• 제목/요약/키워드: Positive Psychology

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대학생을 대상으로 한 섭식특성 질문지의 타당성 연구 - 체격, 영양소 섭취, 우울 및 성격차원과의 상관성에 의한 - (The Eating-Related Characteristics Questionnaire and Its Correlations with Anthropometry, Nutrient Intakes, Depression, and Personality Dimensions : the Validity of Its Use on Korean College Students)

  • 신동순;조옥귀
    • Journal of Nutrition and Health
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    • 제35권4호
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    • pp.489-497
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    • 2002
  • 본 연구의 결과를 요약하면 다음과 같다. 첫째, 본 연구에서 사용된 섭식특성 질문지는 일차수준 요인인 비만증 소인, 통제할 수 없는 섭식충동, 식욕상실증 소인을 구성하는 FHIBS의 신뢰도 (Cronbach-$\alpha$) 양상이 원래 Mehrabian의 것과 매우 유사하였다. 또한 신뢰성 높은 일차수준 요인을 구성하기 위해 제거된 FHIDs의 신뢰도 부하치는 더욱 낮은 값을 보였다. 따라서 우리나라 대학생들의 섭식장애 소인을 판정하기 위해 Mehrabian 일차 수준 요인과 동일하게 구성한 섭식특성 질문지의 번역판을 적용하는 데 문제가 없다고 판단되었다. 둘째, 체격지수와 섭식특성과의 상관에서는 BMI가 '비만증에 대한 소인'및 '조절되지 않는 섭식충동'과 높은 정적 상관 (p < .001)을, '식욕상실증 소인과'는 부적상관 (p <.05)을 보여서 체중이 무겁거나 체지방이 많을수록 과식이나 비만 가능성이 높은 것으로 나타났다. 세째. 영양소 섭취와 섭식특성과의 상관에서, '비만증에 대한 소인'과 '식욕상실에 대한 소인'이 높을수록 일부 무기질과 비타민의 섭취량이 적었던 반면, '조절되지 않는 섭식충동'이 높을 수록 레티놀을 비롯한 비타민 섭취량이 많은 경향을 보였다. 네째, 섭식특성과 우을 및 성격차원 간의 상관에서는, '신경증적 경향성'이 '비만증에 대한 소인' (p <.05), '조절되지 않는 섭식충동' (p < .001) 및 '우울수준' (p < .01)과 모두 정적 상관을 보였다. 마지막으로, 영양소 섭취량과 우울 및 성격차원의 관계에서는, '신경증적 경향성'의 성격 차원은 철분 섭취량과 유의적인 부적 상관 (p<.01)을 보이고 열량, 당질, 인, 칼륨 및 비타민 C 등과도 부적 상관 (p<.05)을 보여서 이러한 영양소의 섭취량이 적을수록 신경증적 경향성이 높은 것으로 나타났다. 특히 레티놀의 섭취가 높을수록 우울 수준을 비롯하여 신경증적 및 정신병적 경향이 높은 것으로 나타났다. 결론적으로 본 연구에서 사용된 섭식특성 질문지는 현재는 비만증이나 식욕상실증은 아니지만 그렇게 될 가능성이 있는 섭식장애 소인을 가진 영양학적, 심리학적으로 기여할 수 있을 것으로 사료된다. 따라서 Mehrabian의 일차수준 요인과 동일하게 구성한 섭식특성 질문지의 번역판을 섭식장애 소인을 판정하기 위해 우리나라 대학생들에게 적용하는데 문제가 없다고 판단되었다.

학교급식 조리종사원의 고객지향성이 감정노동과 고객관련 스트레스에 미치는 영향 -대구·경북지역을 중심으로- (Contribution of Customer Orientation to Emotional Labor and Customer-Related Social Stressors in School Foodservice Employees -Focus on Daegu and Gyeongbuk Provinces-)

  • 이경아;허창구
    • 한국식품영양과학회지
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    • 제45권11호
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    • pp.1673-1680
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    • 2016
  • 본 연구에서는 대구 경북지역 초 중 고등학교 학교급식소에 근무하는 조리종사자 323명을 대상으로 고객지향성이 감정노동의 두 가지 전략에 미치는 영향을 분석하고 선택된 두 가지 감정노동 전략이 고객관련 스트레스에 어떠한 영향을 미치는지 알아보고자 실시되었다. 조사대상자의 고객지향, 감정노동, 고객관련 스트레스의 전체 평균 점수는 고객지향성은 3.81/5.00점, 감정노동 중 표면행동은 2.39/5.00점, 내면행동은 3.45/5.00점, 고객관련 스트레스는 2.47/5.00점으로 나타났다. 고객지향성과 내면행동 점수는 전문대졸 이상, 정규 조리직 공무원, 초등학교 근무자에서 높게 나타났다. 표면행동 점수는 조리사 자격증 미소지자, 이직경험자, 초등학교와 고등학교 근무자에서 높게 나타났으며, 고객관련 스트레스 점수는 고졸 이하, 조리사 자격증 미소지자, 고등학교 근무자, 1일 급식횟수 2회 이상인 군에서 높게 나타났다. 또한, 본 연구는 고객지향성과 고객관련 스트레스의 관계를 감정노동이 매개할 것으로 가정하고, 고객지향성이 표면행동을 감소시켜 고객관련 스트레스를 줄이는 동시에 고객지향성이 내면행동을 증가시켜 고객관련 스트레스를 감소시키는 병렬다중매개모형을 연구모형으로 검증하였다. 그 결과 고객지향성은 고객관련 스트레스에 직접 영향을 미치지 않는 것으로 나타났다. 또한, 고객지향성이 표면행동에 직접 영향을 미치지 않은데 반해 표면행동은 고객관련 스트레스에 정적 영향을 미치는 것으로 나타났으며, 고객지향성이 내면행동에 정적 영향을 미치지만, 내면행동이 고객관련 스트레스에는 직접 영향을 미치지 않는 것으로 나타났다. 이상의 결과를 바탕으로 진행된 사후 모형수정을 통해 고객지향성이 내면행동을 증가시키고, 증가된 내면행동이 표면행동을 감소시키며, 감소된 표면행동이 고객관련 스트레스를 줄이는 연속다중매개모형을 수정모형으로 제안하였다. 수정모형 검증 결과, 고객지향성과 고객관련 스트레스의 관계를 내면행동과 표면행동이 매개하는 이중매개 간접효과가 유의한 것으로 확인되었다. 이는 고객지향성이 고객관련 스트레스나 표면행동을 직접 줄여주는 것이 아니라, 고객에게 진심어린 정서를 표현하려는 노력인 내면행동을 유발하며, 또한 내면행동도 고객관련 스트레스를 직접 줄여주는 것이 아니라 감정적 불일치를 유발하는 표면행동을 줄여줌으로써 고객관련 스트레스를 감소시키고 있음을 보여주는 결과이다.

노화에 대한 재해석: 노년초월 이론과 9단계이론을 중심으로 (Re-interpretation of Aging: Gerotranscendence & Erikson & Erikson's Nineth Stage)

  • 윤민석
    • 한국노년학
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    • 제32권2호
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    • pp.431-446
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    • 2012
  • 본 연구는 노년초월 이론과 Erikson & Erikson의 9단계 이론을 소개함으로써, 고령화 시대에 접어든 우리나라에서 노화를 보다 긍정적이면서 새로운 관점에서 바라볼 수 있도록 하는 데 있다. 이를 위하여 기존에 알려진 Erikson의 인간발달 8단계의 확장이론인 Erikson & Erikson의 9단계 이론에 대해 살펴보도록 하겠다. 또한 이 이론의 가장 대표적인 현상으로 소개하는 '노년초월(Gerotranscendence)'에 대해 살펴보고, 우리나라 노년학계에서의 활용방안 등에 대하여 모색해보고자 한다. 노년초월의 개념은 Tornstam(1994)에 의해 처음 제기되었고 이후 Erikson & Erikson(1997)의 9단계이론으로 알려지게 되었다. 노년초월이란 중년기 이후 노년기에 접어든 개인이 "인생의 전반적인 시각을 물질주의적이고 합리적인 시각에서 보다 우주적이고 초월적인 시각으로 변화시키는 것"로 정의될 수 있다. 노년초월은 많은 노인들에게 나타나는 자기 초월의 자발적 과정으로서, 사회적으로 정의되는 자기(self)에게 덜 의존하게 되고, 내면성이 증가하고 이전 세대와 미래 세대와의 연결감이 더 커지는 것이다. 본 연구에서 분석한 노년초월에 대한 이론적 평가를 요약하면 다음과 같다. 첫째, 본 연구는 Erikson & Erikson의 9단계 이론과 그 대표적인 현상으로 인식되는 노년초월 이론을 처음으로 소개하여 노년학 이론의 적용범위를 확대하였다. 둘째, 노인복지 실천현장에서 노인에 대한 인식을 새롭게 할 수 있는 관점을 제공하였다. 셋째, 노년초월 이론을 우리나라에서 적용시키고 확대시킴으로써 다른 학문 분야와의 폭넓은 연구교류의 장을 마련할 수 있을 것으로 기대한다.

초등학생의 우울성향, 비합리적 신념, 학교적응의 관계 (Relationship of Depression, Irrational Faith and the School Adaptation of Elementary School Students)

  • 이태현
    • 한국초등상담교육학회:학술대회논문집
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    • 한국초등상담교육학회 2004년도 학술대회
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    • pp.223-245
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    • 2004
  • The purpose of this study was to investigate the differences in depression, irrational faith and the school adaptation of elementary school students by their sex and region, to provide basic materials to teach children with the likelihood to be depressed by analyzing the correlation of depression, irrational faith and school adaptation, and help them to have healthy emotion and behaviors. To achieve these goals, following agenda were set. First, what are the differences in the depression, the irrational faith and the school adaptation of elementary school students by their sex and region? Second, what is the relationship between the depression characteristics and the irrational faith of elementary school students? Third, what is the relationship between the irrational faith and the school adaptation of elementary school students? Fourth, what is the relationship between the depression characteristics and school adaptation of elementary school students? : To resolve these agenda, the subjects were selected from Grade 6 students from the elementary schools locatec in Suwon and Hwaseong. The jubjects were selected from the two schools in Suwon and three schools in Hwaseong which were randomly chosen. The subjects were 670 in total. 70 insincere answers were excluded from the analysis. Therefore the subjects used in the analysis were 600 in total(150 male and female students in city respectively and 150 male and female students in rural area respectively). The tools used for this study were Children's Depression Inventory (CDI), Irrational Faith Test (over-self-reliance, dichotomy, determinism, over-concern, evasive faith, over dependent faith), School Adaptation Test (Attitudes to teachers and school environments, hobbies and specialties, academic achievements, peer relationship). Materials were processed with the SPSS program for ANOVA and correlation analysis. All the statistical values were verified at .05 level. The followings are the results of the analysis of the collected data. First, in the analysis of depression, there was significant difference between male and female students (F=4.75, p<.05). Female students (X =56.93) showed a little higher value than male students (X =53.83). There was significant difference between regions (F=13.02, p<.001), too. Rural area students (X =57.93) showed higher value than city area students (X =52.82). When analyzing irrational faith, there was significant difference between male and female students (F=S.60, p<.05). Female students (X =81.32) showed a little higher value than male students (X =77.72). There was no significant difference according to regions. When analyzing the school adaptation, there was no significant difference according to either sex or region. Second, depression and irrational faith showed highly positive correlations in all areas. In particular, over concern and evasive faith showed the highest correlation with depression inclination (r=.68, p<.001). When looking into the results by sex and by region, female students (r=.70, p<.001) and the rural area students (r=.69, p<.001) showed higher correlation between depression and irrational faith than male students and city area students (r=.63, p<.001). Additionally, in all areas including by sex and by region, a positive correlation was shown. In all variables such as male students (r=.63, p<.001), female students (r=.72, p<.001), city area students (r=.66, p<.001), and rural area students (r=.69, p<.001), over concern and evasive faith showed the highest correlation with depression inclinations. Third, irrational faith (overall) and its sub factors such as over-self-reliance, dichotomy, determinism, over-concern and evasive faith had significant negative correlations with school adaptation (overall) and its sub factors in the scope of $r=-.27{\sim}-.52$. Determinism out of the sub factors of the irrational faith had the highest negative correlation with school adaptation (overall) and sub factors at the scope of $r=-.37{\sim}-.51$. However, over-self-reliance showed the negative correlation with school adaptation (overall) and its sub factors only partially. When looking into the results by gender, both genders showed significant negative correlation between irrational faith (overall) and its sub factors with school adaptation. Male students showed highly negative correlations with school adaptation (overall) and its sub factors in determinism ($r=-.35{\sim}-52$) and over-concern and evasive faith($r=-.31{\sim}-.51$), and fern ale students showed in over-self-reliance ($r=-.27{\sim}-.45$). However over-self-reliance showed negative correlation with school adaptation and its sub factors only partially. When looking into by region, both city and rural areas showed significant negative correlation between irrational faith (overall) and it sub factors, and school adaptation. Rural areas showed higher negative correlation in irrational faith (overall) ($r=-.39{\sim}-.53$) and over-self-reliance ($r=-.32{\sim}-.44$) and dichotomy ($r=-.28{\sim}-.39$) than city areas. However over-self-reliance showed negative correlation with school adaptation and its sub factors only partially. Fourth, depression and school adaptation showed the negative correlation in all areas. In particular, academic achievements and peer relationship showed the highest negative correlation with depression (r=-.53 p<.001). When looking into the results by sex and by region, female students (r=-.62, p<.001) and rural area students (r=-.61, p<.001) showed higher negative correlation with depression and school adaptation than female students (r=-.56, p<.001) and city area students (r=-.57, p<.001). Although there was negative correlation in all areas by sex and by region, male students (r=-.52, p<.001) and rural area students (r=-.56, p<.001) showed the highest negative correlation in peer relationship and female students (r=-.57, p<.001) and city area students (r=-.56, p<.001) showed the highest negative correlation in academic records. Based on the results of the study, it is proposed to provide elementary school students sho are likely to be depressed very easily with careful counselling and teaching based on the attention and love in school fields so that they can adapt themselves to home, school and society with positive and reasonable thinking.

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한국문화에서 주관안녕에 영향을 미치는 사회심리 요인들 (Correlates of Subjective Well-being in Korean Culture)

  • 한덕웅
    • 한국심리학회지 : 문화 및 사회문제
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    • 제12권5호_spc
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    • pp.45-79
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    • 2006
  • 필자와 공동연구자들(2002)이 선행연구에서 개발한 주관안녕척도를 사용하여 한국문화에서 주관안녕에 영향을 미치는 변인들을 알아낸 연구 결과들을 개관하고, 국내외 연구들과 비교하여 시사점을 논의하고, 장래 연구할 과제들도 제안하였다. 먼저 주관안녕에 영향을 미치는 선행요인들로 ① 개인차와 인구통계 변인들, ② 개인과정 요인들, ③ 대인과정 요인들 및 ④ 한국문화의 요인으로 사회규범에 따른 행동을 다룬 연구 결과들을 개관했다. 또한 노인을 대상으로 주관안녕이 동시점에서 신체건강의 예측에 기여하는 수준과 아울러 1년 이상이 경과한 시점에서 종단적으로 신체건강이나 생사에 어떤 영향을 미치는지도 알아냈다. 본 논문은 한국문화에서 필자와 공동연구자들이 수행한 실증연구의 결과들과 연결시켜서 주관안녕을 연구하는데 따르는 이론, 방법 및 과제들을 구체적으로 논의함으로써 장차 문화비교 연구와 아울러 국내 연구에 시사점들을 제시한데 의의가 있다.

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.

망상대구점(网上代购店): 소비자감지풍험화산품평개대원산국형상적영향(消费者感知风险和产品评价对原产国形象的影响) (Surrogate Internet Shopping Malls: The Effects of Consumers' Perceived Risk and Product Evaluations on Country-of-Buying-Origin Image)

  • Lee, Hyun-Joung;Shin, So-Hyoun;Kim, Sang-Uk
    • 마케팅과학연구
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    • 제20권2호
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    • pp.208-218
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    • 2010
  • 互联网快速增长, 已经成为一个重要的零售渠道, 并出现了各种互联网零售商, 又称电子零售商. 一种网上代购店蓬勃发展起来, 吸引了国内市场的消费者. 这是一种独特的电子零售商, 他们从全球购买国内市场尚未进口的名牌产品, 寄给个人购买者, 并收取服务费. 有些消费者喜欢高端独特但无进口资格的品牌, 却因付款问题或国内的寄送问题很难直接从海外零售商处购买. 在韩国, 网上代购店的数量和销售量快速增长-2008年韩国有超过430个活跃商店和5000亿销售额, 需要这种代购服务的消费者数量也在急剧增加. 这种电子零售的概念源于 "代理中介采购" -种存在已久的形式和内容多样化的代购. 通常市场经营者面对的是购买者的代表人而非本人, 由消费者决定的代理购买者影响越来越大. 很多市场营销和心理学领域的学者都研究过代理对消费者购买决定的影响范围. 然而, 在互联网商务方面却没有深入的研究. 此外, 网上代购店作为代理购买者, 将海外品牌或零售商同国内消费者连接起来. 它有一个特点, 代理购买国, 即代购商品所在国的形象对消费者的态度和购买倾向有重要影响, 还会影响消费者在进行信息处理时所感知的风险维度. 然而, 尽管对原产国不同维度的影响已有很多研究, 对网络内容的相关研究却很少. 已有研究证明, 原产国信息作为产品制造情况的线索对消费者的评价有正面影响, 但对这种形式下网络代理购买国的形象和产品评价之间的关系进行的研究却很少. 因此, 作者们发这种具体的零售渠道很值得研究, 重点结构间的系统关系以及各自不同的路径很值得探索. 已有研究证明代购原产国, 也就是代购店购买商品所在地的形象, 不仅对消费者的产品评价(包括态度和购买意向)有正面影响, 还对感知风险的三个维度有负面影响: 产品相关, 行员相关, 以及购买后的风险. 在所有的感知风险中, 由于对产品性能的高度不确定性, 产品相关的风险受负面形象的影响最大(${\beta}$= -.30), 其次是航运相关风险(${\beta}$= -.18)和购买后的风险(${\beta}$= -.15). 对产品态度(${\beta}$= .10)和购买倾向(${\beta}$= .14)也有一定影响. 此外, 经证明, 感知风险的三个维度通过对产品的态度作为中介, 对购买倾向有负面的的影响(${\beta}$= -.57: 产品相关风险${\rightarrow}$ 对产品的态度; ${\beta}$= -.24: 航运相关风险${\rightarrow}$ 对产品的态度; ${\beta}$= -.44: 购买后风险${\rightarrow}$ 对产品的态度). 从更多的分析可以看出, 消费者处理信息的路径会因其对产品知识的等级不同而改变. 新手购买者知识等级较低, 只会考虑感知风险, 而知识等级较高的专家购买者则会考虑到代理购买国的形象和感知风险两个方面, 对产品形成更准确更系统的态度和决定. 这同之前的研究相一致. 本研究提出一些理论和实际的建议. 代理购买国的形象会影响消费者的风险感知和行为结果, 因此应谨慎选择代购国家, 如果这种新型的零售业务快速发展起来, 应控制好消费者的风险, 无论是新手或专家. 另外, 由于消费者各自知识等级不同, 处理信息的路径也不尽相同, 针对不同消费者应形成成熟的市场营销手段. 新手购买者需要风险消减方面的建议, 以帮助他们形成更好的态度, 而专家购买者应选择更好更发达的国家进行代购. 消费者可以使用担保策略来促使在线购物的顺利进行. 本研究没有拘于概括性等限制. 在今后的研究中, 应进一步测试比较有相关结构的不同电子零售商.

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.

'창조적 글쓰기'가 개인 및 시대에 미치는 치유적 작용 - '어둠의 남자(Vampire)' 상징을 중심으로 - (Healing Effect of 'Creative Writing' on Individual and on Our Age - Focused on the 'Man of Darkness (Vampire)' Symbol -)

  • 김계희;김기원;한은선
    • 심성연구
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    • 제28권1호
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    • pp.1-49
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    • 2013
  • 이 논문은 '만남'과 '설레임'에서 비롯되었다. 본 논문의 저자는 2013년 2월 중순 경 만나 6월 초에 예정되어있던 원내 학술발표 주제에 대해 상의하였다. "현금(現今) 대중들의 강한 호응을 얻으며 많은 관객들의 발길을 끌어당기고 있는 개봉관 영화들 중에 어린 시절 들었던 옛날이야기들과 유사한 내용의 영화들이 유난히 많이 눈에 띈다. 그런 현상이 신기하다." 라는 대화를 하며 이런 저런 이야기들을 나누다가, 영화 '드라큘라', '트와일라잇 시리즈', '웜바디스(Warm bodies)'에로 자연스럽게 주제가 흘러가게 되고, 저자 공히 이 영화들을 모두 보았으며 또한 매우 인상 깊게 보았다는 사실을 발견하게 되었다. 학술발표의 주제를 이와 관련하여 정하면 좋겠다는 생각이 떠오르고 그것이 말로 표현되는 순간, 가슴 두근거리는 설레임과 두려움과 망설임이 동시에 느껴졌으며, 이렇게 하여 학술발표의 주제가 결정되었다. 학술발표를 준비하고 강연발표하고 청중들과 토론하는 과정 내내 설레임과 열정이 저자와 함께 하였으며, 학술발표집담회에 참석한 청중들 역시 긍정적으로 혹은 부정적으로 강한 감정반응을 보이며 시간이 지나도록 열띤 토론을 한 후 학술발표를 마치게 되었다. 구연된 발표내용을 그냥 덮어버리려 했으나 웬지 모를 아쉬움이 남고 그 여운이 가시지 않고 있던 중에, 청중들 중 한 분의 조언과 권고에 따라, 논문으로 완성하여 투고하기로 결심하게 되었다. 이 논문은 저자가 만나 설레임과 열정을 공유하며 설레임과 열정이 이끄는 곳으로 동반하던 길 위에서 시도하게 된 하나의 작은 '창조적 글쓰기'이다. 본 논문의 제 l장에서는 '창조적 글쓰기'로 이어진 31세 여성의 꿈을 소개하고 그 꿈 이전과 이후의 여성 개인의 삶이 어떠한지에 대해 조명해 보았으며, 제 2장에서는 개인의 무의식(꿈, 환상)에 나타나거나 체험되는 '창조적 충동'의 귀결(실현 방향) 및 의미에 대해 고찰하였다. 개인에서 보이는 '창조적 충동'은, '내향화' 과정을 통해 개인의 인격의 창조적 변환을 가져오게 되기도 하며, '환상적 창작' 혹은 '외향화' 과정을 통해 '작품'으로 출산되기도 함을 볼 수 있었다. 때로는 두 방향의 귀결이 동시에 함께 일어나기도 하였다. 후일 처녀작 '트와일라잇'이라는 작품으로 완성됨으로써 '작가'로서의 새로운 자신을 발견하게 한, 스테프니 메이어(Stephenie Meyer)의 '원형적 꿈'을 분석심리학적으로 고찰하고 그 해석을 시도해보았다. 제 3장에서는 개인의 꿈들과 영화 '드라큘라' '트와일라잇 시리즈' '웜바디스' 등을 조명해 보면서, 개인의 꿈들과 대중들의 뜨거운 호응을 얻고 있는 소설, 영화 등의 일부 예술작품에서 '어둠의 남자(뱀파이어, 좀비)'의 모습(像)에 변환이 있으며, 인간인 여성과 사랑에 빠지게 되고 사랑이 결실을 맺기도 하며, 또한 어둠의 남자(뱀파이어)에 대한 의식의 자아의 태도와 상호 관계양상에 있어서도 매우 인상적인 어떤 변화가 일어나고 있음을 볼 수 있었다. 현금의 이와 같은 현상에 대해, 왜 이런 변화가 일어나고 있는 것인지 이와 같은 변화는 그 개인 및 이 시대와 어떤 관련이 있으며 개인 및 시대에 어떤 영향을 미치게 되는 것인지 등에 대해 숙고해 보았다. 인간의 마음 심층(深層)으로부터 솟아오르는 '창조적 충동'은 '개인의 인격의 창조적 변환'으로 실현되거나 예술적 창조를 통해 '작품'으로 출산되기도 하며 시대의 인연과 닿을 경우 그 시대의 많은 사람들과 공유하게 됨으로써, 개인과 시대를 새롭게 할 수 있는 치유와 구원의 작용을 가져오게 되기도 함을 볼 수 있었다. 본 논문에서는 개인의 '창조적 충동'의 긍정적이고 치유적인 측면에 대해 주로 조명해 보았으며, '창조적 충동'이 초래할 수 있는 부정적인 귀결 및 그 원인에 대한 고찰은 후일 기회가 되면 새로운 논문을 통해 다시 다루고자 한다.

주의력결핍/과잉운동장애(ADHD) 아동의 진단도구로서 부모용 행동 평가지의 타당도 연구 - 한국아동인성검사와 아동 ${\cdot}$ 청소년 행동평가척도를 중심으로 - (A VALIDITY STUDY OF PARENT BEHAVIORAL RATING SCALES AS DIAGNOSTIC TOOLS OF ATTENTION DEFICIT/HYPERACTIVITY DISORDER)

  • 김지혜;소유경;정유숙;이임순;홍성도
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제11권2호
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    • pp.282-289
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    • 2000
  • 본 연구에서는 현재 주의력-결핍 및 과잉운동장애(Attention Deficit/Hyperactivity Disorder, 이하 ADHD)의 주요한 평가척도 중의 하나로서 이용되고 있는 한국아동인성검사(Korean Personality Inventory for Children, K-PIC)와 아동 ${\cdot}$ 청소년 행동평가척도(Korean Child Behavior Checklist KCBCL)의 임상적 타당도에 대해 살펴보고자 하였다. 피검자들은 ADHD의 하위 유형 중 주의력-결핍 우세형(ADHD-I)으로 진단된 환아 11명과 과잉 행동-충동 우세형 및 복합형(ADHD-H)로 진단된 환아 23명, 우울, 불안 등 정서적 문제로 진단(신경증 집단;N) 받은 정신과 외래 환아 16명, 정상아동 15명 등 총 65명이었다. 먼저 각 집단별로 분산분석을 실시하였고, 각각 행동 평정 척도의 변별력을 측정하기 위하여 판별분석을 실시하였다. 이 집단들의 K-PIC와 K-CBCL 결과들에 대한 전체(omnibus) F-검증 결과, K-PIC의 과잉행동(HPR) 척도와 K-CBCL의 주의집중문제(Attention Problems, 이하 AP) 척도들은 분산분석결과 유의한 차이를 보였다. 하지만 사후검증 결과, ADHD-I 집단과 ADHD-H 집단 그리고 신경증 집단 사이에 유의한 차이를 보이지 않는 반면, 그 세 집단은 모두 정상집단과 .05 유의도 수준 하에서 유의한 차이를 나타내었다. 이러한 결과는 K-PIC의 과잉행동(HPR) 척도와 K-CBCL의 주의집중문제(Attention Problems) 척도의 경우, 기본적으로 임상군과 정상군을 구별하는데는 유용하지만 임상군내에서의 세부 진단을 위해 사용하는 데는 한계가 있음을 시사해준다. 또한 본 연구 결과 상대적으로 HPR 척도는 ADHD-H type을 감별하는 데 더 유용한 반면, K-CBCL의 AP 척도는 ADHD-I type을 감별하는 데 더 큰 강점을 갖는 것으로 보이나, HPR척도와 AP 척도 중 어느 하나만을 사용하는 것보다는 병행하여 사용하는 것이 더 바람직한 것으로 보인다. 특히 cut-off score 면에서 두 척도 중 어느 하나에서 T 점수 65점 이상 상승할 때 ADHD로 진단내리는 경우, 가장 효과적으로 정분류율(true positive rate;sensitivity)과 정배제율(true negative rate;specificity)을 조화시킬 수 있는 결정규칙이 되는 것으로 나타났다.

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