• Title/Summary/Keyword: 디지털문화심리학

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Search for the Direction of the Digital Cultural Psychology through Environmental Changes in Plays (놀이환경 변화를 통해 본 디지털문화심리학의 방향 모색)

  • Jang Ju Lee
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.131-154
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    • 2011
  • Rapid social changes due to digitization have created new psychological challenges of adapting and coping. Plays are in the center of these changes. Plays used to be collateral activities of labor in the traditional society and industrial society, but they have become key activities embracing economy, society, culture in a digital society that has been maximized productivity and efficiency. Still, the theoretical approach of plays is based on the industrial societies. Analyzing these points, the psychological impacts of players using multimedia, social networking, and digital games utilizing both of them was dealt in this article. I dealt with multimedia, social networking, and digital games as key characteristic of digital culture. The difference between traditional psychology and Digital Cultural Psychology was dealt in the perspective of self-concept, information processing, and sex role. Then the conclusion on the future directions of Digital Cultural Psychology and its limitations will be followed.

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New Conceptualization of Leisure Motivation: The Impacts of Leisure Motives on Selection of Leisure Activities (여가동기의 재구성: 여가동기에 따른 여가활동 선호)

  • Taekyun Hur;Cheongyeul Park;Hoon Jang;Sohye Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.135-153
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    • 2007
  • Previous research in leisure motivation has been limited in terms of its overwhelming interest in beneficial outcomes of leisure activities, its short of coverage on wide range of modern leisure activities, and its lack of cultural perspectives. In order to overcome those limitations, the present research conducted a survey in which motives to participate in 48 leisure activities and frequency and importance of the activities were assessed. We categorized 7 categories of leisure activities (skill-involved, social, personal hobby, goal-oriented, relaxing, digital, and voluntary) and 7 categories of leisure motives (achievement, intimacy, psychological comfort, sensation-seeking, secondary, self-promoting, and no-fun). On the basis of the categorizations, momentary leisure motives and individual differences of the leisure motives were conceptualized and tested as a preceding factor of selection of leisure activities. This conceptualization was discussed in its practical implication of leisure education, consulting, and policy.

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Analysis of the effects of self-control and organization-control on information security attitude (자기통제 차원과 조직통제 차원이 정보보안 태도에 미치는 영향 분석)

  • Hu, Sung-ho;Hwang, In-ho
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.49-57
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    • 2021
  • This paper aims to confirm the effect of self-control and organization-control on information security attitude. The research method is composed of a cross-design of locus of control and tightness culture. The measurement variables used in the assessment are information security actual attitude, compliace behavioral attitude, and information security efficacy. As a result, the locus of control had a significant effect on information security actual attitude, information security efficacy, information security efficacy, and it was found that influence of the internal-based condition was greater than the external-based condition. The tightness culture had a significant effect on compliace behavioral attitude, information security efficacy, and it was found that influence of the tight culture-based condition was greater than the loose culture-based condition. In addition, the discussion contatins the implications of information security direction that reflect these research results.

The Importance and function of Cyber Psychology (사이버 심리의 중요성과 역할)

  • Choi Moon-Hee
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.75-83
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    • 2005
  • Cyberspace is on its way to experience dynamic change, hereby encompassing technical and social diversities and multiplicities. The internet, with a history of no more than 10 years, has drastically changed the way, meaning and conduct of our lives, the structure and function of society and communication. Even in psychology, in which the purpose is to scientifically look into the human mind and explore its behavior, the in-depth inquiry into the human behavior and psychological features of the cyberspace have become an increasingly important issue. Research suggests that psychological features and concepts brought about during the process of communication in cyberspace have been influenced by the digital mode following the analogue one, and by the online mode following the off line one. It also suggests that, with new issues peculiar to information society, cultural structures should be re-conceptualized, reconstructed and reevaluated in various fields. This approach to the changing role, meaning and style within society should be rearranged and referred to as cyber psychology.

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Themes of self-esteem memories in female adults: Achievement or relationship (성인여성의 자기존중기억 주제에 관한 연구: 성취 혹은 관계)

  • Kim, Youngkyoung;Goh, Jinkyung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.313-321
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    • 2019
  • This study investigated the themes of self-esteem memories in female adults. Self-esteem memories mean memories that are focused on evaluations of the self and the themes of them are classified as achievement or social relationship. Eighteen young adults(M=21.56), fifteen middle aged adults(M=54.13), and twenty older adults(M=74.35), totally fifty three female adults participated. They recalled 4 positive and 4 negative self-esteem memories respectively. The results showed that memories of positive and negative self-worth frequently focused on relationship themes, and this tendency was significant in positive memory of young adults and negative memory of middle aged adults. This suggests that social relationship is a dominant cultural value in Korea. Links between interpersonal relationship and positive/negative self-esteem memories are explained by culture, gender and developmental tasks. Further researches about the differences by sex and life scripts in the content of self-esteem memories are needed.

Applying the Theory of Planned Behavior to Digital Gaming: Focusing on the Balance Relationship with Significant Others (디지털 게임에 대한 계획행동이론의 적용: 중요한 타인과 균형관계를 중심으로)

  • Gyu Hyun Ho;Eun Yeong Na
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.275-304
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    • 2023
  • This study aimed to examine the mechanisms underlying digital game usage behavior by applying the Theory of Planned Behavior and the Balance Theory. It investigated the influences of attitude, subjective norms, and perceived behavioral control on the intention to use digital games, as well as the differences in the application of the Theory of Planned Behavior model based on the balance state among individuals, significant others, and digital games. A total of 315 responses from adult PC game users were collected through an online survey conducted from October 21 to 25, 2021, and were analyzed using multiple regression analysis. The results revealed that attitude and perceived behavioral control had a significant positive impact on the intention to continue using digital games, while subjective norms did not exert a significant influence. By categorizing groups into balanced, unbalanced, and imbalance states based on the balance relationship, the application of the Theory of Planned Behavior model showed that in the unbalanced and imbalance groups, both perceived behavioral control and attitude had a positive impact on the intention to continue using digital games. However, in the balanced group, attitude only had a positive impact on the intention to continue game usage. This study contributes to understanding digital game users by examining both individual psychological factors and the influence of others on digital game usage behavior.

Subconscious conflict and collision in a diverse society -A convergence psychological analysis of the film 'Crash'- (다문화 사회에서의 무의식적 갈등과 충돌 - 영화 'Crash'에 대한 융복합 심리학적 분석 -)

  • Kim, Seo-Jeong;Lee, Hyun-Sim;Lee, Chang-Don
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.485-493
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    • 2016
  • This study analyzes the collision occurring in the daily life of the United States where diverse ethnicities live side by side, as portrayed in the film 'crash'. The analysis is followed by a counseling method necessary for a diverse society. To analyse the essence of conflict in the film, a convergence psychological analysis was conducted based on desire theory. The result was that the desire to survive and innovate always collided with frustration. This is because of the obstacles in real life that suppresses desire. The process of frustrated desires and their distortion was structurized. In the conclusion, a counseling method and theory with 'a recovery model that promotes change' was presented for problematic personalities that are entrenched widely in the United States about pain by conflict.

A Study on the Information Security Related Organizational Citizenship Behavior: From Prospect Theory and Goal Orientation Theory Perspective (정보보안 관련 조직시민행동에 대한 연구: 개인 전망, 조직 목표지향성 관점을 중심으로)

  • Hwang, In-ho;Hu, Sung-ho
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.89-97
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    • 2021
  • The purpose of this study is to verify the influence of the cognitive process related to the organizational citizenship behavior. The research method consisted of the cross-design of the prospect dimension and goal orientation dimension, and information security factors consisted of distributive justice, response efficacy, self efficacy, and organizational citizenship behavior. As a result of the study, the dimension of prospect had a significant effect on response efficacy and self efficacy, and it was found that the influence of the gain condition was greater than that of the loss condition. The goal orientation dimension had a significant effect on response efficacy and self efficacy, and it was found that the influence of the growth condition was greater than that of the validation condition. The research model that explained the relationship between information security factors appeared as a partial mediating model between distributive justice, response efficacy, and organizational citizenship behavior. The implications of this study suggest that it is necessary to establish an information security strategy in combination with individual decision-making factors and organizational culture factors.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

Data-Driven Senior Cognitive Response Modeling Using Cognitive Measurement Data (인지측정데이터를 이용한 데이터 기반 시니어 인지반응 모델링)

  • Lee, Seolhwa;Yun, Youdong;Ji, Hyesung;Lim, Heuiseok
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.57-65
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    • 2017
  • The world's senior population is on the rise. In particular, unlike the past seniors who were in the digital insensitivity class, the smart seniors who want to continue to use smart devices and the Internet are emerging. Although the definition of senior is merely defined as a senior group, research on the characteristics of seniors has been done in psychology studies, but research using data based senior cognitive response is only at an early stage. In order to provide contents according to the cognitive characteristics of Smart Senior, there is a need to classify the cognitive characteristics of Smart Senior well. Therefore, this paper suggests a data - driven senior cognitive response modeling method that helps the enjoyment of culture for seniors through classification of cognitive responses to smart seniors.