• Title/Summary/Keyword: 재미노동

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Fun Labor and User Identity of Virtual Worlds (가상세계의 재미노동과 사용자 정체성)

  • Lyou, Chul-Gyun;Shin, Sae-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.182-190
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    • 2007
  • Virtual world is the 3D graphical interactive environment that networked by electronic communications. Virtual Worlds offered flow experience for a long time to their users. They blur the boundaries of work and play, so bring out the concept of Fun Labor. If we can accept the principle of equivalence between Fun Labor and Real Labor, the Fun Labor may be one of the solutions of the large unemployment problem in the information society. And the Fun Labor is the new type of labor that corresponds the subjectivity of users who want interesting experience as much as they spend money and times. This situation means that the users of Virtual worlds are structuring the identities as the Residents who act the Fun Labor. It'll be very important to examine the social effects of this situation.

The importance of maintaining 'enjoyment' from creative work - A discussion on the relationship between intrinsic motivation and creative labor (일로부터 추구하는 '재미'의 중요성 - 창의 노동과 내재적 동기의 관계에 대한 고찰)

  • An, Chairin
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.115-144
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    • 2017
  • This paper analyzes the actual 'content' and 'role' of the intrinsic motivation of creative laborers during the creative production process. Based on semi-structured intensive interviews with 16 light-entertainment television PDs in South Korea, this paper articulated that intrinsic motivation towards creative work could be understood as a desire to maintain their level of enjoyment from creative work. The desire was classified into two different types of 'enjoyment', one was the enjoyment based on the expectation regarding the creative job, and the 'enjoyment' experienced primarily related to the creative production process that allows creative workers to actualize individual creative ambitions. In addition, such intrinsic motivation tended to provide a strong driving force for creative workers as they endured unfavorable working conditions that resulted from market principles(viewership ratings), economic stability, and work-life balance. This paper proposes that the tendency of creative workers to endure various undesirable working conditions is based on a strong intrinsic motivation to maintain their level of enjoyment from their creative career.

Toward a Sociological Understanding of Koreans in Small Business in the United States (미국에서 한인 자영업에 관한 연구)

  • 최병목
    • Korea journal of population studies
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    • v.19 no.2
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    • pp.139-173
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    • 1996
  • This study is an attempt to identify factors affecting korean immigrants concentration in small business enterprises in the middleman minority sector including the priphery and core sectors, with the private wage and self-employed worker examined in each sector, employing the 5 percent public use sample from the 1980 United States census. One out of five koreans aged 25∼64 years is engaged in self-employed small businesses, while the majority of koreans (4 out of 5) are in the private wage sector. In contrast to expectations, English language difficulties and inferior education are not the prime factors affecting self-employment small businesses. The korean self-employed small business owners both in the periphery sector and in the core sector showed the 'middle' strata of their position in the social structure in terms of their industry, occupation, earnings, etc.

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A study of poverty experiences among Korean elderly women in the United States (재미 한인 여성노인의 빈곤경험에 관한 연구)

  • Yeom, Jihye
    • 한국노년학
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    • v.40 no.4
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    • pp.801-821
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    • 2020
  • There are a number of prior studies on the poverty experience of Korean women, but little is known about the poverty experience of Korean elderly women in the U.S. The purpose of this study is to examine the poverty experiences of Korean elderly women who immigrated to the U. S. Qualitative case study methods were used to achieve these research objectives. Three Korean elderly women living in Oakland of California who received Supplemental Security Income (SSI) from the U.S. federal government were included in the study. The data were collected by conducting a total of six meetings per participant, and the researcher read the consent form directly to the participants and obtained a hand-written signature. The analysis and interpretation began by repeating the interview transcript several times, and the repeated keywords were to be understood in the context, focusing on time, space, and relationships with other people. The contextual understanding of Korean elderly women's experiences in poverty was interpreted in three dimensions: extending poverty in their mother country, double torture as female immigrants, and limiting labor due to aging and diseases. Before moving to the U.S., they had a difficult livelihood by farming and one of them had to live in poverty due to the bereavement to her husband. But even after moving to the U.S., they have continued to live in poverty. As female immigrants with low education and no special skills, they were incorporated into the periphery of the labor market in the industrialized U.S. and were forced to make a living with low wages. Korean elderly women were unable to return to the labor market in the surrounding areas due to aging and diseases, and were continuing their impoverished lives relying on SSI. From the findings, we discussed the role of the Korean immigrants community as a way to improve the quality of life for Korean elderly women in the U.S.

A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.79-87
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    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.

농약에 대한 소비자와의 대화-안전성을 어떻게 설명할 것인가?(IV)

  • 매진헌치
    • Life and Agrochemicals
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    • v.29 no.10
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    • pp.14-17
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    • 2008
  • 일반에게 공정한 입장에서 소비자와 커뮤니케이션을 실행하는 수단으로서 "일본농약학회, 지방자치단체, 내각부 식품안전위원회나 농림수산성, 후생노동성 등의 공적기관, 농약공업회나 전국농약협동조합 등 임의단체, 전국농업협동조합이나 전국 판매상 등의 유통업자 등이 실시하는 농약의 안전 사용자 안전 등에 관한 세미나 강습회, 소비자의 간담회", "학회나 농약연구자, 과학리더에 의한 계몽서의 출판, 학회나 업자 단체에 의한 Q&A집의 학회지 게재나 배포". "각종 학회나 공적기관의 홈페이지 계몽 해설문제의 게재", "농약제조 메이커나 임의단체에 의한 인터넷을 통한 메일 잡지 배송", "신문(전국지)를 매개로 한 홍보활동" 등을 들 수 있다. 최근에는 대학에 있어서도 일반사회인(소비자 포함)을 대상으로 한 농약이나 각종 화학물질의 안전성에 관한 공개강좌가 개설되어 있다. 한편 공정한 입장서 농약에 대해서 올바르게 전달한다는 개념에서 출발하지만, 결국엔 상업적 측면이 강한 "재미있고 우습게, 농약이 가지는 잠재적 위험성을 일부러 강조하고, 때로는 과학적 사실과 다른 내용을 의도적 또는 비의도적으로 전달하여 시청자나 독자의 관심을 끌어 시청률이나 발행부수를 신장시키는 것을 목적으로 하는 각종 매스컴으로부터의 막대한 양의 정보발신(모든 매스컴이 해당하는 것은 아님)이 있다. 더욱이 인터넷 사이트에는 종교적 측면이 강한 단체를 포함, 농약의 위험성을 강조하는 일이 있으며 온갖 정보가 넘쳐나고 있다. 물론 공적기관을 포함, 농약의 유용성과 잠재적 위험성에 대하여 공정하고 객관적 입장에서 인터넷을 소개한 정보 발신도 행해지고 있다. "농약은 나쁘고 위험하다"라는 정보로는 센세이셔날 한 상품가치(매스컴측의 보도 메리트)가 있지만 "농약은 안전하고 문제없다"로는 상품가치가 없다고 하는 상업 저널리즘을 드러낸다. "양적으로 압도적인 매스컴 보도"를 뛰어넘어 소비자에게 올바른 정보를 전달, 이해시키는 것은 가능하지 않을까. 다음으로 농약에 관한 리스크커뮤니케이션 수법에 대한 유의점과 과제를 기술한다.

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A Study on The Diaspora-Consciousness of Author in the travel-siga of Korean-American Writer Hong-Eun$(1880{\sim}1951)$ (재미작가 홍언의 미국기행시가에 나타난 디아스포라적 작가의식)

  • Park, Mi-Young
    • Sijohaknonchong
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    • v.25
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    • pp.175-209
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    • 2006
  • This study focuses on Korean-American writer Hong-Eun$(1880{\sim}1951)'s$ American travel gasaes and sis who played an active role under the rule of Japanese imperialism. This study also investigates Hong-Eun's experience and expression on American travel and culture and discusses his changes in stream of consciousness. According to American travel sigaes which were published in the New Koren Times in 1936. 1937, and 1949, his consciousness can be summarized as follows. First travel siga depicts his inner conflict as a refugee who lost one's home country. That is to say. by observing Indians' losing identity and their miserable labor conditions, he developed his own critical eyes on American society. Eventually he missed his country desperately and sought for the ways of his returning there. Second travel sijo reveals his own agony about not be able to return his home country where he could Possibly visit. In other words, after suffering from his agony, it is evident that he started to take positive attitude towards American society and establish his own identity. Based upon Hong-Eun's changes in consciousness as a writer, the researcher hypothesizes that there exists Diaspora-Consciousness in his work. His consciousness is strongly related with his attitude towards his home country whether it Is positive or vice versa. When his home country declared her independence. his attitude towards immigrant society was positively changed, which was quite contradictory from his previous one. In this transition period, not only he accepted American ideology and life, but he re-conceptualized them as a Korean mode. In sum, Hong-Eun's mental traces lie on the core of hybrid and diaspora which Post-Colonial literature values highly of.

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