• Title/Summary/Keyword: Media Addiction

Search Result 100, Processing Time 0.028 seconds

A Qualitative Approach of Appearance-Enhancement Seeking Behavior (외모향상추구행동에 관한 질적 연구)

  • Lee, Soo-Gyoung;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.30 no.1 s.149
    • /
    • pp.59-70
    • /
    • 2006
  • This study has analyzed females' motives and psychological experiences related to appearance-enhancement seeking behavior(weight control practice and cosmetic surgery). In this study, in-depth interviews were carried out to 11 females who had experienced weight control practices and cosmetic surgery in June 2001. There is social standard in ideal body image. One perceive a physical idea and own body through society(mass media, reference group), others and clothing, and recognize the ideal body and internalize the social standard as own worth. The discrepancies between ideal body image internalized as standards of own worth and real body image became a setup for body dissatisfaction. Increasing in body dissatisfaction, rejection of own body grow, furthermore body is perceived with distortion. In order to remove a negative body image and to reach ideal body image, appearance-enhancement seeking behavior such as weight control and cosmetic surgery is made. By appearance enhancing, one come to closer to ideal image of which one pursuit oneself. Therefore body satisfaction feeling increase, self·esteem rise, manner of life and character change to with affirmation. Otherwise, strengthening of appearance-concern and of appearance enhancement seeking desire has the possibility of developing into bulimia and cosmetic surgery addiction. Also, the standard of beauty in appearance rise by degrees, and that produces motives of appearance-enhancement seeking behavior.

Content Analysis of News Coverage on Games after the Inclusion of Gaming Disorder in ICD-11 (WHO의 게임 이용 장애 질병 코드화 이후 언론의 게임 보도에 대한 내용 분석)

  • Lee, Sook-Jung;Youk, Eun-Hee
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.91-106
    • /
    • 2021
  • This study examined how news has covered games since the decision to include gaming disorder in ICD-11. Data were 694 news article on games in five major newspapers. The results indicated the following: While the proportion of reports on game industry was high, those reports were mainly straight news announcing industry status and corporate management status. Reports on game policy focused on regulations, particularly game addiction or disorder. Reports on game uses and effects showed very low rates, but they have followed the existing practices of reporting games as the cause of extreme crimes and deviant behaviors.

Augmented Reality in Children's Literature

  • Kim, Ilgu
    • English & American cultural studies
    • /
    • v.14 no.2
    • /
    • pp.77-96
    • /
    • 2014
  • As the cyberspace several decades ago created a cyber fiction fever, the augmented reality as the future of imagination can generate another kind of literary genre and new social ambiance where books tend to come to life more realistically. This newly created "smart fiction," "smart movies," and "smart environment" will be full of fun, hopes and conveniences. But addiction to smart kinds will create unwanted dangerous plethora like ghost-like avatars, wild animals and Farid due to the limitations of human control over hi-technology. If so, the adventures we plan to take will turn fantasy into horror in no time. Instead of loving new scientific things blindly, the emphasis hereafter must be put rather on the potentially negative aftermaths of the new innovative technology. Some viewers after watching the film Avatar are still suffering from the syndrome called "avatar blues," a homesick for Pandora. After their experiencing of the experimental 3D effects in books and media, audience and readers are required to actively deal with the increased lack of the darker cave which the comparatively unsatisfactory present can never fill with fixity and limit. Like the prevention against the addictive online game or the manual of 3D television or 3D printer, the extreme off-limits and safety zone for this virtually and expendably subverting technology must be seriously reviewed by community before using and adopting it. Also, these technologically expanded and augmented environments must be prudently criticized by the in-depth study of literature just as cyber space begun by Gibson's cyber fiction and its criticism.

Influence of Sexual Desire Caused by Watching Phonography on Human Body (음란물 시청으로 야기된 성욕이 인체에 미치는 영향)

  • Kim, Bong Hyun;Cho, Dong Uk;Kim, Hee Dae;Lee, Bum Joo;Park, Young;Jeong, Yeon Man
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.42 no.4
    • /
    • pp.831-837
    • /
    • 2017
  • The development of various electronic media such as the Internet and smart phones, each kinds of media informations has been accompanied by the fact that various types of media information are provided from one media, and on the other hand, various dysfunctions including smart phone addiction are also caused by a very large social problem. Especially, one of the biggest dysfunctions is the social crime problem such as sex crime caused by increased sexual desire according to watch the phonography, and even if it is not a social crime, watching the phonography has influenced bad mental and physical on human body. In this paper, we try to analyze what kind of change occurs in the voice in order to investigate what kind of bad influence it has on the human body after watching the phonography. In other words, the voice in the human body is the place where the human body signal is most expressed with the face. Therefore, the purpose of this study is to investigate the effects on the organs of the human body by comparing the change of voice before and after watching phonography. Experimental results showed that the stress hormone was increased by the inability to resolve sexual desire after watching the phonography, which resulted in an increase in the bandwidth of the 3rd formant frequency.

Progamers' Labor Postmodern Mode, Modern Ethics (프로게이머의 노동 탈근대적 양식, 근대적 윤리)

  • Pang, Huikyong;Won, Yong-jin
    • Korean journal of communication and information
    • /
    • v.74
    • /
    • pp.7-37
    • /
    • 2015
  • The study explores how the discourses on game addiction, which emphasize diligence and sincerity for labor and self-control, and professional gamers, who are trapped in pleasures of playing games in the virtual world, cohabit in Korean society. Progamers have grown from entertainment industry enlarged along with the current of the economic 'postmodernization,' mentioned by Hardt and Negri(1997; 2001; 2004). Hardt and Negri have elaborated on the economic postmodernization with the notion 'immaterial labor,' which blurs the line between economic (instrumental) actions and humane qualities as well as pertains to the potentiality of resistant practices against the power of modernity. From this perspective, progamers' labor is understood as 'affective labor,' an aspect of immaterial labor with the potentiality of resistance. However, meticulous examination of progamers' labor in this study reveals that progamers control their affects systematically, strategically, and rationally for their materialistic success. Progamers, while performing postmodern mode of labor, are subordinate to modern work ethics, which lead them to lose the potentiality of resistance. Consequently, while the discourses on game addiction and progamers outwardly form sharp contrast to each other, the two indeed are placed in tandem in the vein of modern work ethics of Protestantism.

  • PDF

Case Study on the Success Factors of Sport Marketing Companies in Korea (국내 스포츠 마케팅 기업의 창업 성공요인에 관한 사례연구)

  • Lee, Hyung-Kwon;Park, Jeong-Keun
    • Journal of Digital Convergence
    • /
    • v.11 no.5
    • /
    • pp.245-256
    • /
    • 2013
  • The purpose of this study was to investigate the success factors of sports marketing companies in Korea. Four sport marketing companies were selected as research targets. Also, several data were collected through the books, articles, related literatures, and internet. In addiction, three in-depth interviews were conducted for the qualitative study. The results of this study was as follows. First, some sports marketing companies had been successful in business with big fund. Second, they used choice and focus strategies. Third, they had strategic and careful plans, and their own know-how for the blue ocean markets. Finally, they had expanded its business market by developing various strategies through the media.

Lonely Deaths among Elderly People in the Aging Korean Society: Risk Factors and Prevention Strategies (고령화 한국사회의 노인 고독사: 위험요인과 예방전략)

  • Kim, Hae Sung
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.8
    • /
    • pp.454-462
    • /
    • 2017
  • The purpose of this study was to explore the lonely-death phenomenon and to understand the circumstances surrounding the lonely-death cases among elderly people by examining the articles on such phenomenon and the media reports of such cases. The cases of lonely death reported from 2007 to 2017 were used. Case analysis was conducted, and the news articles that described the lonely death cases were identified using an internet search engine. Forty seven cases were analyzed. Several risk factors emerged from the data obtained, such as economic hardship, chronic illness, mental health problems like alcohol addiction, social isolation, disconnection from family members or the neighborhood, unemployment, single household, unmarried or divorced status, and living in an urban area. Based on the findings, prevention strategies were addressed.

The Impact of Young Children's Excessive Immersion in Smartphone Games on their Prosocial and Problematic Behavior (유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향)

  • Cho, Jung-Jin;Cho, Anna
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.10
    • /
    • pp.647-657
    • /
    • 2015
  • The purpose of this study is to investigate how young children's excessive immersion in smartphone games affects their prosocial and problematic behavior. To achieve the purpose, a qustionnaire survey was conducted with 147 children aged 3 to 5 going to two kindergartens and two child-care centers which were judged to have similar social and economic conditions, their mothers, and 16 teachers in charge of them. For data processing, SPSS 18.0 program was used to conduct frequency analysis, correlation analysis, and simple regression analysis. The study results were presented as follows. First, the more seriously the young children had excessive immersion in smartphone games, the more negatively their prosocial behavior was influenced. Secondly, the more severely the young children had excessive immersion in smartphone games, the more problematic behavior the young children had. This study is meaningful in the point that it analyzed the impact of their addiction in smartphone games on their prosocial and problematic behavior, and thereby helped to improve a plan of effectively using smartphones as educational media.

First Outcome of MDR-TB among Co-Infected HIV/TB Patients from South-West Iran

  • Motamedifar, Mohammad;Ebrahim-Saraie, Hadi Sedigh;Abadi, Ali Reza Hassan;Moghadam, Mahboube Nakhzari
    • Tuberculosis and Respiratory Diseases
    • /
    • v.78 no.3
    • /
    • pp.253-257
    • /
    • 2015
  • Background: Tuberculosis (TB) is the leading cause of mortality among human immunodeficiency virus (HIV) patients and the majority of them occur in developing countries. The aims of the present study were to determine the frequency of HIV/TB co-infection and other probable associated factors. Methods: This 10 year retrospective study was conducted on 824 HIV patients in the south-west of Iran. HIV infection was diagnosed by the enzyme linked immunosorbent assay and confirmed by Western blot. TB diagnosis was based on consistency of the clinical manifestations, chest X-ray, and microscopic examination. Drug susceptibility testing was done by the proportional method on $L{\ddot{o}}wenstein$-Jensen media. Results: Of 824 HIV patients, 59 (7.2%) were identified as TB co-infected and the majority (86.4%) of them were male. Of the overall TB infected patients, 6 cases (10.2%) showed multidrug-resistant with the mean CD4+ lymphocyte count of $163{\pm}166cells/mm^3$. The main clinical forms of TB were pulmonary (73%). There was a significant (p<0.05) correlation between TB infection and CD4+ lymphocyte counts ${\leq}200cells/mm^3$, gender, prison history, addiction history, and highly active anti-retroviral therapy. Conclusion: We reported novel information on frequency of HIV/TB co-infection and multidrug resistant-TB outcome among co-infected patients that could facilitate better management of such infections on a global scale.

A Standardizing research of Internet adverse effects catalog from Societal phenomenological pointview (사회현상학 관점에서의 인터넷역기능 분류체계 표준화 연구)

  • Kwon, Jung-In;Lee, Seong-Chul;Ahn, Seong-Jin
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.6
    • /
    • pp.1-10
    • /
    • 2011
  • Since IT technology grow rapidly, our ethic of consciousness has become big issue with adverse effect. Many scholar has discussed and tired to solve this problem, but it is still helpless to fix. Therefor in this paper, author will not suggest the solution, but will present model list of adverse effects and cases to prevent accidents. The model list of adverse effects, what author will present is about media addiction, harmful content, cyber-violence, right infringement, cyber terror and decision obstacle. This model list is made by primary and secondary survey. This model will show adverse effect of present day, but also will show future adverse effects that can be prevent. Through out this paper, this model list could use for education plan.

  • PDF