• Title/Summary/Keyword: 온라인 사회적 자본

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The Role of Social Interaction Influencing on Flow and Immersion in the Context of Online Games: The Moderating Effect of Offline Dependence (온라인 게임에서 사회적 상호작용이 충만감과 중독에 미치는 영향: 오프라인 의존성의 조절효과)

  • Kim, Yong-Young
    • Information Systems Review
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    • v.12 no.3
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    • pp.117-139
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    • 2010
  • Online games are not only tools for enjoyment, they are also the linking pins connecting between the online and the offline worlds. The effects affecting other domains can be termed 'spillover'. With the process behaving as forward and reverse spillovers, there are interaction effects on online and offline behavior. However, there is little research dealing with the spillover effects from the offline to the online domain. This study concentrates on the individual behavior of online garners centering on offline dependence. With the purpose of finding the factors affecting both flow and immersion, I am interested in the moderator effect of offline dependence influencing both flow and immersion from social interaction. A research model is developed and a survey research is conducted from one of universities in Korea. The results show that flow is strongly influenced by skills, challenge, and social interaction, but immersion is only influenced by skills and social interaction and not challenge. The findings reveal that the moderating effect of offline dependence affects only the relationship from social interaction to the immersion on the lower offline dependence group.

Relationship between Digital Informatization Self-Efficacy and Life Satisfaction in the Elderly - the Mediating Effect of Social Capital

  • Jun-Su Kim;Young-Eun Jang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.137-144
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    • 2024
  • The purpose of this study is to suggest action directions for preventing social isolation and improving life satisfaction of the elderly by verifying the mediating effect of social capital in the relationship between the elderly's digital information self-efficacy and their life satisfaction. For this purpose, the 2022 digital information gap survey data were used to analyze the relationship between digital information self-efficacy, social capital, and the elderly's life satisfaction using SPSS 26.0 and AMOS 24.0. As a result, first, the elderly's digital information self-efficacy was found to have a positive (+) effect on life satisfaction. Second, the elderly's digital information self-efficacy was found to have a positive (+) effect on social capital. Third, the social capital of the elderly was found to have a positive effect on life satisfaction. Fourth, the social capital of the elderly was found to have an indirect mediating effect in the relationship between digital information self-efficacy and life satisfaction. Based on this, practical and policy measures were presented to revitalize digital information education that older people can apply in real life, develop a digital platform for forming online-based social capital, communities suited to the digital information capabilities of older people, and revitalize information groups.

지각된 가치와 사회적 영향이 공유경제 이용의도에 미치는 영향: 사회적자본의 조절효과를 중심으로

  • Kim, So-Yeong;Park, Sang-Hyeok
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.103-107
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    • 2019
  • 최근 에어비앤비나 우버와 같은 협력적 소비 기반의 비즈니스모델을 가진 공유경제가 성장하고 있다. 본 논문은 공유경제에 대한 개념을 정의하고, 이용의도에 미치는 영향을 분석하였다. 본 논문은 경제적, 기능적, 경험적, 사회적 가치를 포함한 4가지 지각된 가치와 주관적 규범, 이미지, 사회적 임계점을 구성하는 3가지 사회적 영향이 공유경제 이용의도에 미치는 영향을 알아보고 신뢰와 사회적 규범, 네트워크와 사회구조를 포함한 사회적자본의 조절효과에 관심을 두고 있다. 가설을 검증하고자 온라인과 오프라인에서 설문조사를 실시하였고, 지각된 가치와 사회적 영향이 공유경제 이용의도에 미치는 영향을 알아보고자 변수별로 다중회귀분석을 실시하였다. 또한 사회적자본의 조절효과를 알아보기 위하여 위계적인 회귀분석을 실시하였다. 다중회귀분석 결과는 다음과 같다. 지각된 가치 중 경제적, 경험적 가치는 공유경제 이용의도에 영향을 미치는 것으로 나타났다. 위계적인 회귀분석의 결과에서 사회적자본은 지각된 가치와 사회적 영향의 공유경제 이용의도 관계에 있어 조절적인 영향을 미치는 것으로 나타났다. 본 연구는 지각된 가치를 통합적 분석, 기존 공유경제 연구에서 자주 다뤄지지 않았던 사회적 영향과 사회적자본의 요인을 다룬 점에 의미가 있지만, 설문조사 결과의 한계가 있었기에 향후 새로운 연구 방향성을 제시할 수 있다.

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A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

An Exploratory Study of the Influence of Cultural Capital on the Political Information Acquisition (문화자본이 정치정보 획득에 미치는 영향에 대한 탐색적 연구)

  • Park, Keun-Young
    • Informatization Policy
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    • v.22 no.2
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    • pp.57-74
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    • 2015
  • This research has been performed in order to investigate the probability that cultural factors in everyday life affect individuals' political behaviors. Using the data collected from 2014 Seoul mayoral election, it analyzes how the degree to which individuals have various cultural capital influences their types of political information acquisition through media. The outcomes suggest following three. First, the more cultural capital individuals have, the more active they are in obtaining political information using diverse media. Second, those who mark high score in the self-cognitive area of cultural capital, such as cultural preferences and cultural tastes, tend to gather political information throughout formal news-oriented media such as on-line news, TV, and newspapers. Third, when types of media are classified into old and new, those who have a variety of cultural capital are likely to prefer new media as their major source of political information acquisition.

Effect of Online Social Network to build virtual Human Capital (온라인 모임이 사회적 자원 형성에 미치는 영향)

  • Yun, Ho-Seong;Park, Jung-Hee;Lee, Ki-Dong
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.71-79
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    • 2010
  • Impact of online social network to cyber community has increased much attention recently. The biggest challenge in fostering a social network is to the extent whether it helps to build human capital network or social community. We propose what critical factors influence the formation of online capital network. The study uses three independent factors as motivation, self disclosure, and interactivity and two dependent factors as knowledge sharing and strengthening relationships to create virtual capital connection. Data collected from 256 university students to test the proposed model. The results of the study shows that all hypothesis are supported except one with strengthening relationship. Implications and limitations of this research are discussed.

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The Influences of Cooperative Games on Psycosocial factors and Offline Social Participation (게임에서의 협동성 요인이 심리적 관계 요인과 오프라인 사회참여에 미치는 영향)

  • Lee, Jong Wouk;Lee, Sun Young
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.153-162
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    • 2015
  • This study explores the social sides of games by investigating the relationship between cooperative games and psychological factors determining social relationships (i.e., self-disclosure, intimacy) and how such psycosocial factors influence offline social participations. Utilizing both online and offline surveys, the results indicated that the amount of time spending on cooperative games have a positive impact on self-disclosure and intimacy. The results also showed that users' self-disclosure and intimacy influence offline social participation.

Effects of Positive Psychological Capital, Social Support, and Social Existence on Quality of Life for Vietnamese Students (베트남 유학생의 긍정심리자본, 사회적지지, 사회적 현존감이 삶의 질에 미치는 영향)

  • Yoon, Ji-Won;Je, Nam-Ju;Hwa, Jeong-Seok;Park, Mee-Ra
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.271-278
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    • 2022
  • This study attempted to prepare basic data for international students with Vietnamese nationality in Korea to identify positive psychological capital, social support, social presence, and quality of life and to prepare support measures to improve their quality of life. Data collection is from May 1, 2021 to June 30, 2021, and was conducted through an online survey for anonymity and convenience. For data analysis, the IBM SPSS/25 statistical program was used, and the significance level for the results was measured as .05, and the reliability of each measurement tool was calculated. The results of this study are summarized as follows. First, the age of the subjects was '24 years old-27 years old', and women accounted for the majority. In the fourth grade, the fourth grade was the most, with "outgoing" personality, "sometimes" experiences of interpersonal conflict, "more than four years and less than five years" in the period of residence in Korea, and the level of Korean proficiency was "grade three." Second, the average quality of life of Vietnamese international students was 3.52 points (out of 5 points), positive psychological capital was 3.98 points (out of 6 points), social support was 2.96 points (out of 4 points), and social presence was 3.59 points (out of 5 points). Third, in the case of the quality of life of Vietnamese international students, there was a significant difference according to their personality, and as a result of post-verification, the quality of life of the 'extroverted' group was higher than the 'mixed' group. There was a significant difference according to interpersonal conflict), and as a result of post-examination, the "no conflict" group had a higher quality of life than the "conflict frequent" group. Fourth, the factors that most affected the subject's quality of life were social support, positive psychological capital, and personality (extroverted). The explanatory power of the model was 33.2%.

Social Capital, Knowledge Quality, and Online Brand Community Success (사회적 자본, 지식 품질 그리고 온라인 브랜드 커뮤니티의 성공)

  • Yoon, Cheolho;Kim, Changkyu;Kim, Sanghoon;Park, Il-Kyu
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.183-200
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    • 2014
  • Online brand communities have become a major component of marketing strategy given that these communities encourage participation and share the culture of Web 2.0 core concepts to Internet users. This study investigated the effects of social capital and knowledge quality on the success of online brand communities. A research model suggests that trust among members and the identification derived from social capital theory and knowledge quality influence individual community participation; knowledge quality also influences brand trust. In turn, community participation and brand trust develop brand loyalty. The model was empirically analyzed using structural equation modeling with data from online brand community members in Korea. The results indicate that identification and knowledge quality significantly affects brand trust and brand loyalty through community participation. This study provides a basis for developing a success model for online brand communities. Also, this study identifies a new role of knowledge quality in an online brand community context.

The Effects of Digital Consumption Trust and Corporate Trust on IT Device and Service Satisfaction

  • Park, Seungbae;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.217-222
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    • 2021
  • Recently, trust in online transactions and corporate trust are most important at the corporate level as social overhead capital in commercial transactions using digital devices such as online, mobile, and SNS platforms. Therefore, this study used data from the Korea Consumer Agency's consumer policy indicators to identify the impact of digital consumption trust and corporate responsibility trust on the satisfaction of information and communication products and services. According to the analysis, trust in digital consumption conditions and responsibility of companies have a positive impact on satisfaction of information and communication devices and satisfaction of information and communication services. In addition, it was found that trust in corporate responsibility has a greater impact on satisfaction of information and communication devices and satisfaction of information and communication services than trust in digital consumption conditions. Theoretical and practical implications for these findings and suggestions for future research were presented.