• Title/Summary/Keyword: gender preferences

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Sex Differences and Gender Traits in the Geographic Learning (지리 수업에서 나타나는 성별 차이와 젠더 특성)

  • Kang Chang-Sook
    • Journal of the Korean Geographical Society
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    • v.39 no.6 s.105
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    • pp.971-983
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    • 2004
  • It is increasingly clear that student mastery of concepts and skills in geographic education is based on a complex set of variables. Sex and gender are the key variables. Much has been written about biological sex differences in learning, but less attention has been paid to the impacts of socio-cultural gender on learning geography. As such, the aims of this paper are two-fold. First, to examine theories which seek to explain why males and females might differ in their geographic and spatial knowledge or skill. Second, to examine the extent of sex differences and gender traits in the geographic learning. The results of study illustrate clearly that there are more similarities than differences between the sexes. Therefore, there are significant gender differences between the preferences of regions, contents, activities in the secondary geographic learning. The results also provide insights into improving contents and method of geographic education.

Gender Gap in Preference for Flower Design in Venues for the Baby's First Birthday Party (돌잔치 공간의 화훼장식 디자인에 대한 성별 선호도 차이)

  • Kim, Joung Hee;Lim, Young Hee;Kim, Kiu Weon
    • FLOWER RESEARCH JOURNAL
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    • v.19 no.1
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    • pp.77-80
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    • 2011
  • To find out customers' consciousness by gender on satisfaction factors and preference in flower design of venues for the celebration of baby's first birthday, the survey was performed for 650 of adult male and female. The result shows that well designed flower design contributed to improvement in customers' satisfaction and increase in intention of reuse as well. The most influential factors in preference on flower design works were design harmony and color for male and design style and composition for female. Universal preferences of customers regardless of gender were as follows: Installation position preferred in flower design was in the sequence of table, entrance, platform, wall, and ceiling; plant preferred was Rosa hybrida; color preferred was pink; and bulky flower design were preferred.

Gender differences in dessert satisfaction and purchase behaviors among university students in Gwangju: a preliminary study (광주지역 일부 남녀 대학생의 디저트 섭취 실태, 구매 인식과 식태도 비교 분석 : 예비연구)

  • Hyun-Jeong Na;Hyun-Young Jung;Joomin Lee
    • Korean Journal of Community Nutrition
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    • v.28 no.4
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    • pp.293-301
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    • 2023
  • Objectives: This study aimed to examine the effect of eating habits and dietary attitudes on dessert consumption among university students in Gwangju Province, South Korea. Methods: A survey was conducted from May to June 2022. Out of 300 distributed questionnaires, 261 valid responses were included in the analysis. The survey assessed dessert selection, satisfaction, consumer attitudes and behaviors, as well as factors influencing satisfaction. Results: Both genders reported purchasing desserts 2 to 3 times per week, primarily after lunch, due to the convenience of dessert accessibility. Males favored ice cream, bakery items, and fruits, while females preferred bakery items, ice cream, and fruits in that sequence. 'Having fun' was identified as the most common motivation for dessert consumption post-meal. Notable gender disparities emerged regarding perceptions of dessert consumption, including its role in stress relief, potential for nutritional imbalance, positive effects, and preferences for seasonal menus. Significant gender-based differences also manifested in intentions to purchase dessert, responsiveness to price changes, and inclination to recommend desserts to others. Conclusions: This study offers foundational data on university students' dessert purchasing behaviors, perceptions, and satisfaction levels, intending to inform strategies promoting healthier dietary habits.

Difference in Consumption Behavior and Preferences on Hat Produts (모자제품의 소비행동과 디자인 선호도 차이)

  • Kim, Cha-Hyun;Park, Moon-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.7
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    • pp.1038-1049
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    • 2009
  • A hat is an important fashion accessory item for a total fashion coordination and the number of millineries is increasing in the current accessory market. This research provides basic information about the millinery in relation to consumer consumption behavior, preference, and satisfaction with hat products. A survey was conducted among 395 individuals age 20 and over who were quota sampled according to age and gender to investigate the differences between genders and different age groups. The collected data were statistically treated with the SPSS 12.0 program in terms of frequency, percentage, mean, standard error, cross tabulation, t-test, one-way ANOVA, and a Duncan-test. The results are as follows: 1. Respondents wear hats for ornamental purposes regardless of the season. They discard hats when they become out of style 2 to 3 years after the purchase. 2. In general, consumers prefer the baseball cap design among various hat product categories. Achromatic colors were the favorite color tone and the preferred material was woven cloth. 3. Consumers were most satisfied with colors and most dissatisfied with deformation after laundering. 4. There was a significant difference in preferences among the different age groups. Younger consumers were more concerned about individual image and style. Older consumers considered hats as a functional means such as protecting themselves from the sun. 5. There was a significant gender difference. Compared to males, female consumers were more concerned about the quality of sewing and colorfastness than male consumers.

Preference Survey on Fishes in Daegu.Gyeongbuk Area Institutional Food Service (대구.경북지역 단체급식에서 생선류의 기호도 조사)

  • Jeong, Kwang-Yeol;Park, Eun-Jung;Choi, Mi-Ae;Kim, Mi-Lim
    • Journal of the East Asian Society of Dietary Life
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    • v.24 no.3
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    • pp.421-431
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    • 2014
  • In this study, preferences and eating frequency of fish were surveyed in 390 foodservice employees in the Gyeongbuk and Daegu areas. The most common response to degree of fish intake was 'half eaten'. In the home, 'fish intake 1~2 times per a week' was chosen as the most common response. There was a significant difference(p<.05) in the frequency of fish consumption based on gender. 'Fish intake 3~5 times per a week' was most commonly chosen by subjects under 20 and over 60 years, whereas the most common response in those 41~60 and 21~40 years old was 'fish intake 1~2 times per a week'. The most preferred method of fish cooking was 'roast', 'frozen pollack' Tang was chosen as the favorite Tang(soup) dish and 'Hairtail' was chosen as the favorite boiled and grilled fish dish. Reasons for avoiding or preferring fish were related to 'tastes and recipes'. 'Mackerel' was the favorite dish for both men and women. 'Flatfish' and 'mackerel pike' were disliked by men and women, respectively. Cooked meat was eaten more often than fish regardless of gender. Besides, preference for meat was higher than that for fish in all age groups, except those over 60 years old. 'fish has good nutrition and health' was the most common response When subjects were asked to compare fish with cooked meat.

Analysis of Korean Gamers' Preferences on Chinese Mobile Games (중국 모바일 게임의 한국 소비자 취향 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.970-977
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    • 2018
  • Chinese mobile games enjoyed big success in Korean game market in 2017. On the surface, such success owes to their effort to strengthen the collaboration with Korean publishers and to relieve Chinese style in the game structure such as user interface. However, there seems to be other reasons for Korean mobile gamers to accept Chinese games more easily than before. In this paper, we analyze the preferences of Korean gamers playing chinese mobile games in 2017 by survey through many community sites. Among 201 subjects of our survey, 79% were males and most of them were under 20's. We found gender difference of game genre they played such that most young males played Moe-fied Fleet games but females played casual fashion collection games. Other than that, regardless of gender, Korean gamers preferred Chinese games' charging policy and management policy as well as the character illustrations that emphasized fantasy-style sexism (autome or ero-kawai).

Comparison of Visual Sensibility for Red Shirts between Korean and Chinese University Students (한국과 중국 대학생의 빨간색 셔츠에 대한 시각적 감성 비교)

  • Pan, Hong-Yu;Choi, Jong-Myoung
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.57-64
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    • 2012
  • The purpose of this study was to compare the visual sensibility of red shirts in university students of two countries, Korea and China in order to suggest the color planning for shirts. Seven tonal red shirts' visual sensibility and preferences were evaluated by the students of Korea and from China in the sense of sight. Evaluated data were analyzed by using frequency analysis, average, factor analysis and t-test. The visual sensibility of red shirts was classified into three factors: sporty, romantic and classic. Those factors of visual sensibility showed a significant difference according to nationality and gender. The Chinese students had a more sporty feel to the strong tone, and a more classic feel to the dark tone than the Korean students. The deep tone red shirts was reputed to be more romantic by the Korean students, but the light tone and the pale tone were considered more romantic by the Chinese students. Meanwhile, the effects of nationality and gender on seven tone of preferences for red shirts was significantly differed.

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Survey on Current Mask Use and Satisfaction Among Domestic Consumers During COVID-19 (COVID-19의 확산으로 인한 국내 소비자의 마스크 사용현황과 만족도 조사)

  • Hwang, Nawon;Lee, Kwang-Woo
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.399-407
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    • 2022
  • Wearing a mask is essential during the ongoing COVID-19 pandemic. For this study, an online survey was conducted on the actual use of masks among adults in their twenties and older. We used 389 questionnaires for the final analysis, excluding insincere or incomplete questionnaires. We then analyzed the responses using descriptive statistical analysis, frequency analysis, t-test, and ANOVA. More than half of the respondents indicated that they wore a mask for five to ten hours a day, with KF masks being the most frequently used. Participants who most frequently used cloth masks were more likely to consider color, design, and eco-friendliness, while those who used KF masks were more concerned with price and safety. There was no significant difference in purchase satisfaction between mask types, but the purchase intention was higher for KF masks. When purchasing a KF mask, there were significant differences across genders in terms of price and eco-friendliness preferences. There were also significant differences across age groups in price, eco-friendliness, skin irritation, and comfort preferences. Previous studies have shown a significant difference in gender and age in terms of preferred mask colors and designs. However, this survey found no significant difference across these categories. These findings indicate those mask manufacturers should consider safety and eco-friendliness over mask color and design.

Gender Differences and Gender Stereotype in Play Style among Young Korean Gamers (한국 남녀 청년 게이머의 플레이 취향과 성차 및 성 고정관념)

  • Song, Doo Heon;Park, Sojin;Yang, Seung Won;Yang, Yunjung;Won, Kyohyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.72-81
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    • 2017
  • There is a common misbelief that female gamers prefers simple cute easy games so that they are incompetent if higher skill level is required or disqualified to be a winning party member in MMORPG. This pink game theories are the results of video game analysis done in US and Europe way before online games and mobile games become popular thus. there are many evidences that such misconceptions do not hold anymore. However, researches on gender game culture and gender preferences have not been seriously conducted since 2007 in Korea. Thus, in this paper, we surveyed 88 male and 151 female gamers from their late teens to 30s and found a gap between behavior and perception due to serious gender stereotypes. Gender differences are still found in several areas, but the degree of differences were weakened or in different direction from 2007. The game design to attract female gamers should understand such gender gaming culture and gender difference.

Impact of Shared-Decision Making on Patient Satisfaction (의사와 환자 간 공유된 진료의사결정이 환자만족도에 미치는 영향)

  • Suh, Won-S.;Lee, Chae-Kyung
    • Journal of Preventive Medicine and Public Health
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    • v.43 no.1
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    • pp.26-34
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    • 2010
  • Objectives: The purpose of this research is to analyze the impact of shared-decision making on patient satisfaction. The study is significant since it focuses on developing appropriate methodologies and analyzing data to identify patient preferences, with the goals of optimizing treatment selection, and substantiating the relationship between such preferences and their impact on outcomes. Methods: A thorough literature review that developed the framework illustrating key dimensions of shared decision making was followed by a quantitative assessment and regression analysis of patient-perceived satisfaction, and the degree of shared-decision making. Results: A positive association was evident between shared-decision making and patient satisfaction. The impact of shared decision making on patient satisfaction was greater than other variable including gender, education, and number of visits. Conclusions: Patients who participate in care-related decisions and who are given an explanation of their health problems are more likely to be satisfied with their care. It would benefit health care organizations to train their medical professionals in this communication method, and to include it in their practice guidelines.