This study was conducted to develop and validate the social media anxiety and anger scale(SAACS), which measures emotions, especially anxiety and anger that can be contagioned to individuals, through posts and comments on social conflicts in social media. A literature search was conducted on social conflicts in social media, 12 factors(anxiety and anger about gender, crime, generation, wealth gap, politics, region) were selected. Then questions were developed after looking into previous literature and reviewing community posts and comments, and 105 preliminary questions were selected. Following the results of exploratory and confirmatory factor analysis for people aged 20 to 39 age group, SAACS was revised to 12 factors(anxiety and anger about gender, crime, generation, wealth gap, politics, and region) and 48 questions. When verifying the validity, the SAACS had a significant level of correlation with the SNS addiction tendency scale, Rosenberg self-esteem scale, Korean aggression questionnaire(K-AQ), and the state-trait anxiety inventory(STAI-X). SAACS showed no significant correlation with Korean emotional contagion scale(K-ECS). Finally, based on the results, the implications of this study and suggestions for future studies were discussed.
The first aim of this study was to explore the roles of personality variables on work motivation and job satisfaction. The second purpose was to setup a path model, in which the personality variables would impact on work motivation and job satisfaction. The third purpose of the current study was to examine medation effects of work motivation between personality variables and job satisfaction. In total, 280 older employees who worked in the various fields participated at this study. The reuslts of hierachial regression analysis found that agreeableness, conscientiousness, and interanl locus of control positively predicted on work motivation. The results indicated that openness to experience and neuroticism negatively influenced on work motivation. Also, we found that agreeableness, conscientiousness, and self-esteem positively predicted on job satisfaction. The resutls of path analysis showed that work motvation mediated the relationship between agreeableness, conscientiousness, and interanl locus of control and job satisfaction, respectively. Finally, implicaions of the results, limitations of this study, and directions of future research were discussed.
The purpose of this study was to investigate families' responses and attitudes and the experiences of Korean LGBT individuals after revealing their sexual identity and sexual orientation and to determine how families' attitudes affected the mental health of these individuals. For this purpose, in-depth interviews were performed with 12 male and female LGBT participants, ranging from 19-30 years of age, who resided in Seoul and metropolitan areas, and reported coming out to or being outed by their families. One-to-one interviews were carried out using semi-structured questions, and the data from the interviews were analyzed using consensual qualitative research (CQR). Most of the families had very negative responses and attitudes to the participants coming out and exhibited rejection or avoidant attitudes; only a few of the families responded with receptive attitudes. As a result, the LGBT participants reacted with friction and coping behaviors, such as persuasion, participation in professional counseling, abandonment or avoidance, and running away from home. Most of the effects of the families' attitudes on the participants were negative psychological effects, such as anger, sadness, a sense of alienation, depression, anxiety, fear, trauma, helplessness, lowered self-esteem, alcohol dependence, and suicidal ideation and attempt, while receptive attitudes provided a sense of stability. For all participants, they reported that they were more likely to be hurt by their families' negative attitudes than by social attitudes. This study is significant because it provides framework for specifying families' attitudes and LGBT individuals' experiences after coming out in Korean society. It also outlines LGBT individuals' coping behaviors, psychological difficulties, and the process of coming out and provides suggestions for individuals to overcome. The results are expected to help counselors create practical strategies to better understand LGBT individuals and the psychological difficulties they may experience and provide proper interventions while counseling both the individual and the family.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
/
v.7
no.4
/
pp.403-413
/
2017
The study was conducted to understand the meaning of the voluntary service experience of Korean-Chinese who living in South Korea and examine the reason of participating in voluntary activities. 8 people participated in the study, who come from volunteering groups in a Korean-Chinese compact community. Data were collected through in - depth interviews and participation observation. The collected data were categorized and analyzed according to Giorgi's hermeneutic phenomenological research method. As a result of the analysis, three sets of themes were drawn on the nature of their volunteering experience. Through their volunteer activities, they have been improving their images that have been damaged and stigmatized by the mainstream society. Through their volunteer activities, they have improved their self-esteem, got more information about the society and better adapted to Korean society. Moreover, through their volunteer activities, they have increased their sense of responsibility for Korean society and redefined their position in Korea. Given this, they expect the possibility of becoming a global citizen for the future. The meanings of volunteer experience of Chinese Koreans have been examined and discussed in this study, which indicated that the activation of the volunteer activities of migrants contributes positively to the integration of multicultural society.
This exploratory research examines a new approach to the healing environment in the changed health paradigm, and seeks to conceptualize the extended characteristics of the healing environment in the context of mental health promotion. This study aims to, first, define the concepts of health, mental health, and the healing environment in the changed paradigm, and second, develop the healing characteristics of the physical environment for mental health promotion and create indicators. For these purposes, this study performed a theoretical exploration that could support the concept of the healing environment for mental health promotion by expanding its scope into not only architecture, psychology, and psychiatry but also philosophy of architecture and environment psychology, which concerns the relationship between humans and the environment. This study considers related theories and attempts to establish a new concept from a convergent perspective. The characteristics of the healing environment categorized as a result of exploratory research on previous studies and theories include (a) physical protection promotion, (b) psychological comfort promotion, (c) social exchange promotion, and (d) personal self-esteem promotion. Establishing the concept of the healing environment for mental health promotion is important to implement the actual healing environment. Based on the concept, more specific design indicators and guidelines could be developed to conduct applied research.
The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.425-433
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2023
In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.
It is well known that health and psychosocial factors are closely associated with depressive symptoms. Due to limitations in available data and analysis methods, however, little is known about the effects of health and psychosocial factors on depression trajectory. In order to address the limitations, this study examines the predictors of depression trajectory using latent growth curve modeling involving individuals aged 60 and over who participated in the Korean Welfare Panel Study (N=4,919). Controlling for socioeconomic variables, health and psychosocial variables were cross-sectionally associated with depressive symptoms, which is consistent with previous findings. However, the effects of health and psychosocial variables on the rate of depressive symptom change varied. Health variables were significantly associated with the levels of depressive symptoms at wave 1, but these were not significantly associated with the rate of depressive symptoms change. By contrast, although psychosocial variables were significantly associated with depressive symptoms at wave 1, the effects of psychosocial variables on the rate of depressive symptom change varied. Specifically, while self-esteem and family relationship were positively associated with the rate of depressive symptom change, social relationship was negatively associated with the rate of depressive symptom change. Based on the findings, this study discussed implications for intervention and future research.
The purpose of this study is to explore a risk and a protective factors of adolescent runaway based on the previous researches. Runaway of adolescents is increasing, and it is longer and more habit gradually than past. The prevailance methods of runaway is no longer effects on the decrease of adolescent runaway. Now there is to accept adolescent runaway, and has to support the difficult life conditions and the emotional distress of adolescent post-runaway. This means that must be identify and treatment the protective factors having an buffering effect as well as the risk factors influencing on runaway. Although the worse factors related family are the highest risk factors of runaway, others factors including negative peer relation, a academic stress also an have significant influence on runaway. And the protective factors mediating the negative influence of risk factors are an monitoring and controlling of parent as authoritative rearing attitude, a social support, a positive coping strategies, a self-esteem, and a conventional peer group. Protective factors prevent from runaway behavior, as well as improve a resilience of adolescents in the poor environment. The tasks of follow study are to investigate empirically the mediating effects of the protective factors on the problem behavior of post-runaway and resilience of runaway adolescents based on the systematic research design.
It is the aim of present paper to examine the effects of experienced violence and observed violence in original family on adaptation in college students. In addition, the degree of contribution of two types of aggression in family were examined. Participants were 220 college students. Among them, those who have experienced violence from mother are 60.3%. And 52.3% reported violence from father. Those who have observed their parents violent behavior are 28.8%. These childhood 'experienced violence' and 'observed violence' was significantly associated early adulthood adaptation. But its effect is dependent on participant's sex. Experienced violence from mother is positively related to confidence in scholastic achievement in female. Experienced violence from father is positively related to trumatic symptoms and trait anxiety in male. On the other hand, observed violence showed significant relationship with traumatic symptoms, impulsivity, depression, self-esteem and trait anxiety. Most importantly, multiple regression analysis showed observed violence explains early adulthood adaptation more significantly than experienced violence. The discussion addressed implications of the findings for future research and for clinical practice.
This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program
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