With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.18
no.4
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pp.165-175
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2023
In venture creation research, studying 'entrepreneurial leadership' is important for uncovering and comprehending the underlying causal process in innovative behavior performance. Although previous studies provide that entrepreneurial leadership enhances followers' innovative behavior, there is few research on entrepreneurial leadership and followers' characteristics interaction. The present study's focus is paradoxical effects of entrepreneurial leadership on self-efficacy and innovative behavior. On the basis of individual regulatory focus, this study suggests that interaction effects of entrepreneurial leadership and followers' regulatory focus differed in promotion view and prevention view followers' innovative behavior. To strengthen the casual mechanism, this study conducted in priming experiment method using employees in SMEs. This study used a 2(entrepreneurial leadership vs. control) x 2 (regulatory focus: promotion vs. prevention) between-participants design. The results of this study provide that (1) Individuals in promotion focus especially benefited from entrepreneurial leadership in terms of its effect on their self-efficacy and innovative behavior; (2) whereas entrepreneurial leadership was negatively related to self-efficacy and innovative behavior of followers' prevention focus. In sum, results of the present study supporting evidence for hypotheses, combined effect of entrepreneurial leadership and regulatory focus on innovative behavior through self-efficacy. Experimental results confirmed hypotheses of this study, revealing that promotion focus show more innovative behavior than prevention focus when their leaders' leadership style is entrepreneurial leadership. Also, the paradoxical effect of entrepreneurial leadership and regulatory focus of followers on innovative behavior was mediated by followers' self-efficacy. This study helps explain how leaders' entrepreneurial leadership boost followers' innovative behavior, particularly for those employees who have promotion focus. The current study contributes to the theory of entrepreneurial leadership and regulatory focus and innovation literature. Findings of this study shed light on the organizational processes that shape innovative behavior in venture/startup corporations and provide contributions for venture business field.
Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.4
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pp.277-301
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2020
This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.
The purpose of this study was to find out the change in psychological well-being of middle school students by participating in after school physical training activities. To achieve this object, 100 male students of M middle school in K city. "Teenagers' psychological well-being measurement tool" developed by Chung-hee Park(2007). Twice a week, for twelve weeks, the experimental group took part in an after school physical training activity, and the control group, in non-physical classes. The conclusion reached based on the result of this study are as follows. First, there was a statistically significant difference in the change of the family relations factor. Second, there was no statistically significant difference in the change of the student-teacher relations factor between the group Third, there was a statistically significant difference in the change of the self-awareness factor between the group. Fourth, there was no statistically significant difference in the change of the self assertiveness factor between the group. Fifth, there was a statistically significant difference in the change of the friendship factor between the group. Sixth, there was no statistically significant difference in the change of the self-initiative studying factor between the group. In conclusion, taking part in an after school physical training activity on a regular basis can increase the feeling of care and love from family relations, give positive self awareness and attitude towards life, and help building mutual trust between friends by having close relationship.
The study was performed to identify the process of change, decisional balance, self-efficacy and social support corresponding to the stage of exercise behavior change and the applicability of social support of women in nursing college based on a Transtheoretical Model. The subjects consisted of 223 women in nursing college by convenience sampling and the data were analyzed by IBM SPSS 21.0 program. The subjects were distributed in each stage of change of behaviors: 17.9% in the precontemplation stage, 54.3% in the contemplation stage, 16.6% in the preparation stage, 4.5% in the action stage and 6.7% in the maintenance stage. Analysis of variance showed that consciousness raising, dramatic relief, self reevaluation, social liberation, counter conditioning, helping relationship, reinforcement management, self liberation, stimulus control, pros, cons and self-efficacy were significantly associated with the stages of exercise behaviors. But there was no significant difference in social support. The transtheoretical model would be applicable to explain the exercise behavior of women in nursing college. This study will be useful information for developing effective exercise programs considering nursing female students' stages of change in exercise behavior.
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.12
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pp.264-275
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2017
Objective: This study examines the effects of children's art activities through forest experience in relation with Nuri curriculum on environmental sensitivity. Method: A survey was administered to an experimental group of 20 children as well as a control group of 20 children for statistical analysis. after 16-class art activities through forest experience were performed to children aged 4 at a daycare center for 50 days. Result: Children's art activities through forest experience in relation with Nuri curriculum had a positive effect on their environmental sensitivity. In particular, their art activities had a positive effect on their self-awareness, self-regulation, empathy and motivation in the experimental group, supporting the educational effects and benefits of developmental children's art activities through forest experience in relation with Nuri curriculum. In other words, art activities through forest experience are useful in terms of providing children with creative expression activities in art by leading to observation and exploration, as well as educational experiences that have positive attitudes toward the environment. Conclusion: As children's art activities through forest experience have a positive effect on their environmental sensitivity, more useful information on teaching-learning methods will be able to be provided to early childhood teachers in the field. Consequently, children's art activities through forest experience need to be actively introduced in the field of early childhood education as an alternative for learning nature and improving environment-friendly emotional intelligence.
This thesis is to investigate the effectiveness of Cinema Therapy through the aspect of vicarious learning, that is, Nayeoug's modelling after Yeonsun, and Yeonsun's modelling after The Little Mermaid, by making My Mother, the Mermaid directed by Park Heungsik. After immature Nayeoung returns from the travel into past time, she is reborn as an mature woman, and finally she can manage a happy marriage life. In Nayeoung's initiation, there is Yeonsun's initiation, in that again, there is a initiation of The Little Mermaid by Hans Christian Andersen. This work is a proper text in explaining the effectiveness of Cinema Therapy which aims at self-awareness and self-improvement because it contains some aspects of the vicarious learning through the movie. Nayeon's mother(Yeonsun), Nayeoung's father(Jinguk) have trouble, and sometimes have friendly relations. The major characters' wish and need are examined out through the analysis of the five basic needs based on reality therapy. As a result, it is found out that when their needs are fulfilled, friendly relation is formed, and when their needs are not fulfilled, unfriendly relation is formed. If their own basic desires are examined, their desires can be fulfilled through the inner control by themselves.
The purpose of this research is verifying the effects born by reading-based learning coaching programs on Korean language performance and the psychological variables of middle school students. A reading-based learning coaching program applied alongside a coaching model was developed and presented to first grade middle school students living in a local county-level city. The psychological variables were measured three times: prior to the program, immediately following the end of the program, and one month after the end of the program. Korean language performance was only measured twice: prior to the program and following the end of the program. Results revealed that compared to the control group, the experiment exhibited showed significant improvement in the scores of learning efficacy and self-regulation efficacy after the program. As well, these changes lasted for up to one month after the program. The future time perspective didn't show any significant interaction effects between time and group. The experimental group's performance in terms of Korean language was also significantly improved after completing the program. Based on these results, implications and limitations are discussed.
Journal of the Korea Society of Computer and Information
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v.14
no.11
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pp.81-90
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2009
It is inevitable for college students to be confused when they first face university education, which requires them to be self-reliant and responsible, after finishing their course of education, which is passive under control of period and environment, in primary, middle, and high schools. Introduction to college courses, which require students to be subjective and responsible, to be taken after chronically and environmentally controlled primary and secondary education, are but confusing. In this stage, college education should provide ground for educational system so that students can escape from repetitively enforced way of studying of fixed curriculums and study creatively and subjectively while befitting each individual's aptitude. For instance, in programming classes in engineering school, students scholastic achievements are closely interrelated with the professor's educational principles. A change in method of education, from one previously focused on theoretical contents to one centered on practices and experiments, can reap good results. Also, as the need arose for introduction of practice-focused evaluation system, from recognition-centered professor evaluating system to enablement of actively developing creative and self-reliant way of learning, we applied the Rublic System. It is a feedback system that all or most students become the evaluators, of which the indicators of evaluation such as category, standard, and score are public. We have looked into whether or not there has been an improvement in GPAs of students, and if there exists an improvement then what efforts should be made to solidify the system.
Hyeja Cho ;Hee Jeong Bang ;Sook Ja Cho ;Hyun Jeong Kim
Korean Journal of Culture and Social Issue
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v.14
no.1
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pp.101-123
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2008
We investigated the implicit representations of success/failure associated with mother in male and female college students. In study 1, participants were presented 'mother' or 'basket' as a context prime and 'success' or 'failure' related words as second primes for 100ms, and were asked to make lexical decisions about 'accept' or 'reject' related words and non-words after 150 ms (SOA 250ms). Results revealed that lexical decision times on the mother condition were more rapid than the ones on the basket condition, and lexical decision times on the acceptance condition were more rapid than the ones on the rejection condition, and female participants showed shorter times than male students did. In study 2, we divided participants into four groups by gender and attachment style, Results showed that the interaction between success/failure and acceptance/rejection was statistically significant, that is, quickest lexical decision times on the success-acceptance condition, and slowed times on failure-acceptance, failure-rejection, and success-rejection condition in order. On the other hand, no significant differences between high and low attachment group were found in males, but significant three-way interactions were found in females. In highly attached females, lexical decision times in success-acceptance condition were not differed from ones in success-rejection condition, and slowed times in failure-rejection condition. Low attached females showed very rapid times in success-acceptance condition, but very slow times in success-rejection condition. The results were discussed in terms of self-positivity and success/failure scheme depending on gender and attachment styles.
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