• Title/Summary/Keyword: 이용욕구

Search Result 830, Processing Time 0.024 seconds

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.3
    • /
    • pp.163-168
    • /
    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

A Study on Everyday Life Information Seeking and User Experience of Public Library in Contactless Society (비대면 시대의 지식정보취약계층 일상생활 정보요구와 도서관 이용 경험에 관한 연구)

  • Lee, Jungyeoun;Kim, Hyunae
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.32 no.1
    • /
    • pp.223-246
    • /
    • 2021
  • Based on the Everyday Information Seeking Behavior Theory, this study investigates information activities and library experience of 66 elderly or people with disabilities in Autonomous District A. In addition, this study analyzes contextual circumstances of daily information activities through in-depth interviews with a subset of 11 people. Although community welfare centers provide basic welfare, the elderly and people with disabilities seek to learn and socialize in cultural welfare centers, particularly in libraries. This study shows that libraries can fulfill their top three of Maslow's hierarchy of needs: Self-Actualization, Esteem, and Love and Belonging. Specifically, digital literacy education has been identified to be highly demanded. They seek to distinguish correct online information and to socialize using digital technologies in this contactless society. This study proposes a detailed plan for public libraries to offer cultural and information welfare in order to reduce the information gap within the local communities.

자연공원의 개발욕구만 강한 현상

  • the National parks of Association of Korea
    • 공원문화
    • /
    • s.42
    • /
    • pp.31-31
    • /
    • 1989
  • 새해에 들어 각신문은 관계당국이 발표를 포함한 국내 자연공원개발의 소리가 부쩍늘고 있다. 국민의 여가선용을 위한 자연공원의 이용욕망의 증대와 이에 대처한 국내외의 소리를 옮겨본다.

  • PDF

A Study on the Relative Importance of Games in Leisure Activities of University Students -Emphasized in DaeGu, KyungBook- (대학생의 여가활동에서 게임이 차지하는 비중에 관한 연구 -대구.경북지역을 중심으로-)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Youn, Hyeok-Jun
    • Journal of Korea Game Society
    • /
    • v.7 no.3
    • /
    • pp.39-48
    • /
    • 2007
  • Leisure is a very essential factor to reduce our stresses in our daily life. As work pattern is changed to a five-day week, personal desire that wants to enjoy leisure has been getting increased. In such a context, game has been put down a root as a new leisure activity to undergraduate students. Desire for game to undergraduate students has been getting more various than it was in the past and they seek for something new. But game companies do not reflect the students' desires greatly more than expected and make only what the companies seek for. In this study, we have focused on the assessment about what types and patterns the students represent for game application during their leisure activities. And we propose marketing strategies based on our study results.

  • PDF

A Study on the New-Product Development Strategy for the Game Market using Conjoint Analysis (컨조인트 분석을 이용한 게임시장의 신제품 개발 전략에 관한 연구)

  • Lee, Ji-Hun;Jung, Heon-Soo
    • Journal of Korea Game Society
    • /
    • v.3 no.1
    • /
    • pp.37-48
    • /
    • 2003
  • Although the user needs for computer game have been complicated and fragmented, new game development of Korean computer game developers are carried out from the developer's perspective. In the light of this limitation. This study introduces conjoint that designs an optimal new product for game users. We applied the conjoint analysis to Koran game market and found several important issues regarding Koran game users. Our results show that, regardless of game types, Korean game useis' preference mainly center on "variety of game."

  • PDF

Needs for the Conversion of Social Enterprise (사회적 기업 전환을 위한 욕구분석)

  • Lee, Yong-Jae
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.4
    • /
    • pp.367-374
    • /
    • 2010
  • The purpose of this study is suggesting proper support policy for the social enterprises by investigating the agency's needs of aiming social enterprise. The major findings of this research are as follows. Inter obstacle factors are the lack of operating and investment funds, and preceding condition for social enterprise's conversion is most important is finance support. The preparation of social enterprise's establishment and operating fund is needed in the conversion's process for social enterprise, and the important issues that central and local government have to solve are the support of labor cost and the obligation of trusts and purchases. Therefore, central and local government have to support initially funds for having facilities and staffs in social enterprises, and support forming market for the goods and services of social enterprises.

Effect of Clinical Nurses's Basic Psychological Need, Self-Leadership and Job Stress on Nursing Performance (임상간호사의 기본심리욕구, 셀프리더십, 직무스트레스가 간호업무 성과에 미치는 영향)

  • Cho, Young-Mun;Choi, Mun-Sim
    • Journal of Digital Convergence
    • /
    • v.14 no.8
    • /
    • pp.343-353
    • /
    • 2016
  • This study was done to identify variables predicting of nursing performance with basic psychological need, self-leadership and job stress in clinical nurses. The participants were 160 clinical nurses, located in P city and D province in korea. Data were collected from Feb to March, 2016 by questionnaire survey. Data analysis was done by using SPSS WIN 18.0 program with independent t-test and analysis of variance, Pearson's correlation analysis, and multiple linear regression. This study shows positive correlations between nursing performance and basic psychological needs(r=.59, p<.001), autonomy(r=.31, p<.001), competency(r=.68, p<.001), relatedness(r=.48, p<.001), self-leadership(r=.58, p<.001), job stress(r=.19, p<.05). Basic psychological needs(${\beta}$=.43), self-leadership(${\beta}$=.33), job stress(${\beta}$=.21) have a 47.3%(Adj $R^2$ .473) explanatory power for the nursing performance in clinical nurses. This study confirmed that basic psychological needs, self-leadership and job stress were identified to improve nursing performance. Therefore we should develop programs in order to increase basic psychological needs and self-leadership.

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
    • /
    • v.11 no.1
    • /
    • pp.131-139
    • /
    • 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 on the Sociocultural Psychological factors influencing on the Successful Aging of the elderly (노인의 성공적 노화에 영향을 미치는 사회문화·심리적 요인)

  • Cho, Young-Mun;Kang, Seung-Lang
    • Journal of Digital Convergence
    • /
    • v.17 no.10
    • /
    • pp.339-348
    • /
    • 2019
  • This study was conducted to predict sociocultural psychological variables affecting successful aging of the elderly. The participants were 187 elderly people aged at least sixty who used 16 elderly welfare centers in G metropolitan city and J and S city from december 2018 to january 2019. Data analysis was done by using SPSS WIN 23.0 program, for one-way ANOVA, independent t-test, pearson correlation coefficients and multiple regression. This study showed a positive correlation between successful aging and basic psychological need, ego-integrity, cultural competence. The ego-integrity(${\beta}=.372$, p<.001), cultural competence(${\beta}=.410$, p<.001), relationship(${\beta}=.168$, p=.003) have a 71.1% explanatory power for the successful aging of the elderly. It is necessary to develop sociocultural psychological programs to promote self-integration, cultural competence, and relationship for successful aging of the elderly.