• 제목/요약/키워드: Youth play

검색결과 88건 처리시간 0.019초

배봉기 희곡에 드러난 청소년의 갈등 양상 연구 (A Study on the Text of Conflict-Oriented Youth Play Education)

  • 오판진
    • 공연문화연구
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    • 제40호
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    • pp.137-161
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    • 2020
  • 2015 개정 교육과정의 주요한 변화 가운데 하나로 연극교육의 강화를 들 수 있다. 그래서 중등교육의 장에서 청소년 희곡에 관한 분석과 논의가 절실해졌다. 이런 시대적인 요구에 따라 이 글에서는 배봉기의 희곡집에 반영된 청소년들의 갈등 양상이 어떠한지를 고찰하였다. 배봉기는 그의 희곡집에서 청소년 대부분이 느끼는 '대학 입시'로 인한 갈등과 함께, '공연 내용 결정'으로 인한 갈등을 청소년의 주요한 갈등으로 문제 삼고 있다. 와 <이런 물음표>에서는 '대학입시라는 자장' 속에서 성적이 상위권인 학생과 하위권인 학생을 주목하고 있다. 두 희곡은 성적을 향상하기 위해 고민하고 있는 청소년들의 갈등에 초점을 두었다. 이 갈등은 비록 상위권과 하위권 학생이 서로 처지는 다르지만, 모든 학생들이 학교에 가기를 거부할 만큼 무겁다고 할 수 있다. 그리고 <'나'를 위한 이유>에서 다룬 '공연 내용 결정'에서 청소년의 권리 또한 교사의 교육권과 충돌하고 있어서 해결하기 어렵다. 앞으로 청소년 삶의 본질적인 갈등을 반영한 많은 희곡이 만들어져 청소년 연극이 풍성해지고, 이에 관한 논의가 활성화되길 기대한다.

대중가수 이미지의 청소년 수용에 관한 연구 -팬코스프레 집단을 중심으로- (A Study on the Acceptance of Pop Musician's Image among Korean Adolescent: - Focusing on Subculture, Fan Costume play -)

  • 한자영;유송옥
    • 한국의류학회지
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    • 제28권5호
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    • pp.570-581
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    • 2004
  • The purpose of this study is to analyze the acceptance and interpretation of pop musician's image in the Korean youth subculture, Fan Costume play(Fancos). Fancos subculture took the most active attitude to accepts of the pop musician's image and therefore was assumed to have various and differential acceptance aspects. The ethnographic method was used in order to approach more closely from their point of view. The cultural activity of Fancos subculture was imitation and reappearance of pop musician's appearance. Actually Fancos is a kind of fan-culture which idolized Korean pop music star. The acceptance of musician's appearance in Fancos is found out in two aspects. One is passive acceptance aspects that inforces conformity of star fashion and follows servilely ideal body image which promoted by cultural industry. The other is unique acceptance aspects that Fancos members interpret the musician's image in their own way. Those members experience pleasure through their own meaning. And homology of their appearance makes a distinction between of themselves from other youth and intensifies their group identity. As above analyzed, Fancos subculture has differential acceptance of pop music star's image comparing to other youth and even their stylistic appearance reflects not only their fandom but also their own meaning. Consequently, pop musician's image as a popular cultural text is accepted not equal to all populace but dissimilar along with contexts and trails of the acceptance group.

복식에 나타난 싸이키델릭 이미지 (Psychedelic Image expressed in costume)

  • 안선경;양숙희
    • 한국의류학회지
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    • 제23권1호
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    • pp.147-158
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    • 1999
  • This study focused on situational simularity of psychedelic expressed in the mid-1960s with culture including costume in the end of 20th century. So this study is composed of psychedelic concept and the comparision of temporal background and general characteristics of psychedelia in the 1960s and 1990s and relationship with Art-Nouveau which has originated psychedelia and psycheelic image including mysticism play illusionism and narcissism. The New psychedelic revival of the early 1980s came at a time when as in the mid-1960s the world's attentions were firmly focused on British youth. The same could be said of the mid-1990s when 'BriPop' once again has international appeal and the result has been a kind of New New Psychedelic revival with all manner of British youth styles from the 1960s blended together. The swirling patterns hallucinogenic colors and space-aged designs of the psychedelics have become a symbolic representation of cocktail of youth sex and optimism

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The Role of Children in Daesoon Jinrihoe, a Korean New Religion

  • PALMER, Susan J.;GREENBERGER, Jason
    • 대순사상과 동아시아종교
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    • 제1권1호
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    • pp.81-102
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    • 2021
  • This study attempts to investigate the role of children in the Korean new religious movement, Daesoon Jinrihoe. The research method combined archival studies with qualitative research; interviews with two members involved in educating youth through the establishment of Youth Camps and Donggeurami, the order's youth magazine. Our four research questions were: 1. Do children play a central role in the millennial vision of this NRM? 2. Are children separated from the world? 3. Have Daesoon childrearing methods been challenged by secular authorities or anticult groups? 4. Are there procedures to educate children in the religious beliefs and values of their parents and the community? Our results found that Daesoon Jinrihoe appears to be a religion designed for adults. Children do not usually participate in religious activities. On the other hand, since 2005 there has been a strategic effort to educate the children in the faith of their parents, through the establishment of Youth Camps and the youth magazine, Donggeurami.

청소년 게임 규제 정책 개선을 위한 융합적 연구 (Convergence study to improve a game regulation for youth)

  • 김유나;이환수
    • 디지털융복합연구
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    • 제13권8호
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    • pp.59-67
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    • 2015
  • 청소년들의 게임 중독이 사회적 문제로 부각되자 청소년들의 게임 이용을 제한하는 다양한 게임 규제 정책들이 도입되기 시작하였다. 그러나 '강제적 셧다운제', '선택적 셧다운제'를 포함하여 논의 중인 기타 게임 규제 정책들이 실제로 실효성이 없다는 지적이 증가하고 있으며, 이론적으로도 그 필요성에 대한 논쟁이 지속되고 있는 상황이다. 따라서 본 연구에서는 청소년들의 게임 규제에 대한 국내외 도입 현황 및 선행 연구 결과들을 고찰하여 이론적 측면의 청소년 게임 규제 정책의 필요성을 재검토한다. 또한 게임 규제 정책 도입 전후의 청소년들의 게임 이용시간 및 패턴을 비교 분석하여 실증적 효과에 대해서도 탐색한다. 연구 결과에 따르면 청소년 게임 규제 정책들의 실제 효과는 미비한 것으로 나타나고 있는데, 이에 대하여 본 연구에서는 법 정책 기술적 측면을 포함한 융합적 접근을 통해 합리적인 개선방안을 제시한다.

한국 코스프레 집단의 문화기술지적 연구 II - 한국과 일본의 코스프레 문화에 대한 비교 분석 - (An Ethnographic Study on CosPlay Group in Korea II - Analysis on CosPlay Culture in Korea and Japan -)

  • 고애란;신미란
    • 복식문화연구
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    • 제14권1호
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    • pp.1-15
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    • 2006
  • This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.

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청소년기 자살에 대한 뇌영상 연구 (A Review on Brain Imaging Studies of Suicide in Youth)

  • 이수지;김신혜;윤수정
    • 생물정신의학
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    • 제28권2호
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    • pp.36-49
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    • 2021
  • Suicide is a leading cause of death worldwide, especially among adolescents and young adults. Considering this fact, it is imperative that we understand the neural mechanisms underlying suicidal thoughts and behaviors in youth from a neurodevelopmental perspective. In this review, we focused on the magnetic resonance imaging studies that examined the neural correlates of suicidal ideations (SI) or attempts (SA) in youth. We reviewed twenty-three cross-sectional studies reporting the structural and functional alterations in association with SI or SA among adolescents and young adults with various mental disorders. The previous literature suggests that the dorsolateral prefrontal cortex, anterior cingulate cortex, and ventral frontolimbic circuit, may play an important role in the pathophysiology of suicidal behavior in youth through altered top-down control over emotion and impulsivity. Future studies with a longitudinal design and using multimodal imaging techniques may be of help to identify novel therapeutic targets specific for youth with suicidal thoughts and behaviors.

공동주택단지 어린이놀이시설의 설계의도와 이용형태와의 차이점 (Differences between Design Guidelines and Use Behavior abort Play Facilities of Children\\` Playguound in Multi-Family Housing Site)

  • 김홍규;노정실;고원용
    • 한국조경학회지
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    • 제24권4호
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    • pp.39-58
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    • 1997
  • This study aims to find out differences between designer's design guidelines and user's actual behavior about play facilities of children playground in multifamily housing site by using the method of Post-Occupancy Evaluation. Korea National Housing Cooperation developed the 18 play facilities and constructed them into children' playground of Bun-dong and Junggae-dong housing site in Seoul. The results are as follows: First, user's behaviors which differed from designer's guidelines were influenced by mechanical and technical problems rather than design. Second, users adjusted their brahvior to play facilities which have a little operational problems. Third. users tried to make dangrous activity instead of designer's guidelines based on the safety. It infers that users want to make creative activities from play facilities. Fourth. designers should have developed play facilities for infants and youth. Fifth. users liked to play more complicated play facilities rather than single facility.

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청년세대의 일-삶 균형 수준과 행복 요인: OECD '더 나은 삶의 지수(Better Life Index)'와 '세계가치관조사(World Value Survey)'를 활용한 다국가 비교 (Factors of the Happiness of Youth Generations by Work-Life Balance: A Cross-National Comparison Utilizing the Better Life Index and World Value Survey)

  • 박미석;김미영;김경아;전지원
    • 가족자원경영과 정책
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    • 제23권2호
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    • pp.79-97
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    • 2019
  • This study aimed for in-depth observation of the status quo of the youth generation's happiness utilizing the Better Life Index and the World Value Survey. To serve this purpose, the study selected 11 of the Organization for Economic Cooperation and Development(OECD) member countries (Australia, Estonia, Germany, Japan, Korea, Mexico, New Zealand, Poland, Sweden, Turkey, United States) that overlapped with the subject countries of the World Value Survey. The results of the observation first revealed that among the work-life balance levels of youth generations from across the 11 studied countries, the level for Korean youth was in a very poor state. Second, the happiness level of Korean youth also sat among the bottom ranks, with the aspects of politics, friendship, and career casting a heavy influence on importance to life; specifically, the youth generations of Turkey and Germany showed high levels of life purpose, while Korean youth displayed outstanding results in the challenge aspect. The third finding of this study reported that family, religion, power, benevolence, and challenge were commonly related to the happiness level of youth generations in countries with a higher work-life balance. The results of this study are expected to contribute to the much needed attention and support for improving the happiness level of the Korean youth generation, who will eventually play the leading role in our future society.

스트리트 패션을 근원으로 한 영 패션의 형성에 대한 연구 (A study on the formation of Youth's Fashion based on Street Fashion)

  • 신혜영
    • 복식
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    • 제27권
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    • pp.5-16
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    • 1996
  • In today's fashion Street is a birthplace of new generation fashion and Street Fashion have frequently influenced on high fashion. From this view point this study is a meaningful approach to forecast future fashion trend by examining the street style of youth who are regarded as Street Fashion leaders. The purpose of this study is to examine the Youth Fashion style in early 1990s and to pro-vide a reference to fashion designer and mer-chandiser in trend forecasting and product plan-ning. This study is focused on 1990s Youth Fashion style through the historical Street Fashion : 1950s Teddy boys & Mods 1960s Hippies & Skinhead and 1970s Punk. There were mainly two popular Street Fashion phenomena in early 1990s. There were mainly two popular Street Fashion phenomena in early 1990s. One is grunge fashion created by new gener-ation in opposition to existing generation society and impacting on hish fashion leaders. The other is Remix style that is mixed : sub culture fashion originated by young group in 1950-1970s with 1990s sensitivity. Both fashion styles origionated and led by youth of street have influenced on famous high fashion designeres as well as the general public. Street Fashion will continue to play an import-ant role in future fashion and more study and interest on Street Fashion should be taken by fashion forecaster and related.

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