• Title/Summary/Keyword: expected psychological effects

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2D 숲동영상 및 Virtual Reality 숲동영상 시청이 성인의 스트레스 감소에 미치는 영향 (Effect of 2D Forest Video Viewing and Virtual Reality Forest Video Viewing on Stress Reduction in Adults)

  • 홍성준;정다워;이정도;김다영;김수진;박범진
    • 한국산림과학회지
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    • 제108권3호
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    • pp.440-453
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    • 2019
  • 본 연구는 평면 숲동영상 및 VR 숲동영상 시청이 성인의 스트레스 감소에 미치는 영향을 밝히기 위해 수행되었다. 실험은 인공기후실에서 진행되었으며, 피험자는 40명이 참가하였다. 피험자의 스트레스를 유발한 후 2D 회색동영상, 2D 숲동영상, VR 숲동영상을 5분 동안 시청하게 하였다. 실험하는 동안 연속적으로 심박변동성을 측정하여 자율신경계 활동을 평가하였으며, 각 실험 후 설문지를 이용하여 심리 상태를 평가하였다. 생리적 측정 결과 2D 숲동영상은 2D 회색동영상보다 스트레스 지수 감소효과가 크고, HF 증가효과가 크며, 심장박동수 감소효과가 크다는 사실을 확인하였다. 또한 VR 숲동영상은 2D 회색동영상 시청보다 스트레스 지수 감소효과가 크고, LF/HF 증가효과가 크며, 심장박동수 감소효과가 크다는 사실을 확인하였다. 심리적 측정 결과 피험자들은 2D 회색동영상보다 2D 숲동영상과 VR 숲동영상을 더 쾌적하고, 자연적이며, 진정된다고 느꼈다는 사실을 확인하였다. 그리고 2D 숲동영상과 VR 숲동영상이 2D 회색동영상보다 긍정적인 정서를 증가시키고 부정적인 정서를 감소시킨다는 사실을 확인하였다. 이상의 결과를 바탕으로 2D 숲동영상과 VR 숲동영상의 시청은 스트레스 상황을 벗어나 2D 회색동영상을 시청하는 것보다 더 스트레스 지수를 감소시키고, 심장박동수를 감소시키는 것으로 판단된다. 또한 2D 숲동영상은 부교감 신경계의 활동을 증가시키고 VR 숲동영상은 교감 신경계의 활동을 증가시키는 차이점이 있는 것으로 판단된다. 마지막으로 VR 숲동영상의 교감 신경계의 활동 증가는 스트레스, 긴장 등의 부정적 교감신경 활성이 아닌 신기함, 호기심 등의 긍정적 교감신경 활성으로 판단된다. 이러한 연구의 결과가 산림치유의 시각적 효과에 대한 기반이 되길 기대하고, 임업분야에서 4차 산업혁명의 기술인 VR의 활용이 넓어지는 기반이 되길 기대한다.

직장인의 자기결정성이 창업의지에 미치는 영향: 혁신성과 창업지원정책인식의 이중매개를 중심으로 (The Effects of Self-Determination on Entrepreneurial Intention in Office Workers: Focusing on the Dual Mediation of Innovativeness and Prception of the Startup Support System)

  • 임재성
    • 벤처창업연구
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    • 제19권1호
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    • pp.75-91
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    • 2024
  • 본 연구는 최근 전쟁과 기후변화, 지정학적 불안이 고조되는 가운데 기술혁신의 가속화 등으로 글로벌 경영환경의 급변하고 있다. 이에 따라 산업생태계의 변동성, 복잡성, 모호성, 불확실성이 지속적 확장으로 미래에 대한 예측이나 계획이 어려워지고 있다. 이에 따라 조직은 생존전략에 의해 한계사업정리, 해고 등 불가피한 구조조정을 진행하고 있다. 이에 따라 직장인들은 의도치 않게 직장을 잃을 수 있다는 불안요인이 높아지는 가운데 지속적 경제활동을 위한 대안으로 창업을 모색하고 있다. 창업으로 전환하는 과정에서 직장인의 자기결정성이 어떠한 경로를 통해 영향을 미치는지 검증하고자 하였다. 본 연구를 위해 온라인 설문조사로 310명의 유효 data를 기반으로 SPSS와 AMOS 통계패키지를 활용하였다. 결과를 요약하면, 첫째, 직장인의 자기결정성은 창업의지에 유의한 영향을 미치지 못했다. 다만 자기결성성이 혁신성과 창업지원정책인식에 정(+)의 영향관계를 확인하였다. 이 결과는 창업에 바로 도전하기보다는 장기적인 인생경로 관점에서 혁신적인 경험을 축적하고 창업지원정책인식도를 높여서 단계적으로 준비하려는 심리가 작동된 것을 판단된다. 둘째, 혁신성이 창업의지에 정(+)의 영향을 확인하였다. 또한 창업지원정책인식이 창업의지에 정(+)의 영향을 확인하였다. 이는 정부의 다양한 창업지원정책인식은 창업을 고려할 때 체감도가 높다는 인식이 반영된 것으로 판단된다. 셋째, 혁신성이 창업지원정책인식에 정(+)의 영향을 확인하였다. 이는 예비창업자들이 혁신성을 발현하여 새로운 아이디어의 실현을 위해서는 창업지원정책인식의 실효성이 반영된 것으로 판단된다. 넷째, 혁신성과 창업지원정책인식은 자기결성정과 창업의지 간의 관계를 매개하였고, 창업지원정책인식은 혁신성과 창업의지 간의 관계를 매개하는 것을 확인하여 창업의지에 중요한 요소임을 확인하였다. 창업관련 선행연구에서 학생들을 대상으로 주류를 이루고 있지만, 경제활동의 비중이 높은 직장인을 대상으로 한 연구대상의 차별성과 연구범위 확대 측면에서 학문적 가치가 있고, 자기결정정성의 동기만으로는 창업의지를 자극되지 않는다는 점과 혁신성과 창업지원정책의 완전매개효과 측면을 고려할 때 정부의 인적, 물적 지원정책 등의 실무적 측면에서 시사하는 바가 크다. 본 연구에서 표본의 선정 및 분석과정에서 동일방법편의 문제가 완전히 해소되지 않은 한계성과 창업의지가 형성되어 창업행동으로 전환되는지에 대한 추가적인 확정연구의 필요성이 있다. 선행연구에서 다소 부족했던 인간심리 동기와 창업 간의 관련성을 다룬 학문적 및 실무적 측면에서 직장인의 창업 전환은 개인의 경제적 안정과 국가적으로 일자리 창출의 기대효과가 예상되며 지속적인 연구의 필요성과 가치성이 있다고 판단된다.

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Exploring the Role of Preference Heterogeneity and Causal Attribution in Online Ratings Dynamics

  • Chu, Wujin;Roh, Minjung
    • Asia Marketing Journal
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    • 제15권4호
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    • pp.61-101
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    • 2014
  • This study investigates when and how disagreements in online customer ratings prompt more favorable product evaluations. Among the three metrics of volume, valence, and variance that feature in the research on online customer ratings, volume and valence have exhibited consistently positive patterns in their effects on product sales or evaluations (e.g., Dellarocas, Zhang, and Awad 2007; Liu 2006). Ratings variance, or the degree of disagreement among reviewers, however, has shown rather mixed results, with some studies reporting positive effects on product sales (e.g., Clement, Proppe, and Rott 2007) while others finding negative effects on product evaluations (e.g., Zhu and Zhang 2010). This study aims to resolve these contradictory findings by introducing preference heterogeneity as a possible moderator and causal attribution as a mediator to account for the moderating effect. The main proposition of this study is that when preference heterogeneity is perceived as high, a disagreement in ratings is attributed more to reviewers' different preferences than to unreliable product quality, which in turn prompts better quality evaluations of a product. Because disagreements mostly result from differences in reviewers' tastes or the low reliability of a product's quality (Mizerski 1982; Sen and Lerman 2007), a greater level of attribution to reviewer tastes can mitigate the negative effect of disagreement on product evaluations. Specifically, if consumers infer that reviewers' heterogeneous preferences result in subjectively different experiences and thereby highly diverse ratings, they would not disregard the overall quality of a product. However, if consumers infer that reviewers' preferences are quite homogeneous and thus the low reliability of the product quality contributes to such disagreements, they would discount the overall product quality. Therefore, consumers would respond more favorably to disagreements in ratings when preference heterogeneity is perceived as high rather than low. This study furthermore extends this prediction to the various levels of average ratings. The heuristicsystematic processing model so far indicates that the engagement in effortful systematic processing occurs only when sufficient motivation is present (Hann et al. 2007; Maheswaran and Chaiken 1991; Martin and Davies 1998). One of the key factors affecting this motivation is the aspiration level of the decision maker. Only under conditions that meet or exceed his aspiration level does he tend to engage in systematic processing (Patzelt and Shepherd 2008; Stephanous and Sage 1987). Therefore, systematic causal attribution processing regarding ratings variance is likely more activated when the average rating is high enough to meet the aspiration level than when it is too low to meet it. Considering that the interaction between ratings variance and preference heterogeneity occurs through the mediation of causal attribution, this greater activation of causal attribution in high versus low average ratings would lead to more pronounced interaction between ratings variance and preference heterogeneity in high versus low average ratings. Overall, this study proposes that the interaction between ratings variance and preference heterogeneity is more pronounced when the average rating is high as compared to when it is low. Two laboratory studies lend support to these predictions. Study 1 reveals that participants exposed to a high-preference heterogeneity book title (i.e., a novel) attributed disagreement in ratings more to reviewers' tastes, and thereby more favorably evaluated books with such ratings, compared to those exposed to a low-preference heterogeneity title (i.e., an English listening practice book). Study 2 then extended these findings to the various levels of average ratings and found that this greater preference for disagreement options under high preference heterogeneity is more pronounced when the average rating is high compared to when it is low. This study makes an important theoretical contribution to the online customer ratings literature by showing that preference heterogeneity serves as a key moderator of the effect of ratings variance on product evaluations and that causal attribution acts as a mediator of this moderation effect. A more comprehensive picture of the interplay among ratings variance, preference heterogeneity, and average ratings is also provided by revealing that the interaction between ratings variance and preference heterogeneity varies as a function of the average rating. In addition, this work provides some significant managerial implications for marketers in terms of how they manage word of mouth. Because a lack of consensus creates some uncertainty and anxiety over the given information, consumers experience a psychological burden regarding their choice of a product when ratings show disagreement. The results of this study offer a way to address this problem. By explicitly clarifying that there are many more differences in tastes among reviewers than expected, marketers can allow consumers to speculate that differing tastes of reviewers rather than an uncertain or poor product quality contribute to such conflicts in ratings. Thus, when fierce disagreements are observed in the WOM arena, marketers are advised to communicate to consumers that diverse, rather than uniform, tastes govern reviews and evaluations of products.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.

Aspergillus oryzae로 생물전환한 감귤박의 항비만 효과 (Antiobesity Effect of Citrus Peel Extract Fermented with Aspergillus oryzae)

  • 전현주;유선녕;김상헌;박슬기;최현덕;김광연;이선이;전성식;안순철
    • 생명과학회지
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    • 제24권8호
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    • pp.827-836
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    • 2014
  • 서구화된 식습관의 변화와 편리한 생활에 따른 운동 부족, 유전적 요인, 심리적 요인 등이 복잡하게 얽히면서 비만이 꾸준히 증가하는 추세이다. 한편, 감귤류에는 carotenoid, coumarin, phenylpropanoid, limonoid 등 60여종의 생리활성 물질이 함유되어 있으며 감귤박에는 bioflavonoid, carotenoid, hesperidin, terpenes 등이 풍부하게 함유되어 있다. 감귤박은 항산화 효과, 고혈압 예방, 혈중 LDL 콜레스테롤 함량 감소 효과 등이 있음이 보고되어 있고 최근 들어 감귤박의 비만을 억제하는 효능이 밝혀져 항비만 효과가 입증되었다. 본 연구에서는 고지방식으로 유도한 비만모델 ICR 생쥐에서 Aspergillus oryzae로 발효한 감귤박의 증강된 항비만 효과를 확인하고자 하였다. 항비만 효과를 확인하기 위해 생쥐의 체중변화와 조직의 무게변화를 관찰하였고, 그룹별 혈청 지질 농도, 간 지질농도 및 동맥경화지수를 관찰하였다. 그 결과, 고지방식이 투여군(HFD)에 비해 감귤박 추출물 투여군(CP)과 감귤박 발효 추출물 투여군(CPA)은 체중 증가량과 증체율이 감소하였고, 혈청과 간의 total cholesterol (TG), triglyceride (TC) 함량이 현저히 감소하였다. 한편, 유익한 cholesterol로 알려진 high density lipoprotein cholesterol (HDL-C) 함량은 일반식이 투여군(NFD)과 CPA 투여군이 비슷하였다. CP 투여군과 CPA 투여군의 조직 무게에서도 HFD 투여군보다 감소하여, 전체적으로 CPA 투여군에서 특히 유의적으로 감소하였다.

한국 대학생들의 자기효능감에 대한 시교차적 메타분석, 1999-2022 (A Cross-Temporal Meta-Analysis of Korean College Students' Self-Efficacy, 1999-2022)

  • 조수진;박혜경
    • 한국심리학회지 : 문화 및 사회문제
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    • 제29권3호
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    • pp.361-404
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    • 2023
  • 본 연구에서는 시교차적 메타분석을 통해 1999년부터 2022년까지 한국 대학생들의 자기효능감 수준이 변화하였는지 살펴보았다. 구체적으로, 한국 부모들의 민주적인 양육 태도 증가, 한국 대학생들의 나르시시즘 수준 상승 및 한국의 개인주의화로 인하여 대학생들의 자기효능감이 증가했을 가능성과, 경제적 불평등의 증가, 계층 이동 가능성의 감소 및 취업 시장 불안정성의 증가로 인하여 대학생들의 자기효능감이 감소했을 가능성을 모두 고려하였다. 연구 문제를 검증하기 위하여 1999년부터 2022년 사이에 출판된 한국 대학생 대상 자기효능감 연구 293개(연구 참가자 수 총 88,904명)를 분석하였다. 분석에는 국내에서 가장 많이 사용되는 자기효능감 척도 세 가지를 사용한 연구, 연구 참가자가 한국 대학생들인 연구, 자기효능감을 1회 측정한 횡단 조사 연구 및 분석에 필요한 통계치를 제시한 연구들이 포함되었다. 분석 결과, 1999년부터 2022년까지 한국 대학생들의 자기효능감 수준에서 시간의 흐름에 따른 변화가 유의하지 않은 것으로 나타났다. 그러나 추가적으로 20년 전, 15년 전, 10년 전, 5년 전 및 동 시점의 사회적 지표들과 자기효능감의 상관 관계를 살펴본 결과, 모든 시점에서 출생률과 소비자 물가등락률은 자기효능감과 부적 상관을 보였으며, 국민총소득은 자기효능감과 정적 상관을 보였다. 본 연구는 최초로 한국 대학생들의 자기효능감 수준을 시교차적으로 분석하고, 시교차적 메타분석 기법의 적용과 다양한 후속 연구를 위한 기초 자료를 제공하였으며, 세대론을 간접적으로 검증하였다는 의의를 지닌다. 마지막으로, 본 연구의 한계점 및 후속 연구 방향을 논하였다.

가맹본부의 리더십 행동유형과 가맹사업자의 관계결속에 관한 실증적 연구 - 가맹사업자의 자기효능감의 조절효과를 중심으로 - (An Empirical Study in Relationship between Franchisor's Leadership Behavior Style and Commitment by Focusing Moderating Effect of Franchisee's Self-efficacy)

  • 양회창;이영철
    • 한국유통학회지:유통연구
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    • 제15권1호
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    • pp.49-71
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    • 2010
  • 본 연구는 가맹사업자의 자기효능감에 주목하여 정부가 예비가맹사업자들을 보호하기 위해 가맹본부에 다양한 규제와 정책을 사용하는 것이 최선의 방법이 아니라는 것에 관심을 두고 있다. 본 연구에서는 경로-목표이론(path-goal theory)에서 제시한 가맹본부의 리더십 행동 유형과 가맹사업자의 관계결속의 영향관계에 있어서 가맹사업자의 특성으로 자기효능감의 조절효과를 규명하고, 실증 분석한 결과 다음과 같은 연구의 시사점을 발견할 수 있었다. 첫째, 가맹본부의 리더십 행동유형이 관계결속에 긍정적 효과를 가져 온다는 사실이 확인됨으로써 가맹본부는 가맹사업자에게 맞는 리더십 행동유형을 적용할 수 있도록 하여야 한다. 둘째, 가맹사업자의 자기효능감이 관계결속에 긍정적 효과가 있을 뿐만 아니라, 리더십 행동유형과 관계결속 사이에 상당한 조절효과가 있기 때문에 가맹본부는 가맹사업자들의 개인차(individual difference) 관리가 필요하다. 셋째, 정부는 가맹본부를 규제할 것만이 아니라 가맹본부가 가맹사업자들의 특성을 확실하게 파악하고 기업의 목표달성을 위한 정당한 통제가 가능하도록 제도적 지원을 해야 할 것이다.

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