• Title/Summary/Keyword: methodological study

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An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment (창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로)

  • Kim, Jin-Woo;Yang, Seung-Hwa;Lim, Seong-Taek;Lee, In-Seong
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

The Effects of Price Salience on Consumer Perception and Purchase Intentions (개격현저대소비자감지화구매의도적영향(价格显著对消费者感知和购买意图的影响))

  • Martin-Consuegea, David;Millan, Angel;Diaz, Estrella;Ko, Eun-Ju
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.149-163
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    • 2010
  • Previous studies have shown that retail price promotion change consumers' purchase behavior and that retailers use price promotion more frequently. Keeping constant the benefits received by consumers, there are several ways for retailers to communicate a price promotion. For example, retailers can present a price reduction in absolute terms ($, ${\euro}$), percentage terms (%), or some combinations of these two methods (Della Bitta et al. 1981). Communicating a price promotion in different ways is similar to the framing of purchase decisions (Monroe 1990). Framing effects refers to the finding that subjects respond differently to different descriptions of the same decision question (Frisch 1993). Thus, the presentation of the promotion has an impact on consumer deal evaluation and hence retail sales. In fact, much research in marketing attests to the effects of price presentation on deal perception (Lichtenstein and Bearden 1989; Urbany et al. 1988; Yadav and Monroe 1993). In this sense, a number of marketing researches have argued that deal perceptions are also determined by the degree to which consumers are able to calculate the discounts and final purchase prices accurately (Estelami 2003a; Morwitz et al. 1998), which suggests that marketers may be able to enhance responses to discounts by improving calculation accuracy. Consequently, since calculation inaccuracies in the aggregate lead to the underestimation of discounts (Kim and Kramer 2006), consumers are more likely to appreciate a discounted offer following deeper processing of price information that enables them to evaluate a price discount more accurately. The purpose of this research is to examine the effect of different presentations of discount prices on consumer price perceptions. To be more precise, the purpose of this study is to investigate how different implementations of the same price promotion (semantic and visual salience) affect consumers' perceptions of the promotion and their purchase decisions. Specifically, the analysis will focus on the effect of price presentation on evaluation, purchase intentions and perception of savings. In order to verify the hypotheses proposed in the research, this paper will present an experimental analysis dealing with several discount presentations. In this sense, a2 (Numerical salience presentation: absolute and relative) x2 (Worded salience presentation: novel and traditional) x2 (Visual salience: red and blue) design was employed to investigate the effects of discount presentation on three dependent variables: evaluation, purchase intentions and perception of savings. Respondents were exposed to a hypothetical advertisement that they had to evaluate and were informed of the offer conditions. Once the sample finished evaluating the advertisement, they answered a questionnaire related to price salience and dependent dimensions. Then, manipulation checks were conducted to ensure that respondents remembered their treatment conditions. Next, a $2{\times}2{\times}2$ MANOVA and follow-up univariate tests were conducted to verify the research hypotheses suggested and to examine the effects of the individual factors (price salience) on evaluation, purchase intentions and perceived savings. The results of this research show that semantic and visual salience presentations have significant main effects and interactions on evaluation, purchase intentions and perception of savings. Significant numerical salience interactions affected evaluation and purchase intentions. Additionally, a significant worded salience main effect on perception of savings and interactions on evaluation and purchase intentions were found. Finally, visual salience interactions have significant effects on evaluation. The main findings of this research suggest practical implications that firms should consider when planning promotion-based discounts to attract consumer attention. Consequently, because price presentation has important effects on consumer perception, retailers should consider which effect is wanted in order to design an effective discount presentaion. Specifically, retailers should present discounts with a traditional style that facilitates final price calculation. It is thus important to investigate ways in which marketers can enhance the accuracy of consumers' mental arithmetic to improve responses to price discounts. This preliminary study on the effect of price presentation on consumer perception and purchase intentions opens the line of research for further research. The results obtained in this research may have been determined by a number of limiting conceptual and methodological factors. In this sense, the research deals with a variety of discount presentations as well as with their effects; however, the analysis could include additional salience dimensions and effects on consumers. Furthermore, a similar study could be carried out including a larger, more inclusive and heterogeneous sample of consumers. In addition, the experiment did not require sample individuals to actually buy the product, so it is advisable to compare the effects obtained in the research with real consumer behavior and perception.

DEVELOPMENT OF SCALE FOR MEASURING DELINQUENT BEHAVIOR (청소년 비행행동 측정도구 개발)

  • Kim, Hyun-Sil;Kim, Hun-Soo
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.79-90
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    • 2000
  • Objective:This study was performed in order to develop a measuring instrument for assessing and predicting delinquent behavior of the adolescents in Korea. Methods:This study was methodological research for developing a questionnaire for measuring delinquent behavior. Through the relevant literature review and personal interview using open-ended question with 12 adolescents in schools, outpatient basis and the juvenile corrective institutions, the author developed a pre-questionnaire with 31 items for assessing delinquent behavior among delinquentprone adolescents. Statistical method employed were test-retest reliability and Cronbach's alpha coefficient for testing reliability and factor analysis for testing validity of this questionnaire, and t-test for mean difference between student adolescents and delinquent adolescents, using SAS program. Subject served for this study consisted of 2,177 adolescents including 1,206 students and 971 delinquent adolescents by proportional stratified random sampling method. Results:1) Three stable factors were emerged and these contributed 52.2% of the variance in the total score. All 31 items loaded above .40 on each factor. 2) Factor I was named as antisocial delinquent behavior(17 items), factor II was named as aggressive delinquent behavior(8 items), and factor III was named as psychopathic delinquent behavior(6 items). 3) Comparison of these 3 factors between student adolescents and delinquent adolescents showed that there was a significant difference in factor Ⅰ(t=-42.91(student), -41.71(delinquent), p=.0001), factor II(t=-34.10(student), -35.72(delinquent), p=.0001), factor III(t=-14.24(student), -14.26 (delinquent), p=.0000), and total score(t=37.02(student), -36.38(delinquent), p=.0001). 4) Internal consistency reliability was tested by Cronbach's ${\alpha}$. Cronbach's ${\alpha}$ was .952 for total 31 items and .950, .866 and .721 for each 3 factors related to delinquent behavior. Conclusions:The author confirmed that this scale can use for measuring delinquent behavior, and hope to make a contribution to screening test and prevention of juvenile delinquency in Korea.

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Discussions on the Distribution and Genesis of Mountain Ranges in the Korean Peninsular (II) : The Proposal of 'Sanjulgi-Jido(Mountain Ridge Map)‘ (한국 산맥론(II): 한반도 '산줄기 지도'의 제안)

  • Park Soo Jin;SON ILL
    • Journal of the Korean Geographical Society
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    • v.40 no.3 s.108
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    • pp.253-273
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    • 2005
  • In recent years, there are strong social demands to characterize the spatial distribution of mountains in Korea. This study aims to develop a 'Sanjulgi-Jido(mountain ridge map)' that might be used not only to satisfy these social demands but also to effectively present the spatial distribution of mountains and drainage basins in the Korean Peninsular. The 'Sanjulgi-Jido' developed in this study is a map that presents the continuity of mountains based on the drainage divides that are delineated by a pre-defined drainage basin size and elevation. This study first validated the Bakdudaegan system through the analyses of a digital elevation model. The Bakdudaegan system has long been recognized as the Koreans traditional conceptual framework to characterize the spatial distribution of mountains. The analyses showed that the Bakdudaegan system has several problems to represent the mountain systems in Korea, which includes 1) the lack of the representativeness of drainage basins, 2) inaccuracy to depict the boundary of drainage basins, 3) the lack of representativeness of mountains, and 4) geo-polical issue that confines the spatial extent of mountain systems within the Korean Peninsular. In order to represent the mountains system in a more quantitative manner, we applied several terrain analysis techniques to understand the spatial distribution of mountains and drainage basins. Based on these analyses, we developed an hierarchical system to classify the continuity (If mountains, which are presented as the spatial distribution of drainage divides with a certain elevation. The first-order Sanjulgi is the drainage divides whose drainage basin are bigger than $5,000km^2$ and the point elevation is above 100m. The next order Sanjulgi is delineated as the size of drainage basin is successively divided by two. This kind of design is able to provide a logical framework to present the mountain systems at different details, depending on the purpose and scale of maps. We also provide several empirical functions to calculate various geomorphological indices for each order of Sanjulgi. The 'Sanjulgi Jido' is similar with the Bakdudaegan system, since it characterizes the continuity of mountains based on the spatial distribution of the drainage divide. It, however, has more scientific criteria to define the scale and continuity of mountains. It should be also noted that the 'Sanjulgi Jido' proposed has different logical and methodological background, compared with the mountain range map that explains the genesis of mountain systems in addition to the continuity of mountains.

Importance of Enjoyment Method in Classic Poetry Education and its Methodological Study (고전시가 교육에 있어 향유 방식의 중요성과 그 방법론적 탐색)

  • Park, Kyeong-Ju
    • Journal of Korean Classical Literature and Education
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    • no.38
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    • pp.5-35
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    • 2018
  • This paper discusses this seminar's theme, 'Classic Literature Enjoyment Methods and Education,' with a focus on the genre of classic poems. However it does not focus on any individual method by discussing a specific genre or enjoyment method but focuses on a fundamental discussion. The importance of a functional relationship between the classic poetry genre and its enjoyment method is raised avoiding a generalized discussion. There are things that researchers often forget about classic poems. They forget that most classic poems are not ordinary poems but songs that are to be sung, and thus they should, in principle, be expressed in Korean language. These two facts about classic poems, indicate that their enjoyment method should be given importance. Compared to modern poems, Chinese classic poems, folk songs, and other forms of verse, only classic poems have the aforementioned conditions unique to them. In addition, classic poems include several types of poems, Japga (literally, miscellaneous songs), and Siga (literally, poem-song) genres representing each era, so it is important to discuss the characteristics of such poems with respect to their times periods and genres. Even based on such characteristics, the enjoyment situation where works are created and sung in the genre of classic poems is very important, and thus the enjoyment method issue should be closely linked with the study of works and genres. This study examines how the topics of enjoyment methods for classic poems is reflected in the current middle education curriculum. To improve the current situation, it outlines the issues that arise when enjoyment methods for classic poems are applied to textbooks or classes, set as textbook unit goals or criteria for achievement, and presented as measures designed to plan the composition of works and learning activities. Future studies on literary educational methodologies are expected to further examine the enjoyment methods for poems in class discussed herein.

Additivity of Ileal Crude Protein Digestibility and Comparison of Digestibility with Methodological Consideration in Broilers (육계에서의 회장 조단백질 소화율 가산성 평가 및 방법론적 소화율 비교)

  • Lee, Jinyoung;Kong, Changsu
    • Korean Journal of Poultry Science
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    • v.44 no.4
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    • pp.253-258
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    • 2017
  • This study was aimed at evaluating the additivity of crude protein digestibility in mixed diets of corn and soybean meal (SBM), and comparing direct and indirect methods for evaluating crude protein (CP) digestibility. Totally, five hundred and twenty-five 18-day-old broiler chickens were grouped into 7 blocks based on body weight, and randomly allocated to 6 treatment groups in a randomized complete block design. The basal diet, diet 3, was corn-SBM-based, containing 65% corn and 28% SBM. Diets 1 and 5 contained corn and SBM, respectively, as the sole CP source. To use the difference method, 2 diets, diets 2 and 4, were prepared by mixing corn and SBM at the expense of the basal diet, respectively. Diet 2 contained 79% corn and 14% SBM, and diet 4 contained 32.5% corn and 34% SBM. To evaluate the additivity of digestibility values, the difference between measured values for the mixed diets (diets 2, 3, and 4) and predicted values calculated using the measured values for diets 1 and 5 was examined. The apparent (AID) and standardized (SID) ileal digestibility of CP in SBM differed between the direct and indirect methods; however, corresponding digestibility did not differ for corn. Additionally, the predicted and measured digestibility of both AID and SID differed in diets 2 and 3, implying that the digestibility values obtained from diets 1 and 5 were not additive for mixed diets. In conclusion, this study showed that digestibility evaluated by direct and indirect methods depends on the ingredients having different CP concentrations, and this finding may be considered to improve the accuracy of feed formulation for broiler chickens.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Deconstructive reading of Makoto Shinkai's : Stories of things that cannot meet without their names (해체로 읽는 신카이 마코토의 <너의 이름은. 군(君)の명(名)は.> : 이름 없이는 서로 만날 수 없는 사물들에 대해)

  • Ahn, Yoon-kyung;Kim, Hyun-suk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.75-99
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    • 2018
  • Makoto Shinkai, an animated film maker in Japan, has been featured as a one-person production system and as a 'writer of light', but his 2016 release of "Your Name" was a departure from the elements that characterize his existing works. At the same time, by the combination of the traditional musubi(むすび) story, ending these, it was a big hit due to its rich narratives and attraction of open interpretation possibility. As it can be guessed from the title of this work, this work shows the encounter between the Japanese ancient language and the modern language in relation to the 'name', and presents the image that the role of the name(language) is repeatedly emphasized with various variations in events for the perfect 'encounter'. In this work, the interpretations of $Signifi\acute{e}$ for characters and objects are extended and reserved as a metaphorical role of the similarity, depending on the meaning of the subject which they touch. The relationship between words and objects analyzed through the structure of Signifiant and $Signifi\acute{e}$ is an epoch-making ideological discovery of modern times revealed through F. Saussure. Focusing on "the difference" between being this and that from the notion of Saussure, Derrida dismissed logocentrism, rationalism that fully obeyed the order of Logos. Likewise, dismissing the center, or dismissing the owner had emerged after the exclusive and closed principle of metaphysics in the west was dismissed. Derrida's definition of 'deconstruction' is a philosophical strategy that starts with the insight on the nature of language. 'Dissemination,' a metaphor that he used as a methodological concept to read texts acts as interpretation and practice (or play), but does not pursue an ultimate interpretation. His 'undecidability' does not start with infinity, but ends with infinity. The researcher testifies himself and identifies that we can't be an interpreter of the world because we, as a human are not the subject of language but a user. Derrida also interpreted the world of things composed of Signifiant and $Signifi\acute{e}$ as open texts. In this respect, this study aimed to read Makoto's works telling about the meeting of a thing and a thing with name as a guide, based on Derrida's frame of 'deconstruction' and 'dissemination.' This study intends to re-consider which relationship the Signifiant and $Signifi\acute{e}$ have with human beings who live in modern times, examine the relationship between words and objects presented in this work through Jacques Derrida's destruction and dissemination concepts, and recognize that we are merely a part of Signifiant and $Signifi\acute{e}$. Just as Taki and Mitsuha confirm the existence by asking each other, we are in the world of things, expecting musubi that a world of names calls me.

A Theoretical Study to Formulate the Direction of Integrated Science Education (통합과학교육의 방향 설정을 위한 이론적 고찰)

  • Son, Yeon-A;Lee, Hack-Dong
    • Journal of The Korean Association For Science Education
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    • v.19 no.1
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    • pp.41-61
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    • 1999
  • In this study I defined the direction Integrated Science Education(ISE) should take. So that I groped for the direction ISE should take in the inherent nature of science and education, analyzing their respective validity from philosophical and psychological angles. Based upon these researches, I formulated the three directions for ISE to take; knowledge-centered, social problem-centered, and individual interest-centered. The results of this thesis may be summed up as follows: 1. The knowledge-centered ISE that thinks the inherent nature of science is in the scientific knowledge is based upon Hirst's integrated logic which is built on discipline-centered educational viewpoint. Now, the focus of interdisciplinary integration consists in clarifying the meanings of knowledge and the logical relations between one knowledge and another according to the respective form of exploration. The knowledge-centered ISE, therefore, was analyzed to find its justification in the educational philosophy of idealism, realism, neo-scholasticism; in the educational theories of essentialism, behaviorism, perennial ism; in the scientific philosophy of empiricism. positivism; in the educational psychology of developmental psychology and constructivism. 2. The social problem-centered ISE that thinks the inherent nature of science is the process of social concord is based upon Dewey's integrated logic which is built on experience-centered educational viewpoint. Now, the focus of interdisciplinary integration consists in the methodological aspect facilitating the process of experience. The social problem-centered ISE, therefore, was analyzed to find its theoretical justification in the educational philosophy of pragmatism; in the educational theory of progressivism; in the scientific philosophy of relativism and rationalism; and in the educational psychology of developmental psychology and constructivism. 3. The individual interest-centered ISE is based upon Patterson's integrated logic which is built on human-centered educational viewpoint. The focus of education here is self-realization. Therefore, rather than provide in learning conditions from outside, one is made to choose them oneself and the process of satisfying one's motive is emphasized. The individual interest-centered ISE, therefore, was analyzed to find its theoretical justification in the educational philosophy of existentialism; in the educational theory of humanism; in the scientific philosophy of relativism; and in Gestalt psychology.

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A Study on the Career Occupational Mobility in Korea (한국의 경력내 직업이동에 관한 연구)

  • 김병관
    • Korea journal of population studies
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    • v.20 no.1
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    • pp.97-128
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    • 1997
  • This paper was set out to study the structure of the career occupational mobility in the early and rapid phase of industrialization in Korea. By analyzing the individual life histories regarding occupational mobility and achievement, I propose a model of yearly career mobility of Korean men and Women during the period of 30 years between 1954 and 1983. With the occupational classification scheme of 5 groups - Upper Nonmanual, Lower Nonmanual, Self Employed, Manual, Farm - the mobility pattern in the person-year mobility table analyzed can be characterized primarily by the strong influence of immobility. The degree of immobility, however, is different by the occupational groups. The absolute amount of immobility can be summarized as being U-shaped. Overall, the pattern of mobility can be explained best by the concept of occupational distance. I then propose a model of relative career occupational mobility pattern that combines the conceptual and theoretical basis and the methodological rigor. The model is based on the notion of the reproduction of inequality, the labor market context, and the life history perspective. The model encompasses the 6 conceptual explanatory factors such as persistence effect, ceiling effect, traditional sector effect, nonmanual occupation effect, alternative mobility channel effect, and occupational distance effect, as well as the effects of both origin and destination occupations. The relative pattern of career mobiliity in Korea can be characterized by the following six findings. First, the persistence effect on the diagonal cells of the mobility table is dominant. Second, a clear evidence of the negative effect of occupational distance between nonmanual occupations and manual and farm occupations is found. Third, the out-mobility from farming took place regardless of the destination occupations. Fourth, the internal mobility within the nonmanual occupation block is high and bi-directional, and is exclusive against other occupations. Fifth, the 'self employed' occupation is serving a peculiar function in both inflow and outflow pattern. Last, the relative pattern of career occupation mobility is asymmetrical in terms of the upward and downward mobility.

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