• Title/Summary/Keyword: 재미 한인

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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.

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

Everyday Information Practices of 'Isolated' Adolescents: A Case Study of New Korean Immigrant Adolescents in the U.S. (소외 청소년의 일상적 정보행태: 재미 한인 청소년을 사례로 하여)

  • Koo, Joung Hwa
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.161-190
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    • 2015
  • The purpose of the study is to explore how isolated immigrant adolescents seek and use necessary information when they are unable to use significant information sources-their peer groups-in the period of transition before new peer groups are established. Sixteen recently arrived Korean immigrant adolescents were recruited and a mixed method including surveys and in-depth interviews was used through three research phases. This study gained a preliminary understanding of isolated immigrant adolescents' information world: how they interpret their current situations and daily hassles, seek (or do not seek), and utilize information to cope with their daily life problems, and evaluate their use of information, including library systems and interpersonal sources. Five main emergent themes were analyzed from the findings and pertinent theories/models to interpret these unique features were suggested and discussed. The contribution and limitation of the study and future study are suggested and discussed.

An Exploratory Study on Strategic Alliances between Korean Small and Middle Fashion Companies and Korean-American Fashion Companies - Focused on Analysis of Marketing Strategies of Korean-American Fashion Companies in LA - (중소 의류 업체와 재미 한인 의류 업체의 전략적 제휴에 관한 탐색적 연구 - LA 한인 의류 업체의 마케팅 전략 분석을 중심으로 -)

  • Shin, Su-Yun;Kim, Min-Jung
    • The Research Journal of the Costume Culture
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    • v.16 no.4
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    • pp.646-660
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    • 2008
  • Korean export of fashion products to the U.S. has fallen off sharply after 2001. Now, Korean fashion companies have to develop higher value-added business. In the U.S., Korean-American fashion companies are taking a primary role in up-stream of the fashion industry. To cut the edge over the U.S. fashion companies, one of the solutions could be to build the business relationship with Korean fashion companies which reflect the recent trend rapidly and have high quality production. On this study, we investigated the marketing strategies of Korean-American fashion companies to seek to start business with Korean fashion companies and make suggestions for Korean fashion companies who want to enter into the U.S. market effectively. To analyze current situation of Korean export to the U.S. and the U.S. fashion industry, we considered various kinds of statistic data, publications and studies. And we performed in-depth interviews with 9 Korean-American fashion companies in LA from $9^{th}$ to $21^{st}$ of July. The results are as follows. first, Korean fashion companies should aim for high-end market with the products of high quality and design. Second, there should be professional agents who manage Korean small-medium fashion companies and connect them with Korean-American fashion companies. Third, Korean fashion companies who want to enter into the retail market of the U.S. have to decide the target market clearly and plan strategic and differentiated merchandising. Fourth, Korean fashion companies can specialize in product developing service like proposing a product or a merchandising line as a package including designs, fabric swatches, trims, production information, etc.

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The Relationship between the Covert Narcissism and Marital Satisfaction of Korean-Americans: The Mediating Effects of Forgiveness and Empathy (재미 한인 기혼자의 내현적 자기애와 결혼만족도의 관계: 용서와 공감의 매개효과)

  • Jung, Su-Yeon
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.412-426
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    • 2019
  • The purpose of this study was to verify the structural relationship between covert narcissism, forgiveness, empathy, and marital satisfaction for Korean-American married couples and to discover the differences in covert narcissism, forgiveness, empathy, and marital satisfaction by gender and years married. Also this study aims to prove the mediating effects of forgiveness and empathy, and to examine the structural relationship differences across genders. For this purpose, a total of 248 married Korean Americans who live in South Carolina, Arizona and Texas were subjected for this research. The results of the study were as follows. First, covert narcissism showed a negative correlation with forgiveness, empathy and marital satisfaction. And there was a positive correlation between forgiveness, empathy and marital satisfaction. Second, the differences in forgiveness and marital satisfaction by gender and years married were significant. Third, as a result of the mediating effects test, empathy and forgiveness showed indirect influence between covert narcissism and marital satisfaction. Fourth, for married males the effects of covert narcissism on empathy, empathy on forgiveness, empathy on marital satisfaction were significant. For married females, the effects of covert narcissism on forgiveness, forgiveness on marital satisfaction were significant. Based on these results, the implications and limitations of this study and suggestions for future research were discussed.

Fusion in Life - '초전도'라는 공통분모 KSTAR와 영화 "아바타"의 언옵타늄

  • 국가핵융합연구소 편집실
    • 핵융합뉴스레터
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    • s.46
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    • pp.20-21
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    • 2010
  • 영화 "타이타닉"으로 유명한 제임스 카메론 감독의 "아바타"는 개봉 후 약 40일 만에 한국관객 1,000만 명을 돌파하며 흥행에 성공했다. 개봉 후 반년이 지난 지금까지도 영화에 대한 다양한 논의가 계속되고 있는 것은 물론 관객의 눈을 사로잡는 화려한 입체 영화 즉, 3D 영화의 새로운 장을 열어 더욱 의미가 큰 "아바타". 게다가 한국의 인공태양 KSTAR 장치의 기본 원리가 숨어 있어 그것을 찾아보는 재미까지 쏠쏠하니, 다시 한 번 판도라 행성으로 떠나 보자.

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$MEDI_{CHECK}^{\surd}$ Zone_건강 세상 엿보기 - 비만예방 '체중이'와 함께하면 어렵지 않아요~

  • An, Gyeong-Eun
    • 건강소식
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    • v.36 no.3
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    • pp.42-43
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    • 2012
  • '비만과의 전쟁'에 앞장설 한국건강관리협회의 비만예방 캐릭터 '체중이'. 한국건강관리협회가 2012년 비만과의 전쟁을 벌이기 위해 재미있는 아이디어를 생각해 냈다. 국민에게 더 친숙하게 다가가고 쉽게 이해시키기 위해 캐릭터를 제작하여 홍보하기로 한 것. 이 캐릭터는 한국건강관리협회가 주최하고 보건복지부와 교육과학기술부가 후원한 '2011년 비만예방 디자인 공모' 캐릭터 부문 대상작품을 활용한 것이다.

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게임리뷰-‘피파 2005 온라인’

  • Lee, Deok-Gyu
    • Digital Contents
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    • no.4 s.143
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    • pp.84-86
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    • 2005
  • 난무하는 온라인 스포츠게임 중에‘피파 2005 온라인’은 그 존재감만은 확실한 게임이다. 게이머들은 10년 동안 피파 시리즈가 쌓아놓은‘보장된 재미’에 최신 온라인 기술이 만나 제법 그럴싸한‘센세이션’을 불러일으킬 것이라 생각했다. 하지만 이런 기대는 시작부터 어긋났다. 지금의 피파 2005 온라인은 패키지게임도 아닌, 그렇다고 온라인게임도 아닌 엉뚱한 돌연변이 게임으로 변해 버렸다.

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<유튜브> 세계를 읽는 눈, 세계를 뒤집는 아이디어

  • Kim, Hong-Guk
    • Venture DIGEST
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    • s.101
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    • pp.28-29
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    • 2006
  • 지난 8월 한 아시아계의 젊은이의 놀라운 기타 연주 모습이 유튜브에 올라 화제가 되었다. 동영상의 주인공은 재미교포인 임정현씨로 이후 뉴욕 타임즈에서 이를 대대적으로 보도해 우리나라에서도 큰 화제가 되었다. 일반인을 순식간에 유명인사로 만드는 유튜브는 실리콘밸리 젊은이들의 개인 동영상 공유를 위해 태어났지만 지금은 세계를 뒤집는 힘을 발휘하고 있다.

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지루함을 날려버릴 3차원 모바일게임

  • Kim, Mun-Yeong
    • Digital Contents
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    • no.12 s.151
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    • pp.48-52
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    • 2005
  • 휴대전화를 꺼내들고 게임을 실행한다. 지루한시간을 견디는데 모바일 게임만큼 괜찮은 솔루션도 없다. 그런데 서서히 이게임도 지루하다. 느린실행속도, 불편한 조작방식, 조금만 익숙해져도 금방시시해지는 게임구성. 다시 휴대전화를 닫아버린다. 3D 모바일게임GPANG과 GXG는 지금까지의 모바일 게임과는 차원이 다른‘ 리얼액션·리얼판타지’를 보여준다. PC방 못지않게 재미있는 지하철에서의 게임플레이를 약속한다.

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