure out relationships between their psychological properties and its functions. This study has verified that makeup has a positive effect on their interpersonal relationships, psychological reaction and self- confidence as well as it meets their fundamental aesthetic needs. And further studies about psychological reason why they wear makeup need to be made. Makeup has an effect on their looks and it has a psychological effect of being able to decorate and move their mind. finally, it is anticipated that the study for psychological approach to makeup could contribute on the study for positive makeup treatment.

프린팅 월드 - 소비자의 구매를 이끄는 인쇄물

  • Kim, Sang-Ho
    • 프린팅코리아
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    • v.12 no.2
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    • pp.124-127
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    • 2013
  • 현재 일본의 소비동향은 '저공비행'이라고 할 수 있다. 최근 자민당의 아베정권으로 바뀌면서 적극적인 경기부양책이 시행되고 있으나 그 효과나 결과가 나타나기에는 시간이 걸려야 할 것으로 보인다. 지난해 연말에 발표한 '소비자동향 조사'에서는 소비자심리의 악화가 2개월 연속 이어진 것으로 밝혀졌다. 소비자들이 체감하는 소비모드가 저조한 상황에 있었음에도 더욱 낮아진 것이다. 동일본대지진 이후, 소비자들의 소비형태가 크게 변화하는 양상을 보였음에도 이에 적절하게 대응하지 못했다는 자성의 목소리가 광고업계 내에서도 확산되고 있다. 패키지, POP 등의 다양한 아이템이 있으나, 보다 강한 판촉효과를 통해 소비자들의 구매 욕구를 끌어올리는 것이 인쇄사의 주목을 받고 있다. 판촉의 툴로서 소비자들의 구매 욕구를 끌어올리는 인쇄물의 위상을 높이기 위해 다양한 노력을 기울이는 일본 인쇄사들의 동향을 살펴본다.

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