• 제목/요약/키워드: Attitude development

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우주의 법적 지위와 경계획정 문제 (The Definition of Outer Space and the Air/Outer Space Boundary Question)

  • 이영진
    • 항공우주정책ㆍ법학회지
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    • 제30권2호
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    • pp.427-468
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    • 2015
  • 지금까지 우주시대의 개막과 더불어 설립된 UN COPUOS의 첫 번째 과제중 하나로 부각된 우주공간의 경계획정 문제에 대한 학설상의 견해 및 국가의 입장 그리고 UN COPUOS을 중심으로한 국제사회의 논의 과정에 대해 살펴보고 나름의 평가도 해보았다. 앞서 본 바와 같이 영공과 우주공간을 구분하는데 있어서는 크게 두 가지 입장이 논의되어 왔는데 이는 말하자면 영역구분론자(공간론자, spatialist)와 기능주의자(functionalist)로 구분하여 설명되어질 수 있다. 영역구분론자들은 1967년 우주조약 제2조에서 우주공간의 법적 지위가 국가주권이 배제된 일종의 국제공역(res commercium)인데 반하여, 1944년 시카고 협약 제1조와 국제관습법에 따르면 영공주권을 인정하고 있는 것이 명백하므로 이 두 영역간의 경계는 반드시 획정되어야 한다는 점을 강조하고 있다. 실제로 COPUOS의 과학기술소위원회나 법률소위원회에서 우주의 경계획정 문제를 지난 반세기에 걸쳐 줄곧 논의해 오긴 했으나 우주조약, 손해배상 책임, 우주물체의 등록 등의 이슈외에도 위성직접방송이나 원격탐사, 달 자원 이용 문제 등 다른 의제에 비해 비교적 소홀히 다루어진 감이 없지 않았다. 그러다가 적도국가들에 의해 주창된 보고 타 선언 이후 법적결과를 수반하는 많은 실제적 문제점들이 우주공간의 경계획정과 관련한 논란을 야기 하였고, 이 때문에 우주에 대한 구체적 정의가 더욱 필요하게 되었던 것이다. 그러나 이 과정에서 우주의 개발과 이용이 커다란 진전을 보여왔음에도 불구하고 상당수의 국가들이 뚜렷한 과학적 기준 없이 경계를 결정하는 것은 시기상조라거나 부적절하다는 등 경계획정에 소극적 입장을 보여온 논거들에 있어서 별다른 변화를 보이지 않은 채 50년 이상의 기간동안 논란만 거듭해 왔다. 21세기에 와서도 우주의 정의와 경계획정에 관하여 국가들간의 논의가 계속 되었는데 앞서 본바와 같이 러시아를 위시한 다수의 국가들은 100~110km를 넘지 않는 선에서 협상을 통한 경계협정이 체결되어야 한다는 입장인 반면에 미국이나 영국, 프랑스 등 상당수의 국가들은 아직 분명한 기준없이 결론을 내리는 것은 문제가 있다고 반대하였다. 반대견해의 대표적 국가인 미국은 상기한 구소련의 제안에 대해 한마디로 시기상조이며 적절한 법적, 과학적 분석의 토대위에서 경계선이 결정되어야 한다고 주장하고 있다. 따라서 이 문제의 해결에는 무엇보다도 국제공동체라는 인식을 통해 각 국가의 적극적이면서 평화적인 협력의지가 요구된다고 본다. 이런 관점에서 일찍이 미국의 케네디 대통령이 우주활동에 대한 비전을 제시하였던 '달 연설(Moon Speech)'에서 모든 인류가 우주에서의 평화로운 협력과 공존을 위해 모든 노력을 경주할 것을 촉구하면서 현 상태의 우주활동에서는 분쟁이나 국제갈등이 미미하지만 그것의 위험한 환경은 결코 우리에게 우호적이지 않다는 사실을 강조하였다. 또한 그는 이를 극복하려면 인류는 최선을 다해야 하고 자칫하면 그 평화적인 협력을 위한 소중한 기회가 다시는 오지 않을지도 모른다고 하였던 바 이는 오늘날에도 유효한 시사점을 던져주고 있다. 요컨대 이상의 제 상황 및 지구궤도공간에서 우주활동을 해온 우주물체들에 대해 인정해온 다수의 국가관행을 고려하고 여러 이론과 학설을 통해 자연과학적, 천체물리학적 구획이 매우 어렵다는 사실을 감안한다면 사견으로는 전술한 바와 같이 인공위성의 최저근지점을 기준으로 한 100km 정도의 영공과 우주공간의 경계구분안으로 국제적 합의를 도출해 내도록 전향적 노력을 해나가는 것이 바람직할 것으로 생각된다.

공연장에서 다중 몰입도 측정을 위한 시스템 개발 (System Development for Measuring Group Engagement in the Art Center)

  • 류준모;최일영;최이권;김재경
    • 지능정보연구
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    • 제20권3호
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    • pp.45-58
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    • 2014
  • 몰입은 관람객이 콘텐츠를 관람할 때 관람객들이 콘텐츠에 몰두하고 있는 심리적 상태를 의미하는 것으로, 관람객의 몰입경험은 콘텐츠의 만족도에 긍정적인 영향을 미친다. 따라서 공연 같은 콘텐츠를 제공하는 기업들은 콘텐츠의 흥행을 위해 관람객의 몰입도를 측정하는 것은 매우 중요하다. 설문 등의 표본조사 방법을 통해 관람객의 몰입도를 측정 연구는 방송분야 등 에서 널리 사용되고 있다. 이러한 몰입도 측정방법은 콘텐츠 관람 이후 설문을 실시하기 때문에 몰입도를 실시간으로 측정할 수 없을 뿐만 아니라 몰입도 측정의 정확성이 저하되는 문제 등이 있다. 이러한 문제를 해결하기 위하여 생리적 반응이나 얼굴 표정 분석, 그리고 움직임 관찰 방법 등을 이용하여 몰입도를 측정하는 연구가 수행되고 있다. 생체 신호를 이용하여 몰입도를 측정하는 연구의 경우, 1인을 대상으로 생체신호를 측정할 뿐만 아니라, 많은 데이터 처리 시간과 비용이 소모되는 단점이 있어 많은 관람객이 관람하는 공연장에 적용하기에는 한계가 있다. 얼굴 표정인식 통해 몰입도를 측정하는 경우도 1인을 대상으로 하고 있으며, 밝은 조명의 실험실 환경에서만 가능하다는 단점이 존재한다. 또한 관람객들의 움직인 동기화를 이용하여 몰입도를 특정한 연구는 다중관객을 대상으로 하였지만, 이는 실험실 환경에 한정하여 적용된 사례이다. 따라서 본 연구에서는 공연장, 시사회관 등 많은 관람객들이 콘텐츠를 관람하는 실제 환경에서 다중관람객이 다중몰입도의 정량적 평가를 위한 시스템을 설계하고 개발하였다. 제안된 시스템은 외부장치, 서버, 내부장치 등의 3부분으로 구성되어 있다. 서울시 마포구 상암동에 위치한 DMC 홍보관에 상설 전시장으로 운영하고 있으며, 관람객들을 대상으로 데이터를 획득하고 있다. 제안하고 있는 시스템을 활용하면 콘텐츠의 어느 구간에서 관객들이 몰입을 하고 있는지, 어느 구간에서 몰입을 하고 있지 못한지 분석가능하기 때문에, 향후 콘텐츠 제작 및 마케팅에 유용하게 활용할 수 있을 것으로 기대된다.

별업 하거원(何去園) 원림에 투영된 조영사상 연구 (A Study on the Landscape Philosophy of Hageohwon Garden)

  • 신상섭;김현욱;강현민
    • 한국전통조경학회지
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    • 제30권1호
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    • pp.46-56
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    • 2012
  • 유회당 권이진이 대전 무수동에 경영한 별업 하거원 원림의 조영사상을 추적한 연구결과는 다음과 같다. 1) 하거원에 투영된 작정자의 사상적 배경은 '신종추원(愼終追遠)'의 효제사상, 가학의 전통과 도덕적 합리주의에 근거한 무실사상, 청한지연(淸閒之燕)의 유학적 은일사상과 신선풍의 도가적 풍류사상을 들 수 있다. 즉, 이러한 사상적 가치관을 하거원이라고 하는 목적공간에 대입시켜, 상징원(象徵園), 의원(意園), 축경원(縮景園) 등과 같은 별업 원림을 구축하였다. 2) 하거원의 공간구성체계는 위계성을 고려한 3단계 영역으로 대별되는데, 제 1영역은 유회당에서 도경에 이르는 지역으로 거주를 겸한 전이공간, 제 2영역은 수만헌 뜰을 중심으로 요천대와 장우담 그리고 화계, 선묘의 시묘소 등이 펼쳐지는 기념비적(별업) 추모공간, 제 3영역은 하거원의 좌청룡 지맥 그리고 북에서 남쪽을 향하여 계류가 관류하는 동쪽 외원에 속한 은일공간이다. 3) 상징적으로 제 1영역은 유회당-고수대-오덕대로 이어지는 유교적 공간, 그리고 죽천당-도경에 이르는 선경의 세계를 의미적 경관으로 중첩시켜 상징화하였다. 제 2영역은 수만헌과 요천대 그리고 장우담 영역인데, '신종추원(愼終追遠)'의 상징적 가치, 부모에 대한 추모와 그리움 등이 투영되고 있다. 제 3영역은 하거원의 동쪽 외원(배경대 - 운와 - 몽정 - 가산), 그리고 북에서 남으로 물길이 관류하는 계원(溪園) 권역은 동계(東溪) - 활수담 - 수미폭포로 구성되는데, (1) 몽정은 학문을 통해 어리석음을 깨닫는 격물치지의 삶을, (2) 활수담은 명리를 추구하지 않는 초월적 삶의 자세를, 그리고 (3) 장우담은 신선세계로 향하는 선경의 관문을 상징화하고 있다. 4) 하거원 별업의 사유방식은 유교와 도학의 두 알고리즘이 반복적으로 중첩되어 드러난다는 점인데, 공간전개의 서장에 해당하는 납오지와 활수담은 도덕적 합리주의에 바탕을 둔 수심양성의 장을 상징화 하였다. 그리고 하거원의 동쪽 외원에 속하는 몽정 권역은 수신과 학문탐구 등 유교적 가치체계를 주제로 하고 있다면 장우담, 수미폭포, 운와 등은 신선경의 세계를 의미경관으로 대입시킨 척번(滌煩)의 풍류라 할 수 있다. 5) 가산이라고 하는 축경기법을 별업 하거원에 대입시켜 무산12봉과 같은 선경세계를 구축코자 하였는데, 옛 시문에 표현된 상징적 의미를 차용하여 '하방(1), 화봉(2, 3), 출군(4, 5, 6), 신완(7), 취규(8, 9, 10), 처묘(11), 기융(12)'이라 명명했다. 가산을 읊었던 대표적 옛 시인은 왕의, 노삼강, 두보, 한유, 전희성, 범석호 등을 들 수 있는데, 시공을 초월하여 글로서 인연을 맺고 그들이 추구했던 신선경의 세계와 풍류문화를 하거원이라고 하는 별업에 담아 정신세계의 풍요를 구가코자 하였다.

가정학교육 영역에서의 인구교육문제에 관한 조사연구 -선임가정학자들을 대상으로- (A Study of the Attitude of/and Problems Encountered by Senjor Home Economist Toward the Integration of Family Planning Education in the Korean Formal School System)

  • 김지화
    • 대한가정학회지
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    • 제19권3호
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    • pp.83-101
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    • 1981
  • Under the full consideration of the growing need and importance of population education in the field of home economics in Korea, the study was carried out to verify and assess the following facts on the current issues of population education of home economists who are presently engaging in teaching professions as the teachers of middle and high school and professors of college and universities by setting its primary objectives of the study as followings; 1) to assess the degree of general knowledge and attitudes of home economists toward population education in the field of home economics, 2) to verify the problems encountered in implementing population education by home economists in its field, 3) to find an existing status of previous trainings received and other activities of population education of home economists aimed at utilizing these findings as a part of reference materials when the population education is conducted in the field of home economics. In order to attain these objectives described above, the questionnaire was carefully designed to house a total of 40 questions with good combination of multiple-choice and the simple answer questions. The mail questionnaire survey was conducted by establishing teachers of home economics at middle/high schools and college/universities as Senior Home Economists(SHE) who are from public, private liberal arts and vocational schools. The rate of response observed during the survey was 45.6 percent and the findings of the survey research are as follows: 1) Examining the status of the respondents by residence and religion, it was found that 45 percent of middle & high school teachers ar.d 59. 1 percent of college professors are residing in Seoul city area and that the largest percent of them are christian in their religion. Analyzing respondents by their ages, 56 percent of middle/high school teachers are in their 30s, 45 percent of college professors are in their 40s, and 37 percent of college teachers are in their 30s. In addition, 13 percent of the total respondents are found to be unmarried. The study also revealed that 71 percent of the college professors finished Master Degree course and 82 percent of middle/high school teachers are graduated from college level lasting 4 years. Looking over the status cf major fields of respondents, 68.4 percent of middle/high school teachers are specialized in home economic education and the college professors, on the other hand, show relatively even prortion by specializing in the order of food & nutrition science, clothes & textile science and home managerial science. As far as the length of teaching experience is concerned, a relatively longer period of teaching experience is observed in the college professors in comparison with that of middle/high school teachers. In other words, 33.3 percent of middle/high school teachers are experienced in teaching from 6 to 10 years on average while 43.9 percent of college professors show more than 16 years of experience. 2) Examining the status of existing number of children cf the respondents, one boy and one daughter pattern is predominant, showing 28.5 percent in middle/high school teachers and 21.1 percent in college professors. As for the desired number of children of unmarried respondents, it is observed that 43.8 percent of middle/high school teachers desire to have one boy and one girl, and 31.3 percent of college professors want to have one child regardless of the sex. By assessing the degree of awareness of the population education through their students, it is observed that 53 percent of middle/high school teachers and 50 percent of college professors are aware of population education in some extent and that a majority of respondents took the positive attitudes toward an inclusion of family planning components into the formal school education. Another noteworthy to observe is that a total of 84.8 percent out of middle/high school teachers pointed that the population education currently conducted at schools as a part of home economics are less sufficient than it should be. 3) Analyzing the tendency as to whether the respondents were experienced in receiving population education during the time when they were students, 75 percent of college professors and 59 percent of middle/high school teachers responded negative answers in the survey. In the mean time, a total of 50 percent of the respondents replied that they began to acknowledge the importance of population education mainly through the participation of some sort of population-education orientend seminars, experienced by 40 percent of college professors and 80 percent of middle/high school teachers. 4) What it calls attention in this study was to find that 96.5 percent of middle/high school teachers and 72 percent of college professors conduct population education to some extent during their lecture hours and that more than 80 percent of them are never experienced in teaching population and family planning contents in their regular classes. It is, on the other hand, found that no more than once was the response of those who believe themselves that they are experienced in teaching these relevant components to their students. Analyzing the contents of the subjects being taught in the class, a large percent of them are found to be consisted of population and family planning contents. According to this study, the current population education through the formal school is quite inactive. Analyzing the facts, 44.9 percent of the college professors responded that the population and family planning components are quite apart from their specialization which eventually generates lack of interest in the field. 5) It is also noticed through the study that the degree of frequency of commenting on population and family planning contents during the classes was depending significantly on their specializations which means that the degree of frequency varies from a major to another. Those who majored in home managerial science was the first one, as compared to others who majored in different specializations. Glancing over the status of correlations between ages of the respondents and numbers of seminar paticipation, it is quite clear that the aged group participated more than the younger group did, and that the most highest number of participations made by college professors were those who are in 50s. In addition, it is also found that those who are aged 20s and 60s of the respondents were the group who comments least on the contents of population and family planning at their classes. The suggestions and recommendation made through this survey research are as follows. 1) No one denies that the rapid increase of population, as compared to the limited size of land and resources, will certainly affect adversly to an enhancement of individual life quality which will, eventually, bring forth the poverty of the nation. This is the reasson why we are insisting that the world population be controlled up to an optimum level with a matter of global concerns. It is our understading that the primary aim for reducing number of population is believed to be attained only by conducting the systematic and comprehensive population education through the formal schools. Therefore, the role of home economists in the field of population/family planning education is considered very importment due to the fact that an ultimate goal of population education is placed in elevating the quality of family life by having optimum number of children through family planning program. 2) It is quite clear that home economists as teachers of formal school in all level are invited to pay their attention on redefining the ultimate goal of education and that of population education. We also understant that the primary objective of population education is to change the norm and value of the clients by replenishing the students with pertinent knowledge and attitudes on population and its related problems through a sort of education in order to attain the ultimate goal for enhancing the quality of life. There is no exception in the theory of home economics. An altimate goal of home economics is to elevate the general quality of life through an establishment of value existed in daily life. Considering the relations between population education and home economics, it is quite indespensable to bandle population components as an integral part in the field of home economics. We believe, therefore, that the senior home economists positive participation in the effort population control is more needed than it has been. 3) It is also strongly urged that population education should be a part of instructor training course for home economics. In other words, the teacher of home economics should be well aware of population and its problems by teaching interrelationship between population education and home economics, needs, contents and methods of population education during the instructor training courese for home economics. In addition, the senior home economists should be encouraged through positive participation on the short term training by types of domestic and international seminar, workshop, etc. 4) We certainly believe that the population education can not sustain itself without any backing-up of information and findings' of various and comprehensive researches of natural and social sciences. Accordingly, every senior home economist is invited to exert their maximum effort to conduct systematic study with an aim to utilize these findings and information at best in population education in the field of home economics. Therefore, we consider that the development of training material is imminent in order to provide effective and efficient population education through the for training of home economies. It should be noted that these training materials must be carefully designed, tailored and developed to meet the different classes of trainees under the considerations as to whether it is easily adaptable and infusable into the curricula of every field of home economics, and it is acceptable in the degree of difficulty and quality in its contents. 5) It is true that there are many domestic and international research rapers, reports and findings in the field of population education and family planning. However, there is a tendency that the most of research papers are heavily relying on the authors intension and preferences in its expression and publication. Under these circumstances, it is urged that the home economists should aware of the growing need of the technical training in order to keep these available information and research findings reprocessed and redesigned to insure the practical application into the population education in the field of home economics in Korea.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

가맹본부의 리더십 행동유형과 가맹사업자의 관계결속에 관한 실증적 연구 - 가맹사업자의 자기효능감의 조절효과를 중심으로 - (An Empirical Study in Relationship between Franchisor's Leadership Behavior Style and Commitment by Focusing Moderating Effect of Franchisee's Self-efficacy)

  • 양회창;이영철
    • 한국유통학회지:유통연구
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    • 제15권1호
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    • pp.49-71
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    • 2010
  • 본 연구는 가맹사업자의 자기효능감에 주목하여 정부가 예비가맹사업자들을 보호하기 위해 가맹본부에 다양한 규제와 정책을 사용하는 것이 최선의 방법이 아니라는 것에 관심을 두고 있다. 본 연구에서는 경로-목표이론(path-goal theory)에서 제시한 가맹본부의 리더십 행동 유형과 가맹사업자의 관계결속의 영향관계에 있어서 가맹사업자의 특성으로 자기효능감의 조절효과를 규명하고, 실증 분석한 결과 다음과 같은 연구의 시사점을 발견할 수 있었다. 첫째, 가맹본부의 리더십 행동유형이 관계결속에 긍정적 효과를 가져 온다는 사실이 확인됨으로써 가맹본부는 가맹사업자에게 맞는 리더십 행동유형을 적용할 수 있도록 하여야 한다. 둘째, 가맹사업자의 자기효능감이 관계결속에 긍정적 효과가 있을 뿐만 아니라, 리더십 행동유형과 관계결속 사이에 상당한 조절효과가 있기 때문에 가맹본부는 가맹사업자들의 개인차(individual difference) 관리가 필요하다. 셋째, 정부는 가맹본부를 규제할 것만이 아니라 가맹본부가 가맹사업자들의 특성을 확실하게 파악하고 기업의 목표달성을 위한 정당한 통제가 가능하도록 제도적 지원을 해야 할 것이다.

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점포의 물리적 환경이 서비스 브랜드 개성과 재구매의도에 미치는 영향 (The Influence of Store Environment on Service Brand Personality and Repurchase Intention)

  • 김형길;김정희;김윤정
    • 마케팅과학연구
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    • 제17권4호
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    • pp.141-173
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    • 2007
  • 본 연구는 점포를 방문하는 동안 노출되는 매장의 물리적 환경 특성이 서비스 브랜드 개성과 재구매의도에 미치는 영향력을 규명하기 위해 시도되었다. 이를 위해 연구모형을 개발하여, 특정 서비스 브랜드의 이용객을 대상으로 설문조사를 실시하고 구조방정식을 이용하여 분석하였다. 연구 결과는 우선, 서비스의 물리적 환경은 주변요인, 디자인요인, 사회요인으로, 그리고 서비스브랜드 개성은 유능함, 성실함, 흥분됨, 세련됨, 강인함 차원으로 분류되었다. 둘째, 물리적 환경의 모든 차원들이 모든 서비스 브랜드 개성차원에 정(+)의 영향을 주었으며, 물리적 환경의 서비스 브랜드 개성에 대한 영향력은 각 차원별로 상이하였다. 셋째, 서비스 브랜드 개성은 모두 재구매의도에 정(+)의 영향을 주었으며, 특히 세련됨 차원에 미치는 영향이 가장 켰다. 넷째, 서비스의 물리적 환경은 재구매의도에 정(+)의 영향을 주었으며, 특히 물리적 환경 중 사회요인이 재구매의도에 가장 큰 영향을 주는 것으로 나타났다. 이와 같은 결과들은 물리적 환경 연출은 브랜드 개성 형성의 결정요인으로 서비스 브랜드 차별화의 핵심요인으로 작용하므로, 호의적인 브랜드 개성 창출을 위해서는 우선적으로 물리적 환경에 대한 효율적 관리 방안이 강구되어야 함을 보여준다.

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