• Title/Summary/Keyword: Addiction Model

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An Exploratory Study on Development of Korean Media Educational Model (한국형 미디어교육 모형의 개발에 대한 탐색적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.462-473
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    • 2017
  • This study suggested appropriate media educational model for the Korean situation based on the two previous research results concerning Korean media mental model which have abstracted from elementary schoolers and parents respectively living in and around Seoul. This looked through typical media educational model being in effect in Western countries such as Buckingham's creation-centered model, Hobbs' action-centered model, Potter's analysis-centered model and Vanhoozer's worldview-centered model, synthesized all the strengths of each model, and finally modified and reorganized this new model to reflect demanders' needs. Newly developed demander-centered educational model is a kind of circulation model consisting of a chain of the steps: worldview and viewpoints, use(access), analysis and evaluation, reflection, and social act; Each step borrowed the essential contents of each domain of objectives and tried to reflect the specific situations for Korean demanders. The needs for media use etiquette against addiction and cyberbullying were applied to the step of 'worldview and viewpoint', the needs for the educational status of books as media to 'use(access)', and the reality of highly used digital media to 'social act.'

A Study on the Factors Affecting Satisfaction of Smartphone Users (스마트폰 사용자 만족도에 미치는 요인에 관한 연구)

  • Lim, Soon-Taik;Lee, Dong-Gun;Lee, Sang-Joon
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.129-138
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    • 2013
  • As the use of smartphones becomes widespread, the negative aspects of smartphone are under controversy. The cutting-edge technologies, such as smartphone, lead to technostress, and the digital addiction causes a social problem, where users cannot properly work without smartphone in their hands, causing anxiety or embarrassment to them. The digital detox intended to solve such digital addiction and the technostress caused by cutting-edge technologies are currently under controversy. This paper investigated the negative factors from smartphone as internal factors affecting the use of smartphone and found their relationship. In this study, a theoretical study model was presented on the satisfaction of smartphone users, in which technostress was selected as an independent variable affecting the satisfaction of smartphone users and user satisfaction as an dependent variable, and digital detox, perceived usefulness and flow were set as parameters. This paper, investigated the effects of technostress and digital detox on the satisfaction of smartphone users with questionnaires data.

Microbusinesses and Occupational Stress: Emotional Demands, Job Resources, and Depression Among Korean Immigrant Microbusiness Owners in Toronto, Canada

  • Kim, Il-Ho;Noh, Samuel;Choi, Cyu-Chul;McKenzie, Kwame
    • Journal of Preventive Medicine and Public Health
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    • v.52 no.5
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    • pp.299-307
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    • 2019
  • Objectives: While occupational stress has long been a central focus of psychological research, few studies have investigated how immigrant microbusiness owners (MBOs) respond to their unusually demanding occupation, or how their unresolved occupational stress manifests in psychological distress. Based on the job demands-resources model, this study compared MBOs to employees with regard to the relationships among emotional demands, job resources, and depressive symptoms. Methods: Data were derived from a cross-sectional survey of 1288 Korean immigrant workers (MBOs, professionals, office workers, and manual workers) aged 30 to 70, living in Toronto and surrounding areas. Face-to-face interviews were conducted between March 2013 and November 2013. Results: Among the four occupational groups, MBOs appeared to endure the greatest level of emotional demands, while reporting relatively lower levels of job satisfaction and job security; but MBOs reported the greatest job autonomy. The effect of emotional demands on depressive symptoms was greater for MBOs than for professionals. However, an inspection of stress-resource interactions indicated that though MBOs enjoyed the greatest autonomy, the protective effects of job satisfaction and security on the psychological risk of emotional demands appeared to be more pronounced for MBOs than for any of the employee groups. Conclusions: One in two Korean immigrants choose self-employment, most typically in family-owned microbusinesses that involve emotionally taxing dealings with clients and suppliers. However, the benefits of job satisfaction and security may protect MBOs from the adverse mental health effects of job stress.

Development and Validation of Adaptive Game Use Scale (AGUS) (적응적 게임활용 척도 개발 및 타당화)

  • Hoon-Seok Choi ;Kyo-Heon Kim ;Joung Soon Ryong ;Keum-Mi Kim
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.565-589
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    • 2009
  • The present study explored the major components of adaptive game behavior among adolescents in Korea. Based on relevant research and a pilot testing, an Adaptive Game Use Scale (AGUS) was developed and validated. A stratified sampling procedure was used to draw a representative sample, and a total of 600 male and female students from middle schools and high schools in various regions participated in the study. Factor analyses revealed 7 facets of adaptive game behavior, including experiencing vitality, expanding life experience, making good use of leisure time, experiencing flow, exercising control, experiencing self-esteem, maintaining and expanding social network. Internal consistency and temporal stability(4 weeks) of the scale were both high. A confirmatory factor analysis indicated that a 7-factor hierarchical model fits well with the data. Moreover, additional analyses suggested that AGUS and game addiction are conceptually distinct. Correlational analyses also indicated that AGUS has good discriminant validity and concurrent validity. Implications of the findings and future directions were discussed.

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The Influence of Organizational Culture, Personal Characteristics, Workaholics, Work-Family Conflict on Life Satisfaction : Focused on the Flight Attendants on the Airline (항공사 승무원의 조직문화, 개인특성, 일중독, 직장-가정 갈등이 삶만족에 미치는 영향 - 항공 승무원을 중심으로 -)

  • Lee, Jung-A
    • Journal of Korean Society for Quality Management
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    • v.47 no.4
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    • pp.861-873
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    • 2019
  • Purpose: The purpose of this study is to investigate the effects of organizational culture, personality Traits, work addiction and workplace family conflict on the life satisfaction of Korean Air crew. Methods: The collected data through the survey were analyzed using structure equation model analysis The sample used for the empirical analysis is a total of 578 questionnaires. Results: Empirical analysis summarized next. Organizational culture and personality characteristics have some effects on work poisoning. However, the compulsion of work driven does not affect work-family conflict, Family-Work Conflict does not affect Life Satisfaction. Conclusion: This paper has a contribution in that it extends the range of the academic research concerning Workaholic. Also this paper provides implications on effective human resource management method suitable for airline industry.

The Effects of Elementary Students' Perception of the Game Programming Using KODU (KODU 기반의 게임 프로그래밍에 대한 초등학생들의 인식 변화)

  • Jeong, Youngsik;Yu, Jeongsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.453-460
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    • 2014
  • In this study, we develop a teaching and learning model for elementary students on game programming using KODU. The developed model consists of four steps: introducing the game programming, making the game, playing the game, and modifying the game. After teaching the students, we conduct a survey to gather their opinions on the game making tool and activities. The results show that the students are satisfied with KODU and prefer make a game to play a game. Game programming educating with KODU can keep elementary students from game addiction while increasing confidence in their studies.

A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users (온라인게임 이용자들의 만족도에 영향을 미치는 주요 요인에 관한 연구)

  • Kim, Jeong Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.163-171
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    • 2012
  • Many previous researches in the area of online games have been carried out about internet addiction by psychologist and about the development of related technologies by scientists. There are a few studies about the consumer satisfaction from the online business model. The purpose of this study is to examine the causal relationship between critical factors and consumer satisfaction of online game users. This study model used five themes(interactivity, enjoyment, challenge, feedback, design) in order to identify the effect of critical factors on consumer satisfaction. The result of this study identified that interactivity, enjoyment, challenge have a significant effect on consumer satisfaction of online game users. Future areas for studying on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users are continuously discussed.

Inhibitory Effects of (-)-Epigallocatechin gallate on Morphine-Induced Locomotor Sensitization and Conditioned Place Preference in Mice

  • Eun, Jae-Soon;Kwon, Han-Na;Hong, Jin-Tae;Oh, Ki-Wan
    • Biomolecules & Therapeutics
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    • v.14 no.3
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    • pp.125-131
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    • 2006
  • The inhibitory effects of (-)-epigallocatechin gallate (EGCG), a major compound of green tea, on the development of locomotor sensitization, conditioned place preference (CPP) and dopamine receptor supersensitivity induced by the repeated administration of morphine were investigated in mice. A single administration of morphine produces hyperlocomotion. The repeated administration of morphine develops sensitization, a progressive enhancement of locomotion, which is used as a model for studying the craving and drug-seeking behaviors characterizing addiction, and CPP, which is used as a model for studying drug reinforcement, respectively. EGCG inhibited morphine-induced hyperlocomotion, sensitization and CPP. In addition, EGCG inhibited the development of postsynaptic dopamine receptors supersensitivity, which may be an underlying common mechanism that mediates the morphine-induced dopaminergic behaviors such as sensitization and CPP. Apomorphine (a dopamine agonist)-induced climbing behaviors also were inhibited by a single direct administration of EGCG These results provide evidence that EGCG has anti-dopaminergic activity, as inhibiting the development of dopamine receptor supersensitivity and apomorphine-induced climbing behaviors. Therefore, it is suggested that green tea may be useful for the prevention and therapy of these adverse actions of morphine.

A Standardizing research of Internet adverse effects catalog from Societal phenomenological pointview (사회현상학 관점에서의 인터넷역기능 분류체계 표준화 연구)

  • Kwon, Jung-In;Lee, Seong-Chul;Ahn, Seong-Jin
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.1-10
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    • 2011
  • Since IT technology grow rapidly, our ethic of consciousness has become big issue with adverse effect. Many scholar has discussed and tired to solve this problem, but it is still helpless to fix. Therefor in this paper, author will not suggest the solution, but will present model list of adverse effects and cases to prevent accidents. The model list of adverse effects, what author will present is about media addiction, harmful content, cyber-violence, right infringement, cyber terror and decision obstacle. This model list is made by primary and secondary survey. This model will show adverse effect of present day, but also will show future adverse effects that can be prevent. Through out this paper, this model list could use for education plan.

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THE EFFECT OF A MENTAL HEALTH PROMOTION PROGRAM AT A MENTAL HEALTH MODEL MIDDLE SCHOOL (정신건강시범 중학교에서 수행된 정신건강 증진 프로그램의 효과)

  • Kwak, Young-Sook;Ko, Hey-Joung
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.16 no.2
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    • pp.251-260
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    • 2005
  • Objectives : This study was performed to evaluate the effects of a mental health program within a mental health model middle school. Methods : Subjects of the study consisted of 748 students from the second grade and third grade students at the middle school chosen for a school mental health program by the Ministry of Education in Jeju. The subjects participated in 12 consecutive sessions of group discussion developed to prevent mental health problems. The authors investigated the effects of the program by evaluating the students with Young's Internet Addiction Scale (IAS), Conners & Wells' Adolescent Self Report Scale(CASS) and Minnesota Multiphasic Personality Inventory (MMPI) before the initial session and after the final session. The data was analyzed by t-test in SPSS PC+ 10.0. The range of significance was p<.05. Results : In MMPI, the percentage of students above clinical range reduced from $12.9\%\;to\;11.0\%$. It reduced in the second grade students, but increased in the third grade students. The scores of paranoia and mania subscales showed a statistically significant reduction. In IAS, the percentage of students above the range of Internee overuse reduced from $16.0\%\;to\;6.8\%$. The percentage of students who showed risk of attention problems in CASS reduced from $22.7\%\;to\;18.3\%$. Also, both IAS and CASS scores showed a statistically significant reduction. The clinical significance of the reduction of IAS scores was within moderate range. Conclusion : The mental health program reduced the percentage of students' risk of mental health problems, internet addiction and attention problems and it was clinically effective on preventing Internet addiction. These results support the effects of a school mental health program to promote students' mental health. The authors suggest to expand this program to other schools, to reconfirm the effect of the program by using proper & specified instruments and to evaluate long-term effect of the program.

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