• 제목/요약/키워드: motive of use

검색결과 207건 처리시간 0.02초

개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향 (The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency)

  • 이경님
    • 대한가정학회지
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    • 제42권4호
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

서울지역 주부의 신용카드에 관한 지식, 사용동기, 관리행동간의 관계 (Relationship among information motive and management behavior of using credit card)

  • 임정빈;이영호
    • 가정과삶의질연구
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    • 제10권2호
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    • pp.245-261
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    • 1992
  • The Purpose of this study is to find out ;Which is the recognition of housewives abut the credit cards as a financial tool\ulcorner by what kind of motive is the use made\ulcorner How important the using credit card in the financed to household\ulcorner For this purpose, a survey was conducted by interview using questionnaire. The data were analyzed by frequency , percentage, arithmetic mean, standard deviation, x2 -test, ANOVA, correlation, multiple regression using SPSS/PC+ linear structural relationship using LISREL VI program. the conclusion deduced through result of data analysis and the discussion are as follows; First, in the respondent housekeeping, monthly average repayment of credit card is about 1/3 of the living expenses. Second, the knowledge of respondents about credit card was low generally Third, respondents use credit card by the motive of circulating money rather tan the motive of convenience. Fourth , generally respondents are not overdue the charge of credit card, but the smaller the cost of living is or the larger the motive of using credit card, the more overdue the charge of credit card. Fifth, as a result of linear structural relationship among the information credit card, motive of use and management behavior, the motive of using credit card effect on the management of credit card more directly than the knowledge of credit card. Sixth, as credit card is spread widely on the future, the information of credit card will be important variable on the personal credit and the management of credit card will be more important in the household financial management.

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기존 및 확장브랜드의 텍스타일 패턴디자인 개발유형 비교 연구 - 이태리 패션브랜드를 중심으로 - (A Study on the Style of Textile Pattern Design Comparing Italian Fashion Brand and Its Extension Brand -Focus on Italian Fashion Brand -)

  • 이은옥
    • 복식문화연구
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    • 제10권2호
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    • pp.146-159
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    • 2002
  • This study examines the textile pattern design of Italian fashion brands and their brand extensions by comparing their images. Five Italian fashion brands are chosen and the textile pattern design of their brand extensions, which were presented during the eight collection. Then their design style is compared with the design style of their main brands. The five main brands and their brand extensions are as fellows: Anna Molinari-Blumarine, Dolce & Gabbana-D&G, Girogio Armani-Emporio Armani, Gian Franco Ferre'-GFF, and Prada-MiuMiu. Their color, motive type, motive layout, motive expression, and pattern drawing technique are examined and compared. Results suggest that most brand extensions generally use color, motive type motive layout. and motive expression similar to their main brands. In particular, their pattern drawing technique is a painting style white their main brands use a graphic style. This result suggests that to create and develop new brand extensions, Italian fashion (main brand) firms in general employ color, motive type, motive layout, and motive expression technique similar to main brands, but different drawing technique to differentiate from their main brands. The results of this study suggest that textile pattern design plays an important role in developing new brand extensions and thus should be considered as a crucial part of the product.

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SNS 광고속성이 광고호감도와 구매의도에 미치는 영향: SNS 이용동기 및 이용강도에 따른 차이 비교 (The Impact of SNS Advertising Attribute on Advertising Likeability and Purchase Intention: A Comparison of Difference According to Use Motive and Use Intensity of SNS)

  • 김화동
    • 한국융합학회논문지
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    • 제11권11호
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    • pp.155-163
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    • 2020
  • 본 연구는 SNS 광고에 있어 SNS 이용동기 및 이용강도에 따라 광고속성 요인들이 광고호감도와 구매의도에 어떠한 영향을 미치고 있는지에 대한 실험연구를 수행하였다. 연구결과, 우선 SNS 이용동기에 따라 차이를 보여 인간관계 관리의 이용동기 이용자에서는 광고내용의 신뢰성이 가장 크게 영향을 미치고 있고 광고의 흥미적 요소인 오락성도 중요 요인으로 영향을 미치고 있다. 관심사 정보공유의 이용동기 이용자에서는 SNS 이용에 대한 광고의 방해성이 가장 크게 부정적인 영향을 미치고 있는 상황에서 광고의 정보제공력을 나타내는 정보성이 긍정적인 중요 요인으로 영향을 미치고 있다. 그리고 이용강도에 따라서도 차이를 보여 높은 이용강도의 이용자에서는 광고내용의 신뢰성과 정보성이 보다 크게 영향을 미치고 있다. 낮은 이용강도의 이용자에서는 광고의 방해성이 가장 크게 부정적인 영향을 미치며 나머지 요인들은 작게 영향을 미치고 있다. 이러한 결과는 SNS의 이용행태 특성에 따른 효과적인 SNS 광고의 중요 요소를 설명할 수 있는 정보를 제공할 수 있다는데 의의가 있다.

소셜미디어 이용동기와 신뢰성이 사회자본에 미치는 영향 (Effect of social media use motive and credibility on social capital)

  • 박진우;김덕중
    • 한국컴퓨터정보학회논문지
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    • 제19권10호
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    • pp.207-219
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    • 2014
  • 본 논문은 소셜미디어인 페이스북을 이용하고 있는 대학생 집단을 중심으로 소셜미디어 이용 동기와 신뢰성을 파악하고, 소셜미디어 이용 동기와 신뢰성이 사회자본 형성에 미치는 영향을 살펴보았다. 주요 결과를 제시하면, 첫째, 소셜미디어 이용 동기가 사회 자본에 미치는 영향을 살펴본 결과, 소셜미디어 이용 동기는 사회 자본에 통계적으로 유의미한 정적 영향을 미치는 것으로 나타났다. 둘째, 소셜미디어 신뢰성이 사회 자본에 미치는 영향을 규명한 결과, 소셜미디어 신뢰성은 사회 자본에 통계적으로 유의한 정적 영향을 미치는 것으로 나타났다.

신용카드의 자금융통성 사용목적과 가계관리 (Motive of Revolving Credit in the Use of Credit Card and Financial Management)

  • 이영호;임정빈
    • 가족자원경영과 정책
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    • 제1권1호
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    • pp.131-140
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    • 1997
  • The Purpose of this study were to examine the relationship between the motive of revolving credit card in the use of credit and financial management. The Samples were composed of 239 housewives in Seoul. The data were analized using frequency, percentages, and multiple regression. The major findings are summarized of follows : 1) Two-thirds of repondents used credit card over optimum standards. 2) Although the level of the motive of revolving credit in the use of credit card was not high, it was negative to financial management in the case of low-income household. 3) The contents of consumer education has to provide according to a different income class.

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코넬식 수학노트 활용 수업의 교육 효과 분석 (An Analysis on the Educational Effects of Cornell-note method in Teaching Elementary Mathematics)

  • 원효헌;손영종
    • 수산해양교육연구
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    • 제25권1호
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    • pp.233-245
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    • 2013
  • The purpose of this study is to analyse the effects on the academic achievement and learning motive in mathematics class by use of Cornell-note method at an elementary school. Thus, Cornell-mathematic note is designed for the experiment in order to recognize the effects how the Cornell-note influences students' mathematics academic achievement and learning motive. This experiment was carried out for 13 weeks and the target was 28 students. The group was consisted of 6rd grade students in elementary school located in Busan. To see the effects of Cornell-note method after experiment, post-test was carried out about mathematics academic achievement and learning motive. The results of this study are as follows: There was meaningful difference before and after test about mathematics academic achievement and learning motive. The academic achievement and learning motive in mathematics were improved after Cornell-note applied. Improvement of learning motive caused progress of academic achievement in mathematics class. The Cornell-note way is not appropriate, however, to reinforce mathematical communication ability and to attract students' interest. Therefore, systematic symbol is necessary and consider about adoption of story-telling way.

유튜브 '먹방' 콘텐츠 이용 동기와 지속이용의도 통합모델: 이용과 충족접근, 기술수용모델을 중심으로 (An Integrated Model for the YouTube 'Mukbang' Content use Motivation and Continuous Use Intention: Focusing on Uses and Gratifications Approach and Technology Acceptance Model)

  • 권오천
    • 디지털융복합연구
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    • 제19권12호
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    • pp.413-425
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    • 2021
  • 본 연구는 이용과 충족접근, 기술수용모델을 통합 적용하여 유튜브 '먹방'콘텐츠 이용동기와 지속이용의도를 살펴보았다. 본 연구에서는 유튜브 '먹방' 콘텐츠 이용자 358명을 대상으로 설문조사를 통해 SPSS 21.0 프로그램과 AMOS 21.0 프로그램을 활용, 탐색적/확인적 요인분석과 경로분석 등을 실시하여 핵심 결과를 도출하였다. 결과를 제시하면, 첫째, 유튜브 '먹방' 콘텐츠 이용 동기 중 정보추구 동기와 스트레스 해소 동기, 시간보내기 동기는 인지된 유용성에, 정보추구 동기와 시간보내기 동기는 인지된 용이성에 정적 영향을 미쳤다. 둘째, 정보추구 동기, 스트레스 해소 동기, 시간보내기 동기는 공통적으로 인지된 즐거움과 인지된 독창성에 정적 영향을 미쳤다. 셋째, 인지된 즐거움은 인지된 용이성에는 정적 영향을 미쳤다. 넷째, 인지된 즐거움과 인지된 독창성은 모두 지속이용의도에 정적 영향을 미쳤다. 다섯째, 인지된 용이성은 인지된 유용성에 대해 정적 영향을 미쳤으며, 인지된 용이성과 인지된 유용성 모두 지속이용의도에 정적 영향을 미쳤다. 본 연구는 이용과 충족접근, 기술수용모델을 통합 적용하여 유튜브 '먹방' 콘텐츠의 지속이용을 파악할 수 있는 모델을 정교화하였다는 점에서 학술적 의의가 있을 것이다. 후속연구에서는 유튜브 '먹방' 콘텐츠의 지속이용의도 관련 모델의 정교화를 위해 다양한 이론과 모델들을 통합 적용해 볼 필요가 있을 것이다.

TikTok 이용동기가 사용자 밀착도에 미치는 영향 (A Study on the Effect of TikTok Motivation on Users Stickiness)

  • 왕자선;김세화
    • 한국콘텐츠학회논문지
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    • 제21권10호
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    • pp.217-226
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    • 2021
  • 본 연구에서는 이용과 만족 이론을 바탕으로, TikTok 이용 동기(오락추구, 정보추구, 상호작용, 자기표현, 도피)의 강도와 각 동기가 사용자의 밀착도(이용 빈도, 이용 시간)에 미치는 영향을 조사하였다. 중국인 TikTok 사용자들을 대상으로 조사하여 101건의 조사결과를 분석한 결과는 다음과 같다: 첫째, TikTok 이용 동기의 강도는 오락추구, 정보추구, 상호작용, 자기표현, 도피 순서로 나타났으며, 이 중 오락추구와 도피의 동기는 여성의 경우가 남성의 경우보다 더 높았다. 둘째, 사용자 밀착도 중 이용 빈도에 대해서는 사용자의 오락추구, 상호작용, 도피 등 동기의 영향력이 유의미한 것으로 나타났으며, 상호작용의 영향력이 높았다. 셋째, 이용 시간에 대해서는 오락추구, 도피 등 동기의 영향력은 유의미한 것으로 나타났다. 이는 오락추구, 상호작용, 그리고 현실을 도피하고 싶을 때에 TikTok을 자주 이용하게 되고, 오락추구나 현실을 도피를 하고 싶을 때 TikTok 이용 시간도 길어진다는 것을 의미한다.

무늬의 크기 , 배열, 명도대비에 따른 시각적 효과에 관한 연구 -격자무늬와 물방울무늬를 중심으로-

  • 최은영
    • 복식
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    • 제24권
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    • pp.193-203
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    • 1995
  • The objective of this research was to study the optical illusion effect and the difference of image of textile pattern design. This research also tried to show the more useful method to make stimulus by computer simulation and to present quantitative data. For the experiment, 3 design variable were selected from design principal book as follows : size, arrangement and value harmony of motive. Size of motive variable was divided into 3 level so by use of check & dot pattern, arrangement of motive variable was manipulated to vias direction for check pattern and value harmony between motive & base color was classified into similar value harmony and contrasting value harmony. Visual stimuli which same model was wearing each design were created by ENVISION program. This photographs were given to evaluating panels, Then panels compared experiment design by slim effect and evaluated for 5-sementic differential scale expressing clothing image. The results were as follows : 1) There were significant difference is slim effect, clothing image as simplicity and boldness according to size of Motive. 2) Arrangement of motive for check pattern had significant effects on slim , clothing images as activity and attractiveness. 3) Case of low value base color and high value dot color has significant high score on slim effect, activity, attractiveness, boldness and youthful image.

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