• Title/Summary/Keyword: Indulgence

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Effects of Subjective Norm of Game Use on Game Over-Indulgence Among Adolescents (청소년 게임이용의 주관적 규범과 게임 과몰입에 관한 연구)

  • Jang, Yei-Beech
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study explored how peers influence on adolescents' game over-indulgence. More specifically, it was examined the effects of emotional support, subjective norm of game use, peer stress, and friends' attitude toward gaming on game over-indulgence. Results showed that the higher level of subjective norm of game use and peer stress one received the higher level of game over-indulgence one reported. However, lower emotional support caused higher game over-indulgence. Meanwhile, friends' attitude toward gaming was not significantly related to game over-indulgence. The meaning and the importance of peer in terms of game over-indulgence and limitations of the study were discussed.

The Effects of Types of Envy and Self Construal Level on Indulgence (부러움의 유형과 자아해석의 고저수준에 따른 탐닉적 소비성향의 차이)

  • Choi, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.9 no.5
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    • pp.73-81
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    • 2018
  • Purpose - When indulging in hedonic items is construed as wasteful and evokes anticipated regret or guilt, consumers are more likely to seek reasons to justify their indulgence. Justification requirement for spending on indulgences over necessities could lead to the places of their finding the ways that mitigate the anticipated regret and guilt. However the previous research focusing on consumers' own great effort leading to positive outcomes has not given much attention to other's outcomes induced from his or her little or no efforts, by which consumers could feel envy. The guilt associated with consumers' indulgence could vary according to envy type felt according to their evaluation about other's outcomes and their self construal level. Current research explored the envy type's effects on consumers' spending on hedonic products, and moderation effects of self construal level on the envy type's effects. Research design, data, and methodology - 2(envy type: benign versus malicious) × 2(self construal level: high versus low) between-subjects design was employed. Data for empirical analysis were from 173 undergraduate participants. ANOVA was used to verify hypotheses. Results - The tendency of choosing utilitarian product versus hedonic product was moderated by the envy type. The participants who felt benign envy were more likely to choose utilitarian product versus hedonic product than those who felt malicious envy were. And the tendency of benign envy-felt participants' choosing hedonic versus utilitarian product was more weakened to those with lower-level self construal than to those with higher-level self construal. However the tendency of malicious envy-felt participants' choosing hedonic versus utilitarian product was not moderated by the self construal level. Conclusions - This research could advance the theory related to indulgent hedonic consumption by exploring the effects of self construal level and envy type on hedonic indulgence. In view of the results from current study, marketers should make efforts of communicating and selling utilitarian products to persuade consumers with lower-level construal when they feel benign envy to others. And they should conduct marketing acts for hedonic products to persuade consumers when they feel malicious envy to others.

Luxury Expressed in Movie Costumes - Focused on Hollywood Golden Age Movie Costumes - (영화의상에 나타난 사치성에 관한 연구 - 할리우드 황금기 영화의상을 중심으로 -)

  • Yang, Sook-Hi;Hahn, Soo-Yeon
    • Journal of the Korean Society of Costume
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    • v.57 no.4 s.113
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    • pp.81-94
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    • 2007
  • Luxury, an expression of richness and expensiveness which can be achieved after putting in extensive an elaborate handworks, has been expressed in Hollywood movie costumes. The purpose of this thesis is to explore the characteristics of movie costumes of Hollywood studio designers, and to contemplate luxury expressed in movie costumes for such purposes, this thesis first provides the study on the luxury in movie costumes which has been reflected in fashion history, film studies and feminist theories, and to conduct a case study by analyzing photographic materials. The luxury expressed in movie costumes could be identified as expensiveness, exclusiveness, excess, and indulgence. In the movie costumes, expensive materials such as furs, jewelry, and decorations were used. Couture and custom-made costumes were the expressions of exclusivity. Also, the excessive luxury were the expression of bigness, scalelessness or extreme abundance. Indulgence in luxury is shown in use of uncommon characteristics, especially in gangster movie costumes.

The Infants' Media Usage Perceived By Parents and Media Indulgence Solutions (부모가 지각한 유아의 미디어 사용실태와 미디어 과몰입 해결방안)

  • PARK, Suk-Kyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.5
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    • pp.1273-1289
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    • 2015
  • The purpose of this study was to use the parent of the infant status and their media perception (3-7 five years) the infants' media use by examining the situation looking at the parents' use of media that cause impact on infants' media use parents will be validated accordingly to seek the solutions for the media and the involvement of infants perception. U City and 14 practitioners in preschool infants aged 5-7 target parents from 1307 people based in September 2014, a survey was conducted two months until October. This study was a mixed Methods for quantitative analysis of all the results and qualitative analysis of the results. Results for media use quantitative analysis of the results and impact parents have on infants' media use their media usage status of the parents and the media use of infants by their perceived status has been subjected to frequency analysis and hierarchical multiple regression analysis, parents perception results. Analysis of the solution for the immersion of the media and the infants unit of analysis was used for componential analysis. Through this study, parents would like to establish a plan to take advantage of essential educational content in the media and sought ways for the correct use of infants in the media and practice at home.

The Study of Correlation between Parent-Child Relationship, Birth Order, and Creavity (부모(父母)-자녀관계(子女關係) 및 출생순위(出生順位)와 창의성간(創意性間)의 상관관계(相關關係) 연구(硏究))

  • Kim, Young-Nam
    • Korean Journal of Child Studies
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    • v.1
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    • pp.28-39
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    • 1980
  • I. OBJECTIVES The aim of this study lies in examining following items: 1. Difference in creativity between boys and girls 2. Inter correlation of the sub-variables of creativity 3. Correlation between parent-child relationship and creativity 4. The relationship between creativity and number of siblings 5. Creativity and birth-order II. METHODS & PROCED URES 1. Instruments: Standardized Creativity Test and Parent-Child Relationship Test for children 2. Objects: 118 boys and 97 girls enrolled in primary schools in Seoul who were selected by random sampling 3. Procedure: (1) The data of the boy group and the girl group were analized by means of M,t, SD. (2)The relationships between creativity and the number of siblings as well as the relationship between creativity and birth order were analyzed by M. (3) Inter-correlations among the sub-factors of creativity were obtained in boys and girls. (4) Complex-correlations between creativity and parent child relationship were produced. III. RESULTS 1. There were no significant differences between boy and girl in creativity. 2. Inter correlation among the sub-factors of creativity Boy: The highest scores were obtained in fluidity, and adaptability, the lowest in originality and openness. Girl: The highest score were obtained in world scribbling and fluidity, the comparatively low were in originality and a match-problem. 3. Inter-correlation between creativity and parent-child relationship a. Father-son: The positive refusal type has the most significant relation and conflict type, discrepancy type, negative type in turn have significant inter-coorelations. b. Mother-son: Discrepancy type, conflict type, positive refusal type have high correlations, while negative refusal type, anticipation type, and anxiety show significance in 5% level. c. Father-daughter: Positive refusal type shows correlation of 5% level significance, while indulgence type shows negative correlation in 1% level significance. d. Mother-daughter: Discrepancy type shows 5% level significance, while indulgence type shows negative correlation in 1% level. 4. Concerning the number of siblings, it was found that, boys and girls alike, those grown among 3 or 5 showed most creativity. 5. Concerning the birth order, it was found that, boys and girls alike, the first child showed the most creativity, and the youngest showed the next to the most, while the middle showed the least creativity.

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A Study on the Relationship between the Mencius and the Maeumron of Donguisusebowon - focusing on Mencius Chapter 3 - (『동의수세보원(東醫壽世保元)』의 마음론과 『맹자(孟子)』의 상관성 고찰 - 제3권 「공손축장구상(公孫丑章句上)」을 중심으로 -)

  • Lim, Byeong-Hak;Choi, Gu-Won;Yun, Su-Jeong
    • Journal of Sasang Constitutional Medicine
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    • v.31 no.1
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    • pp.13-25
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    • 2019
  • Objectives Lee Je-Ma's Sasang-philosophy that was discussed in Donguisusebowon is Maeumron and Qi-philosophy. Sasang-philosophy has a direct origin to Mencius, which discusses the Maeumron of Confucianism. Therefore the relationship between Maeumron of Donguisusebowon and Mencius Chapter 3 will be examined. Methods Materials and references were collected about the literature survey. Lee Je-Ma's books such as Donguisusebowon, Gyeokchigo and a book of Confucianism including the Mencius. Results and Conclusions Hoyeonjiqi in 'Sadanron' of Donguisusebowon encompasses the Qi of metaphysical personality and physiological Qi, and it can be seen that it is the Qi that fuses body and mind together. Benevolence, righteousness, propriety and wisdom are directly linked to the personal mind of Sasangin. Unlike the mencius's four clues of virtue, the Sadan is discussed in terms of the large and small organs in four constitution such sa lungs, spleen, liver, and kidneys. Next, In the relationship between Taesim of 'Whoakchungron' and greed of Mencius, if discuss a relationships between 'I understand language' and Taesim, Deceptive speech connects with the dogmatism of Soeumin, Licentious speech connects with indulgence of Taeumin, Crooked speech connects with laziness of Soyangin and Evasive speech connects with selfishness of Taeyangin. Also in the relationship between taking delight gladness without real cause idleness arrogant and Taesim, taking Delight connects with the dogmatism of Soeumin, Gladness without real cause connects with selfishness of Taeyangin, Idleness connects with laziness of Soyangin, and Arrogant connects with indulgence of Taeumin. The next thing, people of Four types of 'Gwangjeseol' coincide with Mencius. Also Love benevolence and enjoy goodness, Envy benevolence and jealous talent in the 'Gwangjeseol' are able to find the source directly in Mencius.

The Relationship Between Teacher's Beliefs Regarding Developmentally Appropriate Practice and Their Creative Roles (「발달에 적합한 실제」에 대한 유아교사의 신념과 창의적 역할과의 관계에 관한 연구)

  • Lee, Yeoun Seung;Lim, Ae Kyung
    • Korean Journal of Child Studies
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    • v.22 no.3
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    • pp.183-193
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    • 2001
  • This study explored the feasibility of various applications of Developmentally Appropriate Practice (DAP) by examining the relationship between teachers' belief in DAP and their creative roles. Subjects were 203 teachers of public, private, national, and corporate day care centers in Pusan. Data analysis was by ANOVA. Results showed that with the exception of fluency, teacher's degree of belief in DAP correlated with differences in all the sub-categories of creative roles, including indulgence and perseverance, flexibility, originality, and elaboration. Conclusions were that teachers could enhance their creative roles through inclusion of DAP in teacher education.

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Online Games and Cyber Delinquency among Adolescents (청소년의 온라인 게임과 사이버 일탈에 관한 연구)

  • 성윤숙
    • Journal of Families and Better Life
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    • v.22 no.2
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    • pp.37-57
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    • 2004
  • Online games are very popular among adolescents in Korea. They sometimes lead to cyber delinquency. An ethnographic analysis was conducted in this study to address the social significance of online games. The results showed that the adolescents who were addicted to or indulged in the games were likely to commit delinquency online and/or offline. Delinquency in an information society is typically individualistic, whereas deviant behaviors in an industrial society are more social and collective, such as group violence. Parenting style, student-teacher relationship, peer pressure, game environment, and recreational facilities for the adolescents were intertwined with such adolescent delinquency. Finally, some implications of the online games from the perspective of social welfare practice were discussed to prevent online game indulgence and addiction and adolescent delinquency.

A Skill-Capacity Method of Indulgence in Game Based on MMORPG (MMORPG 기반 게임의 몰입도에 대한 스킬용량 분석방법)

  • Nam, byeong-cheol;Bae, ki-tae
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.99-100
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    • 2011
  • 21세기에 들어서면서 급속도로 성장한 한국의 게임 산업은 어느덧 국내에서 성숙기 단계를 맞이하고 있다. 또한 게임 산업의 꾸준한 확장을 위해서는 글로벌 시장에서 인정받을 수 있는 게임 개발이 절실히 요구되고 있다. 본 논문은 이를 위한 한 단계로서 MMORPG 장르의 게임 중에 오랫동안 이 분야에서 성공 가도를 달리고 있는 월드오브워크래프트를 몰입도 관점에서 성공 요인을 분석하고, 이를 바탕으로 2011년도에 주목 받고 있는 신생 게임 테라의 특징을 동일한 관점에서 분석한다. 몰입도 분석 방법은 정보이론과 정신물리학에 기반하며 게임의 레벨과 스킬의 개수에 의존적인 함수로서 정량적인 접근 방법을 제안한다. 제안 방법에 따르면 월드오브워크래프트는 확장팩 대격변을 전후하여 레벨에 따른 스킬 콘텐츠를 재배치하여 새로운 시도를 선보였다. 그 반면에 테라는 화려한 그래픽을 강점으로 내세우지만 낮은 몰입도와 레벨에 따른 스킬 콘텐츠가 부족하고 그 의도마저 모호하다. 이러한 특징은 실제 테라를 플레이할 때 나타나는데 월드오브워크래프트에 비해 상대적으로 단조로운 스킬 선택권과 직업 선택권의 형태로 발견되어지는 문제로서 제안하는 방법이 몰입도를 측정하는 하나의 방법으로 평가된다.

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The Development of Teacher's Role Scale for Improving Young Children's Creativity (유아의 창의성 증진을 위한 교사역할 평정척도 개발연구)

  • Moon, Mi Ok
    • Korean Journal of Child Studies
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    • v.20 no.4
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    • pp.25-42
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    • 1999
  • The teacher's role scale for improving young children's creativity is designed for both teacher self-rating and observer rating. Content validity was determined by 5 experts who defined the domains of specific content. Construct validity was obtained by the self-ratings of 404 teachers of 3- to 5-year-old children. Five factors using 38 items of the original 59 were found to be related to the teacher's role in improving young children's creativity. The factors were Indulgence and Perseverance, Flexibility, Originality, Elaboration, and Fluency. Convergent validity was confirmed by positive correlations of the Teacher's Role Scale with the Teacher's Creativity Test of the Korean Institute for Research in the Behavioral Sciences. For internal consistency, Cronbach ${\alpha}$ of the 5 factors ranged from .74 to .88. Test-retest reliability coefficientents ranged from .653 to .838. These results confirm the Scale as a valid and reliable measure of the teacher's role in improving the creativity of young children.

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