• Title/Summary/Keyword: 건강몰입

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A Qualitative Study on the Experiences of Grandmothers Raising Grandchildren during the COVID-19 Pandemic (코로나19 상황에서 조손가족 조모가 경험하는 손자녀 양육에 대한 질적 연구)

  • Park, Hwa-Ok;Lim, Jung-won;Kim, Min Jung
    • 한국노년학
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    • v.41 no.4
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    • pp.587-609
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    • 2021
  • The purpose of this study was to investigate parenting experiences among grandmothers raising their grandchildren from grandmothers' perspective, and a variety of their physical health, psychological and social challenges they were facing in everyday life. In addition, this study explored new issues, changes, and difficulties grandparents and their grandchildren were going through during the COVID-19 pandemic. Seven grandmothers raising their grandchildren without their cohabiting parents participated in an in-depth interview, and the qualitative date were obtained using semi-structured questionnaires. Analyses identified 5 main categories: 1) my emotion, worries, and coping with parenting grandchildren, 2) difficulties and obstacles facing in real life of the parenting, 3) conflicts and coping with growing grandchildren who showed new characters, 4) relationships and emotions among grandparents, parents, and grandchildren, and 5) needs and desires toward social services and support. Sixteen themes and 60 sub-themes were also derived. The majority of grandmothers expressed diverse difficulties in their dail y lives including ambivalent emotions regarding grandchild-rearing(rewards and burden), economic hardships, physical health limitations, and a lack of communications with their grandchildren. Further, findings indicated profound generation conflicts which had been even deepened during school close period in COVID-19 pandemic and had been associated with increased hours of using internet and playing computer games. The top priority of the social service needs among interviewed grandmothers was learning support for their grandchildren. Emotional support and social support to cover their lack of family interactions, and financial support were the next of their desired social services. Implications to improve social services for grandparent-headed families are discussed.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • 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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The Study of Satire Shown in Animation -Focusing on and (애니메이션에 나타난 풍자성 연구 -<대화의 차원>과 <이웃>을 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.44
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    • pp.143-161
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    • 2016
  • This study was conducted focusing on the role of auteurism animation. The purpose of auteurism animation is to criticize irregularities of a society in witty and fierce way through satires from the sharp perspectives of a animator that is not bound by tastes of people or the interests or standpoints of specific groups, and thus to induce positive changes in a society as a purifier. In the context, this study investigated satires shown in by Jan Svankmajer and by Norman Mclaren among the animators who utilize animation as a tool to produce social meaning. As a result, the following characteristics and meanings were found. First, Dimensions of Dialogue is an animation that satires absurdity and irregularities of a human society in symbolic and exceptional way through directing by segmentations of images and omnibus structures. The satire carries the lesson of improvement in the hidden part of cynical attack to history, society, and human beings. It also maximizes absolute reality and engagement of images of Jan Svankmajer through unique and grotesque images of the animator such as alienated world, confusing shapes, and amusement of irregularities. Second, the movie, is an exemplary animation that applied core concept of animation through pixilation techniques based on an event story structure by causal relationship. It satires the changing process of a good man to violent madness through confrontation and conflicts for material desires, with exaggerated slipstick movements and humors as a black comedy. The satire methods of both animation works are delivered through unique image styles and symbolic wordage of the animators who triggered ironical laughter in attacking humanism and moral insensitivity that might be felt seriously otherwise. That is, the animators try to show the positive will for changing the society to a sound one through the form of negativity in terms of moral perspective in animation rather than destruction against the target. As such, the satires in both works worked as an auteurism allegory that maximizes social functions and artistic influence of animation.