• Title/Summary/Keyword: willingness to use

검색결과 379건 처리시간 0.023초

건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구 (A study on security independent behavior in social game using expanded health belief model)

  • 안호정;김성준;권두순
    • 경영과정보연구
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    • 제35권2호
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    • pp.99-118
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    • 2016
  • 최근 인터넷의 발달과 스마트폰 보급의 대중화를 통해 소셜 네트워크 서비스가 급격히 발달하고 있다. 거기에 스마트폰 게임시장의 급격한 성장과 모바일 소셜 게임(SG) 이용이 크게 증가하고 있다. 이들 서비스를 대상으로 한 게임 데이터 조작, 개인정보 유출 등의 문제가 발생함으로써 소셜 게임 보안의 중요성이 강조되고 있다. 본 연구는 국내 소셜게임 이용자들의 보안의지 행동에 영향을 미치는 요인을 파악하고 이 요인이 프라이버시 침해에 대한 인지된 행동통제와 태도를 통하여 보안의지 행동에 영향을 미치는 요인들 자기효능감과 신뢰에 대한 인과관계를 실증 연구함으로써 소셜 게임 서비스에서 보안의지에 대한 효과적이고 효율적인 발전방안을 제시하고자 한다. 이를 위해 소셜 게임 사용자가 보안의지 행동에 영향을 주는 건강신념 모델(HBM : Health Belief Model)을 확장하여 주요 변수로 적용한 연구 모형을 제시하였다. 본 연구의 연구모형을 실증적으로 검증하기 위해 소셜 게임 서비스를 이용한 경험이 있는 서울 소재 S대학, D대학의 대학생들과 직장인들을 대상으로 설문조사를 실시하였다. 연구결과 첫째, 지각된 심각성은 신뢰에 긍정적인 영향을 미치는 것으로 나타났다. 그러나 지각된 심각성은 자기효능감에 긍정적인 영향을 미치지 않는 것으로 나타났다. 둘째, 지각된 개연성은 자기효능감과 신뢰에 긍정적인 영향을 미치지 않는 것으로 나타났다. 셋째, 지각된 이익은 자기효능감과 신뢰에 긍정적인 영향을 미치는 것으로 나타났다. 넷째, 지각된 장애는 자기효능감과 신뢰에 긍정적인 영향을 미치지 않는 것으로 나타났다. 다섯째, 자기효능감은 신뢰에 긍정적인 영향을 미치는 것으로 나타났다. 그러나 자기효능감은 보안의지행동에 긍정적인 영향을 미치지 않은 것으로 나타났다. 여섯째, 신뢰는 보안의지 행동에 긍정적인 영향을 미치지 않는 것으로 나타났다. 이를 통해 소셜 게임 이용자들의 인식 제고로 인한 보안 인식 수준과 보안의지가 높아질 수 있도록 전략적인 제언을 하고자 한다.

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국악박물관 국악교육프로그램 활성화를 위한 고찰 (Investigation into the Gugak Educational Programs by Museum of Gugak for Invigoration Measures)

  • 문주석
    • 공연문화연구
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    • 제36호
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    • pp.327-363
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    • 2018
  • 본 연구는 국악박물관 및 국악 관련 특수박물관에서 운영 중인 국악교육프로그램을 대상으로 운영현황을 파악하고 국악박물관이 나아갈 방향성을 설정하고자하였다. 또한 이를 통하여 국악박물관에서 국악교육프로그램이 활성화되기 위한 방안은 무엇이 있는지를 고찰하였다. 전국에 등록된 박물관은 2016년도 기준 총 826개이며, 그 중에서 국악박물관 또는 국악 관련 특수박물관은 총 10개이다. 국악박물관 국악교육프로그램 분석결과 이용자의 교육에 대한 집중도 참여도 만족도가 높게 나타났다. 그러나 교육의 난이도 조정, 교육시간 배정 문제, 교육내용 개발필요성, 명확한 교육목적의 설정, 지역적 한계성 극복의 문제 등은 향후의 과제로 요구된다. 국악박물관의 특수한 상황을 고려하여 국악교육의 방향성을 네 가지로 제시하였다. 첫째, 국악박물관 국악교육은 이용자 중심이어야 한다. 둘째, 국악박물관 이용자들은 불특정 다수이므로 연령과 세대를 고려한 맞춤형 교육프로그램이 제공되어야한다. 셋째, 이용자의 경험과 학습정도는 매우 상이하므로 박물관 자료와 유물 중심의 획일적, 일방적, 단편적 교육이 아닌 창의성을 강화할 수 있는 입체적 교육이 필요하다. 넷째, 국악박물관의 특수한 환경은 일반인들의 심리적 거부감과 접근의지가 약화될 수 있으므로 일반적으로 널리 통용되는 인접학문의 내용을 포함한 융합교육이 요구된다. 국악교육의 네 가지 방향성을 중심으로 활성화 방안을 논의하였다. 첫째, 이용자 중심의 국악교육은 이용자 중심의 국악교육으로 급격한 전환보다 단계별 접근방안 요구된다. 둘째, 맞춤형 국악교육에는 국악교육 프로그램이 생애주기의 연속성 위에 기획되어야한다. 셋째, 입체형 국악교육은 체험 학습 놀이 관람 등 다양한 요소들이 국악교육프로그램에 복합적으로 반영되어있는 것을 의미하며, 오감을 이용한 경험제공과 활동위주의 교육내용이 반영된 선순환구조가 구축되어야 한다. 넷째, 융합형 국악교육은 국악교육프로그램의 특성을 이해하는 내적구조의 체계화와 외적환경이 성숙되었을 때 실현가능하다.

성별에 따른 대학생들의 친환경 식재료를 활용한 간편 가정식 구매의향 및 중요도-만족도 분석 (Importance-Performance and Willingness to Purchase Analyses of Home Meal Replacement Using Eco-Friendly Food Ingredients in Undergraduates according to Gender)

  • 정영길;이인선
    • 한국식품영양과학회지
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    • 제44권12호
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    • pp.1873-1880
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    • 2015
  • 본 연구는 간편 가정식을 이용한 경험이 있는 20대 대학생 422명을 대상으로 친환경 식재료를 활용한 간편 가정식 개발의 필요성 및 구입의향을 조사하고, 간편 가정식에 대한 중요도와 만족도를 분석하여 친환경 식재료를 활용한 간편 가정식 제품화에 필요한 기초자료를 제공하고자 하였다. 2014년 9월~2015년 3월까지 설문지에 조사대상자가 직접기입하게 하는 방식으로 조사하였다. 회수된 422부 중 불성실하게 응답한 10부를 제외한 412부만 분석에 활용하였으며 남자는 144명, 여자는 268명이었다. 본 연구의 자료는 IBM SPSS 20 프로그램을 이용하여 분석하였다. 간편 가정식을 주로 구입하는 유형은 남자와 여자 모두 바로 먹는 음식이라고 응답한 비율이 높았다(각각 52.1%, 50.7%). 간편 가정식의 이용 빈도 결과 주 1~2회 이용한다고 응답한 비율이 남자 43.8%, 여자 50.0%로 높은 것으로 나타났다. 1회 소비금액은 조사대상자의 거의 대부분이 1만원 미만으로 조사되었다. 간편 가정식 구입 장소는 편의점, 대형마트라고 응답한 비율이 높았다. 간편 가정식에서 개선되었으면 하는 점은 남자는 다양한 메뉴 개발, 여자는 식재료의 변화가 37.7%로 가장 많았다. 조사대상자의 대부분은 친환경 식재료를 활용한 간편 가정식 개발이 필요하다고 응답한 결과를 보였다. 친환경 식재료를 활용한 간편 가정식 구입의향은 남자는 66.7%, 여자는 73.5%가 구입할 의향이 있다고 응답하였다. 성별에 따른 간편 가정식에 대한 중요도 속성은 위생, 이용편리성, 포장상태, 식재료의 안전성에서 여성이 남성에 비해 중요 정도가 높은 경향을 보였다. 간편 가정식에 대한 중요도와 만족도의 차이 분석 결과 식재료의 안전성, 메뉴의 다양성, 위생, 그리고 음식의 품질 항목의 순으로 중요도와 만족도의 차이가 큰 것으로 나타났다(P<0.001). 간편 가정식 속성에 대하여 IPA 분석을 실시한 결과는 2사분면에 근접하게 있었던 식재료의 안전성의 만족도를 높이기 위한 노력이 필요한 것으로 나타났다. 식재료 안전성에 대한 만족도를 높이기 위해서는 친환경 식재료 사용 등을 통한 안전성 확보와 함께 간편 가정식 제조 시 발생할 수 있는 위해물질의 체계적인 관리체계 구축이 필요하다고 사료된다. 본 연구는 경기, 충북, 전북 지역의 일부 대학생들을 대상으로 실시하였기 때문에 표본의 대표성이 결여되어 있어 본 연구 결과가 20대 전체를 대표하기에는 무리가 있다고 판단되며 향후 대학생을 제외한 20대들을 대상으로 연구를 확대 진행할 필요성이 있다.

로짓모형에 따른 순천만습지의 경제적 가치평가 (A Study on the Economic Valuation of the Suncheon Bay Wetland according to the Logit Model)

  • 이정;김사랑;권대곤;정봄비;송성환;김선화
    • 한국조경학회지
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    • 제45권6호
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    • pp.10-27
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    • 2017
  • 최근 들어 급속한 도시화로 자연환경에 대한 인식의 중요성과 보존의 필요성이 높아지고 있다. 세계 5대 연안습지이자 명승 41호인 순천만은 우리나라 갯벌 가운데 염습지가 남아있는 유일한 갯벌이며, 생태적 측면에서 높은 보존 가치를 지니고 있다. 또한 순천만국가정원과 더불어 방문객뿐만 아니라 지역주민에게 경제적, 환경적, 역사 문화적 측면에서 다양한 편익을 제공하고 있으나, 연간 2백 만명의 탐방객이 지속적으로 방문하고 있어 생태적 수용력의 한계에 대한 지적이 끊임없이 제기되고 있다. 이러한 순천만습지의 가치평가는 지역경제 활성화를 위한 관광 자원적 측면의 가치보다 보존적 측면의 가치를 측정하는 것이 향후 순천만습지의 지속가능성을 위해 더 중요하다고 볼 수 있다. 본 연구는 가상가치평가법(CVM)으로 순천만습지의 경제적 가치를 평가하기 위해 확률선택모형(Probabilistic Choice Model) 중 일반적으로 많이 사용되는 로짓모형(Logit Model)을 이용하였다. 순천만습지의 보존가치의 비중을 1인 1일 편익인 8,200원에 적용하면 탐방을 통한 편익은 2,050원, 관리 및 보존적 가치는 3,034원, 유산적 가치는 3,116원으로 나타났다. 그 결과 순천만습지의 연간 탐방을 통한 편익은 44.3억 원, 관리 및 보존적 가치는 65.5억 원, 유산적 가치는 67.3억 원으로 나타났으며, 연간 유료방문객수로 환산할 경우 보존가치는 약 177.1억 원의 효과를 가지는 것으로 분석되었다. 본 연구는 순천만습지의 이용과 보존적 측면의 경제적 가치를 평가하여 순천만습지의 잠재적 가치의 근거를 제시하고, 순천만습지의 효율적 관리 및 정책수립의 기초자료를 제공하고자 수행되었다. 본 연구는 '탐방을 통한 편익', '관리 및 보존적 가치', '유산적 가치' 측면의 인식 파악을 바탕으로 순천만습지의 생태적 지속가능성과 비시장재의 가치를 평가했다는 점에서 연구의 의의가 있으며 향후 순천만습지와 순천만국가정원의 입장료 통합징수에 관한 정책결정 자료로 활용될 수 있다.

치위생과 신입생들의 전공 및 직업의식에 관한 연구 (A Study on the Awareness of Dental Hygiene Freshmen of Major and Occupation)

  • 임미희
    • 치위생과학회지
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    • 제6권4호
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    • pp.277-284
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    • 2006
  • 본 연구는 치위생과 신입생들의 전공 및 직업의식을 알아보기 위해 경기 지역에 위치한 3개 대학의 치위생과 신입생 361명을 대상으로 설문조사 하였으며, SPSS WIN 11.5 프로그램을 이용하여 분석한 결과, 다음과 같은 결과를 얻었다. 1. 직업에 관련된 견해에서 직장을 선택하는 조건으로는 보수가 많은 직장 M = 2.97점으로 가장 우선적으로 선택하였고, 직업에 대한 견해로는 생활수입을 위한 수단 M = 1.60점, 치과병의원 수익에 대한 견해로는 기계구입,시설확장, 기술개발 등 발전에 재투자해야 한다가 M = 2.00점으로 각각 가장 우선적인 선택으로 조사되었다. 2. 입학동기에 따른 전공만족와의 관계에서는 매우 만족과 만족하는 경우 적성에 맞는것 같아서 96.6%, 안정된 직업을 얻기 위해서 82.6%, 가족 친지 담임교사의 권유에 의해서 62.8%, 입학성적에 맞추어서 59.1%순이었으며, 경제적 사정으로 진학한 경우는 불만족 100%로 조사되어 입학동기에 따른 전공에 대한 만족도는 통계적으로 매우 유의한 차이가 있었다(p < 0.01). 3. 전반적인 직업의식은 3.10점이었고, 각 유형별 직업의식은 대인관계 직업의식 및 근로윤리 직업의식이 각각 3.19점으로 가장 높았으며, 학술관련 직업의식 3.04점, 전문직종 직업의식 2.99점으로 가장 낮게 조사되었다. 4. 일반적 특성에 따른 직업의식 정도에서는 입학동기와 입학당시의 정보에서 통계적으로 유의한 차이가 있었고(p < 0.05), 전공 만족에 따른 직업의식 정도에서는 전공학과, 직업유지, 직업전망 및 전공교환에서 통계적으로 유의한 차이가 있었다(p < 0.01).

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창업 인프라 기관의 지역 고용효과에 관한 탐색적 연구: N사 파트너스퀘어를 중심으로 (Exploratory Study on the Effect of the Entrepreneurial Infrastructure Institution on the Regional Employment: Focusing on the Partner Square of N Company)

  • 김종성;심재훈;김도현
    • 벤처창업연구
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    • 제15권3호
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    • pp.223-231
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    • 2020
  • 정부와 민간기업에서는 현재의 청년실업을 극복하고 청년창업 및 지역 고용을 활성화하기 위해 다양한 창업 인프라 기관을 지역 내 구축하고 있음에도 불구하고, 이와 관련한 선행연구는 창업 인프라 기관이 예비창업자들의 창업 의지에 미치는 영향을 중심으로 제한적으로 다루어져 왔다. 본 연구는 이러한 연구 공백을 채우고 지역 창업 인프라 기관이 지역 고용에 과연 어떠한 효과가 있는지 N사의 창업 인프라 기관인 파트너스퀘어를 대상으로 규명해 보고, 향후 창업 인프라 효과성 검증 관련 후속 연구의 기반을 마련하는 것을 목적으로 한다. 이를 위해 N사 파트너스퀘어의 지역 고용 효과성을 검증하고자 정부통계데이터인 경제활동인구조사(통계청)의 원자료를 계량모형인 이중차분법(Difference-in-Differences)으로 분석했다. 주요 연구 결과는 다음과 같다. 파트너스퀘어 서울의 설립은 서울 청년층의 취업을 통계적으로 유의하게 증가시키지 못하는 것으로 나타났으나, 파트너스퀘어 부산의 설립은 2017년 5월~2019년 7월 기간에 평균 취업자 수(575천 명)의 약 3%를 상승시켜 지역 청년취업자수를 약 1만 7천 명 증가시키는 것으로 나타났다. 파트너스퀘어 광주는 설립된 후 2018년 9월~2019년 7월 기간에 평균 취업자 수(267천 명)의 약 1.7%인 4천 5백 명 증가시키는 것으로 분석되었다. 이는 창업 인프라 기관인 파트너스퀘어 부산과 광주가 지역의 예비창업자 및 창업자를 대상으로 다양한 창업교육프로그램 및 네트워크를 형성할 수 있는 프로그램을 제공하여, 창업자들의 성장에 도움을 주고 있으며, 통계적으로 유의미하게 지역 고용을 활성화시키고 있는 것으로 판단된다. 이러한 연구 결과는 창업 인프라 기관이 지역경제 및 고용 활성화에 도움을 주고 있음을 정부통계데이터를 통해 탐색적으로 실증분석을 했다는 점에서 시사점을 갖는다. 추후 연구에서는 정부의 산업육성정책, 파트너스퀘어 이외 창업 인프라 기관 등 지역 고용효과에 미칠 수 있는 다양한 외생변수를 고려한 연구가 진행되어야 할 것이다.

The Need for a Well-Organized, Video-Assisted Asthma Education Program at Korean Primary Care Clinics

  • Kim, Yee Hyung;Yoo, Kwang Ha;Yoo, Jee-Hong;Kim, Tae-Eun;Kim, Deog Kyeom;Park, Yong Bum;Rhee, Chin Kook;Kim, Tae-Hyung;Kim, Young Sam;Yoon, Hyoung Kyu;Um, Soo-Jung;Park, I-Nae;Ryu, Yon Ju;Jung, Jae-Woo;Hwang, Yong Il;Lee, Heung Bum;Lim, Sung-Chul;Jung, Sung Soo;Kim, Eun-Kyung;Kim, Woo Jin;Lee, Sung-Soon;Lee, Jaechun;Kim, Ki Uk;Kim, Hyun Kuk;Kim, Sang Ha;Park, Joo Hun;Shin, Kyeong Cheol;Choe, Kang Hyeon;Yum, Ho-Kee
    • Tuberculosis and Respiratory Diseases
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    • 제80권2호
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    • pp.169-178
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    • 2017
  • Background: The purpose of this study was to assess the effect of our new video-assisted asthma education program on patients' knowledge regarding asthma and asthma control. Methods: Adult asthmatics who were diagnosed by primary care physicians and followed for at least 1 year were educated via smart devices and pamphlets. The education sessions were carried out three times at 2-week intervals. Each education period lasted at most 5 minutes. The effectiveness was then evaluated using questionnaires and an asthma control test (ACT). Results: The study enrolled 144 patients (mean age, $56.7{\pm}16.7years$). Half of the patients had not been taught how to use their inhalers. After participating in the education program, the participants' understanding of asthma improved significantly across all six items of a questionnaire assessing their general knowledge of asthma. The proportion of patients who made errors while manipulating their inhalers was reduced to less than 10%. The ACT score increased from $16.6{\pm}4.6$ to $20.0{\pm}3.9$ (p<0.001). The number of asthmatics whose ACT score was at least 20 increased from 45 (33.3%) to 93 (65.3%) (p<0.001). The magnitude of improvement in the ACT score did not differ between patients who received an education session at least three times within 1 year and those who had not. The majority of patients agreed to the need for an education program (95.8%) and showed a willingness to pay an additional cost for the education (81.9%). Conclusion: This study indicated that our newly developed education program would become an effective component of asthma management in primary care clinics.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

농촌(農村) 주민(住民)들의 의료필요도(醫療必要度)에 관(關)한 연구(硏究) (A Study Concerning Health Needs in Rural Korea)

  • 이성관;김두희;정종학;정극수;박상빈;최정헌;홍순호;라진훈
    • Journal of Preventive Medicine and Public Health
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    • 제7권1호
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    • pp.29-94
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    • 1974
  • Today most developed countries provide modern medical care for most of the population. The rural area is the more neglected area in the medical and health field. In public health, the philosophy is that medical care for in maintenance of health is a basic right of man; it should not be discriminated against racial, environmental or financial situations. The deficiency of the medical care system, cultural bias, economic development, and ignorance of the residents about health care brought about the shortage of medical personnel and facilities on the rural areas. Moreover, medical students and physicians have been taught less about rural health care than about urban health care. Medical care, therefore, is insufficient in terms of health care personnel/and facilities in rural areas. Under such a situation, there is growing concern about the health problems among the rural population. The findings presented in this report are useful measures of the major health problems and even more important, as a guide to planning for improved medical care systems. It is hoped that findings from this study will be useful to those responsible for improving the delivery of health service for the rural population. Objectives: -to determine the health status of the residents in the rural areas. -to assess the rural population's needs in terms of health and medical care. -to make recommendations concerning improvement in the delivery of health and medical care for the rural population. Procedures: For the sampling design, the ideal would be to sample according to the proportion of the composition age-groups. As the health problems would be different by group, the sample was divided into 10 different age-groups. If the sample were allocated by proportion of composition of each age group, some age groups would be too small to estimate the health problem. The sample size of each age-group population was 100 people/age-groups. Personal interviews were conducted by specially trained medical students. The interviews dealt at length with current health status, medical care problems, utilization of medical services, medical cost paid for medical care and attitudes toward health. In addition, more information was gained from the public health field, including environmental sanitation, maternal and child health, family planning, tuberculosis control, and dental health. The sample Sample size was one fourth of total population: 1,438 The aged 10-14 years showed the largest number of 254 and the aged under one year was the smallest number of 81. Participation in examination Examination sessions usually were held in the morning every Tuesday, Wenesday, and Thursday for 3 hours at each session at the Namchun Health station. In general, the rate of participation in medical examination was low especially in ages between 10-19 years old. The highest rate of participation among are groups was the under one year age-group by 100 percent. The lowest use rate as low as 3% of those in the age-groups 10-19 years who are attending junior and senior high school in Taegu city so the time was not convenient for them to recieve examinations. Among the over 20 years old group, the rate of participation of female was higher than that of males. The results are as follows: A. Publie health problems Population: The number of pre-school age group who required child health was 724, among them infants numbered 96. Number of eligible women aged 15-44 years was 1,279, and women with husband who need maternal health numbered 700. The age-group of 65 years or older was 201 needed more health care and 65 of them had disabilities. (Table 2). Environmental sanitation: Seventy-nine percent of the residents relied upon well water as a primary source of dringking water. Ninety-three percent of the drinking water supply was rated as unfited quality for drinking. More than 90% of latrines were unhygienic, in structure design and sanitation (Table 15). Maternal and child health: Maternal health Average number of pregnancies of eligible women was 4 times. There was almost no pre- and post-natal care. Pregnancy wastage Still births was 33 per 1,000 live births. Spontaneous abortion was 156 per 1,000 live births. Induced abortion was 137 per 1,000 live births. Delivery condition More than 90 percent of deliveries were conducted at home. Attendants at last delivery were laymen by 76% and delivery without attendants was 14%. The rate of non-sterilized scissors as an instrument used to cut the umbilical cord was as high as 54% and of sickles was 14%. The rate of difficult delivery counted for 3%. Maternal death rate estimates about 35 per 10,000 live births. Child health Consultation rate for child health was almost non existant. In general, vaccination rate of children was low; vaccination rates for children aged 0-5 years with BCG and small pox were 34 and 28 percent respectively. The rate of vaccination with DPT and Polio were 23 and 25% respectively but the rate of the complete three injections were as low as 5 and 3% respectively. The number of dead children was 280 per 1,000 living children. Infants death rate was 45 per 1,000 live births (Table 16), Family planning: Approval rate of married women for family planning was as high as 86%. The rate of experiences of contraception in the past was 51%. The current rate of contraception was 37%. Willingness to use contraception in the future was as high as 86% (Table 17). Tuberculosis control: Number of registration patients at the health center currently was 25. The number indicates one eighth of estimate number of tuberculosis in the area. Number of discharged cases in the past accounted for 79 which showed 50% of active cases when discharged time. Rate of complete treatment among reasons of discharge in the past as low as 28%. There needs to be a follow up observation of the discharged cases (Table 18). Dental problems: More than 50% of the total population have at least one or more dental problems. (Table 19) B. Medical care problems Incidence rate: 1. In one month Incidence rate of medical care problems during one month was 19.6 percent. Among these health problems which required rest at home were 11.8 percent. The estimated number of patients in the total population is 1,206. The health problems reported most frequently in interviews during one month are: GI trouble, respiratory disease, neuralgia, skin disease, and communicable disease-in that order, The rate of health problems by age groups was highest in the 1-4 age group and in the 60 years or over age group, the lowest rate was the 10-14 year age group. In general, 0-29 year age group except the 1-4 year age group was low incidence rate. After 30 years old the rate of health problems increases gradually with aging. Eighty-three percent of health problems that occured during one month were solved by primary medical care procedures. Seventeen percent of health problems needed secondary care. Days rested at home because of illness during one month were 0.7 days per interviewee and 8days per patient and it accounts for 2,161 days for the total productive population in the area. (Table 20) 2. In a year The incidence rate of medical care problems during a year was 74.8%, among them health problems which required rest at home was 37 percent. Estimated number of patients in the total population during a year was 4,600. The health problems that occured most frequently among the interviewees during a year were: Cold (30%), GI trouble (18), respiratory disease (11), anemia (10), diarrhea (10), neuralgia (10), parasite disease (9), ENT (7), skin (7), headache (7), trauma (4), communicable disease (3), and circulatory disease (3) -in that order. The rate of health problems by age groups was highest in the infants group, thereafter the rate decreased gradually until the age 15-19 year age group which showed the lowest, and then the rate increased gradually with aging. Eighty-seven percent of health problems during a year were solved by primary medical care. Thirteen percent of them needed secondary medical care procedures. Days rested at home because of illness during a year were 16 days per interviewee and 44 days per patient and it accounted for 57,335 days lost among productive age group in the area (Table 21). Among those given medical examination, the conditions observed most frequently were respiratory disease, GI trouble, parasite disease, neuralgia, skin disease, trauma, tuberculosis, anemia, chronic obstructive lung disease, eye disorders-in that order (Table 22). The main health problems required secondary medical care are as fellows: (previous page). Utilization of medical care (treatment) The rate of treatment by various medical facilities for all health problems during one month was 73 percent. The rate of receiving of medical care of those who have health problems which required rest at home was 52% while the rate of those who have health problems which did not required rest was 61 percent (Table 23). The rate of receiving of medical care for all health problems during a year was 67 percent. The rate of receiving of medical care of those who have health problems which required rest at home was 82 percent while the rate of those who have health problems which did not required rest was as low as 53 percent (Table 24). Types of medical facilitied used were as follows: Hospital and clinics: 32-35% Herb clinics: 9-10% Drugstore: 53-58% Hospitalization Rate of hospitalization was 1.7% and the estimate number of hospitalizations among the total population during a year will be 107 persons (Table 25). Medical cost: Average medical cost per person during one month and a year were 171 and 2,800 won respectively. Average medical cost per patient during one month and a year were 1,109 and 3,740 won respectively. Average cost per household during a year was 15,800 won (Table 26, 27). Solution measures for health and medical care problems in rural area: A. Health problems which could be solved by paramedical workers such as nurses, midwives and aid nurses etc. are as follows: 1. Improvement of environmental sanitation 2. MCH except medical care problems 3. Family planning except surgical intervention 4. Tuberculosis control except diagnosis and prescription 5. Dental care except operational intervention 6. Health education for residents for improvement of utilization of medical facilities and early diagnosis etc. B. Medical care problems 1. Eighty-five percent of health problems could be solved by primary care procedures by general practitioners. 2. Fifteen percent of health problems need secondary medical procedures by a specialist. C. Medical cost Concidering the economic situation in rural area the amount of 2,062 won per residents during a year will be burdensome, so financial assistance is needed gorvernment to solve health and medical care problems for rural people.

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