Using open-ended questionnaires, two studies were conducted to explore social representations held by Korean undergraduates on children, adults and adolescents. Study 1 compared between children and adults with responses reported by 97 undergraduates(men: 28, women: 69). According to the results, characteristics of children distinctive from adults were basically personality-related and in particular, typical children were marked by high extroversion, low agreeableness, conscientiousness and culture. Further, happiness for both children and adults was determined mainly by interpersonal relationships, physical health and socio-economical status. However, good(or desirable) children characteristic of high agreeableness and conscientiousness were more similar to adults worthy of the name than to children worthy of the name. Using 57 undergraduates(men: 16, women: 41), Study 2 explored social representations of adolescents. The results indicated that overall adolescence were on the bridging state between childhood and adulthood. Happiness for adolescents, like both children and adults, was determined mainly by interpersonal relationships and socio-economical status. Finally, agreeableness, conscientiousness, self-, task- and relationship-related characteristics were involved in judging good(or desirable) adolescents. These findings were discussed in terms of features of Korean culture and human development.
The purpose of present study is to investigate what is the most important factor among personality, social relation perception, and cultural influence on North Korean Defectors' self-enhancement bias, and how their self-enhancement bias influences on their psychological adaptation in South Korea. To implement this, we compared the self-enhancement bias of South Korean undergraduates and North Korean Defector undergraduates, and social desirability, too. However, there was no significant result. Based on this outcome, we focused on 121 North Korean Defectors' self-enhancement bias mechanism. We found that personality and social relation perception factors influenced significantly on their self- enhancement bias and furthermore their self-enhancement bias affected on their psychological adaptation. In addition to this, we identified sex difference at this mechanism. That is, women showed the same pattern with the existing findings in the study of self-enhancement bias mechanism, but men showed somewhat different pattern.
Objectives : Type D personality was originally introduced to study the role of personality in predicting outcomes of heart disease. However, researches showed that other medical conditions are also affected by this personality. The purpose of this study was to evaluate the relationship between type D personality and somatic symptom complaints in depressive patients. Methods : Eighty-two individuals diagnosed with depressive disorder were included. Type D personality was measured with DS14. Patient Health Questionnaire(PHQ) 9 and 15 were used to measure depression severity and somatization tendencies. For alexithymia, TAS-20 was used. Student T-test and linear regression analysis were performed. The best regression model was determined by stepwise variable selection. Results : More than half of the subjects(56%) complained at least medium degree somatic symptoms according to PHQ-15 criteria. Two-thirds of the subjects were classified as Type D personality(63.4%). The mean PHQ-15 score of the Type D individuals was significantly higher than the remaining subjects(PHQ-15 mean=12.7, $p=8.2{\times}10^{-7}$). The best regression model included age, PHQ-9 score and NA subscale score as predictor variables. Among these, only the coefficients of age($p=1.5{\times}10^{-3}$) and NA score($p=1.5{\times}10^{-7}$) were found to be statistically significant. Conclusions : The result showed that Type D personality was one of the strong predictors of somatic complaints among depressive individuals. The finding that negative affectivity rather than social inhibition was more closely associated with somatization tendencies does not fully agree with the traditional explanation that inability to express negative emotion predispose the individuals to somatic symptoms. The finding that alexithymia was not shown to be a significant predictors also substantiated this discrepancy. However, it might be possible that the high correlation between NA and SI subscore(r=0.65) and between NA and TAS-20 score(r=0.44) hid the additional effects of social inhibition and alexithymia. Further research with a larger sample would be needed to investigate the effects of the latter two components over and above the effect of negative affectivity on the somatic complaints in depressive patients.
This study analyzed social development and self-efficacy in use of internet in adolescents. Subjects were 510 7th, 8th, 10th, and 11th grade students in Daegu. Instruments were the modified Activities Questionnaire for Students (Heitner & Erica, 2(02), the Personality Inventory for Youth (Heitner & Erica, 2002) and the Self-Efficacy Scale (Song, 1998). Findings were that (1) male students use more synchronous (multi-game) but female students use more asynchronous (e-mail) and asocial (web-surfing) internet activity. (2) Synchronous social internet (multi-game) users were more social and more efficient than asynchronous (e-mail) and asocial (web-surfing) internet users.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
/
v.9
no.5
/
pp.281-290
/
2019
The study aims to analyze teachers' perception of the "personality" area, which can be subjective in the in-depth interview process of selecting gifted children and is easily shunned due to its weak immediate effect. To this end, First, when asked about their difficulties as gifted teachers, many of them answered "professionalism and workload" and cited personality as the most important area to address in-depth interviews in selecting gifted students. It also recognized that personality interviews are necessary for the most basic virtues of education and social contribution, and cited cooperation, consideration, and concession as the sub-components to be dealt with in the personality interview. It was necessary to check whether each student's capabilities were evaluated in a variety of ways in an in-depth interview of the teacher's observing and recommending system. And it needed to be supplemented by in-depth observations such as the development of a valid question, camp or debate in the evaluation of the personality area. In order to reflect the needs of the education field, it will be necessary to supplement the personality interview in the gifted children's selection. And there is also a need to continue to study how to guide the personality education of already selected gifted children.
The purpose of this study is to verify the mediating effect of job stress between childcare teacher personality and child abuse, and provides basic data on personality education and coping strategies for childcare teachers' job stress. A survey was conducted on 326 childcare teachers working at daycare centers in Incheon, Korea. The collected questionnaires were subjected to regression analysis, multiple regression analysis, and Sobel's Z-test according to the research purpose with using SPSS 20.0. The research results are as follow. First, it was found that job performance, a sub-factor of childcare teacher personality, had an effect on child abuse. Second, it was found that the sub-factors of childcare teacher personality, humanity, creativity and personality, social relations, and job performance had an effect on job stress. Third, it was found that childcare activities, the sub-factors of job stress, and the relationship with parents had an effect on child abuse. Fourth, it was found that childcare activities, sub-factors of job stress, partially mediated between job performance and child abuse, a sub-factor of childcare teacher personality. These findings suggest that in order to prevent and contain child abuse by childcare teachers, specific plan must be actively prepared to improve job performance skills related to childcare teacher personality and reduce the burden of child care activities which is a sub-factor of job stress.
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.
The convergence of e-commerce and social media have given rise to a social commerce of online group-buying. Social commerce of online group-buying is a subset of B2C (Business to Consumer) and uses social media for marketing to facilitate online buying of products and services. The social commerce of online group-buying offers new and popular products or services every day, and uses social media to bring together separated consumers. In these backgrounds, we think that personality trait associated with seeking new and popular products or services, and social influence from social media are likely to be related to intention to use in social commerce of online group-buying. This study aims to examine and analyze novelty seeking and social influence that influence intention to use in social commerce of online group-buying in China. Our research model, which included novelty seeking and social influence, was developed based on the technology acceptance model. A questionnaire survey was carried out for empirical analysis. The results of empirical analysis based on a sample of 218 users showed that novelty seeking has a significant positive impact on intention to use, and social influence has a significant positive impact on perceived usefulness. We suggested academic implications and practical implications based on our empirical research.
By integrating useful insights from social cognitive theory and social capital theory, we aim to develop a model for better understanding people's behaviors related to the use of social networking sites (SNSs) and formalize the role of social capital in individuals' continuous SNS use. Propositions that emphasize the triadic interactive relationships among environmental, personal, and behavioral factors were highlighted in this study. After reviewing previous studies, in this paper we proposed the following: (1) the causation between SNS use and individuals' perceived social capital might be mutual; social capital may not only be the result of media selectivity, but could also be an essential stimulus initiating the start of using SNSs; (2) the influences of SNSs use on the generation of individuals' online social capital might be conditional upon particular patterns of use; (3) both the level of dependence on SNSs and the differentiated patterns of SNSs use vary according to individuals' perceived offline social capital and their personal characteristics, for instance, personality or self-construal, and social anxiety.
This study is aimed at finding out the self-perception and value of clothing they wear to today's businessmen who work in a fast-growing global network society and for developing a suitable image consulting program for businessmen. The purpose of this study is to categorize businessmen into personality types, and then analyzing purchase behaviors for clothing and image perception, self-image satisfaction among categorized groups. The participants of this study are 320 businessmen who are from 20's to 50's and working in Seoul. A total of 302 questionnaires were used for the survey of this study. The questionnaire is composed of 3 different parts as follows: 1) personality types, 2) purchase behaviors for clothing and image perception, 3) self-image satisfaction. The methods of this study are frequency analysis, descriptive analysis, factor analysis, variance analysis, cluster analysis, t-test and reliability analysis. In conclusion, an image consulting education program for businessmen has to be based on one's own personality type, current fashion style and image perception. Each person has to be provided a unique direction to increase his self satisfaction, which will result in improvements in both personal image satisfaction and social satisfaction. These changes will ultimately become the driving force of career life.
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