• Title/Summary/Keyword: Social Alliance

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Adaptation of Foreign Migrant Workers to the Korean Society through Taekwondo (외국인 이주노동자의 태권도를 통한 한국사회 적응)

  • Baik, Seon-A;Lim, Tae-Seoung
    • 한국체육학회지인문사회과학편
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    • v.54 no.5
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    • pp.705-716
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    • 2015
  • The purpose of this research is to explore the role of Taekwondo in foreign migrant workers' adaptation process in Korean society, based on segmented assimilation concept by Portes & Zhou(1993) as a theoretical framework. In order to achieve this, an in-depth interview of 13 foreign migrant workers in Gyeonggi-region was carried out by using purpose sampling and theoretical sampling together, and the interview was analyzed using grounded theory method. The analysis result demonstrated that foreign migrant workers understand Korean culture, learn Korean, and interact with Koreans through Taekwondo, which facilitates their acculturation into the mainstream society. Also, they were assimilated into their own subculture of being fascinated by the charms of Taekwondo and trying to become Taekwondo instructors by returning to their home country. Lastly, they built a social network and overcame tough labor and the difficulties of living in a foreign country through Taekwondo. This research is significant as it examined the role of Taekwondo that preserves Korean culture and checked its value, in terms of the adaptation of foreign migrant workers who take a part in the current rearrangement of Korean society into a multicultural society.

The Study on Classification System of Sport Culture Contents for Korea's Cultural Competitiveness (문화경쟁력 제고를 위한 스포츠 문화콘텐츠 분류체계 정립)

  • Lee, Soo-Yeon
    • 한국체육학회지인문사회과학편
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    • v.55 no.2
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    • pp.111-121
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    • 2016
  • The purpose of this study was to establish a classification systems of sport culture contents for enhancing cultural competitiveness. The main research method for this was the Delphi survey based on the literature. Through a literature review, the definition of sport cultural contents and the classification system of major industrial countries were analyzed. The Delphi survey by a panel of 25 was conducted over a two-round. The results were as follows: first, the sport culture contents includes an artistic creativity, which have a working form that enables delivery to the public and organizing sports activities, and classify as a technology for high value-added content and services. Second, the 'culture' for the large category item, which include the cultural heritage and culture art. The 'media' recognize the importance of temporal concepts with traditional media and it was classified as new media. In the case of items in the large category 'events' are classified as national and international sporting events and festivals, the 'services' main category item is divided into social, care, educational services. Finally, the 'others' includes such as copyrighted items.

The Effect of Breast Cancer Survivors' Participation in Line Dance: A Phenomenological Study (유방암 생존자의 라인댄스 참여효과에 대한 현상학적 연구)

  • Kang, Min Jae;Byeon, Ji Yong;Park, Ji Hye;Yu, Mi-seong;Hwang, Seo-Hyeon;Jeon, Justin Y.
    • 한국체육학회지인문사회과학편
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    • v.56 no.6
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    • pp.541-559
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    • 2017
  • The purpose of this study was to understand breast cancer survivors' line dance program participation experience and their perceived effects. Nine participants were selected by the purposive sampling. In the current study, phenomenological research methods were used and qualitative data were collected through in-depth interviews and observation. The analyses indicated that participants's positive experiences were categorized into physical (physiological change, improved digestive system, sleep quality and cognitive function), psychological (pleasure, vigor, peace, self confidence, and satisfaction) and social (improved mood among family members, peer support and pleasure) benefit. Furthermore, participants enjoyed unique characteristics of line dance such as continuous music and nature of group exercise where they enjoy information sharing and peer support In summary, a line dance program was safe and beneficial for breast cancer survivors and should be recommended as one of exercise options for breast cancer survivors.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

The Development Aspects of Korean Political Theatre Movement (한국 정치극의 전개 양상 - 1920년대부터 80년대까지의 정치극운동을 중심으로 -)

  • Kim, Sung-Hee
    • Journal of Korean Theatre Studies Association
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    • no.52
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    • pp.5-59
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    • 2014
  • This paper investigates the development and aesthetics of Korean political theatre from its quickening period 1920s to democratization era 1990s. Political theatre before 90s developed an antithesis resistant movement toward Korean modern history that had been scattered with suppressing political circumstances such as colonial era and dictatorial government, the movement has powerful activity and social influences. Just like the 20 century political theatre had been quickened under the influence of Marxism at Russia and Germany in 1920s, Korea's political theatre began in socialism theatre movement form around the same time. Proletarian theatre groups had been founded in Japan and Korea, and developed into practical movement with organized connection. However, the political theatre movement in Japanese colonial era was an empty vessel makes great sound but not much accomplishments. Most performance had been canceled or disapproved by suppression or censorship of the Japanese Empire. The political theatre in liberation era was the left drama inherited from Proletarian theatre of the colonial era. Korean Theatre alliance took lead the theatrical world unfold activities based on theatre popularization theory such as 'culture activists' taking a jump up the line and 'independent theatre' peeping into production spot as well as the important event, Independence Movement Day Memorial tournament theatre. Since 1947, US army military government in Korea strongly oppressed the left performances to stop and theatrical movement was ended due to many left theatrical people defection to North Korea. The political theatre in 1960s to 70s the Park regime, developed in dramatically different ways according to orthodox group and group out of power. The political theatre of institutional system handled judgment on sterile people and had indirect political theatre from that took history material and allegory technique because of censorship. In political theatre out of institution, it started outdoor theatre that has modernized traditional performance style and established deep relationship with labor spot and culture movement organizations. Madangguek(Outdoor theatre) is 'Attentive political theatre', satirizing and offending the political and social inconsistencies such as the dictatorial government's oppression and unbalanced distribution, alienation of general people, and foreign powers' pillage sharply as well as laughing at the Establishment with negative characters. The political theatre in 1980s is divided into two categories; political theatre of institutional system and Madangguek. Institutional Political theatre mainly performed in Korea Theatre Festival and the theatre group 'Yeonwoo-Moudae' led political theatre as private theatre company. Madangguek developed into an outdoor theatrical for indoor theatre capturing postcolonial historical view. Yeonwoo-Moudae theatre company produced representative political plays at 80s such as The chronicles of Han's, Birds fly away too, and so on by combining freewheeling play spirit of Madangguek and epic theatre. Political theatre was all the rage since the age of democratization started in 1987 and political materials has been freed from ban. However, political theatre was slowly declined as real socialism was crumbling and postmodernism is becoming the spirit of the times. After 90s, there are no more plays of ideology and propaganda that aim at politicization of theatre. As the age rapidly entered into the age of deideology, political theatre discourse also changed greatly. The concept 'the political' became influential as a new political possibility that stands up to neoliberalism system in the evasion of politics. Rather than reenact political issues, it experiments new political theatre that involves something political by deconstructing and reassigning audience's political sense with provocative forms, staging others and drawing discussion about it.

Promotion Process and Governance for Establishment of the Union of Kansai Governments: A Case of the Kansai Economic Federation (일본 간사이광역연합 설립 논의과정과 추진체계: 간사이경제연합회를 사례로)

  • Lee, Jeong-Rock;Lee, Sang Suk;Kim, Young-Khee
    • Journal of the Economic Geographical Society of Korea
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    • v.20 no.3
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    • pp.388-404
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    • 2017
  • The Union of Kansai Governments of Japan is regarded as a bench marking for the successful cooperation, alliance, and cooperation of neighboring local governments. The Union of Kansai Governments was a realization several active plan of the Kansai Economic Federation. The purpose of this study is to examine the roles of the Kansai Economic Federation in the process for establishment of the Union of Kansai Governments, searching for theoretical implications for the inter-municipal cooperation of Gwangyand Bay in South Korea. In particular, this study review the activities and roles of the Kansai Economic Federation in relation with the establishment of a number of promotional organizations and governance systems. We played special attention to the three important factors carried out by the Kansai Economic Federation, that is, the contineous activities, the accumulated research results, and establishment of various promotion organizations and effective governance systems. We suggest, in conclusion, that these three factors would also have very important policy implications for the discussion of inter-municipal cooperation among three cities, Yeosu, Suncheon, and Gwangyang.

An Analysis on the North-Africa Entry Strategies of Korea Logistics Companies (한국 물류기업의 북아프리카 진출 전략에 대한 연구)

  • Choi, Chang-Yeoul;Choi, Hyuk-Jun
    • International Commerce and Information Review
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    • v.14 no.1
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    • pp.47-65
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    • 2012
  • Africa has got largely attention from around the world and industrial advanced countries mainly have focused their interest on the continent for the purposes of natural resources development or economic cooperation. Such is in part for their exploiting new logistics. Central America, Oceania and Africa are together now emerging as a new mecca for resources development and global logistics. Considering that Western countries are heavily investing in and preoccupying both social overhead infrastructure and logistics in Africa, it is expected that it will be new opportunities for domestic logistics companies. This research is focused on studying strategies for logistics companies to open Africa, especially Northern African market. For this, the method of questionnaire is applied for related companies. And it also considers proper time for the opening the market, how to enter, geographical market range and interests of countries there. From the result, it is important the timing for entering the market, which means competitive edge gets better with fast making inroads into the market. And strategic alliance is revealed more effective. In addition, geographical market range is another important factor in low infrastructure of logistics in Africa. It is shown that relations between governments have directly effect on business activities. It should be kept in mind that African countries have their big influences on the market.

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The Myth of Youthism (청소년주의와 세대 신화)

  • Won, Yong-Jin;Lee, Dong-Yeon;Nho, Myung-Woo
    • Korean journal of communication and information
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    • v.36
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    • pp.324-347
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    • 2006
  • `Youthism` is pushing the youth research field into a trap of binarism fallacy. It tends to divide the whole population into the young and the old, and further gives an acceleration toward moving the division into the discursive realm of generation gap. The discursive transference is not taking place without any reasonable grounds. The series of discourse is based on two significant phenomena: changes in media background and longer schooling than ever before. Media environment overriding youth culture binds the young in a group and makes them enjoy homogeneous cultural genres. And schooling also seems to play an important role for the youth to have same cultural menus regardless of region, social strata, cultural background. But we need to recognize that after getting into the adulthood, they are not existing in the form of alliance. The youth are not in a homogeneous group. Neither are their culture. The youth are consisted of a variety of groups along such variables as gender, class of their parents. They tend to make distinction not only from the older generation but from the other peer groups. Unless avoiding the trap of youthism, we are blamed for closing eyes to the youth's desire to be distinctive among themselves. Youthism seems to be an active myth even in our academic society.

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Dynamics of Global Liner Shipping Network and Strategy of Korean Ports (국제 컨테이너 선대 운항네트워크 변화와 우리항만의 전략)

  • Park, Byungin
    • Journal of Korea Port Economic Association
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    • v.34 no.3
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    • pp.133-158
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    • 2018
  • The role and ratio of national vessels in the global container shipping market have reduced significantly due to the bankruptcy of Hanjin Shipping in early 2017. All import-export companies, as well as container ports in Korea, are facing a crisis. The Trump's tariff and trade battles have had a negative impact on the increase in the North American cargo. However, Chinese and Japanese container shipping companies, which merged with domestic container shipping companies, and mega carriers such as Maersk and CMA CGM have benefited from the decline in shipping supplies due to the collapse of Hanjin Shipping, the world's 10th largest container carrier in Korea. The import/export freight trade in Korea is witnessing the increasing stronghold of foreign carriers. This scenario is expected to weaken Korea's negotiation powers with overseas shipping companies in domestic ports, such as Busan and Kwangyang, thereby making it more challenging to attract shipping carriers. This study compares the global container-shipping network in 2007 and 2017 by combining the network topology of the social network analysis and the economics of the liner shipping connectivity index (LSCI) and the container port connectivity index (CPCI) analysis. The findings of this study are that the role of the ports across the world can be identified, and CPCI has a high correlation with the centrality index and freight volume data. These findings can contribute toward the utilization of the meaning of the necessary centrality index without an additional centrality analysis. This study can be applied not only to the call strategy of container carriers but also to the alliance and development strategy of Korean ports.

'Female Basketball Athletes Entered the College of Education': A Story about Education and Career of Student Athletes ('여자농구선수들, 사범대학에 오다': 학생선수의 학업과 진로에 대한 이야기)

  • Kim, Eun-Jung;Lee, Keun-Mo;Jang, Seung-Hyun
    • 한국체육학회지인문사회과학편
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    • v.54 no.4
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    • pp.139-155
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    • 2015
  • The purpose of the present study is to observe in-depth what kind of changes the establishment of a female basketball team in a college of education and the experiences the female basketball players have within that situation bring to their lives and their paths in life and social implications. To achieve this purpose, the female basketball team at the Department of Physical Education in P University was selected as a research environment and its members as research participants and qualitative research was conducted. Research results showed first, that female basketball athletes were already on a set path before they entered college. They had not thought about their path in life independently and had a passive attitude towards their life paths and were experiencing a culture in which studies were not permitted. Second, female basketball athletes discovered a new path upon college entrance. While meeting various friends, they gained friends and not just colleagues and after becoming aware that the main character in their lives is 'themselves', they showed autonomy. Based on this, factors for their change, which are the implications of this study, were first, the environment of P University's college of education which has strict regulations and a strong emphasis on academics when compared to other universities, second, the identity of being the first enrollments into the female basketball team of P University's college of education and the distinct characteristics of being a female athlete, third, the group's leader who contributed to their positively directed change. Ultimately, these factors served an important role in leading their change in the large frame of a university environment.