• Title/Summary/Keyword: Goffman

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Presentation of Self and SNS Posting Styles: Focusing on Goffman's Impression Management Framework (자아 표현과 SNS 게시 형식: 고프만의 인상관리 이론을 중심으로)

  • Song, Seung-A;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.284-291
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    • 2022
  • People use various tools to present themselves including Social Network Services(SNS hereafter). This study categorized three types of presentation of self, which are genuine, ideal, and social self, and based on Goffman's Impression Management Framework, investigated if these types of presentations have any patterns related to SNS posting styles. Especially, we focused on the styles of hashtags including if hashtags are used in the main tests, if hashtags are hidden, and what kinds of words are used for hashtags. Using 450 posting data uploaded to the Instagram, we found that the posting presenting ideal self show very high rate of using hidden hashtags(98%) and using common expressions(97%), which are not the case for genuine and social self types. This results imply that people concern more about their impressions especially when they present their ideal self on SNS, partially confirming Goffman's Impression Management Framework.

Image Management and Luxury Goods in Korean Society: A Cultural Sociological Perspective (문화사회학적 시각에서 본 한국사회에서의 명품의 인상관리적 효과)

  • Choi, Set-Byol;Jin, Ki-Nam
    • Fashion & Textile Research Journal
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    • v.8 no.6
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    • pp.672-678
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    • 2006
  • This study examines the implications of fashion in self-expression or image management among college students in Korea. Socio-demographic factors are considered in addressing following research questions: why Korean college students seek luxury goods; how they recognize the effects of using luxury goods on their image management; whether or not they have purchased counterfeit luxury goods; and why they buy counterfeit goods. In order to explain the relationship between fashion and social class, the study examines various sociological theories including Erving Goffman's dramaturgical approach. The data were drawn from 1419 students from 10 universities nationwide in 2005. Chi-square analyses yields outcomes as follows: Using luxury goods works as a class symbol that gives the users the image of higher socio-economic background; use of counterfeit luxury goods and its symbolic effects in image management do not have significant relationship with socio-economic background.

A Study on the Costume n "The Goddess Abides" of Pearl S. Buck (Pearl S. Buck의 "The Goddess Abides"에 나타난 복식의 분석)

  • 임경심;김진구
    • Journal of the Korean Society of Costume
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    • v.18
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    • pp.351-359
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    • 1992
  • The purpose of this study is to analyze the costume in $\ulcorner$The Goddess Abides$\lrcorner$ of Pearl S. Buck by applying "Dramaturgical Analysis" of Erving Goffman. The frame of analysis is the dramaturgical conception of Goffman that he expressed in $\ulcorner$The Presentation of self in Everyday Life (1959)$\lrcorner$. Among the conception, I analyzed by applying 'performance', 'technique of impression management', 'region and region behavior' which can be used for studying and costume behavior. The following is the summary of my study. First, the performance means the performer's behavior and the procedure of impression management if face to fact interaction, which includes personal front and setting. Setting is mainly a house on the Mt. in Vermont. The time is Winter. The personal front includes appearance and manner. actors and audiences form impression through persional front. And Istudied the performance of the actors (or actress), Edith, Jared, Edmond, Edwin, Amelia, June. As for technique of impression management, I cold observe that a varieth of that were being used, such as the most general one that Edith wants to look beautiful by making god appearance, or she sometimes try not to look beautiful And when Edith meets Jared, sometimes she changed her clothes, but other times she doesn't do that. As for region and region behavior, there appears the distinction of region and a lot of expressions about clothes related to the distinction. I could observe the expressions showing the movement from front to back and from back to front. Especially I could observe the behaviors that can be occured only in back region in everyday life, that is bathing, changing clothes, making up, checking their appearance before the mirror. Like above when I analyzed $\ulcorner$The Goddess Abides$\lrcorner$ of Pearl S. Buck by Goffman's Dramaturgical analysis, I could find out that the theory was very useful to the analysis of the costume behaviors of the characters.

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Sharing Activities in an Online Fashion Community - Focusing on Erving Goffman's Impression Management Theory - (온라인 패션 커뮤니티의 나눔 활동 - 어빙 고프만의 인상관리 이론을 중심으로 -)

  • Hyunjoo Hur;Jaehoon Chun
    • Fashion & Textile Research Journal
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    • v.25 no.4
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    • pp.449-459
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    • 2023
  • This study focuses on online communities and the ritual conversations of users when participating in sharing activities. The study aims to understand the social and psychological phenomena that occur between users within the context of Erving Goffman's impression management theory. Case studies and a content analysis were conducted by collecting posts and comments related to fashion products in the sharing activities category on Naver Cafe "Family Sale." On the one hand, the study identified various disposition motives among givers, including a desire for recognition, self-expression, activation of the community, emotional sympathy, goodwill, play, and simple disposition. On the other hand, receivers' purchase motives included the need for a product, reciprocation based on a sense of belonging, play, gift-giving, and simple response. Analyzing the posts of givers and the comments of receivers of fashion products using impression management strategies and dramaturgical analysis, the study interpreted users' impression management and revealed propensities in fashion consumption: fashionability, conspicuousness, value orientation, and economic feasibility. Through ritual conversations, users managed to attain emotional stability on an individual level, while they reinforced collective bonds on a social level. They fulfilled their roles with their own narratives to achieve personal and collective goals in a non-face-to-face situations and non-monetary transactions. This study is significant in that it examines normative communication in an online community and user relationships to understand a recent phenomenon in the fashion industry.

A note on mean value property and monotonicity

  • Lahiri, Indrajit
    • Bulletin of the Korean Mathematical Society
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    • v.33 no.3
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    • pp.329-334
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    • 1996
  • The notion of approximate derivative was introduced by Denjoy in 1916 [3]. Khintchine [5] proved that Rolle's theorem holds for approximate derivatives and Tolstoff [8] proved that every approximate derivative is of Baire class 1 and has Darboux property. Goffman and Neugebauer [4] proved the above results of Tolstoff [8] in a different and simplified method. Also they [4] proved indirectly (via Darboux property) that approximate derivatives possess mean value property.

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Abusive Game Deisgn and Introspect Game play through Goffman's frame analysis (프레임 분석을 통한 불쾌한 게임 디자인(Abusive Game Design)과 반성적 게임플레이)

  • Ganbold, Uyanga;Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.51-60
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    • 2017
  • The interrelation between abusive game designers and players are revealed and considered as one of the game arts by Miguel Sicart. This study is based on the frame analysis of Ervin Goffman. The player centered game design, in the case of a digital game, is penetrated into the frame, and player's experience and game frame at the same level can be assumed as positive down-keying. Conversely, confusion of the game is experienced by the players and perceptions about the games are required. The term of Miguel Sicart, generated the abusive game design in the view of the game art, considers both common game and design of the game, respectively. Nevertheless, the abusive game design refreshes the reflections of players in a game and presents possibilities of bridging the designs of standard games through the techniques and devices.

The Structural Transformation of the Private and Public Spheres : An Exploratory Study on the Emergence of a New Middle Region and its Structure in the Convergence Age (융합미디어와 사적(私的)·공적(公的) 영역의 변형 : 새로운 중간영역의 부상(浮上)과 그 구조에 대한 탐색적 연구)

  • Kang, Jae-Won
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.125-143
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    • 2013
  • This paper intends to explore the social and cultural implications of convergence media, based on Goffman's situational approach. The situational segregation of regions makes us to re-interpret the current private and public spheres and helps us to reveal the principle and structure hidden in the new middle region. An environment of convergence media is nullifying the separation of private and public spheres, while letting a new middle region appear.

Statistical Techniques for Automatic Indexing and Some Experiments with Korean Documents (자동색인의 통계적기법과 한국어 문헌의 실험)

  • Chung Young Mee;Lee Tae Young
    • Journal of the Korean Society for Library and Information Science
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    • v.9
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    • pp.99-118
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    • 1982
  • This paper first reviews various techniques proposed for automatic indexing with special emphasis placed on statistical techniques. Frequency-based statistical techniques are categorized into the following three approaches for further investigation on the basis of index term selection criteria: term frequency approach, document frequency approach, and probabilistic approach. In the experimental part of this study, Pao's technique based on the Goffman's transition region formula and Harter's 2-Poisson distribution model with a measure of the potential effectiveness of index term were tested. Experimental document collection consists of 30 agriculture-related documents written in Korean. Pao's technique did not yield good result presumably due to the difference in word usage between Korean and English. However, Harter's model holds some promise for Korean document indexing because the evaluation result from this experiment was similar to that of the Harter's.

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Comics with Drama: New Communication in Wedia

  • Hu, Jia-Wen;Tsang, Seng-Su
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4143-4159
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    • 2015
  • We-the-media (aka wedia) is a concept where the users of social networking sites, such as Facebook, turn into the broadcasters. This study used the popular application Bitstrips as the experiment tool. Facebook was used as the Wedia platform for publishing designed comics, then used the three elements of Goffman's dramaturgy model-role, scene and dialog-to analyze 265 comics created by 3 researchers and observe the audience's responses within 9 months. The results showed that people want to see a good story with positive dialogue, and prefer scene is school more than work. As all these elements are controllable, Wedia communication has the potential for more applications. We also found that including the elements of news, gambling and gift-giving tended to trigger greater response. Furthermore, We suggesting that such embedding of product information in web episodes (webisodes) with caricature could be a successful marketing strategy.

An Exploratory Study on Chinese Females' Social Media Self-Presentation: A Case Study of WeChat

  • Yang, Ting;Seo, Sangho
    • Asian Journal for Public Opinion Research
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    • v.10 no.3
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    • pp.230-253
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    • 2022
  • Based on Goffman's dramaturgical theory and self-objectification framework, this study examined: 1) Chinese female's WeChat self-presentation, 2) the impact of WeChat usage on female self-objectification, and 3) the impact of self-objectification on WeChat self-presentation tactics. An online survey was conducted. The main findings include: 1) most of the participants chose to beautify their pictures and videos before they posted them, 2) the respondents attached higher importance to appearance-based body attributes than competence-based ones, 3) the most frequently applied self-presentation tactic was ingratiation, 4) WeChat usage was not a predictor of Chinese women's self-objectification, and, 5) along with extroversion, self-objectification had an impact on ingratiation, supplication, self-promotion, and exemplification. Meanwhile, use of the electronic curtain and audience sifting to control who can see a post and for how long demonstrated the empowerment of the users when they conduct self-presentation.