• Title/Summary/Keyword: Emotion-cognition-behavior

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Abusive Supervision: Domestic Research Trends and Future Research Directions: Focusing on Antecedents and Outcome Variables (비인격적 감독의 국내 연구 동향과 향후 방향성: 선행요인과 결과변수를 중심으로)

  • Bae, Il-Han;Park, Ji-Sung
    • Asia-Pacific Journal of Business
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    • v.12 no.3
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    • pp.295-328
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    • 2021
  • Purpose - This study reviewed domestic empirical studies on abusive supervision published from 2009 to 2020 and summarized the accumulated results. In particular, this study classified previous studies on abusive supervision as antecedents (supervisor characteristics, subordinate characteristics, and contextual factors) and outcome variables (cognition/awareness, affection/emotion, attitude, behavior, and others). Based on the results, this study suggested potential issues of previous studies and future directions for abusive supervision. In addition, this study proposed the academic and practical implications and limitations. Design/methodology/approach - The domestic studies on abusive supervision can be divided into antecedents and outcome variables, and each study was organized into the characteristics of the supervisor, subordinate, and situational characteristics, and the resultant variables were divided into cognition/awareness, affection/emotion, attitude, behavior, and others. Finding - Prior studies on abusive supervision had several limitations in obtaining clear results with individual characteristics or fragmented approaches at the organizational level. In the future, more comprehensive approaches will be needed. Research implications or Originality - This study will provide academic and practical implications for future research on abusive supervision by deepening an understanding of the negative consequences of abusive supervision.

The Effect of e-scape on Internet Shopper's Cogniti.on, Emotion, and Behavior Responses

  • Kim, Sang-Hee;Koh, Joon
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.690-698
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    • 2007
  • By investigating Internet shopping malls from a viewpoint ofenvironmental psychology, this study tries to expand the subject of servicescape into the Internet rather than to confine it to physical space. This study empirically validates the effect of e-servicescape (hereinafter e-scape) on customers' cognitive and emotional responses which subsequently can lead to customers' behaviors. An analysis of 490 questionnaires found that e-scape influences the emotional and cognitive responses, ultimately triggering customers' behaviors. We also found that the effects of e-scape on customers' behavior may be mediated by customers' internal responses. Based on the analysis result, servicescape management is important on the Internet just as it is in physical space. Concepts such as e-scape management can be one of the effective strategies to make an Internet shopping mall distinguishable from other Internet shopping malls.

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The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

Research on Consumer Responses to Similar Social Value Seeking Activities Conducted by Fashion Social Enterprises and Cause-Related Marketing (패션 사회적기업과 공익연계마케팅의 유사한 사회적가치 추구 활동에 대한 소비자 반응 연구)

  • Seo, Min Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.506-520
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    • 2019
  • This study first investigates relationships among fashion consumer's positive emotion toward social value seeking activities (SVSA), enterprise image (EI), enterprise-perceived quality (EPQ), and purchase intention. Additionally, it demonstrates if the confirmed relationships are different in similar SVSA between social enterprise and cause-related marketing (CRM). An online experiment using a 2 (the implementation organization of social values: social enterprise vs CRM) ${\times}2$ (SVSA: support of vulnerable group vs environmental protection) factorial design was conducted to test the established hypotheses. Participants were randomly assigned to one of four conditions, and the collected data were analyzed using a partial least squares structure equation modeling (PLS-SEM) and partial least squares multi-group analysis (PLS-MGA). The results revealed that positive emotion toward SVSA directly influenced EI and purchase intention. EI and EPQ were identified as sequential mediators linking positive emotion toward SVSA and purchase intention. A finding for similarity in consumer response paths between social enterprises and CRM highlights that social enterprises need to develop a marketing strategy distinguished from CRM.

Analysis on Space Image Evaluation through Recognitive-Emotional Factor (인지-감정요소에 의한 공간이미지 평가성 분석)

  • Song, Young-Min;Lee, Dong-Ki
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.71-78
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    • 2011
  • Although the recognition and emotion about space is subjective and individual, if standard is proposed through common factor, objective, quantified space image evaluation will be available. In addition, space image evaluation standard caused by recognitive-emotional factor can meet requests of space users and increase psychological satisfactions. The purpose of this study is to grasp the space image caused by recognitive-emotional factor in space with PAD model and analyze the evaluation of space image giving visual, recognitive and emotional effects. The analysis result revealed that 'joyfulness' and access-avoidance had a very similar distribution. The result means that space is evaluated with the degree of 'joyfulness' for space and it is led by approach-avoidance behavior. The recognition factor that forms and evaluates space image and decides approach-avoidance is expressed as adjective images such as 'fresh, joyful, light and static and its emotional factors are adjective images such as 'calm, allowable, joyful and quiet'.

Understanding the Character of University Students: Gender Differences and Pathways of Character Factors (대학생 인성에 대한 이해: 성차와 인성요인의 경로)

  • Kim, Sei-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.634-643
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    • 2022
  • In order to understand the character of university students, this study confirmed the gender tendency of whether there is a difference in the character of university students according to gender, and if there is a difference, what characteristics there are. It was confirmed through which pathways the cognitive, emotional, and behavioral factors, which are the character factors of university students, affect them. The research results are as follows. First, according to gender, the character of university students was found to be different in all areas of cognition, emotion, and behavior. It was confirmed that female students were higher than male students in all areas. Second, as for the pathways of university student character factors, it was confirmed that the higher the level of the cognitive domain, the higher the level of the affective domain, and the behavioral domain was improved. The results derived from this study can be objective basic data for developing a character education course or program for university students.

The Interaction Between Children and Mothers During a Picture Book Reading and its' Influence on Children's Emotional Experiences and Memory Recall of the Picture Book (어머니의 그림책 읽기 상호작용이 아동의 정서적 경험과 이야기 회상에 미치는 영향)

  • Song, Ha-Na;Choi, Kyoung-Sook
    • Korean Journal of Child Studies
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    • v.31 no.1
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    • pp.219-234
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    • 2010
  • This study examined the influence of mothers' reading and scaffolding behaviors on children's emotional experiences and memory recall during picture book reading. Sixty children, aged 6 and their mothers participated in this study. Each child-mother dyad was observed in a lab setting which was designed to evaluate child-mother interactions during a picture book reading. The data were analyzed using correlation and multiple regression techniques. Our results indicated that mothers' task-oriented reading behavior affected the children's lack of positive emotions, whereas mothers' fun-oriented reading behavior was associated with the children's positive emotions. The task-oriented reading behavior also accounted for children's poor memory performance in relation to the book. These results were discussed in terms of the relationship between emotion and cognition through book reading experiences.

A Balanced Cognition-Affect Model of Information Systems Continuance for Mobile Internet Service (모바일 인터넷 서비스를 위한 정보시스템 지속성에 대한 이성과 감성의 조화 모델)

  • Kim, Ki-Eun;Kim, Hee-Woong
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.461-480
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    • 2008
  • There are innumerable studies on technology adoption and usage continuance; most examine cognitive factors while affective factors or the feelings of users are left relatively unexplored. Although attitude and user satisfaction are factors commonly considered in Information Systems(IS) research, they represent only some aspects of feelings. In contrast, researchers in diverse fields have begun to note the importance of feelings in understanding and predicting human behavior. Feelings are anticipated to be essential particularly in the context of modern applications, such as mobile internet(M-internet) services, where users are not simply technology users but also service consumers. Drawing on the support of consumer research, social psychology and computer science, this study proposes a balanced cognition-affect model of IS continuance. Prior works in relation to IS research have already considered the emotional factors. The common factors are enjoyment, anxiety, affect and satisfaction. The main difference in our study is that the factors that we used are the primary dimensions of affect according to Circumplex Model of Affect. The horizontal axis of the model represents the pleasure dimension and the vertical represents the arousal dimension. Other emotional factors such as enjoyment and anxiety can be viewed as a combination of these two dimensions, and they can be placed in the vector space formed by these two primary dimensions. Affect has been defined as the enjoyment a person derives from using computers. Satisfaction has different conceptualizations. It has been conceptualized as judgment based on the expectation disconfirmation theory. Thus, while prior works considered the direct and indirect effects of "feeling-related constructs"(enjoyment and anxiety) on usage behavior, our study proposes effects of "feeling-based constructs"(pleasure and arousal). The balanced cognition-affect model is tested in a survey of, M-internet service users. The results establish the validity of the model.

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The Interaction Effect of Luck Experience and Hand Washing on Variety Seeking Behavior (운 경험과 손 씻기의 상호작용이 다양성 추구 행동에 미치는 효과)

  • Yang, Deok-Mo;Lee, Guk-Hee;Lee, Byung-Kwan
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.23-32
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    • 2017
  • Although previous studies have emphasized factors affecting people's variety-seeking behavior, research has not been performed to examine the interaction effect of good-bad luck and embodied cognition (hand washing) on variety-seeking behavior. Experience of good and bad luck affects consumer information processing and hand washing is known to reverse the experience of luck. Understanding the interaction effect of good/bad luck and hand washing on variety seeking behavior will shed important light on consumer behavior including choice and product purchase. To do this, a study was performed to investigate the effects of good/bad luck priming and hand washing on variety seeking behavior. Participants were primed with good or bad luck and then were asked to either wash their hands or not. After that, they were led to choose yogurt for the next seven days and the dependent measure was the number of different tastes of yogurt participants picked up. An interaction effect of luck priming and hand washing was found. Results indicate that, in good luck condition, there was no difference in variety seeking behavior between hand washing participants and non-hand washing participants. However, in bad luck condition, hand washing participants chose less diverse tastes of yogurt than non-hand washing participants. Implications of the study findings for the field of consumer psychology and marketing are discussed.

지체장애 인식에 대한 개념분석

  • Jeong, Myeong-Sil
    • The Korean Nurse
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    • v.35 no.4
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    • pp.64-74
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    • 1996
  • In general. social cognition for a disabled person seemed that he was limited aspects of emotion and psychology. Thus he was rejected. avoided. worthless and not accepted. People who have been raised in an ethnic collectivity often acquire from that experience not only basic conceps and attitudes toward health and illness but also fundamental styles of interpersonal behavior and concerns about the world. The effects of this enculuration carryover into health- care situation and also become an important influence on personal activities devoted to health maintenance and disease prevention. Our Korean culture is a state of tradition Confucianism. respects his honor and external feature. Therefore recognition of a disabled person is more specipic. This study uses Walker and Avant's process of concept analysis. The concep of recognition of disabilty can be defined as follows : Recognition of disability is a person's conscious process of sensation. perception. memory and thought and is constructed from value. attitude. emotion and expierince which is dynamics. and in everyday life is feeling that basic activity is not free and occurs interaction of envionment. Attributes of disability recognition are defined as 1) It is feeling that basic activity of his daily life is not free in everyday life. 2) It is a person's conscious process of sensation. perception. memory and thought. 3) It occurs interaction of enviornment. 4) It is constructed from value. attitude. emotion and experience. 5) it is dynamics ( changing but not stasis). Nurse is always suppoted and pushed him. She plans institutional and situational surroundings.

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