• Title/Summary/Keyword: Statistics Korea Social Survey

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Comparative Assessment of Corporate Philanthropy by the IPA Method: Service and Manufacturing Industries (IPA기법을 활용한 기업의 사회공헌활동 비교 평가: 서비스업 및 제조업을 중심으로)

  • Ko, Jeong-Yong;Park, Hyeon-Suk
    • Journal of Distribution Science
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    • v.13 no.4
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    • pp.89-98
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    • 2015
  • Purpose - In today's globalized and modern business environment, corporate social responsibility (CSR) activities are considered to be essential for the sustainable development of enterprises. In addition, the corporate philanthropy that is related to CSR practices, as well as their being capable of reducing the anti-corporate sentiment of people have facilitated a qualitative forward leap into the quantitative growth phase. This study aims to undertake a comparative evaluation of corporate philanthropy through the Importance-Performance Analysis (IPA) method focusing on service and manufacturing industries, and to eventually determine a differentiated approach that is needed for corporate philanthropy. Research design, data, and methodology - The survey responses were collected through online research on specialized companies from consumers nationwide who were aged from 20 to 60 and who are aware of corporate philanthropy. A total of 408 sheets of questionnaire survey were used. Frequency analysis was undertaken in this study. The interviewees had demographic characteristics of gender: 206 males (50.5%) and 202 females (49.5%). They also had demographic characteristics of age: 82 people were over 20 (20.1%), 96 over 30 (23.5%), 105 over 40 (25.7%), and 125 over 50 (30.7%) years of age. The distribution of interviewees' residences is as follows: 154 persons (37.7%) in the Special City, 102 persons (25.0%) in the Metropolitan City, and 152 persons (37.3%) in the Provincial Region. The interviewees have been working for the following companies: 34 persons (8.3%) in LG Display, 80 (19.6%) in KT&G, 49 (12.0%) in Amore Pacific, 42 (10.3%) in KIA Motors, 47 (11.5%) in SBS, 52 (12.8%) in Shinhan Bank, 86 (21.1%) in Asiana Airlines, and 18 (4.4%) in Hyundai Department Store. We applied the paired t-test for the IPA analysis. PASW Statistics 18 was used for statistical analysis. Results - The results of IPA analysis indicated that the importance and performance degrees in both manufacturing and service industries were significantly different. Major empirical results showed that, in consumer, social, economic, philanthropic, and environmental dimensions, in the sub-factors of philanthropy activities in both manufacturing and service industries, the importance degree was found to be higher than performance degree. Further, the average difference between importance degree and performance degree by the sub-factors of philanthropy activities. On the other hand, the average difference of environmental dimension was found to be highest in both service and manufacturing industries. Thus, while consumers consider the philanthropy activities of the environmental dimension as most important, actual companies treat performance of philanthropy activities of the environmental dimension insufficiently or negligibly to some degree. Conclusions - The differentiated approach method that is required for corporate philanthropy may be proposed to uplift corporate accomplishments by analyzing the IPA of the attributes of the sub-factors of corporate philanthropy. This is, to an extent, insufficient in the existing studies related to the use of the IPA technique, and it shows the items that are to be conducted intensively.

Exploring factors in terms of school and social environment that affect high school student's affective attitude on mathematics according to the student's academic level, grade, gender, and school location (고등학생의 학업성취도, 학년, 성별, 학교 소재지에 따른 수학에 대한 정의적 태도에 영향 미치는 학교와 사회 환경적 측면의 요인 탐색)

  • Jung Hye-Yun
    • The Mathematical Education
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    • v.62 no.1
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    • pp.151-173
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    • 2023
  • In this study, we explored factors that affect high school student's affective attitude on mathematics with respect to the school mathematics instructoin, school mathematics assessment, mathematics textbook, private mathematics education, college entrance and career, and social atmosphere. Considering students' grade, major, academic level, gender, and school location, 1,029 high school students participated in the survey. To analyze the survey results, descriptive statistics, t-test, ANOVA, and chi-square test were conducted using SPSS ver 29.0. Results are as follows. First, generally, college entrance and career and school mathematics instruction affected students' affective attitude on mathematics. Second, according to student's academic level and gender, there was a statistically significant difference in the factors affecting the affective attitude on mathematics. Third, according to students' background, there was a statistically significant difference in students' responses to sub-categories of each factor. We suggested that to improve student's affective attitude on mathematics, diversity of the school mathematics instruction, improvement of the mathematics textbook, student's appropriate participation in the private mathematics education, improvement of student's perception of the utilization of the mathematics in the future and the importance of the mathemaitcs in the society, and parents' emotional support are needed.

Selecting items of a food behavior checklist for the development of Nutrition Quotient (NQ) for children (어린이 영양지수 (NQ, Nutrition Quotient) 개발을 위한 평가항목 선정)

  • Kang, Myung-Hee;Lee, Jung-Sug;Kim, Hye-Young;Kwon, Se-Hyug;Choi, Young-Sun;Chung, Hae-Rang;Kwak, Tong-Kyung;Cho, Yang-Hee
    • Journal of Nutrition and Health
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    • v.45 no.4
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    • pp.372-389
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    • 2012
  • The objective of this study is to select a simple and easy measurable food behavior checklist for the development of Nutrition Quotient (NQ) for children, which reflects children's diet quality, as well as to evaluate the validity of the items in the food behavior checklist. The first 36 items in the checklist were established by an expert review, modifying the preliminary 50 items in the checklist, which had been selected by a literature review and the Korean National Health and Nutrition Examination Survey data. 341 children in 5th and 6th grades at an elementary school participated in a one-day dietary record survey, and later responded to 36 food behavior questions of the checklist. Pearson's correlation coefficients between the responses to the food behavior checklist items along with the mean nutrient intakes of the children were calculated. From the result, in which responses of food frequency and food behavior items showed certain association with the dietary record data, a second checklist with 22 items was selected. A survey was conducted by using the second checklist. 1,393 children in the 5th and 6th grades at 12 elementary schools in metropolitan cities, such as Seoul, Busan, Gwangju, Daegu, Daejeon, and Incheon, participated in the survey. Further, an exploratory factor analysis was performed. After the analysis, 19 items (10 items from food frequency and 9 items from food behavior) were finalized as the food behavior checklist items for the NQ. The final 19 food behavior checklist items were composed of 5 factors: 'Balance', 'Diversity', 'Moderation', 'Regularity', and 'Practice'. This study is a significant first trial to establish a comprehensive system for evaluating children's food habit and diet quality. This checklist might need continuous modification and revision reflecting the change of children's dietary life and the social environment.

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.

1970-2014 Current Health Expenditures and National Health Accounts in Korea: Application of SHA2011 (1970-2014년 경상의료비 및 국민보건계정: SHA2011의 적용)

  • Jeong, Hyoung-Sun;Shin, Jeong-Woo
    • Health Policy and Management
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    • v.26 no.2
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    • pp.95-106
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    • 2016
  • A new manual of System of Health Accounts (SHA) 2011, was published jointly by the Organization for Economic Cooperation and Development (OECD), Eurostat, and World Health Organization in 2011. This offers more complete coverage than the previous version, SHA 1.0, within the functional classification in areas such as prevention and a precise approach for tracking financing in the health care sector using the new classification of financing schemes. This paper aims to demonstrate current health expenditure (CHE) and National Health Accounts of the years 1970-2014 constructed according to the SHA2011. Data sources for public financing include budget and settlement documents of the government, various statistics from the National Health Insurance, and others. In the case of private financing, an estimation of total revenue by provider groups is made from the Economic Census data and the household income and expenditure survey, Korean healthcare panel study, etc. are used to allocate those totals into functional classifications. CHE was 105 trillion won in 2014, which accounts for 7.1% of Korea's gross domestic product. It was a big increase of 7.7 trillion won, 7.9%, from the previous year. Public share (government and compulsory schemes) accounting for 56.5% of the CHE in 2014 was still much lower than the OECD average of about 73%. With these estimates, it is possible to compare health expenditures of Korea and other countries better. Awareness and appreciation of the need and gains from applying SHA2011 for the health expenditure classification are expected to increase as OECD health expenditure figures get more frequently quoted among health policy makers.

Analyses of Sustainability(TBL) of Marine Sport Events (해양스포츠이벤트의 지속가능성(TBL) 분석)

  • Cho, Woo-Jeong;Kang, Shin-Beum
    • Journal of Navigation and Port Research
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    • v.37 no.1
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    • pp.91-100
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    • 2013
  • The purpose of this study was to examine the levels of sustainability of marine sport events by types of events and thus to provide fundamental information that helps developing sustainable marine sport events. In order to accomplish such the purpose, this study employed survey methodology with a total of 285 visitors to marine sport events. Questionnaires were developed based on Tripple Bottom Line theory suggested by previous research and validated throughout a panel of experts to check out content validity. Data collected were analyzed using descriptive statistics and ANOVA with Scheffe post hoc tests. Accordingly following findings were derived from current study. First, among 12 positive sustainability variables, marine space improvement had the highest mean score(M=3.82) but creation of jobs had the lowest mean score(M=3.46). Among 11 negative sustainability variables, traffic jab had the highest mean score(M=3.16) but conflict between participants and residents had the lowest mean score(M=2.73). Second, a festival typed marine sport event had the significantly high mean scores in all positive sustainability index including economic sustainability(M=3.79), social sustainability(M=3.84) and environmental sustainability(M=3.80). Third, a business typed marine sport event had the relatively higher mean scores in all negative sustainability index including economic sustainability(M=3.22), social sustainability(M=3.26) and environmental sustainability(M=3.25). In conclusion, these findings suggest that marine sport event organizers concentrate on marine sport event with more sustainability potentials.

A Study of Citizens' Giving Behavior by Income Level: Estimation of Probability and Amount of Secular Giving (소득 수준별 기부 행동 변화에 관한 연구: 자선적 기부 참여 확률 및 규모 추정)

  • Kang, Chul Hee;Park, Tae Kuen;Lee, Soo Yeon
    • 한국사회정책
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    • v.24 no.1
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    • pp.1-31
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    • 2017
  • This paper attempts to analyze citizens' giving behavior by household income level. Particularly, it focuses on participation and amount of secular giving by using 'Social Survey'in 2011, 2013, and 2015 from the Bureau of Statistics and employing Heckman selection model for statistical analysis. This study shows that citizens' participation has a proportional tendency by their income level. Similar to participation of secular giving, citizens' giving amount has also a proportional tendency by their income level. However, the degree of proportional tendency seems not to be significant in the case of amount of secular giving. This empirical analysis promotes understanding of participation and amount of secular giving by citizens' income section in Korea by showing the differences. This paper provides meaningful empirical understanding regarding citizens' secular giving behavior by their income level. In addition, it offers important clues to motivate relevant prospective studies and develop social agenda which contribute to strengthening giving culture in Korea.

An Analysis of the Medical Aid Program on the Utilization Aspect in Rural Korea (한 농촌(農村) 지역(地域)의 의료보호사업(醫療保護事業) 평가(評價) -의료이용(醫療利用)을 중심(中心)으로-)

  • Kim, Han-Joong
    • Journal of Preventive Medicine and Public Health
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    • v.11 no.1
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    • pp.41-48
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    • 1978
  • To examine the result of the government Medical Aid Program which began in January, 1977 as a part of social security policy implementation, all the medical records of the clients and official statistics in the year were analysed. The specific objectives this study pursues include the magnitudes and patterns of morbidity and utilization, and the characteristics of clients. One Korean rural area, Koje county was selected as the study area and subsequently all the clinics and hospitals assigned to work out the Aid Program are the subjects for the survey. A brief summary of the sutdy results as follows: a. The clients of Koje county are 6.4% of the total population in the area, more than the average percentage of the clients in Korea. It reflects on low level of economic status of the residents of the area. b. The population structure of the clients indicates that the large proportions of young and old age group are overwhelming, while the middle age group share very small portions. c. The utilization rates for primary care are 2.0 persons, 11.6 visits and 22.6 treatment days per 100 persons per months. Annual hospitalization is rated as 13.7 cases and 164 days per 1,000 persons, The utilization rates are slightly lower than those expected rates during planning period but eventually become higher than those of general population in rural Korea. d. The factors which influence the utilization rates are identified with client group (low income vs indigent), age and sex. e. The utilization pattern for primary care demonstrates seasonal variation similar to the pattern of general rural population in the low income group, but none in the indigent group. f. The most common diseases revealed at the primary care clinics are the acute respiratory infection (26.9%), acute gastritis (10.8%), skin and subcutaneous infection (6.8%). The cases of acute conditions are outnumbered than the cases of chronic condition. 8. The clinics, hospitals and other related health institutions are well cooperated in dealing health care services in their own capacities. Considering the above results Medical Aid Program generated satisfactory results at least in the utilization aspect.

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Health Education Needs and Confidence of School Nurses in Korean Secondary Schools (중등학교 보건교사가 인지한 보건교과교육 필요성과 자신감)

  • Ryu, Ho-Sihn;Im, Yeo Jin;Cho, Jeonghyun
    • Journal of Korean Public Health Nursing
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    • v.27 no.2
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    • pp.280-292
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    • 2013
  • Purpose: The aim of this study was to determine the perceived needs and confidence of school nurses in health education at middle and high schools in Seoul, Korea. Methods: A descriptive survey questionnaire was developed by a research team to investigate the perceived needs and confidence across eight health education areas. A total of 329 school nurses at secondary schools in the metropolitan areas of Seoul participated. Descriptive statistics, the t-test, and ANOVA were conducted to analyze the data. Results: Generally high means in perceived education needs(Mean: 3.8~4.7/5) and health education confidence (Mean 3.3~4.5/5) were reported. However, there were significantly low means of health education confidence related to perceived needs in health education for all areas of health education. While injury prevention and emergency care education were the highest perceived educational needs and were also areas with high confidence of school nurses, mental health, social health, and sexual health were areas where nurses showed a significantly lower confidence. In general, nurses with a longer clinical experience and educational career had a higher confidence in injury prevention, emergency care, and mental health. Conclusions: Multi-level support, including the continuing education and proactive in-service training, for the school nurses needs to be developed to improve their teaching competency.

Factors affecting regional population of Korea using Bayesian quantile regression (베이지안 분위회귀모형을 이용한 지역인구에 영향을 미치는 요인분석)

  • Kim, Minyoung;Oh, Man-Suk
    • The Korean Journal of Applied Statistics
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    • v.34 no.5
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    • pp.823-835
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    • 2021
  • Identification of factors influencing regional population is critical for establishing government's population policies as well as for improving residents' social, economic and cultural well-being in the region. In this study we analysed the data from 2019 Population Housing Survey in Korea to identify the factors affecting the population size in each of the three regions: Seoul, metropolitan cities, and provincial regions. We applied a Bayesian quantile regression to account for asymmetry and heteroscedasticity of data. The analysis results showed that the effects of factors vary greatly between the three regions of Seoul, metropolitan cities, and provincial regions as well as between sub regions within the same region. These results suggest that population-related variables have very heterogeneous characteristics from region to region and therefore it is important to establish customized population policies that suit regional characteristics rather than uniform population policies that apply to every region.