• Title/Summary/Keyword: Psychological Identity

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스릴러장르 영화 오프닝 시퀀스의 시각적 리듬 - '아이덴티티(Identity)'를 중심으로 (Visual Rhythm of Thriller Movies's Opening Title - Focusing on Identity)

  • 신승윤;성봉선;김재호
    • 한국멀티미디어학회논문지
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    • 제13권9호
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    • pp.1365-1372
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    • 2010
  • 영상 정보는 시간적 질서화를 통해 시각적 리듬(Visual Rhythm)으로 느껴질 수 있다. 영상 분석의 기본 단위인 샷은 다양한 시간적 조합을 가지며 관객의 심리적 느낌에 영향을 준다. 여기에 등장인물의 시점샷은 심리적 긴장을 조절하며 스토리의 밀도를 조절한다. 이러한 변에서 샷 지속시간과 시점샷의 상관관계 분석은 시각적 리듬 연구에 도움이 될 수 있다. 분석 대상은 스릴러 장르 작품 중 아이덴티티(Identity)를 선정하였다. 이 작품은 오프닝 시퀀스 분야의 거장인 카일 쿠퍼(Kyle Cooper)의 작품이다. 이 분석 결과는 상징적이고 함축적인 영상 언어의 표현에 도움이 될 수 있다고 사료된다.

대구광역시 담장허물기운동의 정체성과 나아갈 방향 (The Identity and Some Practical Suggestions of The Demolishing Walls Campaign in Daegu City)

  • 김수봉;정응호;이승지
    • 한국주거학회논문집
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    • 제17권3호
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    • pp.51-60
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    • 2006
  • Ten years have passed since the Demolishing Walls Campaign has started in Daegu. Recently, the campaign influenced to the other cities in Korea, such as Seoul, Incheon and Busan with various names regarding cities' circumstances. In these context, the study aims to highlight the identity of the Demolishing Walls Campaign compare Daegu with other cities where similar movement has started. In addition, the study evaluates the campaign in terms of physical, psychological and economical aspects to suggest some practical suggestion for the development of the campaign based on questionnaire survey. The research findings are as follows. The research shows that the identity of the Daegu Campaign is started by bottom-up approach based on citizens' participation compare with others cities' campaigns which are mainly started by the local government so called top-down method. The Daegu campaign influences the local people aware of their potential abilities in positively improving urban environment. The results of survey also highlights the advantages of green spaces which by the campaign in terms of environmental and economical aspects. Newly generating urban greens accept and store heat which Influences urban microclimate conditions and it possibly affects energy savings of the city. Most of survey participants eager to continue this campaign which shows positive results in various aspects by the local people. Therefore, the city government building a coalition of local people, NGOs, and interest group to keep the identity of the campaign in Daegu.

Social Comparison Information, Ethnocentrism, National Identity Associated with Purchase Intention in China

  • FANG, Yuantao;OH, Han-Mo;YOON, Ki-Chang;TENG, Zhuoqi
    • 유통과학연구
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    • 제17권5호
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    • pp.39-50
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    • 2019
  • Purpose - The purpose of our study is to provide an understanding of the relationships among consumer attention to social comparison information (ATSCI), consumer ethnocentrism (CET), national identity (NI), and consumer purchase intention to domestic brands (PIDB). Drawing on the social comparison theory (SCT) and social identity theory (SIT), we developed a model that is empirically testable and explains consumer behavior of domestic brands and products. Research design, data, and methodology - The conceptual framework was tested with primary data collected through a survey in China. Structural equation modeling was employed to test hypotheses. Results - The results from empirical analyses indicated that the ATSCI positively influenced CET and NI, and CET and NI affect consumer PIDB. In addition, the mediating effects of CET and NI on the relationship between ATSCI and PIDB were identified. Nonetheless, little direct impact of ATSCI on PIDB was reported. Conclusions - We suggested that international marketers use given information to attract consumer attention and develop appropriate promotions, especially for Chinese young generations that would pay much attention to social comparison information in their purchase decisions. Our study originally connected one socio-psychological antecedent, ATSCI, with CET and NI and estimated the relationships among the three antecedents and their effects on PIDB in order to predict consumer behavior in China.

Application of Risk Information Seeking and Processing Model to the Health Preventive Behavior: How Risk Susceptibility and Political Identity affect Vaccination

  • SoYoung Lee;Seoyeon Hong;Bokyung Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.9-20
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    • 2023
  • In the aftermath of the COVID-19 pandemic, the importance of collective efforts in promoting health preventive behaviors is accentuated, bringing sociopolitical factors into focus. To fully capture psychological drivers of health preventive behaviors in risk situations, anchored on the Model of Risk Information Seeking and Processing (RISP; Griffin, Dunwoody, and Neuwirth 1999), in retrospect of the recent COVID-19 pandemic, we explored whether and how individuals' vaccination behaviors are predicted by RISP-related variables (information insufficiency, affective responses, perceived information gathering capacity, subjective norms) and one's political identity. Findings from a survey of 705 adult participants in the U.S. showed that the effects of one's risk information insufficiency on his or her information seeking and affective response regarding the pandemic, which is also related to their risk susceptibility perceptions. More importantly, the impact of political identity on one's perceived risk susceptibility, and its association with vaccination behaviors are also identified. The findings of this study provide valuable insights for the development of effective health communication strategies for preventive health behaviors.

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.

자궁절제술 여성의 삶의 질 영향요인 (Predicting Quality of Life in Women Having Hysterectomies)

  • 김숙남;장순복
    • 여성건강간호학회지
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    • 제4권2호
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    • pp.231-244
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    • 1998
  • The purpose of this study was to provide a basis for nursing intervention to enhance quality if life in women having hysterectomies. Data was collected using a self-report questionnaire from 205 women having hysterectomies at the outpatient clinics of four general hospitals and a mail survey in Pusan City. Reliability of eight instrument's was tested with Cronbach's alpha which ranged from .601-.901. The data were analyzed by percentage, mean, SD, Pearson's Correlation and Stepwise Multiple Regression by using the SPSS 7.5 WIN Program. The results are as follows: 1) The average score for the quality of life was 74.33(score range 23-92). 2) There was a significant correlation between the predictive variables on quality of life. The most significant correlation was sexual identity(r=.516, p=.000). 3) When quality if life score was entered into the equation as the dependent variable, 7variables explaining 54.5% of the variation in quality if life score. Sexual identity was the main predictor of quality of life and accounted for 24.6% of the variance in quality of life. 4) When physical domain score was entered into equation as the dependent variable, 5variables explaining 29.2% of the variation in physical domain score. 5) When psychological domain score was entered into the equation as the dependent variable, 5variables explaining 46.0% of the variation in psychological domain score. 6) When sexual life domain score was entered into the equation as the dependent variable, 6variables explaining 39.4% of the variation in sexual life domain score. In conclusion, sexual identity, pre-operational symptom, sense of loss, spouse's support, age, professional support, coping behavior were identified as important variables in the quality of life in women having hysterectomies.

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한국 중년기 성인의 심리적 위기감 관련 변인에 대한 메타분석 (A Meta-Analysis of the Variables Related to Psychological Crisis in Korean Middle Aged Adults)

  • 전해옥;김아린;채명옥
    • 한국보건간호학회지
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    • 제32권3호
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    • pp.451-467
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    • 2018
  • Purpose: The aim of this study was to determine the related factors for psychological crises in Korean middle aged adults. Methods: RISS, KISS, National Assembly Digital Library, CINAHL, and PubMed were searched for relevant articles published until October 3, 2016. Finally, a total of 23 studies were included. Meta-analysis of the studies was conducted using Comprehensive Meta-Analysis 3.0 software to calculate the effect size. Results: The related variables of psychological crisis were categorized into 23 variables and 5 factor groups. The effects size (ES) of the overall defensive variables was -0.28. In the defensive factors, the psychological factor (ES=-0.67), followed by cognitive and behavioral factor (ES=-0.34), physical factor (ES=-0.31), and social relational factor (ES=-0.29) had the greatest effect on psychological crises. The effects size of the overall risk variables was 0.48. In the risk factors, the physical factor (ES=0.61) had the greatest effect on psychological crises, followed by the psychological factor (ES=0.53), and cognitive and behavioral factor (ES=0.10). Conclusion: An intervention program is needed to strengthen the defensive factors and reduce the risk factors for psychological crises of Korean middle aged adults.

한국 대기업 중년 남성 임원들의 비자발적 퇴직 이후 적응과정 연구 (A Study of Conglomerate Executives in Adaptation Processes after Involuntary Retirement)

  • 구자복;정태연
    • 한국심리학회지 : 문화 및 사회문제
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    • 제26권4호
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    • pp.379-407
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    • 2020
  • 본 연구는 우리나라 대기업 중년 남성 임원들의 비자발적 퇴직 이후 성공적인 적응을 위한 심리적·사회적 요인들을 알아보았다. 이를 위하여 퇴직 임원 13명(남성, 평균 58.2세)을 대상으로 퇴직 이후 시간의 경과에 따른 변화 경험과 이에 대한 평가나 해석에 대해 심층면담하고 그 내용을 현상학적 방법으로 분석하였다. 그 결과, '경제적 준비'와 '배우자 지원'이 적응 선행요건이었다. 적응 과정에서 출발점은 '현실 수용'으로, 과거 삶의 재평가, 다양한 변화들을 인정하고 과거에서 탈피, 평범한 50대 퇴직자로서 자신의 모습을 수용, 불안과의 동거, 적절한 시간의 필요 등의 하위요소로 구성되었다. 그 다음 이들은 인지적·정서적 재평가와 삶의 가치를 재정비하고, 일의 의미와 목표를 재구성하면서 미래를 설계했으며, 새로 선택한 활동들을 중심으로 '심리적 재구조화'와 '자아정체성'을 재정립했다. 이들의 퇴직과 퇴직 후 적응은 심리적·사회적 자본이 충족되었던 임원 재직 경험에 대한 대립과정이자, 이로 인한 부적응적 대처 양상에 대한 스토리이며, 이후 인지·정서·행동 차원에서 이러한 부조화를 극복해가는 일련의 과정에 대한 서사였다. 본 연구결과는 기업이나 국가 그리고 퇴직자에게 퇴직에 대한 대처와 관련하여 시사점을 제공한다.

청소년의 자아존중감과 웹 사이버문화 - 온라인 게임의 아바타 사용자 중심으로 - (Self-esteem of Adolescents and Web Cyber Culture Style - the Users' Avatars of Online Game -)

  • 이향재;한지숙
    • 한국콘텐츠학회논문지
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    • 제9권1호
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    • pp.197-204
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    • 2009
  • 본 연구는 청소년의 현실적 자아존중감과 아바타에 대한 그들의 의식을 연구하였다. 청소년들의 웹 가상문화에 대한 독특한 삶의 방식을 근본적인 측면에서 이해하려는 의도이다. 청소년기는 자아존중감 형성에 중요한 시점으로 웹 문화가 청소년의 심리적 작용에 영향을 미치는 중요한 요인으로 작용하고 있기 때문이다. 연구방법은 유저의 자존감과 아바타에 대한 호감도 그리고 타인의 아바타에 대한 의식을 분석하여 그들의 심리 사회적 성숙도를 알아보았다. 연구결과는 청소년의 현실적 자아존중감이 높을수록 웹사이버문화의 아바타에 대한 호감도가 높게 상승하고 타인의 아바타를 인식하는 태도도 상승하는 것으로 나왔다. 이러한 결과는 청소년들은 자기소유의 아바타에도 자기에 못지않은 자존감을 형성하고 있는 것으로 볼 수 있다. 따라서 청소년의 자존감 형성과 수준 여하에 따라 건전한 웹 사이버문화가 형성될 수 있는 심리적 성숙면의 자아정체감(self identity)의 중요성이 인식된다.

여성결혼이민자의 두문화정체성과 결혼의 안녕 -관점의 다각화에 기반 한 자기긍정성의 매개효과- (Bicultural Identity and Marital Well-Being among Marriage Immigrant Women -Self-Positivity Derived from Taking Multiple Perspectives as a Mediator-)

  • 현경자
    • 한국사회복지학
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    • 제64권2호
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    • pp.241-271
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    • 2012
  • 이 연구는 여성결혼이민자들의 강점이 될 수 있는 두문화정체성이 관점의 다각화에 기반한 자기긍정성을 도와 결혼만족과 결혼안정으로 대변되는 결혼의 안녕에 기여하는지를 조사하였다. 편의표집에 의해 서울과 수도권 및 광역시에 거주하는 중국과 베트남 출신 결혼이민여성 총 281명을 대상으로 구조 방정식모형분석을 실시한 결과, 한국문화정체성과 모국문화정체성으로 구성된 두문화정체성은 예측대로 관점의 다각화, 자기수용, 자기조절로 구성된 자기긍정성을 도우며 이를 통한 경로와 직접 경로로 결혼의 안녕에 기여하였다. 측정변수들을 이용한 탐색적인 경로분석에서 각각의 문화정체성은 관점다각화를 통해 자기수용 및 자기조절과 연관되었고, 자기수용은 예측대로 결혼만족을 도와 결혼안정에 간접적으로 기여하였지만 결혼안정에 대한 자기조절의 예측된 정적효과는 유의하지 않았다. 관점의 다각화는 결혼만족과 결혼안정을 직접 돕기 보다는 응답자들의 자기수용과 배우자와의 의견일치를 돕는 경로로 그러한 측면을 강화하였다. 한국문화정체성이 결혼의 안녕에 미치는 정적효과는 관점다각화에 따른 자기수용과 배우자와의 의견일치에 의해 매개되었고, 모국문화정체성은 그러한 매개경로와 함께 직접 결혼만족을 돕는 한편 결혼안정을 낮추어 결혼의 안녕에 미치는 효과가 단순하지 않음을 시사하였으나 효과분해에서 각 문화정체성이 결혼의 안녕을 돕는 총효과는 정적으로 나타났다. 이러한 결과들은 두문화정체성이 결혼이민여성들의 긍정적 태도와 결혼의 안녕을 도울 수 있는 심리적 자원이 될 수 있음을 시사하여 이를 토대로 사회복지실천을 위한 함의가 논의되었다.

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