• Title/Summary/Keyword: 현실적 자아

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Influence of Self-Identities in Real Space and Virtual Space on Game Addiction and Maladaptation: Focused on the Users of Online Role Playing Game (현실공간과 가상공간의 자아정체감이 게임중독과 현실부적응감에 미치는 영향: 온라인 롤프레잉 게임 이용자를 대상으로)

  • Han, Hye-Kyoung;Kim, Joo-Hee
    • Korean journal of communication and information
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    • v.37
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    • pp.342-376
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    • 2007
  • This study attempted to explore relationship between self-identities in real space and in virtual space and to inspect empirically both self-identities' influence on addiction and society maladaptation of online role playing game users. The verified results through this study are summarized as follows. First, both self-identity in real space and self-identity in virtual space represent strong interrelationship. In detail, the user with strong self-identity in real space shows strong self-identity in virtual space. Second, self-identities in two spaces have the negative interrelationship with game addiction and maladaptation. Whether real space or virtual space, the higher self-identity, the lower the levels of game addiction and maladaptation. Especially, self-identity in real space appeared an influential variable determining the level of addiction and maladaptation. Although self-identity in virtual space have not an independent influence, it has the possibility to effect complementary with self-identity in real space. This fact means that virtual space is not the place where the user with weak self-identity in real space can discovers the ideal self. Because they also experience the negative recognition about oneself in virtual space.

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The Effects of Self-Efficacy, Social Support, and Ego-Resiliency on Reality Shock of Nursing Students (간호대학생의 자기효능감, 사회적지지 및 자아탄력성이 현실충격에 미치는 영향)

  • Park, Dong-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.648-657
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    • 2020
  • This study is a descriptive investigation into the relationship between the degree of the reality shock and the self-efficacy, social support, and ego-resilience of nursing students and the factors that influence their reality shock. The study shows that self-efficacy, social support, and ego-resilience are related with reality shock. The regression analysis shows that self-efficacy, social support, and ego-resilience account for 27.1% of the reality shock. The research results verify self-efficacy, social support, and ego-resilience as factors that influence reality shock. So, it is necessary to develop programs and explore support plans that take into account self-efficacy, social support, and ego-resilience with the aim of relieving the nursing students reality shock. Looking ahead, further studies need to be conducted with expanded objects of investigation with the aim of drawing more attention to the reality shock of nursing students and generalizing research results.

A Study on the Emotional Solidarity of the Club and the Spectators for the Activation of Professional Baseball (프로야구 활성화를 위한 구단과 관중의 정서적 연대에 관한 연구)

  • Kim, Jin-Kook;Yang, Sung-Chul
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.261-272
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    • 2019
  • The purpose of this study is to examine the moderating effect of emotional bond in the effect of the congruence of self-image and the team's loyalty to professional baseball spectators, to enhance the effectiveness of emotional bond between the club and the spectator, and to suggest implications for establishing the club's brand marketing strategy. For this purpose, a survey was conducted on 500 professional baseball spectators, and the results of correlation analysis, stepwise regression analysis and hierarchical regression analysis using SPSS 21.0 based on 450 collected data are as follows. First, among the professional baseball spectators and the team's self-image, the realistic self-image factor had a significant effect on the club's loyalty. Second, it was confirmed that the congruence of realistic self-image moderated the effect of congruence of realistic self-image on club loyalty. This result shows that the formation of emotional bond has no influence on the congruence of ideal self-image and is related to the realistic self-image that the club is showing at present. Therefore, it is necessary to establish a marketing strategy that can highlight this effect by considering these points.

Rothko's Painting-Image and the Expansion of the Real: Lacan, Zizek, and Wilber (로스코의 회화이미지와 실재의 확장 : 라깡, 지젝, 그리고 윌버)

  • Bae, Chul-young
    • Journal of Korean Philosophical Society
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    • v.117
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    • pp.85-111
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    • 2011
  • Topics with which chis paper deals are as following; (1)Zizek's interpretation of Rothko's painting, (2)Lacan's gaze and picture, (3)the real as object a, (4)primal jouissance and death-drive, (5)a new identity of man-emptiness in Zizek, (6) existential level and existential conflict, (7)a variety of meanings of emptiness, (8)transpecsonal drive and meditation, (9) the different Real-Emptiness, (10)Rochko's painting and transpersonal drive.

Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.90-97
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    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

Self-esteem of Adolescents and Web Cyber Culture Style - the Users' Avatars of Online Game - (청소년의 자아존중감과 웹 사이버문화 - 온라인 게임의 아바타 사용자 중심으로 -)

  • Lee, Hyang-Jai;Han, Ji-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.197-204
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    • 2009
  • This study aims to examine the realistic self-esteem of adolescents and perception of adolescents toward avatar in an attempt to understand basic aspects of their distinctive lifestyle fundamentally relative to the cyber culture on the web, given that the adolescent which is significant in forming self-esteem period plays an important role in the psychological aspect of adolescents. As for method of research, this study analyzed the self-esteem of users, their preference for avatar, and the perception toward avatar, in order to understand their psychological and social maturity. The result of study indicated that the increased self-esteem in reality among the adolescents led to the increased preference for avatar relative to the cyber culture on the web, which in turn increased the recognition of others' avatars. Those findings suggest that adolescents tend to assign self-esteem to avatar as great as themselves. Thus, it may be important to help adolescents form their self identity from the perspective psychological maturity, so that a sound and healthy web culture can be formed depending on the formation and level of self-esteem among adolescents.

Relationship among Participation Motivation, Self-efficacy, Self-respect & Ceaseless Participation Intention of College Students in Mind Growth Program (마음성장 프로그램에 참여한 대학생의 참여동기와 자아효능감, 자아존중감 및 지속적 참여의도와의 관계)

  • Baek, Hyeon-Gi
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.59-67
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    • 2012
  • This study is to investigate the causality of participation motivation, self-efficacy, self-respect and ceaseless participation intention of college students who joined mind growth program. Based on the outcome of previous studies, hypothesis and research model of this article was designed, and subjects of authentic analysis were 88 college students in mind growth program. The conclusion of this survey thru fitness levels of path model and analysis of covariance with hypothesis verification is as follows. The higher participation motivation of college students who joined mind growth program is, the higher self-efficacy and self-respect are getting. The higher participation motivation and self-efficacy thru self-respect are, the higher ceaseless participation intention is getting.

The Effect of The Virtual Reality Rehabilitation System on Activities of daily living, cognitive function, self-esteem in Stroke (가상현실재활시스템 적용에 따른 뇌졸중 환자의 일상생활활동, 인지기능, 자아존중감의 개선효과)

  • Kim, Young-Geun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5476-5484
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    • 2015
  • The purpose of this study was to verify the clinical usefulness of the virtual reality rehabilitation system which Academic-Industrial cooperation develop through clinical experiment for recovering the functional abilities in stroke. For this purpose, 24 Stroke(hemorrhage13, infarction11)participated in a clinical experiment. They were randomly assigned to the virtual reality rehabilitation system group(n=13) and conventional rehabilitation training(Activities of daily living, cognition training, motor control) group(n=11). All participant were evaluated with three standardized assessment tools(Functional Independent Measure; FIM, Mini-Mental State Examination for Korean; MMSE-K, Self-esteem scale) before and after the planned intervention sessions. All participant were intensively carried out for 8weeks, 3times a week. The results were as follows. The experimental group showed significant improvements for Activities of daily living, basic cognitive abilities and self-esteem related with life satisfaction after the interventions(p<.05). There were no significant differences between two groups for all assessment tool after interventions. Because of this experimental results, the virtual reality rehabilitation system showed the clinical utility for recovering the function in stroke. Further studies are needed to verify the clinical usefulness on the improvement of various functions in brain injury and dementia.

Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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A Study on the Effects of City Brand-Self Congruity on Attitudes toward City and Moderating Effect of City Brand Personality (도시브랜드-자아일치성이 도시태도에 미치는 영향과 도시브랜드개성의 조절적 역할에 관한 연구)

  • Park, Soyoung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.129-137
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    • 2019
  • The purpose of this study is to investigate the effects of the actual self congruity and the ideal self congruity on positive attitudes toward city through fictitious city brand experiments. Additionally, the moderating role of city brand personality in relationship between brand-self congruity and positive attitudes are examined. This research conducted a survey after developing scenarios of two city brand personality. Frequency analysis to identify the characteristics of respondents, t-test to check the experimental manipulation, multiple regression analysis and chow test for hypothesis testing were performed through the SPSS Statistics 21 program. The self congruity of city brand had significant effects on attitudes toward city, but the moderating role of city brand personality was not significant. Theoretical and managerial implications of the findings were discussed and self congruity is an important variable in brand-consumer relationship in city brand. Finally, limitations of this study and future research directions were discussed.