• Title/Summary/Keyword: Deokhu Activity

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Deokhu: Differences of investment activity and flow level according to self-perception, emotional change before-after deokhu activity (덕후: 자기 지각에 따른 투자 활동과 몰입 수준 차이, 덕후 활동 전후의 정서 변화)

  • KIM, SU-SIE;Lee, Heung-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.1
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    • pp.75-84
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    • 2019
  • The purpose of this study was to investigate whether there is a difference between the deokhu activities and the flow level of the deokhu group. We also tested whether there are any real differences in emotion before and after the deokhu activities. The study included 227 adults and results were as follows. First, the deokhu group had a high cost of investing and a high rate of one-day investments, particularly for one-week activities and years of duration compare to the non-deokhu group. Second, the higher the degree to which they perceived themselves as deokhu and the level of deokhu activities were higher in flow. and the group of deokhu was more absorbed than the non-deokhu group. Third, there has been no change in positive and negative feelings before and after deokhu activities in the non-deokhu group. For the deokhu group, the positive emotions of happiness, joy, tranquility, pleasure increased and negative emotions such as anger, anxiety, sadness, shame, and guilt were significantly reduced after deokhu activities. The perception of deokhu and deokhu activities have positive functions that increase the level of flow, relieve negative feelings and enhance positive emotions.

Deokhu's culture in adolescent as a play space on Cyber (사이버상의 놀이 공간으로서 청소년의 덕후 문화)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.87-94
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    • 2018
  • The purpose of this study is to explore the essential meaning of Deokhu's culture in adolescent as a play space on Cyber. A phenomenological research method guided data collection and analysis. Qualitative research methods collected from 18 in - depth interviews using semistructured question types for 13 to 17 year - old adolescents living in Seoul Jamsil. As a result, As a result, adolescent's Deokhu culture started by stress and social and emotional desire, and especially it was utilized as a play space on the cyber of purchase activity of fandom and goods around SNS activities. This has a positive effect on self-awareness as well as self-identity formation. Above all, the shortage of play time due to heavy school entrance and the lack of socially provided play space make the cyber space as another play space for the adolescents.