• Title/Summary/Keyword: Psychological Value

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The Longitudinal Mediation Effect of Adaptive Game Use on the Relationship of Adolescents' Game Usage and Self-control (청소년의 게임이용시간과 자기통제의 관계에서 적응적 게임활용의 종단적 매개효과)

  • Jin, Byung Jun;Lee, Ji Hae
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.331-352
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    • 2022
  • This study used a latent growth curve models(LGCM) to examine longitudinal changes in youth's game usage, self-control and the longitudinal mediation effect of adaptive game use in the relationship between game usage and self-control. A four-year longitudinal data of 863 adolescents from the Game User Panel Survey, provided through participation in the 2019 Game User Panel Research Conference hosted by the Korea Creative Contents Agency, was used to verify the longitudinal mediation effect of adaptive game use. SPSS 21 was used to verify the normality of variables from each wave, and to conduct correlation analysis. Mplus 6.12 was used to verify the longitudinal mediation effect. The results are as follows. First, game usage, self-control and adaptive game yielded linear temporal growth. Second, latent growth curve models showed that the direct effect of game usage on self-control was insignificant, but game usage had a significant indirect effect on self-control through adaptive game use. Continuous adaptive gaming increased self-control. Third, sobel test results showed that both the initial value and change rate of adaptive game use had a full-mediation effect, confirming the longitudinal mediation effect. This study verified the longitudinal change of self-control affected by change in game usage and adaptive game use.

Effects of Audio-visual Entertainment and Soft Tissue Mobilization on Pressure Pain Thresholds, Psychophysiological parameters, and Brain waves in University Students with Tension-type Headache (긴장성 두통이 있는 대학생들에게 시청각적 엔터테인먼트와 연부조직 가동술이 압력통각역치, 바이오피드백, 뇌파에 미치는 영향)

  • Jung, Dae-In;Lee, Eun-Sang;Kim, Hyun-Joong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.539-548
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    • 2020
  • TTH(tension-type headache) is the most common primary headache among adults. Long-term headaches cause chronic headaches and have a better impact on daily life. The purpose of this study is to compare the contributions to TTH through AVE(audio-visual entertainment) and STM(soft tissue mobilization) suitable for management of pathogenic and psychogenic factors of TTH. The participants of this study were from 30 people who complained of intermittent or persistent headaches for more than 6 months, and 10 participants each in the AVE group, STM group, and AVE plus STM group. In the assigned group, a total of 12 sessions were performed three times a week for 4 weeks after the baseline, followed by post-test. Outcome measures measured PPTs(pressure pain thresholds), psychophysiological parameters, and EEG(electroencephalogram). The measured results were analyzed for interaction between time and group through a two way rmANOVA(repeated measurement variance analysis). As a result of the PPTs, interaction was found in the results of the right trapezius (p<.05), and the more improvement was observed in the AVE group. Therefore, through AVE based on psychological factors rather than direct access to the muscles of pathogenic factors, a positive impact on the PPTs was shown, but the average value of the psychophysiological parameters and brain waves that were not statistically significant. The amount of change was observed. Through this, it is suggested that audio-visual stimulation could be considered in the management of TTH.

Effects of the Types of Self-talk on Task Performance and Post-task Emotion (자기-대화의 유형이 과제수행 및 수행 후 정서에 미치는 효과)

  • Cho, Minju;Chong, Youngsook
    • Korean Journal of Culture and Social Issue
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    • v.28 no.2
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    • pp.83-106
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    • 2022
  • The current study examined the effects of the type and context of self-talk on task performance, task-post emotion, and perceived stress. Participants were 100 undergraduates in Busan. Participants were randomly assigned to one of four the experimental groups that were set by combining the narrative condition (the first-person versus non-first-person) to the content condition (self-reinforcing versus self-critic) to measure their pre and post intervention responses. For the analysis, we performed two-ways analysis of variance using the difference value of dependent variables comparing the pre and post-intervention. As a result of the analysis, we found that content condition of self-talk significantly influenced task performance, task-related confidence, emotion response, and perceived stress. That is, the self-reinforcement self-talk group showed better performance, higher task-related confidence, more positive emotion, lower negative emotion and less perceived stress than the self-critic self-talk group. The contents conditions of self-talk interacted with the narrative condition of self-talk to predict perceived stress, indicating that only non-first person/self-reinforceing self-talk group showed reduced levels of perceived stress.

The Role of Tolerance to Promote the Improving the Quality of Training the Specialists in the Information Society

  • Oleksandr, Makarenko;Inna, Levenok;Valentyna, Shakhrai;Liudmyla, Koval;Tetiana, Tyulpa;Andrii, Shevchuk;Olena, Bida
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.63-70
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    • 2022
  • The essence of the definition of "tolerance" is analyzed. Motivational, knowledge and behavioral criteria for tolerance of future teachers are highlighted. Indicators of the motivational criterion are the formation of value orientations, motivational orientation, and the development of empathy. Originality and productivity of thoughts and judgments, tact of dialogue, pedagogical ethics and tact are confirmed as indicators of the knowledge criterion. The behavioral criterion includes social activity as a life position, emotional and volitional endurance, and self-control of one's own position. The formation of tolerance is influenced by a number of factors: the social environment, the information society, existing stereotypes and ideas in society, the system of education and relationships between people, and the system of values. The main factors that contribute to the education of tolerance in future teachers are highlighted. Analyzing the structure of tolerance, it is necessary to distinguish the following functions of tolerance: - motivational (determines the composition and strength of motivation for social activity and behavior, promotes the development of life experience, because it allows the individual to accept other points of view and vision of the solution; - informational (understanding the situation, the personality of another person); - regulatory (tolerance has a close connection with the strong - willed qualities of a person: endurance, selfcontrol, self-regulation, which were formed in the process of Education); - adaptive (allows the individual to develop in the process of joint activity a positive, emotional, stable attitude to the activity itself, which the individual carries out, to the object and subject of joint relations). The implementation of pedagogical functions in the information society: educational, organizational, predictive, informational, communicative, controlling, etc. provides grounds to consider pedagogical tolerance as an integrative personal quality of a representative of any profession in the field of "person-person". The positions that should become conditions for the formation of tolerance of the future teacher in the information society are listed.

A Study of Activation Approaches by the on the Analysis Problems and Success Cases of Traditional Markets (재래시장의 문제점과 사례 분석을 통한 활성화 방안)

  • Lee, Jae-Han;Kim, Kyu-Won;Yu, Jong-Pil
    • The Korean Journal of Franchise Management
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    • v.1 no.1
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    • pp.19-42
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    • 2010
  • Since circulation market whole surface opening, traditional market is real condition that is looked away more gradually to consumer as reasons of international retail firms and domestic enterprise firms to enter distribution industry, internet mail order rapid increase by information-oriented society, the pursuit of upgradation and normalization by elevation of income level and consumption pattern change that consideration convenience with young consumers as the central figure. Therefore, the purpose of this study is to analyze stagnation cause of traditional market and problem within a change of new distribution environment, and to develop new approaches for dealing with domestic traditional market relationship prompting competition through activation example analysis of foreign traditional market and domestic traditional market. The result of the study indicated that there are a lot of cases that are begun by a few's merchant with leadership that has been will which is strong in activation in beginning in market's occasion that succeed in activation. In particular, software side such as operational efficiency or marketing expertise strengthening of management is that effect is high relatively than hardware side market activation. Also essential to the settlement of credit transactions using credit cards is important for expanding the effort, for the expansion of credit card merchant credit card advantage and raise awareness among traders about the expected effects is needed. Though these study finding submits plan that create market ecosystem so that many consumers may become place that could visit naturally and create pleasure and convenience, and time, monetary, psychological value of shopping to traditional market, there is sense.

The Effect of P-O Fit on the Frontline Employee's Boundary Spanning Behaviors: Mediating Role of Emotional and Motivational Responses

  • Yoo, Jaewon
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.49-73
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    • 2013
  • In this study, the author develops and tests a model that incorporates the mediating effects of two frontline employee psychological variables (emotional exhaustion and intrinsic motivation) based on job demand and resource model. As a form of environmental resource, person-organization fit was proposed as a leading factor of frontline employee boundary spanning behavior through emotional exhaustion and intrinsic motivation. All measures were adapted from or developed based on prior research. Data for the study were collected from a cross-sectional sample of retail bank employees in South Korea. Questionnaires were distributed to 500 frontline employees across several banks. Of these, 322 usable questionnaires were returned. To analyze the data, a structural equation model procedure using LISREL 8.5 was employed. Results show that an employee's perceived fit with his/her organization enhances intrinsic motivation and reduces emotional exhaustion. These mechanisms, in turn, increase the employee's boundary spanning behavior. These results support the notion that person-organization fit should be one of the factors affecting motivation, affect and attachment, and extends such an understanding to a purely service-based environment among customer contact employees. Results also confirms that P-O fit can be viewed as environmental resources, and the JD-R model provides a theoretical base in further studying the antecedent role of P-O fit on frontline employees's boundary spanning behavior through intrinsic motivation and emotional exhaustion. These results suggest that organizations have to do their best to manage P-O fit, be it through employee screening or training and workshops to try and align organization and employee values and objectives. If managers of organizations are positively evaluated by the employees, it will be easier for them to, give things of value to employees, such as sense of direction, values, and recognition, and receive other things in return such as esteem and responsiveness. Consequently, organizational leaders are not only able to manage employee experiences, but also their fit with the organization. Even if a manager cannot control employee P-O fit, this research suggests, that a focus on reducing emotional exhaustion rather than increasing intrinsic motivation seems optimal. This research also supports the idea that motivation has a direct association with a frontline employee's boundary spanning behavior. Even in situations where emotional exhaustion cannot be reduced, organizations may still influence frontline behaviors through motivation.

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Thai Tourists' Souvenir Shopping Experience in Korea

  • Poraksa, Sirin;Cheon, Hyejung
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.15-29
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    • 2013
  • Shopping is considered a 'must-do' activity for most people on travel. One of the major parts of tourist shopping is the purchasing of souvenirs. Souvenirs are universally associated with tourism as a commercially produced and purchased object to remind the purchaser of the experience. Recently, Korea becomes one of the most popular destinations that many Asian tourists like to visit. Among those Asian tourists, the number of Thai tourists bound for Korea shows an incredible rapid growth. Thai people pick Korea and Seoul as their favorite country and city to visit for three consecutive years since 2009. One of the major reasons why Thais are choosing to tour Korea is the enthusiasm for Korean pop culture. That is, 'Hallyu' has influenced Thais' decision to visit Korea and purchase Korean products. The primary objective of the current research is to explore the shopping experiences of Thai tourists, specifically their souvenir shopping. It adopts a reflexive interpretive approach to bring light to the various meanings Thai tourists attach to the souvenirs they purchase in Korea. In order to accomplish the objective, the individual interviews were conducted. A total of 12 Thais who have experienced traveling in Korea participated in the study. Four themes were identified through interview text analysis. First, the research participants almost always purchase souvenirs in Korea because the souvenirs represent their identities as tourists. Especially, they purchase the souvenirs as gifts for others, including family members, friends, and colleagues. The souvenirs as gifts show love and thanks to others, and they cement the social relationship. However, purchasing souvenirs for others is more like the moral obligations which evoke the psychological stress. Secondly, the research participants feel closer to Korea while shopping souvenirs around. Thirdly, they obtain imaginative experiences and pleasure through souvenirs related to the Korean pop culture. Souvenirs provide them to visually extraordinary experiences. Lastly, souvenirs purchased in Korea act as visible status marker when they go back to Thailand. They show the socioeconomic status and lifestyles. Tourists themselves and others place special value to souvenirs that were purchased out of Thailand. The findings of this study are of both academic and practical importance. Souvenirs are among the most pervasive elements of the travel experience. However, souvenir shopping is the complicated consumer behavior within tourism both from business and social science perspectives. Along the same line, it needs strategic approaches in order to maximize the economy effects. It concludes by suggesting how further research could offer unique insights into how the souvenirs are positioned both in the context of tourism academics and industry.

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The Influence of Anger on Moral judgment: With focus on college students (행위자의 화(火)가 한국 대학생의 도덕적 판단에 미치는 영향)

  • Jaee Cho;Seungyual Han
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1
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    • pp.47-75
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    • 2008
  • Research on moral judgment has been dominated by rational factor or moral emotion, in which moral judgment is thought to be caused by moral reasoning or moral intuitions. This research demonstrates that offender' anger can influence moral judgment. The study examined the role of offender's anger (control group versus anger group) on moral domain ( life, interpersonal ethic, traffic regulation: 6 case) : 2(groups) ×6(cases) mixed design. Participants were asked to judge the offender, case, sympathy and one's anger about the him or her who offended against the law or convention. Participants who perceived the offender's anger tended to assess questionnaire generous. In interpersonal ethic domain, participants have not been affected by anger. There was not significantly differences between two groups in interpersonal ethic domain. The results of experiment confirmed hypotheses that influence of anger varies with the moral domains affected a value system of culture. These findings indicate functional emotion for moral judgment and suggest people may be decide how much emotion is considered on moral judgment performance according to moral domains.

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Changes in Academic Motivation, Learning Strategy Use, and Test Scores by Private Tutoring Hours (사교육 시간에 따른 학습동기, 학습전략 사용 및 학업성취도의 변화)

  • Yoonkyung Chung ;Minhye Lee ;Yeon-kyoung Woo ;Mimi Bong ;Sung-il Kim
    • Korean Journal of Culture and Social Issue
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    • v.16 no.2
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    • pp.103-124
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    • 2010
  • The purpose of the present study was to examine the relationships among private tutoring hours, academic motivation, use of learning strategies, and academic achievement test scores using structural equation modeling. The sample consisted of 3,607 7th graders from Korean middle schools who were included in the Korean Education Longitudinal Study. The results suggest that there was no evidence that the private tutoring hours predicted students' motivation and learning strategy use. It was found that the private tutoring hours predicted achievements in English and Math, but it was negligible in magnitude. As for achievement test scores, academic motivation and the use of learning strategies played more critical role rather than the private tutoring hours.

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The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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