• Title/Summary/Keyword: 도전감 척도

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A Cognitive Scale Development and Psychological Model Verification of the Pursuit of Adventure Leisure Activities (모험적 여가활동의 인지 차원 척도 개발과 모형검증)

  • Kwak, Jae-Hyun;Hong, Kyung-Wan
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.513-525
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    • 2018
  • The purpose of this study is to explore the experience of participants in the adventurous leisure activities and to examine the structural relations of the cognitive experience, the emotional experience and adherence intention. Robust quantitative measures were developed from rich qualitative data. The five dimensions selected from two preliminary tests were being away, technical enhancement, fascination with nature, challenge, and interpersonal trust. The cognitive dimensions have a significant effect on the emotional arousal - pleasure dimension. Our study also shows a positive causal relationship between emotional experience and adherence intention. Implications of this study include 1) a developed questionnaire for measuring the cognitive experience dimension of adventure leisure and establishing a foundation for future research, and 2) an identified psychological model among cognitive, emotion, and intention. We offer opportunities to better understand the psychological factors that motivate participation in adventure leisure.

Perceived challenges in fashion shopping online: Scale development and validation (온라인 패션 쇼핑 시 도전감의 척도 개발 및 타당성 연구)

  • Shim, Soo In
    • The Research Journal of the Costume Culture
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    • v.24 no.6
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    • pp.709-724
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    • 2016
  • The purpose of this study is to develop a multi-dimensional scale measuring consumers' perceived challenge in shopping fashion products online, and to verify its validity and reliability. Relevant literature is first reviewed to identify possible dimensions of perceived challenge. Next, Study 1 is conducted in order to explore the dimensions empirically and to see whether the dimensions that emerged were consistent with prior findings. A total of 190 responses to an open-ended question was qualitatively analyzed by using content analysis. The findings of Study 1 generate 26 items reflecting four dimensions (i.e., product knowledge, previous experience, website functionality, and product availability), which correspond to the dimensions suggested in literature review. Study 2 is subsequently conducted to refine the items so that the perceived challenge scale establishes cross-validation, convergent validity, discriminant validity, reliability, and predictive validity. A total of 238 responses is quantitatively analyzed by using exploratory factor analysis, confirmatory factor analysis, and structural equation modeling. In the results of Study 2, the perceived challenge scale is found to consist of a total of 16 items reflecting three dimensions: E-commerce Challenge (corresponding to Previous Experience reported in Study 1), Retailer Challenge (corresponding to Website Functionality), and Product Challenge (corresponding to Product Knowledge); all Product Availability items have been eliminated through the item refinement process. Specifically, E-commerce Challenge and Retailer Challenge are found to predict flow, supporting flow theory, while Product Challenge fails to lead to flow significantly. Implications, limitations, and suggestions for future studies are also discussed.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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A Influence Self Management on Mental Power of Athletics (운동선수의 자기관리가 정신력에 미치는 영향)

  • Kim, hong-seol;Song, kang-young;Lee, elisa
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.415-419
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    • 2009
  • The purpose of this study was to examine the effects of self management on mental power of athletics. To attain the goal of the study some athletics of D city physical education middle school, high school, collegiate in D city. Then, using the physical education middle and high school were complete collection, and University were random sampling method, finally drew out and analyzed 353 athletics in total. Data collected through a questionnaire designed for this study consist of fixed alternative choice response to items constructed to represent the operational definition for each variable. Statistics employed for data analysis was correlation and regression. Based upon the results of the study, the following conclusions appear warranted: 1. Self management influence on self effectiveness of athletics. 2. Self management influence on worry of athletics. 3. Self management influence on desire of challenge of athletics.

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A Study on the Analysis of Effectiveness of 4-H Seoul Field-Experiential Learning Program (『4-H청소년 서울현장체험학습』 프로그램의 효과 분석 -청소년인증수련활동 효과성 측정도구를 중심으로-)

  • Kim, Jin Ho
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.3
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    • pp.729-753
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    • 2013
  • The purpose of this study was to analyze effectiveness of 4-H Seoul Field-Experiential Learning Program(4-H SFELP). The effectiveness scale of youth accredited activity was applied to analyze the effectiveness and satisfaction of the program. After screening the data, 155 responses were used to analyze the data for this study. The major findings of this study were as follows. First, 4-H SFELP has positive effects on the level of global leadership, initiative in exchange, and understanding other cultures which are related with effectiveness of youth exchange activity. Second, 4-H SFELP has positive effects on the level of confidence, challenge spirit, achievement motivation, and collective leadership which are related with effectiveness of youth adventure and challenge activity. Third, 4-H SFELP has positive effects on the level of problem-solving skills, morality, other-respect, and self-respect which are related with effectiveness of youth self-improvement activity. Fourth, 4-H SFELP has positive effects on the level of self-efficacy and autonomy but has not effects on the level of inquiring mind of participants. All these findings were discussed for youth workers and researchers.

Fifty Years of the Korean Journal of Clinical Laboratory Science: About Name and KCI Registration (대한임상검사과학회지 50년사: 명칭과 KCI 등재에 대하여)

  • Koo, Bon-Kyeong;Sung, Ho Joong;Rhee, Ki-Jong;Yang, Byoung-Seon;Joo, Sei Ick;Choi, Seung-Gu;Jang, In-Ho;Yang, Man-Gil
    • Korean Journal of Clinical Laboratory Science
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    • v.49 no.3
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    • pp.187-202
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    • 2017
  • The Korean Society for Clinical Laboratory Science publishes the Korean Journal of Clinical Laboratory Science (KJCLS) as the official journal for the Korean Association of Medical Technologists. This year, 2017, marks the 50th anniversary of KJCLS. The original name was "the Korean Journal of Medical Technologists" (Volume 1, 1967~Volume 26, 1994), which was replaced with the "Korean Journal of the Clinical Laboratory Science" (Volume 27, 1995~Volume 35, 2003) and "the Korean Journal of Clinical Laboratory Science" (Volume 26, 2004~Present). The purpose of this study was to provide a framework for further development of KJCLS. In 1998, the National Research Foundation of Korea began the journal assessment service. The major domestic databases are KCI, KOFST, and KAMJE; the major international databases are SCI Index; SCI Core, SCI-Extended), SCOPUS, MEDLINE, and PUBMED. KJCLS has been registered with KCI of the National Research Foundation of Korea since 2014. More than 1,300 articles have been published, which all have made tremendous contributions to the field. To index KJCLS in the journal databases, we measured the value to understand the vocational level and social position. KJCLS is faced with a great challenge; immense effort will be needed to accomplish the original goal of KJCLS to become an internationally recognized journal. Ultimately, the goal of the Korean Society for Clinical Laboratory Science and the Korean Association of Medical Technologists should be to register KJCLS in databases such as KCI and SCOPUS.