• Title/Summary/Keyword: Media Sociability

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A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

The Influence of Social Supports on Intention to Use of Brands' SNS Page (사회적 지원기능이 브랜드 개설 SNS 페이지 소비자 수용에 미치는 영향에 관한 연구)

  • Lee, Yoon-Jae;Lee, Jeong-Hoon
    • Journal of Information Technology Applications and Management
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    • v.22 no.1
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    • pp.17-36
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    • 2015
  • Many companies are now trying to utilize SNS (social network service) by building it as marketing communication platform that delivers marketing messages and builds customer relationship. This study investigates the factors affecting consumers' intention to use of brand's SNS identity page (e.g., fan page in Facebook). It specifically focuses on four social support functions -self-esteem, informational, emotional and social networking support-in virtual space. Research model attempts to explore the impact of social supports on brands' SNS identity page adoption with modified technology acceptance model which includes perceived usefulness, ease of use and enjoyment. Empirical study adopts SEM (structural equation modelling) to test research model. The result indicates that perceived ease of use is influenced by informational support, and perceived usefulness is influenced by informational, emotional, and self-esteem support. And perceived enjoyment is influenced by emotional support. In addition, it reveals that there were no significant effects of social networking support on both perceived usefulness and enjoyment. These findings provide managerial implications for attracting potential and actual customers to brand's SNS identity page. And it also suggests the importance of managing sociability in brand's SNS identity page to make it as marketing communication platform.

Structural Model Of Delinquent Behavior Influencing by Media Violence (폭력매체에 의한 비행행동의 구조모형 개발)

  • 김현실
    • Journal of Korean Academy of Nursing
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    • v.30 no.1
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    • pp.148-159
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    • 2000
  • The purpose of this study was to test the theoretical model designed to explain juvenile delinquency by media violence. Data were collected through questionnaire survey over a period of 3 months. Subjects served for this study consisted of 537 adolescents including 217 delinquent adolescents and 320 student adolescents in Korea, sampled from Korean student population and delinquent adolescent population confined in juvenile correctional institutions, using proportional stratified random sampling method. In this study, exogeneous variable was family dynamic environment and endogeneous variables were character of adolescent including need satisfaction/ frustration, sociability, antisocial personality tendency, complaints of psychosomatic symptoms and depressive trend, juvenile delinquent behavior and media violence themes including the extent of interest in and exposure and modelling impulsiveness and modelling to media violence themes. A total of 18 instruments were used to operationalized concepts in this model. A validation study indicated that internal consistencies for the 18 instruments which the researcher used were reliable. The one month test-retest correlation for these instruments ranged from 0.54 to 0.88. Statistical methods employed were descriptive statistics and covariance structural modelling. In summarized conclusion, it was found that media violence served as the most contributor to juvenile delinquency by direct effect of 0.64(t=10.18). That is, as the adolescents have to be the higher extent of interest in and exposure and modelling impulsiveness and modelling to media violence themes, they will show the more frequency of delinquent behavior. The single most powerful contributor by total effect of 0.73(t=7.90) (direct effect=0.19, indirect effect=0.54) to the development of delinquent behavior identified in this study was a construct defining family dynamic environment. That is, as the adolescents had to be more unstable family dynamic environment, they became more frustrated to their psychological need, and revealed the more maladaptive personality pattern, consequently they behaved the higher misconducts such as juvenile delinquency through media violence.

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Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.

Perceived Social Presence in the Text-Based Media: Mobile Communication Case (문자기반 매체에서 느끼는 사회적 현존감: 모바일 커뮤니케이션의 사례)

  • Lee, Hae-Kyung;Lee, Hyejung;Lee, Jungwoo
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.164-174
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    • 2013
  • Since the advent of smart phone, a variety of text-based media are developed and used as popular communication tools even in mobile phone environment. This study explores differences in terms of users' perceived social presence level across different text-based media, specifically KakaoTalk, Facebook, SMS. A survey was conducted using items adopted from previous studies on social presence. 203 data points were collected and used for analysis. Across the whole sample, KakaoTalk is perceived as the highest in terms of perceived social presence level, followed by Facebook and SMS. Also, the users with higher level of sociality tends to reveal higher level of perceived social presence across all the media while younger and/or student users tend to maintain higher level of social presence perception across all the media. Further studies seem necessary investigating features of specific medium that may increase or decrease the perceived level of social presence.

Effects of internet fashion advertisement formats according to university students' online lifestyle (대학생들의 온라인 라이프스타일에 따른 인터넷 패션 광고의 유형별 효과)

  • Mun, Mi-Ra;Kim, Yong-Sook
    • The Research Journal of the Costume Culture
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    • v.22 no.1
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    • pp.112-125
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    • 2014
  • The purpose of this study was to compare the effects of internet fashion advertisement (Ad) formats according to university students' online lifestyle. Static banner, rich media, floating, shopping, and target advertisement were selected as stimuli and a self-administered questionnaire was used for data collection. SPSS PC (Ver. 16.0) was used for factor analysis, ANOVA, and Chi-square test. Factors of online lifestyle were economy, early adaption, cyberspace activity, sociability, innovation, and entertainment, and subjects were segmented into online activity (OA) retard group, OA mania group, hedonic early adapter group, and OA intermediate group. OA retard group was positive to a static banner Ad with intimacy, and OA mania group and OA intermediate group were positive to a static banner Ad with confidence, attention, and intimacy and rich media Ad and floating Ad with confidence and attention. Hedonic early adapter group was positive to a target Ad with attention and intimacy. Internet shopping mall managers should select internet Ad format after segmenting their customers according to OA lifestyle.

Domestic Research Trend on Special Education Exploiting New Media and Development of Storytelling Contents to Improve Sociality (뉴미디어를 활용한 특수 교육 국내 연구 동향 및 사회성 증진을 위한 상황이야기 콘텐츠 개발)

  • Lee, Hyunki;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.513-524
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    • 2016
  • New education methodologies exploiting new media technologies are emerging with the development of digital technology. There also have been researches on efficient methods to apply new technologies on special education. In this paper, we analyze 32 researches associated with application of new media technology on special education for research theme, media, and teaching types. The analysis results show that there is few research on intervention contents which consider special education environment and the roll of teacher. This motivates us to develop a social storytelling contents to improve sociality of the children with developmental disability which can be easily useable in special education environment. The basic structure of the contents is designed for a child to make a choice in the meantime of storytelling and experience the different results depending on the choice. The pilot test with a child with mild autism verifies that it draws attention from the child and it is easy to use in a special education environment, which lays down the possibility as an intervention content.

A study on Social Media Platform for Improving Sociality through Stress Relief

  • Kim, Seok-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.145-151
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    • 2022
  • In the study, the author aims to investigate the social media platform that helps promotion of stress relieve and social abilities that exist in lifestyle of persons living in the modern times and perform literature studies of characteristics of stress in each life cycle and social media thereof. In results, it is concluded that persons living in the modern times are under various stress during adolescence, middle age and elderly periods of the entire life cycle and especially, in Korea, stress index is increasing rapidly. To resolve stress, as an alternative, internet based social medial platform can be used to achieve various information supply and access. It is suggested that the development and accessibility of platforms for each inclination should be made easy in line with each inclination and desire for complex and diverse personal inclinations and individualistic activities, and related research should be continued.

The effect of physical activity with peer competence for children (협력적 신체활동 경험이 유아의 또래유능성에 미치는 영향)

  • Lee, Man-Su;Jung, Se-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.2
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    • pp.883-890
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    • 2014
  • The purpose of thesis was to examine an effect of physical activities with peer competence for children. In this study, 44 children in the age of 5 in 2nd Kindergarten located in K city, Chungnam. The subjects were 22 children(11 boys and 10 girls) in A Kindergarten are selected in order to conduct physical activities based on cooperation and 22 children(10 boys and 11 girls) in B Kindergarten as a comparison group to implement individual-oriented physical activities. We applied the program in the total of 20 times at 30 minutes each time, and 2 times in each session for a total of 10 weeks. For peer competence tests, a measure for peer competence is used, which is developed for children. The results are as followed. firstly, the physical activity programs developed in the study on peer competence of five-year old children. secondly, Secondly, the activities improved every sub-factors of the peer competence such as sociability, pro-sociability, proactive. In addition, the study suggests a theoretical basis that can be used as practical measures of physical activity in the children. In addition, the physical activities in peer competence could build good inter-personal relationship through active interaction among the infants and lead positive impact on the development of their sociality.