• 제목/요약/키워드: money-related problems

검색결과 67건 처리시간 0.03초

Gambling Subgroups among Korean Out-of-school Adolescents

  • Kang, Kyonghwa;Ha, Yi Kyung;Bang, Hwal Lan
    • Child Health Nursing Research
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    • 제26권3호
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    • pp.385-392
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    • 2020
  • Purpose: The number of Korean adolescents engaging in gambling is increasing, especially among out-of-school adolescents. This study aimed to identify patterns of gambling activities and factors related to specific subgroups of out-of-school adolescent gambling activities. Methods: This descriptive study analyzed secondary data from the 2015 Korea Youth Gambling Problem Survey, including 1,200 out-of-school adolescents. Latent class analysis was conducted to identify patterns of gambling activities. The factors related to gambling subgroups were verified with multinomial logistic regression. Results: Three latent classes of gambling activities were identified: rarely gambling (RG), immediate gain gambling (IGG), and broad gambling (BG). These subgroups differed significantly in terms of gender, age at and type of first gambling experience, number and type of gambling activities, gambling frequency, time and money spent on gambling, problem gambling severity, and motivation for gambling. Compared to the RG subgroup, both the IGG and BG subgroups were strongly associated with an older age at the first gambling experience. Conclusion: Out-of-school adolescents who first gambled at an older age and who gambled mainly in order to gain money immediately were at risk of problem gambling. Developing strategies for early screening and referral to professionals is necessary to prevent gambling problems from worsening.

Investigation of the Effect of Blockchain-based Cryptocurrencies on Tourism Industry

  • Rashideh, Waleed;Alkhathami, Mohammed;Obidallah, Waeal J.;Alduraywish, Yousef;Alshammari, Abdulaziz;Alsahli, Abdulaziz
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.234-244
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    • 2022
  • Tourism products involve the transfer of money that is flowing to countries with partners or borders, which do not possess any relations surrounding their business environment. Suitable platforms must be generated by the tourism industry, which are beneficial to users when their demands are satisfied based on financial, technology, knowledge, and industry matters. Intermediaries are applied to alleviate different problems that are related to the non-fulfilment of contracts of existing users and service providers who are offering their services and represent a reliable third party. However, it is significant that intermediaries must be reliable when charges are incurred for any possible commission. Cryptocurrencies rely on blockchain technology to provide smoothness in money interchange without the need for reliable third parties. This interchange allows an increasing number of different new forms, which are related to different customer-to-customer transactions. The study attempts to provide an appropriate answer to the main research question, which is: 'Will the widespread adoption of cryptocurrencies bring new types of customer-to-customer markets from a technological, organizational, and environmental perspective?'.

아동 소비자의 소비생활문제에 관한 연구 (A Study on the Consumption Problem for Child Consumer)

  • 송미애;이승신
    • 대한가정학회지
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    • 제42권1호
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    • pp.81-97
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    • 2004
  • The purpose of this study was to examine children's consumption level and related factors in an effort to lay the foundation for teaching children to lead rational consumer life and for improving consumer welfare, as it's assumed in this study that children's consumption problems would affect themselves throughout their lives. This study specifically intended to find out (1) child consumer problems, (2) how children's consumption problems were affected by their demographic variables, (3) whether consumer-education experience made any differences to their consumption problems at school, home and society, and (4) what types of demographic and consumer-education variables exercised influence on consumption problems. The findings of this study were as follows: First, children investigated were found to have middle level of consumption problems. Purchasing goods scored the lowest, and using goods scored the highest among consumption problems. Second, it turned out that boys suffered more consumption problems than girls. The reason seemed that as boys generally have lower experience in consumption attitude. Third, as to the correlation of the children's consumption problems to their consumer-education experience, money management was significantly associated with the presence or absence of experience to learn at school how to manage and save allowances. Also, the experience of consumer education by parents made a significant difference. The children's consumer consciousness and attitude varied with their experience to receive consumer education from mass media.

건축행정 서비스 개선방안 연구 (A Study on the Improvement of Architectural Administration Service Program)

  • 황은경;문수영
    • 한국주거학회논문집
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    • 제16권5호
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    • pp.99-106
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    • 2005
  • According the high growth of Korean economy, there are many changes in our life recently. As life quality is improved, the standard of construction is strengthen and subdivision. However, in many steps through which it passes until a building is planned, designed, constructed and completed, there are lots of problems among the law related architecture. Especially, there are many statutes which must be checked related to building permits and much wastes time and money in review because of overlapping laws related architecture. Furthermore, there are limitation of computerization and shortage of human power of administration in architecture. In this study, we propose six improvement programme of administration service in architecture. Through these program, civil applications like housing and economic condition could be improved consistently.

도박유형에 따른 도박행동과 도박문제의 차이 (Typology of Gambles: A Study of Gambling Behaviors and Problems)

  • 장훈 ;윤상연 ;허태균
    • 한국심리학회지 : 문화 및 사회문제
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    • 제16권3호
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    • pp.331-354
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    • 2010
  • 기존의 연구가 도박 참여자의 특성을 밝히는데 초점을 맞추는 것과는 달리, 본 연구는 다양한 종류의 도박을 그 주요 속성에 근거하여 유형화하고 각기 다른 도박유형이 참여행동과 도박문제에 미치는 영향을 비교분석하는 목적으로 이루어졌다. 이를 위해서 도박 참여자들의 각 도박종류의 속성(승률과 배당금)을 토대로 도박유형을 분류하고, 이 유형 분류에 따라서 도박행태와 도박으로 인한 부작용에 차이가 있는지 확인하였다. 우선 지각된 승률과 배당금 자료에 대한 요인분석을 통해 6개의 도박유형이 추출되었다: 오락형, 복권형, 온라인게 임형, 성인오락실형, 경주형, 카지노형. 분류된 각 도박유형을 주도박으로 이용하는 참여자들에 대해서 도박 참여행태를 분석한 결과, 주도박 유형에 따라서 도박인지, 도박 이용실태, 도박 중·후의 감정에 있어서 차이가 있는 것으로 나타났다. 또한 주도박 유형에 따라서 도박으로 인한 부작용도 차이가 있었다. 도박유형별 분석결과를 종합하면, 오락형과 복권형 도박과 같이 다수가 참여하는 도박에 비해서 성인오락실형, 경주형, 카지노형 등 소수가 이용하는 도박유형의 도박 참여행태가 더 부정적인 것으로 나타났다. 그리고 온라인게임형의 경우에는 현실적인 부작용은 크지 않더라도 잠재적으로 도박으로 인한 부작용의 가능성이 높았다. 마지막으로 도박의 유형화에 대한 학문적 타당성과 그 유형에 근거한 실용적 제안점을 논의하였다.

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의사소통양식, 의사소통도 및 결혼생활만족도 (Communication Style Communication in the Family & Marital Satisfaction)

    • 가정과삶의질연구
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    • 제15권4호
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    • pp.201-220
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    • 1997
  • The purpose of this study is to investigate communication style & communication in the family and marital satisfaction. This study focuses on the following aspects: 1) to find out which variables of background variables(oe, sociodemographic variables & communication styles) have effect on communica-tion and marital satisfaction in the family. 2) to find out the relationships between communication in the family and marital satisfaction. 3) to find out the independent influence of background variables on marital satisfaction. In order to clarify the above problems the data were obtained from questionaires with 72 items. The selected sample is composed of 365 housewives in chong Joo city. SAS pc program was used for th statistical analysis of the data. Data was analyzed by frequency percentage mean F-test Duncan's multiple range test regression analysis path analysis pearson's correlation coefficient. Major findings are as follows: first age of couples education of couples durati n of marriage family life cycle number of children income were variables to have influence on communication in the family, And communication styles were variables to have influence on communication in the family. Second age of couple education of couple duration of marriage family life cycle number of children were variables to have influence on marital satisfaction. And communication styles were variables to have influence on marital satisfaction. Third there were positive relation between communication in the family and marital satisfaction. The higher communication about clothing food housing skill health affection money, time and infstitutional facilities the higher marital satisfaction. Fourth influential variables related to marital satisfaction were communication about clothing affection & money and communication styles(ie, random style, morphogenic style, mophostatic style)

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콘크리트의 배합설계 기술자문시스템 개발 (Development of a Technical Consulting System for Concrete Mix Design)

  • 김병권;허택녕;어석홍;이석홍
    • 한국콘크리트학회:학술대회논문집
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    • 한국콘크리트학회 2000년도 봄 학술발표회 논문집
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    • pp.874-879
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    • 2000
  • A prototype expert system for normal concrete mix design was developed using an technical consulting system development tool, EXSYS Professional. The knowledge contained in the system was obtained from the standard specifications of Korea Concrete Institute, American Concrete Institute and from the related British Standards. The knowledge base and user interface will be expanded to cover wider scopes of the problems. If the system is successfully developed as an operational system, it will produce a great deal of economic benefits by reducing the time and money needed to obtain an expert's judgement and experience in decision making for repetitive tasks related to concrete mix proportions.

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Delays and its Analysis: Indian Residential Construction Projects

  • Metha, Rakesh L.;Gaikwad, Suraj V.
    • Journal of Construction Engineering and Project Management
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    • 제7권4호
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    • pp.20-28
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    • 2017
  • In almost every construction project, delay is an inevitable yet controllable phenomenon. The Indian construction industry encounters an enormous amount of delays in projects. Delay affects both time and money in the forms of schedule and cost overruns, respectively. Due to impressive and dynamic growth in the Indian construction sector, planned efforts are essential to limit these undesirable delays. On account of the surge in the rate of residential building construction, the task of identification and analysis of the delays in residential projects in India has been attempted by the authors. A questionnaire survey was conducted involving 100 stakeholders. Further analysis included an Importance Index to rank the identified delays, Principle Component Analysis for advanced statistical analysis, and Correlation Analysis to check the extent of agreement amongst stakeholders. Conclusions drawn with reference to the analysed data eventually reflected finance-related issues, as well as labour related problems as the dominating causes of delays. The aim of the research is to provide insight to the construction stakeholders and researchers, on an international scale, with the obtained results.

BTL 사업에 있어서의 VFM 분석에 관한 연구 : 사례연구를 중심으로 (The VFM Analysis on the BTL Projects: Focused on the Case Studies)

  • 박동규;김선국
    • 한국건설관리학회논문집
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    • 제7권3호
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    • pp.94-101
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    • 2006
  • 2005년 1월 '사회기반시설에대한민간투자법' 이 개정되면서 BTL 사업이 활성화되고 있으나 지금까지 BTL 사업의 추진과 정에서 상당한 시행착오와 문제점들도 발생하고 있다. 이러한 문제점들의 핵심은 '자연 BTL 방식의 취지에 적합한 대상사업들이 적절한 규모로 결정 고시되고 있는지?'의 여부와 '고시된 BTL사업들에서 민간사업자들에게 합리적인 수익률이 부여되고 있는가?'에 대한 것이다. 이것들은 또한 'BTL 사업에 대한 VFM 분석이 제대로 시행되고 있는가?'와 연계된다. 본 연구는 먼저 VFM 분석의 개념 및 방법론을 알아보고 VFM 분석과 관련된 현행 BTL 제도의 문제점들을 논의함으로써 다양한 차원에서 VFM 분석의 중요성을 제기하며 교육시설에 대한 실제 사례연구를 통해 시사점과 활용방안을 제시한다.

게임아이템 현금거래의 가치사슬 변화와 동향분석 (Change of Value Chain and Current Issues in Game Items Real Money Trade)

  • 한창희;김정민;박채희;홍유진;김민관
    • 한국게임학회 논문지
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    • 제11권2호
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    • pp.45-56
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    • 2011
  • 본 연구는 사용자간 게임 아이템 현금거래의 개념과 현금거래의 거래방식, 가치사슬, 이해관계자 그리고 발생 가능한 이슈에 대해 분석하였다. 게임아이템 현금거래는 게임 자체의 비즈니스 모델뿐만 아니라 디지털 콘텐츠의 유통, 사행성 및 작업장 등 민감한 사회적 특성을 보이고 있다. 게임 시장의 지속적인 성장에 따라서 게임 아이템 현금거래의 거래방식과 가치사슬도 변화하고 있으며 기존의 거래방식 및 가시사슬과 다른 현재의 게임아이템의 새로운 개념에 대해 새롭게 분석하였다. 또한 게임아이템 현금거래와 관련하여 계정거래, 캐릭터 선물하기 서비스, 캐릭터 육성하기 서비스, 자금세탁, 아이템 자동 등록기 등의 대한 다양한 이슈를 분석하였다. 이 같은 분석 결과는 게임아이템 현금거래 관련 정책 및 각 이해관계자들의 전략 수립 등에 중요한 현황자료가 될 것이다.