• Title/Summary/Keyword: Career Decision Efficacy

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Entrepreneurial intentions for University students Based on Theory of Planned Behaviors (대학생들의 경력개발과 관련된 계획된 행동들이 창업실행에 미치는 영향)

  • Han, Junghee;Cho, Geon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.111-118
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    • 2015
  • Students have chosen the various behaviors to prepare for the future during the university life. In general to be employed by someone and to create one's own business is likely to be regarded as difference ways. The objectives of this study is to find that whether student's planned behaviors such as albeit, internship, getting some certification are to be related with entrepreneurial intention, and entrepreneurial intention has positive relation with entrepreneurial decision makings based on theory of Planned behaviors through empirical study. In order for that, this study sets four research hypothesis. In the empirical findings, 3 research hypothesis except H2 (subjective norms have positive relations with entrepreneurial intention) are accepted in statistically. Considering research findings, students' planned behaviors, such as albeit, internship, getting some certifications to have been regards as far away from entrepreneurship have positive relation with entrepreneurial intention and implementation. Entrepreneurship education and knowledge regarding start-ups given by Universities or private institutions should provide information to create imagination new venture business with spontaneity instead of giving intented contents concerning entrepreneurship when taking into consideration of result of hypothesis 2. In order words, entrepreneurship education to provide the self-efficacy is the right track for students.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.