• 제목/요약/키워드: Feeling Test

검색결과 416건 처리시간 0.034초

간호사의 비정규직 고용실태 및 관련요인에 관한 연구 (A Study on the Nurses' Contingent Employment and Related Factors)

  • 최숙자
    • 간호행정학회지
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    • 제5권3호
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    • pp.477-500
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    • 1999
  • Korean labor market has showed remarkable change of the increase in the amount of unemployment and contingent employment since IMF bailout agreement. There is a theoretical position to explain this increase in contingent employment at hospitals with the notion of flexibility. The high flexibility of employment due to the increase of contingent employees is becoming very important part in new business strategy of hospitals. The types of contingent employment of the nurse are part-time employment temporary employment, fixed-term employment, and internship which was introduced in early 1999. Recently, Korean health care industry managers have paid attention to the customer oriented service, rationalization of business administration, service quality control so that they can adjust their business to outer environment. Especially their efforts concentrate on the wage reduction through efficient and scientific control of man power because wage shares about 40% of total cost. This dissertation aims at verifying the phenomena of the contingent employment of the nurse and analyzing the related factors and problems. To rephrase these aims in ordinal: First, verifying the phenomena of contingent employment of the nurse. Second, verifying the problems of that phenomena. Third, analyzing the related factors of the contingent employment of the nurse. To accomplish these research goals, a statistical survey was executed. in which 384 questionnaires-66 for manager nurses, 318 for contingent nurses - were given to nurses working at 66 hospitals-which have at least 100 beds-in Seoul. Among them, 187 questionnaires-38 from manager nurses, 149 from contingent nurses'- 'were returned. Then, the data coded and submitted to T-test, $X^2$ -test, variance analysis(ANOVA), correlation analysis, multiple regression analysis, Logistic Regression with SAS program. The research results of the contingent nurses are followings: 1. The average career term at the present hospital 8.4 months: duty-on days per month are 24.2 days: working time per day is 7.9 hours. These results showed little difference from regular nurses. 2. Their wage level is about 70% of regular nurses except for internship nurses whose wage level is 41% of regular nurses. To break down the wage composition, part-time nurses and internship nurses get few allowance and bonus. And contingent nurses get very low level of additional pay except for fixed-term nurses who are under similar condition of employment to regular nurses. These results show that hospital managers are trying to reduce the labor cost not only through the direct way of wage reduction but through differential treatment of bonus, retirement allowance, and other additional pay. 3. The problem of contingent employment: low level of pay; high level of turn-over rate: weakening of union; low level of working condition: heavy burden of work; inhuman treatment. The contingent nurses consider these problems more seriously than manager nurses do. What manager nurses regard problematic is the absence of feeling-belonged and responsibility of the contingent nurses. 4. The factors strongly related with the rate of the number of contingent nurses for the number of regular nurses; gross turn-over nurses; average in-patients per day; staring wage of graduate from professional college: the type of hospital ownership; the number of beds; the gap between gross newcomer nurses and gross turn-over nurses. The factors related with their gross wage per month; the number of beds; applying of health insurance; applying of industrial casualty insurance; applying of yearly-paid leave; the type of hospital ownership; average out-patients per day; gross turn-over nurses. The meaningful factors which make difference by employment type: monthly-paid leave; physiological leave. The logistic regression analysis using these two factors shows that monthly-paid leave is related with the type of hospital ownership; the number of beds; average out-patient per day, and physiological leave is related with the gross newcomer nurses; gross turn-over nurses; the number of beds.

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저체중 독거노인의 질병과 건강행태 : 2014년 지역사회건강조사 자료를 중심으로 (Disease and Health Behavior of Low-Weight Elderly Living Alone : Focusing on the Community Health Survey 2014)

  • 김종임;김유미;남미라;최지연;손기연
    • 한국산학기술학회논문지
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    • 제19권3호
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    • pp.479-488
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    • 2018
  • 본 연구는 독거노인의 질병과 건강행태의 파악을 통해 독거노인의 저체중에 영향을 미치는 요인을 규명하기 위한 조사연구이다. 2014년 지역사회건강조사 원시자료를 활용하였으며, 65세 이상 저체중 독거노인 922명의 자료를 최종분석에 사용하였다. 자료의 분석은 SPSS/WIN 22.0 프로그램의 복합표본분석 모듈을 이용하여, 기술통계, Rao Scott $x^2$ test, 로지스틱 회귀분석을 통해 분석하였다. 본 연구의 결과, 독거노인들은 만성질환을 가지고 있는 비율이 높았으며, 흡연, 음주, 운동량 부족, 짜게 먹는 식습관, 틀니사용에 의한 저작 불편, 나쁜 주관적 건강상태와 같은 좋지 않은 건강행태를 가지고 있는 것으로 나타났다. 로지스틱 회귀분석 결과 독거노인의 성별에 따른 저체중 발생 위험확률은 다음과 같다. 흡연으로 인한 저체중 위험도는 여자노인에서 가끔 피우는 경우 3.004배, 걷기량으로 인한 저체중 위험도는 3일미만 걷는 사람이 저체중일 가능성은 1.420배로 유의하게 높았다. 주관적 스트레스를 많이 느끼는 경우 저체중일 가능성은 남자노인에서 2.220배, 여자노인에서 1.282배로 유의하게 높았다. 주관적 건강수준이 나쁜 사람이 저체중일 가능성은 남자노인에서 3.633배, 여자노인에서 1.590배로 유의하게 높았다. 본 연구의 결과를 토대로 저체중 독거노인의 건강행태 개선을 위한 적절한 간호중재의 수립과 관리방안의 마련이 필요하다. 또한, 저체중 독거노인에 대한 신체적, 심리적, 사회적 특성 등의 다양한 변인을 고려한 반복연구가 필요할 것이다.

교대주기가 다른 두 유리제조업체 3교대 근무자들의 자각증상 비교 (Comparison of Subjective Symptoms of workers in Rapidly and Weekly Rotating Shift Systems)

  • 정영연;최광서;우극현;한구웅
    • Journal of Preventive Medicine and Public Health
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    • 제25권4호
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    • pp.374-385
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    • 1992
  • 교대근무자들이 호소하는 생체리듬의 부조화로 인한 일련의 증상들은 개인특성, 작업환경, 교대형태의 영향을 많이 받는다. 따라서 본 연구에서는 개인특성과 작업환경의 영향을 고려하여 교대주기에 따른 근로자들의 자각증상의 차이를 보고자, 작업환경이 같고 교대주기에 있어 2일, 7일인 두 회사의 3교대근로자 182명과 86명을 대상으로 개인 특성 및 자각증상을 설문조사하였다. 결과를 요약하면 다음과 같다. 1. 수면장해증상 6문항 중 '근무 중 피로감을 느낀다', '예민하다'의 두 항목에서 7일주기의 교대근무자에서 증상호소의 빈도가 통계적으로 유의하게 높았으며(P<0.05), 점수화하여 두 군간의 평균을 비교한 결과 7일주기인 군에서 증상점수가 높았다(P<0.01). 2. 1일 평균 6시간의 수면을 기준으로 할 때, 수면시간에 있어서는 두 군간에 유의한 차이가 없었으며, 2일주기인 군에서는 수면시간이 증가함에 따라 장해증상에 현저히 줄었으나 (P<0.05), 7일주기인 군에서는 수면시간에 따른 장해증상의 차이가 없었다. 3. 소화기장해증상 10문항에서는, 7일주기인 군에서 '자주 그렇다'고 호소하는 빈도가 높았으나 통계적인 유의성은 없었으며, 점수화하여 두 군간의 평균을 비교한 결과 역시 7일 주기인 군이 평균점수가 높았으나 통계적으로 유의한 차이는 아니었다. 4. 피로자각증상은 육체적, 정신적 피로 호소율이 7일주기의 교대근무자들에게 현저히 높았으며(P<0.01), 신경감각적 피로 역시 유의한 차이가 있었다(P<0.05). 5. 공분산분석 (ANCOVA)을 통해 개인특성의 영향을 고려한 결과, 교대주기에 파라 수면장해 증상, 육체적, 정신적 피로에 통계적으로 유의한 차이를 보였다(P<0.01). 이상의 결과를 종합해 볼때, 2일주기의 교대근무자들보다 7일주기 교대근무자들이 피로와 수면장해증상 호소가 더 많았다. 따라서 향후 자각증상 뿐 아니라 객관적인 검사를 병행하여 현재 가장 많이 시행되고 있는 7일주기의 교대제에 대한 검토가 필요할 것으로 사료된다.

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기름의 양과 지지는 시간에 따른 화전의 관능적 및 물리적 특성 (Sensory and Physical Characteristics of Hwajeun Depended on the Various Levels of Oil Amounts and frying Time)

  • 이승현;박정은;장명숙
    • 한국식품조리과학회지
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    • 제19권6호
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    • pp.765-771
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    • 2003
  • 사용하는 기름의 양과 지지는 시간을 달리하여 제조한 화전의 기계적 특성 및 관능적 특성을 통해 품질 평가를 하였다. 기름 사용량을 달리한 경우, 수분 함량은 기름의 양이 증가함에 따라 유의적(p<0.001)으로 감소하는 것으로 나타났으며. 지지는 시간을 달리한 경우 가장 지짐 시간이 길었던 S7의 수분함량이 47.59%로 다른 처리구에 비하여 유의 적으로 낮은 값을 보였다(p<0.01). 이것은 지짐시간이 길어짐에 따른 수분 손실에 의한 것으로 생각되었다. 흡유율은 기름 사용량을 달리한 경우, S1이 87.5%로 다른 두 처리구에 비하여 유의적(p<0.001)으로 가장 높은 값을 나타내었고 지지는 시간을 달리한 경우 지짐 시간이 길어짐에 따라 흡유율도 유의적(p<0.001)으로 높아짐을 알 수 있었다. 색도는 기름의 첨가량이 16g으로 가장 많은 S3의 L값이 낮고 b값은 13.9로서 높게 나타나 기름량이 많아질수록 화전을 지질 때 충분한 열전도가 이루어져 골고루 잘 지져졌기 때문인 것으로 생각되었다. 한편, 지짐 시간을 달리하여 만든 화전의 색도변화는 다른 두 처리구에 비하여 S6과 S7이 전반적으로 b값이 높은 것은 지지는 시간이 길어짐에 따라 잘 지져졌기 때문인 것으로 생각되었다. Two bite compression test에 의한 텍스쳐 특성치를 살펴보면, 기름 사용량에 따른 처리구의 경우 Hardness는 기름의 사용량이 가장 적은 S1이 1484.6으로 유의적으로(p<0.001) 높은 값을 나타내었고 지짐시간에 따라서는 Hardness가 지짐시간 2분까지는 유의적으로 그 값이 감소하다가 지짐 시간 2분 30초인 S7은 다시 값이 증가하였다. 관능검사 결과에서는 항목별로 유의적인 차이를 나타냈는데, 기름의 사용량에 따른 처리구에서는 S3가 기름이 충분하여 색이 노릇노릇하게 잘 나타났고 적당한 기름의 향미와 부드러우면서도 바삭바삭한 질감으로서 선호도가 가장 높게 나타났다. 한편, 지짐 시간을 달리한 처리구의 경우, S6가 color, flavor, chewiness 및 taste 등의 도든 항목에서 유의적으로 높은 값을 보여 전반적인 기호도 7.2(p<0.01)로 가장 관능적 품질이 우수한 것으로 나타났다. 따라서 기름의 양은 화전 10개 분량(200g) 기준으로 16g을 사용하고 지짐시간은 앞, 뒷면 각각 2분씩 지지는 것이 바람직할 것으로 보인다.

고등학생의 치과이용실태와 통증 경험에 따른 치과공포에 대한 연구 (Study of Utilization of Dental High School and according to the Pain Experienced Dental Fear)

  • 전보혜;최영숙
    • 치위생과학회지
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    • 제14권1호
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    • pp.59-66
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    • 2014
  • 본 연구는 청소년들이 느끼는 치과에 대한 공포와 불안감에 대해 알아보고 치과이용 실태와 과거 통증 경험 등이 어떤 영향을 미치는지에 관하여 알아보고자 경기 지역 일부 고등학교 352명을 대상으로 설문조사를 실시하여 다음과 같은 결과를 얻었다. 주사바늘이 살을 찌를 때($3.19{\pm}1.43$)와 마취용 주사바늘을 볼 때의 두려움($3.14{\pm}1.44$)이 높게 나타났고, 치아삭제용 드릴 소리($2.82{\pm}1.38$)와 치아삭제용 드릴을 볼 때의 두려움($2.74{\pm}1.36$), 치과 내원 시 근육 긴장($2.51{\pm}1.34$), 치료 대기 시 두려움($2.45{\pm}1.37$), 치아삭제 시 두려움($2.43{\pm}1.31$) 등의 순으로 나타났다. 치과치료 실태에 따라 치과 공포와 불안 수준에 차이가 있는지를 살펴본 결과, 충치치료를 받기위해 방문한 집단($2.75{\pm}0.94$)이 스켈링을 위해 방문한 집단($1.50{\pm}0.65$)에 비해 치과에 대한 공포와 불안감을 많이 느끼는 것으로 나타났다(p<0.01). 치과 공포와 불안에 영향을 미칠 것으로 예측되는 과거 치과 치료 시 통증 경험 수준은 3.45로 비교적 높게 나타났고, 가족이나 친구의 치과치료에 대한 통증을 들은 경험은 3.26점, 마취 미비 상태에서의 치과치료 경험은 2.47점으로 높지 않은 것으로 나타났다. 과거 치과 이용 시 통증 경험과 치과 공포 불안간의 관련성을 살펴보기 위하여 상관분석을 실시한 분석 결과 치과 치료 시 통증 경험과 마취 미비 상태에서의 치료 경험, 그리고 가족/친구의 치과치료 통증을 들은 경험 등의 변인 모두 치과에 대한 공포와 불안감과 유의미한 정(+)적 상관관계를 보였다. 학생의 성별과 현재의 치아 건강상태, 흡연 여부, 그리고, 치과치료 시 통증 경험, 마취 미비상태에서의 치료 경험, 가족/친구의 치과치료 통증을 들은 경험 등 과거의 치과 통증 경험 등의 변인이 치과 공포와 불안에 영향을 미치는 중요 예측 변인이었다.

암환자의 희망 예측요인 (Predictive Factors of Hope in Patients with Cancer)

  • 이화진;손수경
    • 성인간호학회지
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    • 제12권2호
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    • pp.184-195
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    • 2000
  • It has been believed that cancer is an omnious factor threatening the future and life itself. Patients having the disease experience anxiety, fear, feeling of weakness, depression and feelings of uncertainty and hopelessness. Most cancer patients, however, have expectations of possible recovery and a better future, very different from the patients who feel hopeless. Therefore. hope allows people to respond effectively to the fatal disease they have and prevents them from detoriorating physically and spiritually, positively influencing their survival, response to treatment and sense of security. Studies previously performed showed that hope is positively correlated with social and family supports, self-esteem, spiritual well-being, responsive action, health promotion behavior and quality of life. Thus, the study attempted to provide basic information on nursing cancer patients by investigating their levels of hope and determining predictive factors which influence hope. For the study 200 cancer patients in two university hospitals located in Pusan were sampled as subjects. Data were collected for twenty nine days from Feburary 1, 1999 to March 1. Instrumets for the study included 10 items from the self-esteem scale by Rosenberg (1965), 39 hope measurements by Kim and Lee(1965), 16 of the social support scale by Tae(1986) and 16 of the general characteristics scale, all of which totaled 81 items. The data were analyzed using the SPSS program. General characteristics of the investigated based on numbers and percentage. Hope, self-esteem and social support were analyzed using means, minimum, maximum and standard deviation. Relations among the foregoing three factors were analyzed using Pearson' correlation coefficient. Levels of hope in cancer patients were determined using t-test, ANOVA and Scheffe test. Predictive factors influencing hope were investigated using multiple stepwise regression analysis. Results of the study are summarized as follows: 1. An average level of hope was $185.55{\pm}23.39$ points(96 min. and 234 max.) 2. Levels of hope showed a significant difference among them according to sex (t=-3.69, P=.000), age(F=4.714, P=.000), job(F=3.247, P=.008), monthly income (F=6.113, P=.003), treatment charge (F=3.796, P=.011), supportive resources (F=10.554, P=.000), diagnosis(F=2.287, P=.029), perceived health status(F=22.184, P=.000), level of pain(F=3.334, P=.021), religion (F=4.911, P=.001) and religion's effect in life (F=11.706, P=.000), 3. For the subjects, self-esteem and social support were $38.32{\pm}7.21$(13 min, and 50 max.) and $52.97{\pm}8.49$points(28 min, 80 max.). Concerning social support, average levels of family support and medical support were found $35.95{\pm}6.05$(18 min, and 40 max) and $27.02{\pm}4.99$ points(20 min and 40 max). The hope the cancer patients showed significant correlations with self-esteem (r=.588, P=.000), family support(r=.224, p=.001) and medical support(r=.221, P=.002). 4. The five variables related to hope (self-esteem, religion's effect in life, perceived health status, social support and age) accounted for 54.2 percent of the hope level; especially, self-esteem was the highest at 34.6%. As shown in the above results, predictive factors which most influence hope in cancer patients were self-esteem and religion's effect of life. Therefore, nursing interventions to increase self-esteem should be developed. Regarding religion's effects, studies on spiritual aspects should be carried out in a way that contributes to promotion of hope.

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내측 반월상 연골 후각 부착부 봉합술 시 표층 내측측부인대 유리술의 효과 (Effect of Release of the Superficial Medial Collateral Ligament in Repair of the Posterior Medial Meniscus Root Tear)

  • 양병세;이동원;남상욱;하정구;김진구
    • 대한관절경학회지
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    • 제16권2호
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    • pp.114-120
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    • 2012
  • 목적: 내측 반월상 연골 후각 부착부 봉합술 시 시행하는 표층 내측측부인대 유리술의 유용성 및 안전성에 대해 연구하고자 하였다. 대상 및 방법: 2006년 4월부터 2010년 9월까지 표층 내측측부인대 유리술을 시행하지 않고 내측 반월상 연골 후각 부착부 봉합술을 시행한 환자 20명(PM군)과 표층 내측측부인대 유리술을 시행하고 봉합술을 시행한 시행한 환자 32명(RM군)을 대상으로 하였다. 동반 수술을 시행한 환자는 제외하였다. 안정성 검사로 술 후 3개월, 1년 추시 시 압통, 주관적 불안정성 및 외반 부하 검사를 시행하였고, 유용성 검사로 압박대 사용시간을 비교하였고, 임상 결과는 Lysholm 점수와 International Knee Documentation Committee (IKDC) 점수로 평가하였다. 결과: 전례에서 표층 내측측부인대 유리술과 관련하여 임상적으로 의미 있는 합병증은 없었다. 술 후 3개월 및 1년 추시 관찰 시 압통, 주관적 불안정성에서 음성을 보였으며, 5명의 환자에서 외반 부하 검사상 grade I의 불안정성을 보였다. 압박대 사용 시간은 PM군 $53.5{\pm}13.6$분, RM군 $41.3{\pm}12.7$분으로 두 군간 차이를 보였다(P<0.05). 술 후 임상결과는 PM군은 술 전 Lysholm 점수 $56.8{\pm}5.5$에서 술 후 $85.1{\pm}5.8$로(P<0.001), 술 전 IKDC 점수 $42.6{\pm}6.3$에서 술 후 $77.2{\pm}6.3$로(P<0.001), RM군은 술 전 Lysholm 점수 $56.2{\pm}5.4$에서 술 후 $87.4{\pm}3.9$로(P<0.001), 술 전 IKDC 점수 $42.7{\pm}5.7$에서 술 후 $89.6{\pm}2.9$로(P<0.001) 개선되었다. 두 군간 수술 전, 후의 Lysholm 점수, IKDC 점수 차이는 없었다(P>0.05). 결론: 표층 내측측부인대 유리술은 슬관절 내측 수술 시 시야 확보에 유리하며, 수술 시간을 줄일 수 있고, 임상적 의미있는 잔존 불안정성을 남기지 않아 내측 반월상 연골 후각 부착부 봉합술 시 유용한 것으로 사료된다.

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국내 대학생의 취업태도 및 취업준비 비용에 관한 연구 (A study on the employment preparation cost and attitude of college student for Job-seeking)

  • 정범석;정화민
    • 경영과정보연구
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    • 제33권4호
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    • pp.1-19
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    • 2014
  • 본 연구는 청년실업의 증가와 이에 대한 대학생들의 취업준비비용, 취업태도에 대한 구체적인 연구가 부족한 상황에서 심각한 취업난에 처해있는 국내 대학생들의 취업을 위한 비용지출의 실태와 취업효능감, 취업태도, 대학교 교육여건 인식에 대한 연구이다. 이를 위하여 국내 4년제 대학생과 전문대생과의 취업비용과 취업태도, 교육여건, 자기효능감의 차이와 인과관계를 통계적으로 알아봄으로써 대학에서의 학생 취업관련 정책과 업무에 시사점을 제공하고자 한다. 교육훈련의 경우 전문대생은 자격증취득, 4년제 대학생은 토익 등 영어교육을 우선시 하는 것으로 조사되었고, 전문대생과 4년제 대학생의 취업비용의 차이분석에서는 해외연수비용이 전문대생은 평균 809만원, 4년제 대학생은 1,559만원, 취업을 위한 교육훈련비용도 4년제 대학생이 202만원, 전문대생은 113만원, 의류잡화비용도 전문대생은 66만원, 4년제 대학생은 97만원으로 4년제 대학생이 더 많은 비용을 지출 하는 것으로 나타났다. 전공계열별 해외연수비용과 의류잡화비용의 차이검증에서는 컴퓨터경영계열, 전기전자계열, 디자인계열, 사회계열에서 사회계열 학생의 해외연수비용과 의류잡화비용이 가장 높은 것으로 조사되었다. 성별에 따른 대학생의 취업비용의 차이도 치아교정비용에서 남학생보다 여학생이 더 많이 지출하는 것으로 나타났다. 대학생 가정의 월평균 수입에 따른 대학생의 취업비용차이는 해외연수비용, 교육훈련비용, 의류잡화비용에서 월 소득이 많은 가정의 대학생들이 그렇지 못한 가정의 학생들보다 비용을 더 지불하는 것으로 나타났다. 취업태도는 전문대생이나 4년제 대학생이 인지하는 것은 차이가 없는 것으로 나타났으나, 취업효능감, 학교의 교육여건 인식의 경우 전문대생보다 4년제 대학생이 통계적으로 더 긍정적으로 인식하는 것으로 나타났다. 본 연구의 결과를 통해 취업준비비용에서 해외어학연수비용이 가장 큰 금액을 차지하고 있으며, 대학유형별 지출의 차이도 있는 것으로 나타났다. 대학유형별 취업효능감, 학교교육여건의 인식도 4년제 대학생이 전문대생보다 더 높게 조사되었다. 자기효능감과 교육여건은 취업태도에 긍정적 영향을 미치고 있고, 대학에서의 취업태도를 긍정적으로 하기 위한 프로그램의 적용과 전문대학은 자격증 교육, 4년제 대학은 영어 프로그램에 대한 지원과 프로그램 선정에 정책적 시사점을 제시하였다.

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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.

조직구성원의 정보기술 인적역량과 개인 업무만족 및 업무성과 간의 관계: 목표지향성 관점 (Relationships Among Employees' IT Personnel Competency, Personal Work Satisfaction, and Personal Work Performance: A Goal Orientation Perspective)

  • 허명숙;천면중
    • Asia pacific journal of information systems
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    • 제21권4호
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    • pp.63-104
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    • 2011
  • The study examines the relationships among employee's goal orientation, IT personnel competency, personal effectiveness. The goal orientation includes learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Personal effectiveness consists of personal work satisfaction and personal work performance. In general, IT personnel competency refers to IT expert's skills, expertise, and knowledge required to perform IT activities in organizations. However, due to the advent of the internet and the generalization of IT, IT personnel competency turns out to be an important competency of technological experts as well as employees in organizations. While the competency of IT itself is important, the appropriate harmony between IT personnel's business capability and technological capability enhances the value of human resources and thus provides organizations with sustainable competitive advantages. The rapid pace of organization change places increased pressure on employees to continually update their skills and adapt their behavior to new organizational realities. This challenge raises a number of important questions concerning organizational behavior? Why do some employees display remarkable flexibility in their behavioral responses to changes in the organization, whereas others firmly resist change or experience great stress when faced with the need to alter behavior? Why do some employees continually strive to improve themselves over their life span, whereas others are content to forge through life using the same basic knowledge and skills? Why do some employees throw themselves enthusiastically into challenging tasks, whereas others avoid challenging tasks? The goal orientation proposed by organizational psychology provides at least a partial answer to these questions. Goal orientations refer to stable personally characteristics fostered by "self-theories" about the nature and development of attributes (such as intelligence, personality, abilities, and skills) people have. Self-theories are one's beliefs and goal orientations are achievement motivation revealed in seeking goals in accordance with one's beliefs. The goal orientations include learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Specifically, a learning goal orientation refers to a preference to develop the self by acquiring new skills, mastering new situations, and improving one's competence. A performance approach goal orientation refers to a preference to demonstrate and validate the adequacy of one's competence by seeking favorable judgments and avoiding negative judgments. A performance avoid goal orientation refers to a preference to avoid the disproving of one's competence and to avoid negative judgements about it, while focusing on performance. And the study also examines the moderating role of work career of employees to investigate the difference in the relationship between IT personnel competency and personal effectiveness. The study analyzes the collected data using PASW 18.0 and and PLS(Partial Least Square). The study also uses PLS bootstrapping algorithm (sample size: 500) to test research hypotheses. The result shows that the influences of both a learning goal orientation (${\beta}$ = 0.301, t = 3.822, P < 0.000) and a performance approach goal orientation (${\beta}$ = 0.224, t = 2.710, P < 0.01) on IT personnel competency are positively significant, while the influence of a performance avoid goal orientation(${\beta}$ = -0.142, t = 2.398, p < 0.05) on IT personnel competency is negatively significant. The result indicates that employees differ in their psychological and behavioral responses according to the goal orientation of employees. The result also shows that the impact of a IT personnel competency on both personal work satisfaction(${\beta}$ = 0.395, t = 4.897, P < 0.000) and personal work performance(${\beta}$ = 0.575, t = 12.800, P < 0.000) is positively significant. And the impact of personal work satisfaction(${\beta}$ = 0.148, t = 2.432, p < 0.05) on personal work performance is positively significant. Finally, the impacts of control variables (gender, age, type of industry, position, work career) on the relationships between IT personnel competency and personal effectiveness(personal work satisfaction work performance) are partly significant. In addition, the study uses PLS algorithm to find out a GoF(global criterion of goodness of fit) of the exploratory research model which includes a mediating variable, IT personnel competency. The result of analysis shows that the value of GoF is 0.45 above GoFlarge(0.36). Therefore, the research model turns out be good. In addition, the study performs a Sobel Test to find out the statistical significance of the mediating variable, IT personnel competency, which is already turned out to have the mediating effect in the research model using PLS. The result of a Sobel Test shows that the values of Z are all significant statistically (above 1.96 and below -1.96) and indicates that IT personnel competency plays a mediating role in the research model. At the present day, most employees are universally afraid of organizational changes and resistant to them in organizations in which the acceptance and learning of a new information technology or information system is particularly required. The problem is due' to increasing a feeling of uneasiness and uncertainty in improving past practices in accordance with new organizational changes. It is not always possible for employees with positive attitudes to perform their works suitable to organizational goals. Therefore, organizations need to identify what kinds of goal-oriented minds employees have, motivate them to do self-directed learning, and provide them with organizational environment to enhance positive aspects in their works. Thus, the study provides researchers and practitioners with a matter of primary interest in goal orientation and IT personnel competency, of which they have been unaware until very recently. Some academic and practical implications and limitations arisen in the course of the research, and suggestions for future research directions are also discussed.