• Title/Summary/Keyword: 사회 비교 성향

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An Exploratory Study on Korean 20's Consuming Behaviors in Luxuries and Imitations (우리나라 20대 소비자의 명품 및 명품모방품 소비행태에 관한 탐색적 연구)

  • Koh, In Kon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.2
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    • pp.77-84
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    • 2015
  • According to a recent survey, the sales amount of luxuries and imitations is getting larger. Especially young consumers in 2,30's have a strong desire to own luxuries, so I tried to build a theoretical base on the 20's consuming trend. Meanwhile, targeting university students who represent consumers in 20's, I investigated the recognition of luxuries, shopping experience, main shopping items, monthly spending money, and future purchase intention. I also investigated shopping experience of imitation, main shopping items, purchase reasons, and future purchase intention. I tried to suggest lots of academic and practical implications in marketing strategy building of luxury brand, aiming young consumers in 20's. On the social-psychological view point, young generation have relatively weak sense of control or self-efficacy. So, they are easily submerged in conspicuous consumption by the atmosphere around. As a result of empirical research, I found that Korean students recognized luxuries as excellent in quality, or the world famous brand. In particular, statistically significant gender difference was shown in the luxuries characteristics as the high-quality brand for male students and the world famous brand for female students. Most respondents have experience buying luxuries. And more monthly spending money, more experience they have. Respondents' purchased items were in order of fashion goods, clothing, watches/jewelry, cosmetics/perfume. And the statistically significant differences between gender and monthly spending money were shown. Not many respondents purchased luxuries imitations, and main purchased items were fashion goods. Most of purchase motives are price over quality and economy reason. The phenomena that the respondents of relatively high levels of monthly spending money had lots of luxuries imitations shopping experiences is interesting. Female students showed higher purchase intention for luxuries and imitations than male students. There was no statistically significant difference in grade level, but was found something interesting in monthly spending money. As monthly spending money increased, the purchase intention of luxuries increased, but the purchase intention of luxuries imitations decreased. However, non-linear trend was shown in the specific allowance level. This is replicate of the luxuries imitations purchase experience. Following studies will be needed for the exact interpretation for this. This study is an exploratory and descriptive, but can provide lots of fruitful academic and practical implications in formulating luxuries marketing strategies.

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The Effects of Adolescents' Online Game Character Status Comparison on their Subjective Happiness Change (청소년의 온라인 게임 캐릭터 지위 비교가 주관적 행복 변화에 미치는 효과)

  • Lee, Guk-Hee
    • Korean Journal of Cognitive Science
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    • v.32 no.2
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    • pp.75-98
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    • 2021
  • The purpose of this study was to confirm whether adolescents with a tendency to compare online game positions are unhappier than their peers who do not. In Experiment 1, participants were asked to compare the status of their game character with the game world average (below, equal, or above average), and were then measured on their changes in happiness (changes before and after the participant's status comparison). In Experiment 2, participants compared the status of their game character with a person they knew (whether it was lower or higher than their acquaintance), and were then measured on their subjective changes in happiness. In Experiment 3, participants were told that the status of their game character was lower/higher than the average, and were either presented or not presented with the information that their acquaintance's character held a lower/higher position. The subjective happiness level of the two groups was then measured. As a result, Experiment 1 confirmed that adolescents with generally low subjective happiness were unhappier when their game position was lower than the average and were happier when their game position was higher than the average. However, it was found that the happiness level of adolescents with generally high subjective happiness did not significantly change. Experiment 2 observed that adolescents with generally low subjective happiness were unhappier when their game position was lower than others in the game world and were happier when their game position was higher than others. However, this was not true for adolescents with generally high subjective happiness. Experiment 3 showed that adolescents with generally low subjective happiness were unhappier when someone else had a higher game position than themselves and were happier when someone else had a lower game position than themselves, regardless of their status in either situation. However, a significant change was not detected among adolescents with generally high subjective happiness. As a rare study confirming the effects of social status comparison on happiness in the virtual world, this study is noteworthy.

A Study on the Personality Types of Juvenile Delinquents for Creative School Education Administration (창의적 학교교육경영을 위한 비행청소년의 성격유형에 관한 연구)

  • Choi, Chong Myoung;Park, Soon Marn;Byun, Sang Hae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.2
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    • pp.153-159
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    • 2013
  • This study is to verify between Juvenile delinquents and normal juvenile groups using MBTI personality types. This study aims to know personality types on the juvenile delinquents and apply to creative school education administration. The research was performed as below: First, Measuring and descriptive statistical analysis were performed. One hundred and two subjects who were youths disposed of Seoul nambu youth alternative education center. Data were collected from July to October in 2012. Second, Questionaries assessing demographic and MBTI(Myers-Briggs Type Indicator) by Carl Jung were administered. Third, statistical analysis was done by SPSS for Window 12.0. To Verify the reliability of the measures and correlations between questionnaire items, and to find out the difference of the specific personality types, were used frequency analysis and Pearson Chi-Square. The results of this is significant personality types of juvenile delinquents are 'E', 'P', and 'SP'.

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The way of Leehwang's understanding (이황의 '연비어약' 이해와 시적 구현)

  • Shin Yeon-Woo
    • Sijohaknonchong
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    • v.21
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    • pp.185-206
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    • 2004
  • We see the term in Tosan 12 songs and other poems by Leehwang. The term means 'Birds fly in the sky, Fish swim in the water.' It is important I think in that it is the point of contact between his poems and thought. There is a gap between original text of , [The way of mean (중용)] and Leehwang's understanding. It is same with Buddhism and Taoism as confucianism in the idea that we cannot describe the Ultimate into the human language. is the very confucian way of that. But Leewhang has the peculiar idea that it can't pass over the Moral state even though its meaning is over the human language.

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Trends of fashion journalism - An analysis under fashion article in magazines of korea - (우리나라 잡지의 패션기사를 통해 패션저널리즘의 동향)

  • 김영숙
    • Archives of design research
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    • no.16
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    • pp.161-170
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    • 1996
  • In an attempt to teace trands in fashion journalism based on the examination of recent fashion magazines in korea, this study has dealt with the followings: the number of articles on fashion, image of fashion, characteristics of articles, change in "coordinate" and titles, and length of time of publication. The results of this study follow: 1. Among the general magazines for ladies whose titles have been changed, those dedicated to the "Ms class" have increased the pages on fashion and coverage of casual brand: those for housewives have shown no change in contents despite the change in titles, 2. The length of time of publication does not affect the change in the number of articles on fashion. General magazines for ladies have shown the greater "coordinate" in articles on fashion. 3. In terms of the contents of articles on fashion, those devoted to fashion and clothing are specialized and innovation-oriented, whereas general magaines stress the provision of more practical information. 4. The emergence of the X-generation and the newer generation has resulted in positioning of clothing crand, making them chief tarhet readers.ing them chief tarhet readers.

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Factors affecting Disclosing conflicts of Interest on consultation: comparison with Role-oriented and Self-interest Groups (이익충돌 상황에서 공개가 자문행동에 주는 효과: 자문가역할수행집단과 사익추구집단의 비교)

  • Su-Bin Kim;Ji-Hye Kim;Kyong-Mee Chung
    • Korean Journal of Culture and Social Issue
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    • v.22 no.1
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    • pp.1-18
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    • 2016
  • A conflict of interest (COI) places people in ethical dilemma when providing consultation in a field of business, medical/pharmaceutical industry, research etc. Disclosure is a commonly adopted strategy for the adverse effect of COI, but previous studies have reported inconsistent results. This investigated whether individual differences in pursuing self-interest influence differently on consultation behavior during voluntary- or no-disclosure of COI conditions. A total of 190 adults participated in an on-line experiment which consisted of two tasks. On the 1st task, participants were divided into either a role-oriented group or a self-interest group depending on their consultation choice on the task. On the 2nd task, participants were required to choose whether to disclose COI to his/her virtual partner and provided consultation to them. No group differences were found in frequency of choosing voluntary disclosure. For the role-oriented group, the voluntary disclosure group provided unbiased information to the virtual partners than the no disclosure group. However, no group difference between voluntary- and no-disclosure group in the self-interest group. Implications and limitations are further discussed.

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A Comparative Study of Internet Addiction among Middle and High School Students in Seoul, Cheonan, and Rural Area (서울, 천안, 농촌지역 중 고교 학생들의 인터넷 중독에 대한 비교 연구)

  • Lee, Seok-Bum;Lee, Kyung-Kyu;Paik, Ki-Chung;Kim, Hyun-Woo
    • Korean Journal of Psychosomatic Medicine
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    • v.12 no.2
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    • pp.145-156
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    • 2004
  • Objectives : Internet addiction is a newly appeared addictive phenomenon that is defined as 'difficulty in real life due to internet over-use', 'excessive time spent on the internet or replacement of genuine real relationships with superficial virtual ones' or 'weakness in self-control about internet use and if discontinued, fallen in psychological confusion and anergic state'. This study was aimed to compare the internet addiction rate, demographic factors, computer using patterns, anxiety, depression, and internet self-efficacy and outcome expectancy between Korean middle and high school students in three areas - Seoul, Cheonan, and Rural areas - that were different in economic, cultural, and geographic state. Methods : Subjects are consisted of middle and high school students in Seoul, Chunan, and Rural areas(N=1718). Self-rating questionnaire included demographic data, Korean Spielberger State-Trait Anxiety Inventory, Korean Self-Rating Depression Scale(SDS), questions for internet-using pattern, Korean version of Internet Addiction Scale invented by K. S. Young, Internet Self-efficacy and Out-come Expectancy Scale. Results: In this study, prevalence of internet addiction was 2.9%. There was no significant difference found in prevalence of internet addiction among three areas. In all subjects, there were significant differences in anxiety, depression, internet self-efficacy and outcome expectancy, leisure style, places of internet use, internet connecting method, and insight on internee addiction. But, in addicted group, there was no significant difference among three areas. Conclusion: This study suggested that the difference in economic, cultural, and geographic state was not related to prevalence of internet addiction. Although there were significant differences in anxiety, depression, self-efficacy associated with internee use, leisure style, places of internet use, internet connecting method, insight on internet addiction among three areas, there were no significant difference in addicted group among three areas. So, we concluded that the difference in economic, cultural, and geographic state did not influence the prevalence of internet addiction, and despite the difference in economic, cultural, and geographic state, people in three areas were equally influenced by internet addiction.

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A Critical Review of Discourses on Commercialization of Korean Press (한국 언론의 상업화 논의에 관한 비판적 검토 -'1933년 상업화론'과 '1960년대 후반 상업화론'의 비교)

  • Lee, Jung-Hoon
    • Korean journal of communication and information
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    • v.62
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    • pp.315-328
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    • 2013
  • With a view to grasping how media commercialization is understood and discussed in the media-related academic community, this study compares and reviews other researches on the commercialization process of Korean press. Full-fledged studies have been rarely performed on the history of commercialization, but similar or related studies have been conducted intermittently: One is the commercialization theory in 1933 and the other is the commercialization theory in the late 1960s. Both of them decided Korean press had been commercialized as a strategical option in the midst of political pressure. It gives a clue leading us to understanding on why Korean press shows partisanship which is pointed as one of social maladies. Korean press acquires less economic benefits if they play in the market than if political parties they support or share the same political interest take power, so they are a commercial press as well as a partially partisan press. In this context, commercialization of Korean press is still underway, and genuine commercialization hitting the balance with politicization may have yet to begin.

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Analysis on the Comparison of Cartoon and Satirical Cartoon for Signification of Sign (카툰과 만평의 유머와 풍자 비교 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.91-116
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

Comparison of Anger Expression Style and Cognitive Characteristics among Male adolescent game users depending on the level of Game Addiction and Engagement (게임중독 및 관여 수준에 따른 남자 청소년 게임사용집단의 분노표현양상과 인지적 특성 비교)

  • Lim, Jeeyoung
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.339-348
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    • 2017
  • This study was conducted to examine the differences of anger expression style and cognitive characteristics among adolescents depending on the level of game addiction and game engagement. 420 high school boys were administered the Game Addiction/Engagement Scale, Behavioral Anger Response Questionnaire to measure anger expression style, and Irrational Belief Scale to measure cognitive characteristics. The results of correlation analyses showed that addiction had positive correlations with all the irrational belief factors and behavior anger factors except for assertion and avoidance. Engagement was positively correlated with all the variables except for direct anger-out, avoidance, and self-downing. Participants were divided into three groups depending on the level of addiction and engagement. Addiction high risk-low engagement group showed the lowest scores on support-seeking and the highest scores on diffusion and self-downing. Addiction high risk-high engagement group showed the highest scores on direct anger-out. Based on these findings, it was suggested that counselling strategies for adolescents at high risk of game addiction need to be varied depending on the level of game engagement.