• Title/Summary/Keyword: Avoidance Motivation

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The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

Analyzing the Privacy Leakage Prevention Behavior of Internet Users Based on Risk Perception and Efficacy Beliefs : Using Risk Perception Attitude Framework (위험지각과 효능감에 따른 인터넷 사용자의 개인정보 유출 예방행위 분석 : 위험지각태도 프레임웍을 기반으로)

  • Jang, Ickjin;Choi, Byounggu
    • The Journal of Society for e-Business Studies
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    • v.19 no.3
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    • pp.65-89
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    • 2014
  • Although many studies have focused on the influences and outcomes of personal information leakage, few studies have investigated how the personal information leakage prevention behavior differs depending on internet user. This study attempts to supplement the existing studies' limitations with the use of risk perception attitude (RPA) framework. More specifically, this study tries to show internet user can be classified into four groups based on perceived risk of personal information leakage and efficacy beliefs of personal information protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for privacy leakage prevention. Analysis on survey data from 276 internet users reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for personal information leakage prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of personal information protection strategies and policy.

Relationships of Various Motivational Constructs and Reading Abilities of Elementary School Children (초등학교 저학년 아동의 읽기 동기 구성요인과 읽기 능력의 관계)

  • Kwon Myn-gyun
    • Journal of the Korean Home Economics Association
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    • v.43 no.1 s.203
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    • pp.53-67
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    • 2005
  • It has been suggested that children's reasons for reading are various; reading efficacy, challenge, curiosity, involvement, importance, recognition, competition, compliance, grades, avoidance and social interactions. To extend previous studies in which only one or two motivational constructs were studied in relation to reading abilities, this study was carried out to examine 11 inter-relationships of motivational constructs and their relationships to reading abilities. Using the MRQ of Wigfield & Guthrie(1997), and the Basic Learning Skills Test of the Korea Educational Development Institute(1989), 334 elementary school children were measured for their reading motivation and abilities. The results showed that 11 motivational constructs were interrelated, which were also related with reading abilities. Out of 11 motivational constructs, importance was able to predict the reading abilities in multiple-regression analyses. From F-tests, those groups with high reading efficacy, challenge, curiosity, involvement, recognition, competition and social interactions outperformed those with low motivational constructs. The findings of this study confirm that children read for various reasons, and internal motivation and social interactions are significantly related with reading abilities. It is proposed that the internal reasons for reading are also more significant factors in explaining reading abilities than external reasons. Finally, cultural influences on reading motivation and comprehension are also discussed.

Study about Advertising Acceptance Attitudes of YouTube Pre-Roll Advertising: Focusing on the Difference between YouTube Use Motivation and Use Intensity (유튜브 프리롤 광고의 수용태도에 관한 연구: 유튜브 이용 동기 및 이용강도의 차이를 중심으로)

  • Kim, Hwa-Dong;Youm, Dong-Sup
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.106-114
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    • 2022
  • This study attempted to empirically investigate the difference in the Advertising Acceptance Attitudes of pre-roll advertisements according to the Use Motivation and Use Intensity of YouTube, which act as important factors in using YouTube. For this study, a survey targeted to both male and female university students was conducted, 200 people's data being used for the analysis. First research result was that positive attitude towards advertisement based on the Youtube Use Motivation was higher for the group who pursue narrative identities than the group who habitually use intention and pursue amusement. For avoidance behavior, the group who habitually use intention and pursue amusement was higher than the group who pursue narrative identities. Second, for the positive attitude towards advertisement based on Youtube Use Intensity, the group with higher Use Intensity showed an optimistic attitude relative to the group with lower Use Intensity. However, there was no difference in the avoidance behavior for advertisement. These following results imply that a strategy considering the Use Pattern based on the Use Motivation and Use Intensity of the users is needed in enforcing YouTube pre-roll advertisements.

The Effects of Harm Avoidance Temperament on Depression: Dual Mediating Effects of Ambivalence over Emotional Expressiveness and Distress Tolerance (대학생의 위험회피 기질이 우울에 미치는 영향: 정서표현 양가성과 고통 감내력의 이중매개효과)

  • Gu, Minji;Lee, Soo Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.411-419
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    • 2022
  • The aim of this research was to verify the mediating effects of ambivalence over emotional expressiveness and distress tolerance on the relationship between harm avoidance and depression. A total of 403 university students completed TCI-RS(Temperament and Character Inventory-Revised Short version), AEQ-K(Ambivalence over Emotional Expressiveness Questionnaire-Korean), DTS (Distress Tolerance Scale) and CES-D(The Center for Epidemiologic Studies Depression Scale). The results revealed that harm avoidance and ambivalence over emotional expressiveness were positively related with depression, and negatively related with distress tolerance. In addition, the relationship of harm avoidance and depression was successively mediated by ambivalence over emotional expressiveness and distress tolerance. That is, the motivation of emotional expression conflict may have an effect on depression and the distress tolerance would play an important role in therapeutic intervention of depression.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

The Relationship Between Older Drivers' BIS/BAS and Life Satisfaction: Mediating Effects of Mobility and Affectivity (고령운전자의 접근/회피동기와 삶의 만족 사이의 관계: 이동성과 정서성의 매개효과)

  • Joo, Mijung;Lee, Jaesik
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.29-40
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    • 2014
  • The positive relationship between older driver's mobility and life satisfaction is well established(e. g., Collins, 2008). The present study showed that this relationship can be changed by older drivers' motivation, aspects of mobility, and affectivity. Specifically, this study examined whether aspects of mobility(amount of driving measured by travel distance and time: 'AD' or amount of driving for social activity: 'DSA') can be differed as a function of approach/avoidance motivation(measured by BIS/BAS scale, Carver et al., 1994) and positive/negative affect(PA/NA; measured by SPANAS, Diener et al., 2009) mediate the relationship between the aspects of mobility and life satisfaction(measured by SWLS, Diener et al., 1985). Self-reported scores of the variables of 132 older drivers(ages of over 65) were analyzed using correlation analysis and path analysis. The results can be summarized as followings. First, the older driver's BAS was found to be positively related to DSA, but BIS was negatively to AD. In particular, DSA positively mediated the relationship between BAS and PA. Second, PA, in turn, positively mediated the relationship between DSA and life satisfaction. The results can provide useful insights to understand the relationship between older driver's driving property, motivation, affectivity and life satisfaction.

Exploring of Reaction Behavior to Instructor Messages according to Learning Motivation Types in Online Collaborative Learning (온라인 협력학습 환경에서 학습동기 유형에 따라 교수메시지에 대한 반응행동 탐색)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.514-524
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    • 2018
  • The purpose of this study was to investigate learners' reaction behaviors by the type of learning motive when teaching messages were delivered. The subjects of this study were 82 students from Auniversity and Buniversity in the metropolitan area. Students were online collaborative learning. The instructor delivered six messages. Since then, the researchers have measured the learner 's response time and the frequency and level of interaction. And analyzed using an independent sample t-test. As a result, the frequency and level of interaction increased before the message was delivered. The response time to instructional messages was the fastest among the students with performance avoidance goal orientation. Mastery goal orientation students were most sensitive to scaffolding messages. Performance avoidance goal orientation students responded most sensitively to the reminder message. Finally, Mastery goal orientation students had the most action on new topics. And performance approach goal orientation students had the most to do with accuracy and relevance.

An Analysis of Achievement Goals Changeability in a Software Liberal Arts Class

  • Shin, Seung-Hun;Seo, Joo-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.271-281
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    • 2022
  • The importance and necessity of software(SW) education as a liberal arts was fully recognized by society. However, according to the previous research results, learners' motivation to learn in SW liberal arts was kept low for various reasons. Therefore, understanding the learning motivation and its changeability in SW liberal arts is necessary, but the related studies are not sufficient. In this paper, we analyzed changes in achievement goals using a 3 × 2 achievement goal model to examine changeability of achievement goals in a SW liberal arts class during one semester. As a result, we confirmed that the achievement goals were stable at both the group level and the individual level, but the order of each achievement goal was different from that of the previous studies. We also confirmed that the mastery goal of the classroom goal structure had a higher correlation with most achievement goals, but the performance goals had a correlation with some avoidance goals only. This means that additional research is needed for each key classroom goal structure type in SW education because the learning motivation in SW liberal arts has different aspect from the other existing liberal arts classes.

Gaming Disorder and Addiction in Children and Adolescents (소아청소년의 게임장애와 중독)

  • Juyeop Lee
    • Journal of Convergence Korean Medicine
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    • v.5 no.1
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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