• Title/Summary/Keyword: 자아감

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The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.33-46
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    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

The Relationships between Parental Perfectionism, Academic Stress, and Life Satisfaction (고등학생이 지각한 부모의 완벽주의 성향과 학업스트레스 및 삶의 만족도의 관계)

  • Jo, So Hee
    • Korean Educational Research Journal
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    • v.40 no.1
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    • pp.43-57
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    • 2019
  • The purpose of this study is to analyze the relationship between parental perfectionism, academic stress, and life satisfaction among high school students. For this purpose, 290 high school students from the P region were surveyed. We performed a t-test to see if there were significant differences in students' life satisfaction and perceived academic stress between the low parental perfectionism group and the high parental perfectionism group. The results of the study are as follows. First, the low parental perfectionism group reported a significantly higher level of life satisfaction than high parental perfectionism group. Second, the relationship between perceived parental perfectionism and students' academic stress was significant, which shows that the high parental perfectionism group perceived a higher level of academic stress than the low parental perfectionism group. The results indicate that parents' perfectionistic tendencies can lead to higher levels of academic stress of their children, which also can reduce their life satisfaction.

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The Effect of Presence for Virtual Reality Sports Use Activation on Participation Satisfaction (가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향)

  • Lee, Seung-Do;Lim, Kwan-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.79-94
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    • 2020
  • The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.