• 제목/요약/키워드: Reward Methods

검색결과 223건 처리시간 0.027초

패션기업 팀장의 리더십과 팀원의 신뢰가 직무몰입 및 만족에 미치는 영향 (The Effect of Leadership of Team Leaders and Trust of Team Members on Job Commitment and Satisfaction in Fashion Companies)

  • 최수일;이은진
    • 한국의류산업학회지
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    • 제11권3호
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    • pp.399-408
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    • 2009
  • The purpose of this study is to analyze whether leadership of team leaders and trust of team members have an effect on job commitment and satisfaction in fashion companies. A survey was conducted from December 8 to 22 in 2008, among team members of fashion companies. The data was collected with 464 subjects, the statistical analysis methods were frequency analysis, factor analysis, reliability analysis and multiple regression analysis. The results of this study were as follows; first, contingent reward, intellectual stimulation and individualized consideration of leadership had an effect on all factors of trust. Charisma of leadership had an effect on calculus-based trust and identification-based trust, but management by exception had an effect on knowledge-based trust. Second, calculus-based trust and identification-based trust about team leaders had an effect on job commitment and satisfaction of team members. Third, charisma, contingent reward and intellectual stimulation of leadership had an effect on job commitment and satisfaction of team members.

내부마케팅과 동기부여, 간호조직유효성간의 경로모형구축 (A Path Analysis among the Internal Marketing Activities, Motivation, and Nursing Organizational Effectiveness)

  • 임지영
    • 간호행정학회지
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    • 제11권4호
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    • pp.371-384
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    • 2005
  • Purpose: The aim of this study was to analysis path model of the research variables. Methods: The subjects of this study were 647 nurses who were working in the 8 general hospitals located in Seoul and Incheon area. The data were collected by self-reporting questionnaires. The data were analyzed using descriptive statistics and path analysis. Results: In the modified path model, overall fitness indexes were $X^2$= 223.27, goodness of fit index=0.90, root mean square residual=0.039, root mean square error of approximation=0.12, non-normed fit index=0.96, and normed fit index=0.90. From the model, among research variables that influence organizational effectiveness motivator, job satisfaction and organizational identification affected directly work performance. In internal marketing factors, paid-leave, communication and reward affected directly motivator. Motivator and hygiene factors affected directly job satisfaction, organizational commitment and organizational identification. Conclusion: With these findings, paid-leave, communication, reward, motivator, job satisfaction and organizational identification were direct or indirect predictors of the work performance. Therefore nursing managers ought to develop internal marketing strategies and motivation enhancing system for nurses based on this path model in order to improve the nursing organizational effectiveness.

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고령 경비원의 직무스트레스와 관련요인 (Occupational Stress and Related Factors among Aged Security Guards)

  • 최은숙;신동수
    • 한국직업건강간호학회지
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    • 제18권1호
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    • pp.106-115
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    • 2009
  • Purpose: Occupational stress is a determinant risk factor for cardiovascular disease and work disability. This study aims to describe occupational stress and identify its related factors among aged security guards. Methods: A random sample of 76 aged security guards were interviewed by three research assistants. The criteria of the subjects were as follows : 50 or older male with 40 or more working hours a week working with colleagues ranged from 3 to 50. The data were collected in September, 2007 and analyzed by multiple regression using SAS Version 9.1. Results: The mean score of occupational stress among aged security guards was 47.2. The mean scores of its sub-scales were 31.3(physical environment), 33.8(occupational demand), 80.8occupational control), 44.6(interpersonal conflict), 51.3 (occupational insecurity), 53.6(occupational system), 57.5(lack of reward), and 30.3(work environment). The scores of occupational control, interpersonal conflict, and occupational insecurity were higher than the scores of Korean average occupational stress sub-scales. Significant variables affecting occupational stress and its sub-scales were work place, work type, and employment type. Conclusion: In order to reduce occupational stress among security guards, sufficient occupational control and interpersonal conflict control, appropriate reward, and employment stability should be considered. Also long working hours and work shift should be improved.

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안정적인 서비스를 위한 2N 이중화 모델의 가용도 분석 (Availability Analysis of 2N Redundancy System Using Stochastic Models)

  • 김동현;이유태
    • 한국정보통신학회논문지
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    • 제18권11호
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    • pp.2634-2639
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    • 2014
  • 시스템 및 네트워크의 안정적인 서비스를 위한 기본적인 구조로 다양한 이중화 방식이 있다. 또한 시스템 및 네트워크의 성능을 분석하기 위하여 페트리네트에서부터 Stochastic Reward Net(SRN)에 이르기까지 다양한 성능 분석 모형이 존재한다. 본 논문에서는 정상 상태에서 하나의 액티브 서비스 유닛과 하나의 스탠바이 서비스 유닛을 가진 2N 이중화 방식을 SRN으로 모형화 한다. 성능 분석 소프트웨어인 추계적 페트리네트 패키지 SPNP를 사용하여 2N 이중화 방식의 가용도를 분석한다.

소아청소년의 게임장애와 중독 (Gaming Disorder and Addiction in Children and Adolescents)

  • 이주엽
    • 대한융합한의학회지
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    • 제5권1호
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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Availability Analysis of Computer Network using Petri-Nets

  • 노철우
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.699-705
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    • 2009
  • This paper reviews methods used to perform reliability and availability analysis of the network system composed by nodes and links. The combination of nodes and links forms virtual connections (VC). The failure of several VCs cause failure of whole network system. Petri Net models are used to analyze the reliability and availability. Stochastic reward nets (SRN) is an extension of stochastic Petri nets provides modelling facilities for network system analysis.

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게임 생산자의 노동 불안정성 연구: 보상 및 경력전망을 중심으로 (A Study on Precarious Labor of Korean Game Workers : Focusing on reward and career prospect)

  • 이상규;이용관
    • 한국콘텐츠학회논문지
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    • 제19권11호
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    • pp.337-352
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    • 2019
  • 이 연구는 게임 생산자들의 노동 불안정성(precarity)에 주목하여, 오늘날 한국 게임업계 노동환경의 특징에 대해 탐구하는 것을 목적으로 한다. 이를 위한 연구방법론으로서 질적 연구와 양적 연구를 결합하였다. 구체적으로 게임 생산자들에 대한 심층인터뷰, 그리고 한국근로환경조사(2014/2017)자료를 바탕으로 게임인력들이 인식하는 보상 적절성 및 경력전망에 대한 계량적 분석을 실시했다. 주요 연구결과는 다음과 같다. 첫째, 게임 생산자들은 고용불안, 경제적 불안, 과도한 착취 외에도 자율성 상실 및 노동소외가 결합된 방식으로 노동 불안정성을 경험하고 있었다. 둘째, 2014년에서 2017년 사이에, 30인 이상 사업체 소속 인력들의 경우 보상 적절성에 대한 인식이 긍정적으로 개선되었으나, 30인 미만 사업체에서는 악화된 것으로 나타났다. 또한 경력 전망에 대한 인식 측면에서는, 30인 이상 사업체 인력들에서는 유의미한 변화가 나타나지 않았으나, 30인 미만에서는 오히려 악화된 것으로 나타났다. 이러한 결과는 게임 산업 내부에서의 노동 불안정성이 사업체 규모, 직군, 경력 등 다양한 요소에 따라서 각기 다른 양상으로 나타나고 있다는 것을 보여준다. 또한, 국내 게임 산업의 양극화·불평등 구조가 점차 심화되고 있다는 점을 드러낸다.

치위생과 학생의 사회학적 특성과 셀프리더십이 스트레스 대처방식에 미치는 영향 (Influence of social characteristics and self leadership on stress coping method in the dental hygiene students)

  • 이혜경
    • 한국치위생학회지
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    • 제15권5호
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    • pp.849-856
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    • 2015
  • Objectives: The purpose of the study is to investigate the influence of social characteristics and self leadership on stress coping method in the dental hygiene students. Methods: A self-reported questionnaire was completed by 436 dental hygiene students in J area from November 10 to December 10, 2013. The questionnaire consisted ofsocial characteristics of the subjects, self leadership, and stress coping method. The reliability was evaluated by Cronbach alpha. Data were analyzed by frequency, one-way ANOVA, multiple regression analysis using the SPSS 12.0 statistical package program. The self leadership was developed by Mans and adapted and modified by Kim and Park. The leadership included 18 questions of self expectation, rehearsal, goal setting, self reward, self criticism, and constructive area. The stress coping method was developed by Folkman and Lazarus, and adapted and modified by Park. The stress coping method included 24 questions of problem focused coping, seeking social support, emotion focused coping, and wishful thinking. Results: The best stress coping method was wishful thinking and the score was 2.81. The priority order of stress coping method included social support, problem focused coping, and emotion focused coping. The self-expectation, goal setting, self-criticism proved to be highly relevant factors. The explanation power of stress coping method was 29.1 percent. The self expectation, rehearsal, self reward, and self criticism were passive coping methods and the explanation power was 15.4 percent. Conclusions: The self leadership is the most important factor to fulfill the interpersonal relationship abilities, major satisfaction, and satisfaction with clinical practice. The self leadership leads to stress coping ability.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

THE PRELIMINARY INVESTIGATION OF CURRENT CONSTRUCTION PAYMENT PRACTICES IN THE UK CONSTRUCTION PROJECTS

  • C.H. Wong;A. Kaka;C. Fortune;D. Langford
    • 국제학술발표논문집
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    • The 2th International Conference on Construction Engineering and Project Management
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    • pp.800-809
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    • 2007
  • Current payment methods have many faults which are detrimental to the formation and completion of a project. This includes the use of unfair payment terms, pricing strategies and payment mechanisms between the contracting parties. This resulted in being criticised and remain in doubt, the use of current payment methods to reward good contractors and to distinguish poorly performed construction firms. In order to have an insight into this issue, a structured survey was conducted amongst UK construction practitioners. It was found that traditional pricing methods (i.e. lump sum and unit price), payment methods (i.e. interim valuation) and retention still dominate current practice. The empirical findings show that there are significant differences in the use of pricing and payment methods (when making and receiving payments) in construction. Significant differences also found in the factors affecting the choice of pricing methods when making (and receiving) construction payments. The paper concludes with analysis of the findings and future direction of research in payment systems is also provided.

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