• Title/Summary/Keyword: 청소년 문화

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The Family and Individual in the Transmedia Storytelling of Young Adult Narratives (청소년서사의 트랜스미디어 스토리텔링에 나타나는 가족과 개인)

  • Chung, Hye-Kyung
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.215-262
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    • 2021
  • This thesis focuses on Wandeuki and Elegant Lies - novels written by Kim Ryeo-reong and adapted into the film by Director Lee Han; this thesis analyzes the process of storytelling being transformed as the media is converted. Also, this thesis discusses cultural-political implications of transmedia storytelling where different narrative responses coexist concerning post-IMF family disorganization and "individualization." First of all, this thesis critically reviews existing discourses on the concept of transmedia storytelling and refers to 'transfictionality' the narratological concept of Marie-Laure Ryan in order to look into media conversion storytelling that starts from original novels. The novels Wandeuki and Elegant Lies show two aspects of "individualization" that adopts existential conditions of family disorganization. Wandeuki deviates from patriarchal family romance through self-discovery and exhibits loose family bond, which is something similar to companionship of close individuals. Elegant Lies shows individualization of pain by portraying a teenager who found herself completely isolated, while showing that it is impossible for the people left behind to mourn. On the other hand, director Lee Han's films and show stories in which family members, who are confronting family dissolution, rediscover and restore their families against family dissolution. The film promotes the expansion of family community through multicultural identity, and the film completes condolence of the people left behind by having the remaining families survive as survivors of suicide. The storyworld of the novels puts emphasis on 'self-discovery' of individual adolescents, while the storyworld of the movies puts emphasis on 'rediscovery of family'. Through transformation of storytelling - especially the redesigning of narrative structures called "modification" - transmedia storytelling shows that the relationship between media-converted texts is far from "faithful representation," but rather, shows conflicting themes and perspectives. With a reference point of 'the emergence of character' transmedia storytelling, which is predicated on the original work but aims to free itself from the original work by transforming storytelling through media conversion, opens up polyphonic storyworld by creating heterogeneous voices. In the post IMF-era, where uncertainty mounts over family dissolution and individualization, polyphonic storyworld created by transmedia storytelling provides an opportunity to experience disparate desires over individual freedom/risk and complacency toward community. We can call this the cultural-political implication of transmedia storytelling based on transferring, transcednding, and transforming.

A Research on Actual Conditions of Juvenile Labor and Labor Rights Consciousness (청소년 노동의 실태와 노동인권 의식에 관한 연구)

  • Park, Sang-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.264-271
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    • 2021
  • In this paper, we intended to find the labor situations and labor rights consciousness of local juveniles and also to identify how they are treated and respond to those treatments they encounter. At the same time, another purpose of this research is to collect basic data to give the youth proper education about labor rights when they are faced with unfair labor practice. The research results are as follows: First, 262 students (50.5%) have work experience. Second, 133 students(24.9%) took the education about labor rights, which means relatively small number of students were educated about labor rights. Third, it is reported that 54.2% of those students considered 'payment' top priority, and 67.7% of them got the work through their parents, friends, and acquaintances, and 60.2% had their jobs at restaurants. Average working hours are 7 hours a day and 20 hours a week, which shows that they worked quite long hours. Fourth, 28.9% of respondents reported they wrote employment contracts, and 82.1% said their main purpose of work was 'to make money'. Fifth, 24.7% of the students reported the experience of unfair treatment while working, and the most common case was 'jobs other than expected work'(17.9%). When they were asked how they coped with the unfair treatments, the largest percentage(30.3%) of them answered they 'quit the job'. Last, when the respondants were asked to list improvements for juvenile part-time jobs, the answers were minimum wage and payment with weekly vacation allowance(25.1%), enhancing social awareness(14.3%), increasing good job opportunity(12.8%), and etc.. This demonstrates that social awareness of juvenile labor jobs is to improve urgently in local community.

Adolescent's Risk Behavior and the Quality of Life: the Role of Protective Factors on Risk Behavior (청소년의 위험행동과 삶의 질: 위험행동에 대한 보호요인의 역할)

  • Sang-Chul Han
    • Korean Journal of Culture and Social Issue
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    • v.12 no.5_spc
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    • pp.99-116
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    • 2006
  • This paper discuss adolescent's a quality of life related with risk behavior. The purpose of this study investigate to influence on risk behavior(runaway, smoking, sexual behavior) of the protective factors that moderate adolescent's problem behavior(delinquency). The assumption of this study that the protective factors counterbalance the negative influence of risk factors and finally, diminish a the problem behavior including a delinquent. A total of 1,020 students of a vocational high schook and a 216 adolescents of a special groups(the public institution that consisted with a delinquent young man) completed the questionnaires(risk behavior, 5 protective factors) of compiled by this researcher. The protective factors have selected based on the various prior studies analyzed with adolescent's risk behavior a family functioning, a father(a mother) each and child communication, a self efficacy, and a social support. Statistics appled for the data analysis are Chisqure analysis, two-way ANOVA, and Standard Discrimination analysis. The results of this study are as follows. First, the special group is higher than the general group in the rate of runaway, smoking, and sexual deviant behavior. Second, the protective factors are not action in the special group have experienced delinquency, but are only action in the general group consisted with the students of a vocational high schools. This means that the protective factors discriminating the participation of the risk behaviors, and blocking out the intervention of a problem behavior in the general adolescents. Although each protective factor influence to different according to each risk behavior, a role of a parent-child communication, a family functioning, and self-efficacy high orderly. Finally, discussed based on the previous studies that the protective factors moderate the negative influence of risk factors, offset the connection between a risk behavior and a. problem behavior, and improve and a resilience and the quality of life of the adolescents.

Ecological Support System for Promoting Youth Culture in a New Millennium Age An Ecological Approach to Adolescents′Spatial and Informational Environment (새 밀레니엄에서의 청소년 문화창조를 위한 생태학적 지원체계(VII) 청소년의 공간 및 정보환경에 대한 생태학적 접근 -주변시설과 매체물을 중심으로-)

  • 박미석;이정우;김명자;계선자;김경아
    • Journal of the Korean Home Economics Association
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    • v.39 no.9
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    • pp.103-120
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    • 2001
  • The purpose of this study was to contribute to adolescents'welfare by investigating an actual condition of harmful environment and finding helpful ones. A total of 1125 questionnaires were used for the final data analysis. The study revealed the following results. 1. When it comes to spatial environment, adolescents go to PC rooms most frequently among facilities. They showed that the degree of use of harmful facilities is extremely low. The study revealed that frequency of exposure to harmful environment can be reduced more efficiently if adolescents are made to realize the harmfulness than when they are simply made to follow strict regulations. Significant differences were found in spatial environment according to gender and residence. 2. When it comes to informational environment, TV had an enormous influence on adolescent and they were exposed to computer at an early stage than expected. The frequency to see pornography was on the higher increase than ever, which showed outstanding difference according to gender. Also, pornography was mainly spread through friends.

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A Study on the Relations of Personality Type and Reading Tendency of the Youth in Reading Education (독서교육에 있어서 청소년의 성격유형과 독서성향의 관련성 연구)

  • Han, Yoon-Ok;Cho, Mi-Ah
    • Journal of Korean Library and Information Science Society
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    • v.42 no.4
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    • pp.69-88
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    • 2011
  • The purpose of this study is to investigate the relationship between personality type and reading tendency of the youth who are main users in a public library and are in a very important period of character formation, and thereby to find out the possibility of bibliotherapy based on the personality type. For this study, data was collected through surveys with 538 students(324 senior years in elementary school students and 259 middle school students). This study reveals that the reading tendencies are closely related with individual, social and cultural adaptation of the youth. Based on the results of this study, a reading education method according to the personality type is expected to be developed.

Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.5-22
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    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

An Influence on Adolescents' Fandom Activities (청소년 팬덤활동에 미치는 영향)

  • Kim, Sun-Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.167-176
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    • 2013
  • This study aims firstly to examine whether adolescents' life satisfaction influences their fandom activities, then to analyze whether the influences of ego resiliency and peer relations on fandom activities vary by adolescents' life satisfaction and how, if they do, and finally, using multi-group analysis, to identify whether there are gender differences in their fandom activities. The results are as follows: Firstly, as adolescents' life satisfaction is lower, their involvement into fandom activities are increased. Secondly, peer relations and ego resiliency has different relations to fandom activities, that is the former have indirect impact on fandom activities. Ego resiliency has both direct and indirect influence on fandom activities, that is adolescents who have higher ego resiliency participate more actively into fandom activities and this influence is mediated by life satisfaction. Finally, the degree of participation into fandom activities depends of adolescents' gender, that is girls involve in fandom activities more actively. One consistent finding of this study is that fandom activities are negatively related to life satisfaction. The results of this study show that more various programs to enhance life satisfaction, self respect and peer relations of adolescents are necessary to facilitate healthier culture of adolescents.

A Study on the Longitudinal Trend Changes in Media Service Addiction Variables - Focusing on Adolescents from 2000 to 2021 (미디어서비스 중독 변인의 종단적 추세변화 연구 - 2000~2021년 청소년 대상 연구를 중심으로)

  • Bae, SeungJu;Lee, SangHo
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.5
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    • pp.95-111
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    • 2021
  • This paper is a study to check the flow of how addiction to media services has been studied from a long-term perspective, and to identify variables that can be the basis for future addiction research. Researchers noted the addiction of media services in adolescents in particular, and identified a combination of factors depending on the background of the times. Addiction variables were largely aggregated into four properties: adolescent properties, personal properties, media properties, and media-dependent properties. Addiction variables belonging to the attribute were influenced by major media and divided into four periods. During the study period, the frequency of variables was most related to personal attributes, followed by media attributes, adolescent attributes, and media-dependent attributes. Also Individual attribute variables gradually shifted from object-relationship to individual psychological factors. Variants in media attributes were influenced by the introduction and spread of new media. Variations in adolescent and media-dependent attributes have been weak in studies that observe teenagers' motivations for media use or are related to addiction, and no papers have been published since 2020. Although addiction research on media services is important in terms of industry, there has been an emphasis on social aspects, based on the results of this study, we hope to continue to study the variables of service users who can be used in terms of industry.

The development method of youth character education through the traditional education : Focused on the learning model (전통교육을 통해 본 현대 청소년인성교육 학습모형 개발 방안)

  • Chin, Sung Su
    • The Journal of Korean Philosophical History
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    • no.30
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    • pp.283-310
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    • 2010
  • This paper attempted to solve the problem of contemporary youth character education through the traditional character education. For this purpose, to revaluate the educational contents of the Chosen Dynasty with current viewpoint and investigate there is what kind of meaning in current society. In other words, tried to observe about principles and methodology of youth education which based on the human being and education theory of the Confucianism. Specially analysis led about youth education theory of the Toegye and Yulgok who represents Korean studying abroad, to suggest learning model that can apply today and propose that will be able to succeed traditional education in modern ways in future. This paper reviewed that using a traditional education model for the development of youth character education as a basic task of character education program, and proposed its three kinds of components and learning model. First, Arranged character education by 10 kinds of core concept. Second, divided character education into 4 stages - recognition, reflection, application, expansion. Then suggested based on the will, emotion and mind- each of the key concept reapplied by the 4 stages.

A Study On Implementation of Digital Traditional Play using Interaction Design Technique (인터랙션 디자인 기법을 이용한 디지털 전통놀이의 구현에 관한 연구)

  • Baek, Jeong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.261-262
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    • 2013
  • 전통놀이는 전통문화의 일부분으로 옛날부터 민간에 의하여 전승되어 오는 놀이로서, 이를 후세에 전승시켜 유지보존하고 이어가는 것은 그 사회집단의 독특한 문화를 계승 발전시키는데 있어 매우 중요하다. 그러나 급격한 도시화와 세계화에 따른 정체불명의 미디어와 게임의 확산은 전통놀이 계승을 통한 전통문화의 보존을 방해하는 요인으로 작용하고 있다. 본 논문에서는 놀이 공간 확보의 어려움과 청소년들이 디지털 미디어 단말기의 선호에 따른 실외 및 집단놀이 활동의 외면 등, 전통놀이 확산의 장애 요인을 극복하기 위하여 최신의 인터랙션 미디어 제작기법을 활용한 전통놀이의 설계 및 구현 기법을 제안하였다. 특히, 정월대보름날에 행해지는 대표적인 전통놀이인 쥐불놀이 키트를 최근 부각되고 있는 아두이노 보드와 가속도 센서를 이용하여 제작하고 프로세싱으로 구현하는 사례를 제시하였다.

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