• 제목/요약/키워드: Online Social Support

검색결과 259건 처리시간 0.027초

온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향 (The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations)

  • 서아영;신경식
    • Asia pacific journal of information systems
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    • 제22권2호
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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재미한인간호사의 사회적 지지, 문화적응 스트레스가 우울에 미치는 영향 (Impacts of Social Support and Acculturative Stress on Depression among Korean Registered Nurses in the United States)

  • 정영미
    • 한국간호교육학회지
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    • 제20권2호
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    • pp.192-202
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    • 2014
  • Purpose: The purpose of this study was to identify the impacts of social support and acculturative stress on depression among Korean registered nurses in the United States. Method: In total, 137 nurses were recruited through direct interviews and online surveys. The data were collected through a structured questionnaire from June 1, to September 16, 2012, and analyzed using descriptive statistics, t-test, ANOVA, Scheff$\acute{e}$'s test, Pearson correlation coefficient, and stepwise multiple regression with SPSS WIN 14.0. Results: Social support significantly differed by the length of one's nursing career in US, monthly income and perceived health status. Acculturative stress significantly differed by the length of one's nursing career in US and types of employment setting. Depression significantly differed by the total length of one's nursing career, type of employment setting, and perceived health status. Moreover, Depression was negatively correlated with social support; positively correlated with acculturative stress; social support was negatively correlated with acculturative stress. Factors influencing depression were acculturative stress, perceived health status, and social support, which explained about 23% of the total variance. Conclusion: These results suggest that an adaptation program that decreases acculturative stress and improves social support should be developed and implemented for Korean nurses to help them successfully integrate into the healthcare system of new country.

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.

한국과 일본 온라인 게이머의 게임 만족도, 신뢰도, 온라인 게임커뮤니티 인식에 관한 실증적 비교연구: 멀티그룹 공분산 구조분석을 중심으로 (A Comparative Study on Players' Satisfaction, Trust toward Game Publishers, and Roles of Community in Korean and Japanese Online Game markets)

  • 엄명용;김태웅
    • Asia pacific journal of information systems
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    • 제16권1호
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    • pp.103-125
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30million in Japan in 2005. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little theory has been developed about which factors influence online gamers' behavioral intentions (i.e., loyalty, satisfaction, words of mouth, etc.) in this area. The purpose of this research is to investigate the relationships among the gamers' satisfaction, trust toward game publishers, the role of online game community, social reputation, and the managerial support of game publishers. We also examine the differences between Korean and Japanese gamers concerning the relationships of these key success factors. The structural model is tested with the data from entire data samples (i.e., Korean and Japanese gamers pooled together) and each of the sub-samples (i.e., Korean and Japanese gamers taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, and variance explained for Trust and Satisfaction in the hypothesized model, are presented. Following the model test, we conduct a test of the differences in path coefficients between Korean and Japanese gamers. Statistical results show that, compared to Japanese gamers, Korean gamers had a greater salient effect on Social Reputation in determining. Trust, in addition to placing a greater emphasis on Support of Game Publishers in determining Social Reputation. Other interesting results concerning game Publishers' strategy are also presented.

1인 가구의 만성질환 및 장애여부, 건강 스트레스와 우울감과의 관계: 사회적 지지 조절효과를 중심으로 (The effects of a chronic disease/disability and stress from health on depressive symptoms among one-person households: A focus on the moderating effect of social support)

  • 정혜은
    • Human Ecology Research
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    • 제57권2호
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    • pp.201-211
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    • 2019
  • This study examines the effects of chronic disease/disability and stress from health on depressive symptoms among one-person households living in Seoul and Gyeonggi Province in Korea. This study also investigates the moderating effect of social support on the relationship between 1)having a chronic disease/disability and depressive symptoms as well as 2)stress from health and depressive symptoms. This study used data from an online survey targeting one-person households living in Seoul and Gyeonggi Province. The final sample included 499 one-person households. Using a multiple regression analysis with SPSS 20.0, results showed that having a chronic disease/disability was associated with a higher level of depressive symptoms. In addition, stress from health was associated with a higher level of depressive symptoms. In regard to the roles of social support, economic support and emotional support had a direct negative effect on depressive symptoms. Emotional support had a moderating effect on the relationship between having a chronic disease/disability and depressive symptoms. In addition, emotional support also had a moderating effect on the relationship between stress from health and depressive symptoms. Based on these findings, this study suggests that policy makers should reduce the economic burden from a chronic disease/disability and help one-person households to strengthen their social support network.

To Use Facebook for Good: Usage, Cyberbullying Involvement, and Perceived Social Support

  • Wong, Natalie;McBride, Catherine
    • Child Studies in Asia-Pacific Contexts
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    • 제6권2호
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    • pp.59-72
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    • 2016
  • We examined the relationship between the extent of Facebook usage and social well-being with consideration of cyberbullying involvement using a person-oriented approach. Survey data were collected from a sample of 312 secondary students from Grades 7 and 8 in Hong Kong. Levels of cyberbullying involvement, Facebook usage and perceived social support were investigated. Participants were classified into three clusters based on the different levels of Facebook usage and cyberbullying victimization through cluster analyses (i.e., frequent Facebook user/noncyberbullied victim, frequent Facebook user/cyberbullied victim, and uninvolved). Our results showed that frequent Facebook users who are cyberbullied tend to engage in cyberbullying perpetration significantly more than the frequent Facebook users who are not cyberbullied, even when the latter reported higher Facebook usage. This result provides some support for the idea that cyberbullying victimization has additional value on top of the level of usage in explaining one's participation in cyberbullying perpetration. As expected, frequent Facebook users who were not cyberbullied reported the highest perceived social support among the three groups. What is even more interesting is the equal level of perceived social support found between the cyberbullied victims and the uninvolved. Our results suggest that, although limiting adolescents' Internet use might reduce their risks of being involved in cyberbullying, it might also take away the potential benefits they could get from interacting with the online community. Benefits of using the person-oriented approach in the study of cyberbullying are discussed.

What Do The 'Crowds' Say About Donation Distribution by Malaysian-based Charitable Crowdfunding?

  • KAMARUDIN, Mohd Khairy;MOHAMAD NORZILAN, Nur Izzati;MUSTAFFA, Fatin Nur Ainaa;KHIDZIR, Masyitah;ALMA'AMUN, Suhaili
    • 유통과학연구
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    • 제21권1호
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    • pp.33-43
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    • 2023
  • Purpose: The present study demonstrates the netnography technique to explore and understand crowds' perceptions on the donation distribution by charitable crowdfunding platform official social media, Facebook. Research design, data and methodology: This paper conducts a netnography design to examine the perceptions of online communities on four prominent charitable crowdfunding platforms' Facebook. A total of 93 comments are studied by collecting and analyzing their comments thematically. Results: This study illustrates two main themes which are 'Recommended Review' and 'Non-Recommended Review'. 'Recommended Review' can be explained into six sub-themes which are 'Role of Religion', 'Encouragement to Donate', 'Platform Reliability', 'Volunteering Value', 'Platform Support', and 'Donation Convenience'. While 'Non-Recommended Review' reveals that 'Rejected Donation Amounts', 'Rejection of Advertisements', and 'Review by Authorities'. Conclusion: Online community comments play an important role in providing input to the experience of donating through charitable crowdfunding. The crowdfunding platform can make a benchmark for the services offered. The comments are needed to be given attention by maintaining the interaction between the platform and donors to recruit new donors and maintain existing donors. This study provides better understanding on online community perception towards charitable crowdfunding platforms. This study also contributes the discussion on charitable crowdfunding and online marketing literatures.

Roles of Malaysian Online Newspapers in the Construction of Public Opinion on Rare Earth Risks

  • Hasan, Nik Norma Nik;Dauda, Sharafa
    • Asian Journal for Public Opinion Research
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    • 제8권4호
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    • pp.432-452
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    • 2020
  • This study explored the representation of risks from the controversial Lynas rare earth refining as a risk event by five Malaysian online mainstream and alternative newspapers using qualitative content analysis. The aim is to uncover the role of the news media in the social amplification and attenuation of risks within the literature evidence as those roles are still uncertain. Content analysis is used to explore the online newspapers' roles guided by the Social Amplification of Risk Framework (SARF). The representations typified environmental, financial, health, occupational, property, radioactive, and technological risks and established connections between four risk types (environmental, financial, radioactive, and health risks). Radioactive risk was repeatedly associated with other risks, suggesting that the volume and information flow focused on radioactive risk as a key ingredient for amplification. This connection shows that the nature of the relationship between risks is multidimensional, contradicting the unidirectional type found in previous studies. Alternative online newspapers amplified and attenuated more risks, thus, providing more diverse coverage than mainstream sources. Consequently, this study provides evidence that risk representation from rare earth refining in a digital news environment is multidimensional and intensified or weakened in a multi-layered pattern. The stakeholders are engaged in a contestation by positioning their narratives to oppose or support their interests, which are amplified or attenuated by the online newspapers as social amplification stations.

Online Brand Community and Its Outcomes

  • Ha, Yongsoo
    • The Journal of Asian Finance, Economics and Business
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    • 제5권4호
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    • pp.107-116
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    • 2018
  • The aim of this study is to delve deeper into the online brand community study. This study tests (a) the effects of online brand community on its outcomes, (b) the impact of value creation practice construct as a whole, (c) the effects of value creating practice construct on the two types of loyalty, loyalty toward the brand and the community. Participants of this study (N=353) are members of four types of online brand communities (e.g., business-to-consumer virtual product support community, firm-hosted online community, user-generated online community, peer-to-peer problem-solving community, and social media based brand community). Data were collected online using Amazon Mechanical Turk from April 10, 2016 to May 10, 2016. The data were analyzed through structural equations modeling using AMOS 20. The three community markers (e.g., consciousness of kind, rituals and traditions, and moral responsibility) and the four value creation practices (e.g., social networking, impression management, community engagement, and brand use) are proved to be significant indicators of online brand community and value creation practice constructs, respectively. Test results showed that strong and effective online brand communities generate value creation practices, and value creation practices enhance brand loyalty. The mediating effects of community loyalty between value creation practices and brand loyalty were revealed.

자살 사고를 가진 20-30대 성인의 도움요청의도에 영향을 미치는 요인 (Factors affecting intentions to seek help in Adults with Suicidal Ideation)

  • 김나리;권호인
    • 한국융합학회논문지
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    • 제13권4호
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    • pp.469-475
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    • 2022
  • 본 연구의 목적은 자살사고를 가진 20-30대 성인의 공식 및 비공식 도움요청 의도에 영향을 미치는 요인을 탐색하는 것이었다. 본 연구의 대상은 온라인 커뮤니티를 통해 모집된 성인 215명으로, 이들은 자신의 자살 사고, 자기 은폐, 자살 낙인, 사회적 지지에 대한 자기보고식 온라인 설문에 참여하였다. 회귀분석 결과 사회적 지지와 자살 낙인은 일반적인 도움요청의도과 유의한 관련성이 있었다. 또한 사회적 지지는 공식 및 비공식적 도움요청 의도에 유의한 관련성이 있었으며, 자살 낙인과 자기 은폐는 비공식적 도움요청 의도와만 유의한 관련성을 보였다. 이러한 결과는 자살 고위험군에서 자살에 대한 도움요청을 증가시키기 위해서는 사회적 지지 증가 및 자기 은폐를 감소시키는 개입의 필요성을 강조한다.