• Title/Summary/Keyword: 부정적 정서

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MENTAL REPRESENTATION OF PRESCHOOL CHILDREN:ASSOCIATION WITH PARENTAL MENTAL REPRESENTATION (학령전기 아동의 심적 표상 : 부모에 대한 심적 표상과의 관계를 중심으로)

  • Lee, Kyung-Sook;Lee, Hae-Ran;Shin, Yee-Jin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.10 no.1
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    • pp.21-33
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    • 1999
  • The clinical assessment for preschool children who are known to have problems in selfreporting tends to be dependent on outsiders' reporting. Thus, the direct assessment of children's inner experience, thoughts and feelings is difficult. MacArthur Story-Stem Battery(MSSB) developed to learn more about preschool children's mental representation in play is used in this study to help assess clinical preschool children through developmental study of normal children's mental representation. Fifty five children(32boys and 23girls) who performed MSSB, IQ Test, Peabody Picture Vocabulary Test-Revised(PPVT) were videotaped and were analyzed. The results of this study were as follows:1) Children frequently displayed negative mental representation such as atypical negative response, reparation/guilt, punishment, personal injury and so on during emotionally laden play situation. 2) Mental representation of parent appeared positive, disciplinary, and negative in respective. 3) As a result of factor analysis of MSSB content themes, aggressive, prosocial, and oppositional content theme composites were generated. Aggressive content included atypical negative response, aggression, personal injury, and exclusion. Prosocial content included affection, affiliation, and reparation/guilt. Oppositional content included punishment and non-compliance. 4) Mental representation of parent and content themes showed significant correlation. Positive, negative, and disciplinary representation were significantly correlated for prosocial(r=0.40), aggressive (r=0.52), and oppositional(r=0.75) content theme respectively. 5) Among the correlations between parental mental representations and emotional responses, positive parental representation and anxiety showed significant negative correlation(r=-0.43). 6) Among the correlations between content themes and emotional responses, there were significant positive correlations between aggressive(r=0.28) and oppositional content themes(r=0.29) and distress, and were significant negative correlations between prosocial content theme and concern(r=-0.29) and anxiety(r=-0.43). According to the above results, preschool children frequently displayed negative mental representation in emotionally conflictual play situation. Children with more prosocial themes in their stories exhibit more positive parental mental representation. Also, children with more aggressive themes tend to display more negative parental representation and negative emotional responses.

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An Empirical Study on the Innovation Strategy of User Experience by Utilizing Digital Technology (디지털 기술을 활용한 사용자 체험 혁신전략에 관한 실증적 연구)

  • Rho, Hyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.169-176
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    • 2015
  • The purpose of this paper is to study renovation plan of value chain from a user's viewpoint by making practical application of digital technology. And it is surely meaningful to investigate the important motivation factors of continuous using smart-phone, and to analyze the improving effect toward to the quality of life in continuous using smart-phone. By this study we can expect the value improving effect of user experience. The results of hypothesis testing can be summarized as follows: First, the hypothesis that positive affect has a plus effect on pragmatic value is accepted. Secondly, the hypothesis that positive affect has a plus effect on hedonic value is accepted. Thirdly, the hypothesis that negative affect has a minus effect on pragmatic value is accepted. Fourthly, the hypothesis that negative affect has a minus effect on pragmatic value is rejected. Fifthly, the hypothesis that pragmatic value has a plus effect on life satisfaction is accepted. Sixthly, the hypothesis that hedonic value has a plus effect on life satisfaction is rejected. In the competition among enterprises, user experience instead of goods themselves became influential as a differential factor. And many advanced enterprises began taking a serious view of customer's happiness and user experience improvement.

Influencing Factors on Repurchase Intentions of Bank's Corporate Customers (기업고객의 은행거래 지속의도에 대한 영향요인)

  • Kang, Young-Soo;Kim, Ju-Young
    • Proceedings of the Korean DIstribution Association Conference
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    • 2005.02a
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    • pp.125-158
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    • 2005
  • This study tried to identify major factors which determine repurchase intentions. We consider customer satisfaction, service quality, switching cost and consumption emotions which are recently proposed in the related literatures. To test them empirically, we collected 374 questionnaires among 620 from corporate customers of major banks and 112 from employees of a major bank in corporate banking and analyzed them by LISREL 8.12.. The result of this study can be summed up as follows. First the most important determinant factor in repurchase intentions is customer satisfaction. Second, it is desirable to measure service quality not only in terms of 'process service quality', a process of service delivery to customers, but also 'outcome service quality', what customers receive from services or from service providers. Third, positive consumption emotions have positive influence upon customer satisfaction, negative consumption emotions have negative influence upon customer satisfaction and repurchase intentions. Fourth, switching cost, even though small in its influence, has been proved to be antecedent in repurchase intentions along with customer satisfaction and negative consumption emotions. As precedents in customers' repurchase intentions, customer satisfaction and process service quality are revealed to exercise the biggest influences. Also, positive consumption emotions, negative consumption emotions, outcome service quality and switching cost can be used as determinants in predicting corporate customers' repurchase intentions.

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The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

A Convergence Study on Music-color Association Responses of People with Visual Impairment Mediated by Emotion (시각장애인의 정서 기반 음악-색채 연합에 대한 융복합적 연구)

  • Park, Hye-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.313-321
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    • 2019
  • The purpose of this study was to examine music-color association response(MCAR) of people with visual impairment through music-emotion scale and music-color scale. The study was conducted on 60 participants(30 congenital/ 30 adventitious) who are using services of two welfare centers at S and B cities. For this, four basic emotions (happiness, sadness, anger, and fear) mediated by music were selected, and MCAR to emotion-inducing music were analyzed through self-report method. As a result, first, there were found contrasts in MCAR between happiness and sadness according to type of emotion, however, similar in anger and fear. Second, in MCAR among three variables of the music-emotion scale(valence, arousal and intensity), valence was congruent with MCAR according to type of emotion, arousal marked high scores in negative emotions, and scores of intensity in happiness and sadness were higher than those in anger and fear. Third, there were no significant differences between two groups of people with congenital and adventitious visual impairments. It is meaningful that this study showed the MCAR can be mediated by music through investigating those of people with visual impairment.

Variability in the Visuo-spatial Attention Ability and Emotional Perception Ability Related with Bipolar Disorder Tendency in the Normal Population (일반인들의 양극성 장애 경향성에 따른 시공간 주의집중력과 정서 지각 능력의 차이)

  • Kim, Sangyub;Jung, Jaebum;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.145-158
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    • 2018
  • The purpose of this study was to investigate the visuo-spatial attention ability and the emotional perception ability of people across the normal range of the scores on the bipolar disorder scale. The Korean version of the Mood Disorder Questionnaire (K-MDQ) was used to measure the bipolar disorder tendency of normal people. A useful field of view (UFOV) task and an emotional perception task were used to measure visuo-spatial attention and emotional perception ability, respectively. The participants did not have any mental illness history or other medical problems. The participants were divided into three groups according to K-MDQ score (low, normal, and high), and their performances were compared. In the UFOV task, the high K-MDQ score group had lower level of performance than the other groups, suggesting that a high bipolar tendency is associated with reduction of visuo-spatial attention ability. In the emotional perception task, the group with the high K-MDQ score showed higher perception of negative emotion bias than the other groups, suggesting a high bipolar tendency to associate with reduction of emotional perception ability. These results suggest that visuo-spatial and emotional attention abilities are related with bipolar disorder tendency even in the normal population.

Effects of Preschoolers' Temperament and Relationships with Teachers on their Peer Interaction (기질과 교사와의 관계가 또래상호작용에 미치는 영향)

  • Shin, Hye Jin;Shin, Nary
    • Korean Journal of Childcare and Education
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    • v.10 no.3
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    • pp.47-68
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    • 2014
  • The purpose of this study was to investigate how children's temperament and relationships with teachers affect their peer interaction. For this purpose, two surveys were conducted on mothers and teachers of 326 four- and five-year-old children attending four kindergartens in Gyeonggi Province. The data were analyzed by using PASW 18.0 to carry out hierarchical regression and post hocanalyses. The results showed that closeness to teachers moderated the effects of children's emotionality on their positive peer interaction. On the other hand, children's temperaments including emotionality and activity, and their relationship with teachers were directly influential on their negative peer interaction; no interaction effect was found between their temperament and relationships with teachers. It was concluded that the quality of teacher-child relationships could promote children's positive peer interaction while it could also reduce their negative interaction with peers. However, the temperament of children played limited roles in their negative peer interaction.

The Influence of Korean Collectivism(Uri, we-ness) on Interpersonal Communication Behaviors (한국적 집단주의(우리성, we-ness)가 대인 커뮤니케이션에 미치는 영향에 대한 연구)

  • Yang, Jungeun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.1-14
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    • 2019
  • It was argued that the collectivism found among Koreans are quite differenct from the collectivism defined by Western theories. The study aims to define the dimensions of the Korean collectivism (Uri, we-ness) and to examine the influence of Uri dimensions on various interpersonal communication behaviors. Result found that Uri was composed of six dimensions: Mental support, group-selfishness, group-skepticism, individual sacrifice, group-oriented attitude, and emotional intimacy. The six dimensions were able to be integrated into positive collectivism (mental support, group-oriented attitude, emotional intimacy) and negative collectivism (group-selfishness, group-skepticism, individual sacrifice). It was found that positive collectivism generally influenced on constructive communication behaviors while negative collectivism generally influenced on deconstructive communication behaviors.

The effect of Positive psychology program using Complementary and Alternative Therapies on Negative emotions, Career decision making Self-Efficacy, Self-Compassion, and Flourish of Nursing students (보완대체요법을 활용한 긍정심리프로그램이 간호대학생의 부정적 정서, 진로결정 자기효능감, 자기자비, 플로리시에 미치는 효과)

  • Hyangjin Park;Hyun-Jung Jang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.615-625
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    • 2023
  • This study was attempted to improve the mental and psychological health of nursing students through the intervention of positive psychological programs using complementary alternative therapy. This study applied a Non-equivalent control group pre-test and post-test design to verify the effects of negative emotions, career decision making self-efficacy, self-compassion, and flourish in nursing students. The experimental group is the students who received the positive psychology program using complementary and alternative therapy, and the control group is the students who did not receive the program. The collected data were analyzed using the SPSS Version 21.0 program. The experimental group showed higher career decision making self-efficacy, self-compassion, and flourish scores and lower negative emotion scores than the control group that did not participate in the education. After applying the positive psychology program using complementary and alternative therapy, it contributed to the expansion of the nursing intervention area using complementary and alternative therapy by reporting positive research effects on career decision making self-efficacy, self-compassion, and flourish.

A study on the regulation of negative emotions in the Ultimatum Game: Comparison between Korean older and young adults (최후통첩게임 상황에서의 부정정서 조절에 관한 연구: 한국 노인과 청년 비교)

  • Jeon, Dasom;Ghim, Hei-Rhee;Hur, Ahjeong;Park, Sunwoo;Kim, Moongeol
    • 한국노년학
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    • v.39 no.4
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    • pp.921-939
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    • 2019
  • According to the social selectivity theory (SST), despite the disadvantages of life conditions, older adults experience less negative emotions because they regulate their emotions by avoiding negative stimuli or situations. Based on the SST, this study attempted to find out whether older adults are better able to regulate negative emotions than young adults in the Ultimatum Game (UG). In an UG, if the proposer proposes to distribute a portion of the money to the responder, the responder must decide whether to accept or reject it. If the responder accepts the offer, the proposer and the responder can each have their own share as proposed, but if s/he reject the offer, both get nothing. Thus, if the responder considers own economic benefits, it is a more reasonable decision to accept the unfair offer no matter how low, than to reject it. To accept an unfair offer, the responder must regulate the anger felt at the proposer. If older adults could regulate anger better than young adults, they would be less likely to reject the unfair offer than young adults. Fifty-seven olders and 60 university students participated in this study. Both the older and young adults accepted most of the fair offers. In contrast, older adults accepted unfair offers at a significantly higher rate than young adults. In addition, compared to young adults, older adults reported anger less frequently at the unfair offers. Accepting unfair offers was negatively correlated with anger report, but positively correlated with the emotion regulation measured by ERQ. The ERQ score was negatively correlated with anger report. Emotion regulation partially mediated the relationship between the age groups and acceptance of unfair offers. The present results showed that older adults accepted the unfair offers at a higher rate than young adults because they could regulate the negative emotions felt at the unfair offer better than young adults. This study provided new evidence for the claim that improving emotional regulation is a major developmental change in adulthood.