• 제목/요약/키워드: Motive to Use

검색결과 202건 처리시간 0.025초

중학생의 스트레스와 인터넷 이용동기가 인터넷 중독에 미치는 영향 (The Effect of Stress Among Middle School Students and the Effect of Motive on Their Addiction to the Internet)

  • 박혜영;이은희;박상미
    • 가정과삶의질연구
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    • 제27권6호
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    • pp.65-82
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    • 2009
  • The following research aimed to determine the effect of stress among middle school students on their addiction to the Internet. This research's target was a group of male students who had a high probability of getting addicted to the Internet while playing c/t games. The study distributed 357 questionnaires and used 340 copies, which meant discarding 17 copies that were considered inadequate. The research results are as follows: First, there appeared subordinate factors in the stress suffered by the students. These included stress from their families, from conflicts with their teachers, from the living environment, current schoolwork and future course in college, insecurity over their physical appearance, bullying from other students, and relationships with friends. Among these factors, stress caused by conflicts with teachers and family was the most frequently cited, while stress from their friends was the least cited. The motive in using the Internet was found to be bound with several factors. These include: a form of diversion, a way to communicate with others, a means in coping with loneliness, a source of news and information, a form of passing away time, a kind of habit, and others. Among these motives, passing away time and indulging a habit were cited the most, followed by news and information search, and a form of diversion. Second, as a subordinate factor in Internet addiction, the following were cited: formation of tolerance, health issues, occurrence of problems related to daily life, satisfaction or a pleasant sensation, withdrawal, cover-up on the use of the Internet, and formation of virtual interpersonal relationships, and others. Among these, the formation of tolerance came out the highest, followed by health issues, daily life, and problems related to daily life. Third, in terms of the effects of stress on the motive in using the Internet, the research found that the more the students felt stressed out by conflicts with their teachers and family, the more they tended to use the Internet to communicate with others, to cope with loneliness, to obtain newsI and information, to passawaytime, and to indulge a habit Also, the more they felt stressed out by the living environment, the more they tended to use the Internet to communicate with others, to cope with loneliness, and use news and information. The more they felt stressed out by their schoolwork and future course in college, they tended to use the Internet as a form of diversion and to secure news and information. The more they felt stressed out by their insecurity over their physical appearance and being victimized by bullies, the more they tended to use the Internet to cope with loneliness. Fourth, as for the effect of several variables on student addiction to the Internet, the study found that the more students felt stressed out by their living environment, by schoolwork and future course in college, by their physical appearance, and bullying from other students, the more they used the Internet as a form of diversion, a communication tool, and as a means of passing away time or indulging a habit. The study came up with the finding that the more the students used the computer and the Internet, the probability of their getting addicted to the Internet got higher.

SNS몰입이 사회성에 미치는 영향 (Impact of SNS Flow on Sociality)

  • 이승호;곽기영
    • 지식경영연구
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    • 제19권2호
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    • pp.21-45
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    • 2018
  • With the widespread use of smartphones and the development of information technology, an online service called SNS(social network service) has emerged, and as an increasing number of people began to use SNS, extensive research has been conducted on SNS. SNS is an important factor for adolescents who are developing social skills that help them to adapt to the society, and for adults who are stepping into the society. The present study investigates the effects of information search, self-disclosure, interaction, and playfulness, all of which are motivational factors for SNS use, on flow in SNS, and empirically analyzes the degree of these variables influence according to flow in SNS and individual's personal nature(extrovert, introvert). The analysis results showed that information search, self-disclosure, interaction, and playfulness were positively correlated with flow in SNS, and flow in SNS was positively correlated with social skills. The degree of influence varied depending on the individual's personal nature(extrovert, introvert). These findings may provide important insights for researchers studying SNS, SNS managers, and company officials using SNS.

영화 프로모션 노출이 영화 관람 만족도에 미치는 영향 : 봉준호의 <설국열차, 2013>에 대한 관람 동기와 관여도를 중심으로 (Influence of Movie Promotion Exposure on Viewers' Satisfaction: Focusing on Motive and Involvement in the case of 'Snowpiercer')

  • 최배석
    • 한국콘텐츠학회논문지
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    • 제13권12호
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    • pp.92-107
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    • 2013
  • 본 연구는 영화 프로모션 노출이 관객의 영화 이용 충족에 어떠한 영향을 미치나를 탐구하였다. 이를 위해 영화 <설국열차>를 분석대상으로 설정하였다. 본 연구는 영화 프로모션에 대한 관객의 노출 빈도, 영화에 대한 관람 동기, 일반적인 영화에 대한 관여도 등의 변인이 영화에 대한 관람 만족도에 미치는 효과를 분석하였다. 본 연구는 성별, 학력별, 지역별 비례할당(proportionate allocation) 방식에 근거해 전국적으로 표본을 수집해 이메일 설문조사(N = 451)를 실시하였다. 연구결과, 첫째, <설국열차>에 대한 프로모션 노출의 빈도가 증가할수록 <설국열차>에 대한 관람 만족도는 감소하지 않는 것으로 나타났다. 둘째, <설국열차>에 대한 관람동기가 강할수록 <설국열차>에 대한 관람 만족도는 커졌다. 셋째, 영화에 대한 관여도가 높을수록 <설국열차>에 대한 관람 만족도는 커졌다. 넷째, <설국열차>에 대한 프로모션 노출의 빈도는 <설국열차>에 대한 관람동기가 강한 집단과 영화에 대한 관여도가 높은 집단에서 <설국열차>에 대한 관람 만족도에 정(+)적 영향을 미치는 것으로 나타났다. 끝으로 본 연구는 이론적 현실적 함의와 향후 과제를 논의하였다.

인체의 조형미를 응용한 의상디자인 연구 -인체 조각을 중심으로 - (A Study on the Clothing Design through the Application of the Formative Aesthetic of Human Body)

  • 김정신
    • 복식
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    • 제51권3호
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    • pp.111-127
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    • 2001
  • This study aims to apply the formative aesthetic of human body to the form of clothing. For this purpose I try to find the various methods of analysis used in the work of sculpture. The method of inference and the checklists of design are used to relate the sculpture with the clothing design specifically. This methodology intends to regard human body as an artistic form and use the image of sculpture to the maximum. Especially I try to derive the motives of design and recreate them in clothing design emphasizing silhouette. On this methodology, following results were developed. First, the observations on the formative characteristic of human body show that the transformed form of human body expresses more perfect image of human body than the original form. The power of simplicity heightens the total beauty of the work. Second, the image of human body expressed in simplicity heightens the total beauty of the work. Second, the image of human body expressed in simplicity and exaggeration can be variously recreated in a silhouette with the formative and cubic effect, simplicity, and activity. Third, the elegant and static image found in the analysis and synthesis of human body can be used as a motive of clothing design and the changed details lead to the transformation of silhouette. Fourth, in developing designs by the item of checklists, one motive can be variously recreated according to the methods of designs.

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의류쇼핑동기에 따른 소비자 특성에 관한 연구 -과시소비성향과 의복구매행동을 중심으로- (A Characteristic of Consumer Groups Classified by Clothing Shopping Motives)

  • 이승희
    • 한국의류학회지
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    • 제24권8호
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    • pp.1242-1253
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    • 2000
  • The purpose of this study was to find out the shopping motive factors of clothing and to classify consumer groups according to clothing shopping motives, and also to analyze demographic characteristics, conspicuous consumption and clothing purchase behavior among consumer groups. The subjects were 329 women in their twenties living in Seoul. For data analysis, mean, Factor Analysis, Cluster Analysis, $\chi$$^2$-test, ANOVA, Duncan test were conducted. The results are as follows; 1. Three factors of clothing shopping motives were identified: fashion/leisure pursuit, economic, and personal motive. Consumer groups are classified into the following four subdivisions: personalizing group, apathetic group, fashion/leisure pursuit group, economic group. 2. Among consumer groups, there were significant differences in demographic characteristics according to age, occupation of the subjects. 3. Among consumer groups, there were significant differences in conspicuous consumptions according to factors such as brand intention, status symbol intention. 4. Among consumer groups, there were significant differences in clothing purchase behavior according to use of information sources. Regardless of clothing shopping motives, consumer preferred department stores in purchasing formal dress, and preferred haberdashery.bonded store in purchasing casual wear.

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SNS 선물하기에서 친교욕구의 형성 및 그 영향력 연구 (A Study on the Formation and Impact of Online Friendship Desire in SNS Gifting)

  • 이주영;이소현;김희웅
    • 지식경영연구
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    • 제15권2호
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    • pp.107-128
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    • 2014
  • From old times, companies have created profits by developing business models utilizing their friendship with customers, so the relationships can be connected to the activity giving a gift. This activity of giving a gift is developed as the service of giving gifts via social network services (SNS) as the use of SNS and smart phones is recently increased in relation to that, this study set the online friendship desire and the SNS gift convenience as the intrinsic motive and the extrinsic motive of the SNS gift behavior, respectively. This study identified how the interactivity's sub factors influenced on the online friendship desire/SNS gift convenience by reorganizing the interactivity's sub factors in the mobile context. As the results of this study, it was found that the connectedness, the synchronicity and playfulness positively influenced on the online friendship desire for the SNS gift convenience, the only connectedness positively influenced on it. And it was identified that the SNS gift convenience and the online friendship desire positively influenced on the SNS gift intention. This study is academically meaningful in that it conducted an empirical research by focusing on the friendship desire in relation to the SNS gift. Besides, through the results of this study, the online friendship desire and the SNS gift convenience will have to be considered as providing any SNS gift service, and that is expected to create knowledge for SNS business model to companies.

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MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색 (Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player)

  • 박용현;경병표;이동열
    • 한국콘텐츠학회논문지
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    • 제9권10호
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    • pp.122-129
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    • 2009
  • MMORPG는 퀘스트는 이야기 전달의 역할보다는 아이템과 경험치와 같은 아바타와 관련된 보상을 통한 게임 플레이 동기부여 역할이 강하다. 이것은 결국 MMORPG를 캐릭터 성장을 위해 퀘스트의 보상을 공부해야 하는 어려운 게임으로 만들어 유저 층의 고착화를 초래하고 있다. 유저 고착화 해소방안으로 퀘스트 플레이의 동기부여 구조를 밝히고 플레이어에 대한 다원주의(多元主義, pluralism)적인 이해를 통해 다양한 유저의 플레이 동기를 증강 시킬 수 있는 방안을 살펴보았다. 이것은 게임 시스템 내에서 사용자에게 직접질의를 하거나 로그 정보를 활용하는 방법이다. 다원주의적인 이해는 이렇게 수집된 데이터의 활용에 있어서 객관성과 구현 가능성을 보장해 줄 수 있는 가치가 있을 것이다.

미취학아동을 둔 취업모 가정의 보육·교육서비스 다중이용에 영향을 미치는 요인 (Factors Influencing the Use of Multiple Childcare for Working Mothers with Preschool Children)

  • 김은지;안재진
    • 한국생활과학회지
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    • 제22권5호
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    • pp.419-431
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    • 2013
  • This study examined the childcare use pattern of the working mothers with preschool children and the factors affecting their use of multiple childcare. The 7th wave data of "Korea Welfare Panel Study" were analyzed for this study. The working mothers with preschool children were selected from the data set and a total of 292 working mothers were included in the analysis. More than 70% of the working mothers were using only one kind of childcare, mostly childcare center and kindergarten and 22.5% of the mothers were using more than two of childcare arrangements. Child factors, maternal factors, household factors, and economic factors were included in the hierarchical logistic regression model in the presented order to predict the use of multiple childcare. The results showed that the child's age and maternal education were positively related to the use of multiple childcare, while whether both parents live with the child, number of children within household, and the poverty status were negatively related to the use of it. Based on these results, we can confer that the main motive for multiple childcare use is to provide various experiences for their children.

The Influence of Personality Traits on Airline Untact Check-in: Focusing on Mobile Check-in User

  • YANG, Jae-Pil;PARK, Sang-Beom
    • 산경연구논집
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    • 제12권1호
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    • pp.15-30
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    • 2021
  • Purpose: Year of 2020, COVID-19 has been changing the people's everyday life to ways never been thought of before all over the world. The IT and electronic industry, the methods of supplying goods and services have been changed from contact to un-tact environments based on un-tact systems very rapidly. COVID-19 has been striking the tourism and the travel industry, especially the airline and hotel industry of which services are provided by human. For the passenger service of airliner, automation has been propelled and un-tact style of service has become mainstreams except cabin service since 2000's. For passenger transportation, due to traffic regulations and exclusions etc., switching to new ways is not easy. However, under the new environment made by COVID-19, kiosk check-in, web check-in and mobile check-in has become more important. In this study, the characteristics of airline customers using mobile goods are investigated to find ways to raise the rate of utilizing mobile check-in and to increase the efficiency of boarding process. Research design, data, and methodology: Considering the COVID-19 environment, survey was done by online research company. The research model is designed to integrate the user characteristics and usage/purchase motive and technology acceptance theory. Especially considering infectious diseases prevention, concern of safety is adopted as one of the usage motive variable. Results: Extraversion or conscientiousness characteristics prefers counter check-in(contact service), while openness characteristics prefers mobile check-in(un-tact service). Concern of safety for infectious disease shows strong non-preference on counter check-in. Conclusions: Regarding service type regardless of type of the industry, automation and un-tact have been mainstreams due to high costs of labor, efficiency and standardization issue, etc., and COVID-19 has given impetus to them. For airliner, un-tact service including boarding process service has been more and more important. To raise the rate of un-tact service use, the characteristics of the user should be analyzed first. The study results indicate that for extraversion or conscientiousness, some kinds of methods to induce them to use un-tact service more are needed.

불꽃놀이 형상과 OLED를 기반으로 한 패션 액세서리 디자인 제안 (Fashion Accessory Design Suggestions Using Firework Images with the OLED Display Platform)

  • 김선영
    • 한국의류학회지
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    • 제35권10호
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    • pp.1188-1198
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    • 2011
  • This study proposes the use of firework shapes to design fashion accessories in the judgment that they are appropriate for the expression of creative images in consideration of the display of fireworks as a kind of entertainment and a festive symbol. This study promotes the sustainable application of firework shapes to develop the designs of fashion culture items that feature a distinctive personality and uniqueness. In this present study, the proposed fashion accessory design was intended to create an entertaining new atmosphere that uses an Organic Light Emitting Diode (OLED) that draws attention as a futuristic display. In terms of methodology, a literature review of firework shapes and OLED was conducted; in addition, Adobe Illustrator CS2 and Adobe Photoshop CS2 were used to develop six different standard motive designs with formative design elements represented by a variety of firework shapes. Each of the six motifs was further expanded with different color combinations. Rich images are produced with the use of pink, blue, purple, green, yellow, orange, and red, in conjunction with various OLED effects to express the three-dimensional images of fireworks. The motifs are applied to three types of items: bags, bracelets, and necklaces. For the video images, evening and tote bags, pendants, and bangles were used. Shifting images and lights should produce unique images as well as satisfy the consumer desire for entertainment. The Adobe Image Ready software was used to present the motive of fireworks applied to the design of fashion accessories in video images but not in still-cut images due to physical constraints of this paper.