• 제목/요약/키워드: Race Factors

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기초 및 광역지자체 기후변화 취약성 평가를 위한 웹기반 지원 도구(VESTAP) 개발 (Development of Web-Based Supporting Tool (VESTAP) for Climate Change Vulnerability Assesment in Lower and Municipal-Level Local Governments)

  • 오관영;이명진;한도은
    • 한국지리정보학회지
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    • 제19권1호
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    • pp.1-11
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    • 2016
  • 기후변화는 환경 분야에서 가장 주목받는 화두이며, 인류에게 직면한 가장 도적적인 과제이다. 이러한 문제를 해결하는 방법은 다양하지만, 우리나라의 경우 국가 차원의 1~2차 국가기후변화 적응대책을 수립하고, 각 광역 및 기초 지자체의 기후변화 적응 시행대책 수립을 의무화하고 있다. 기후변화 취약성 평가는 기후변화 적응 시행대책을 수립함에 있어 필수적인 역할을 담당한다. 그러나 취약성 평가는 다양한 영향인자의 복합적 연산을 통해 도출됨으로 개별적인 평가를 수행하기에는 어려움이 있다. 이에 본 연구에서는 기초 및 광역 지자체 차원에서 활용 가능한 웹기반 기후변화 취약성 평가 지원도구(VESTAP)를 개발하였다. VESTAP은 크게 지표 DB와 취약성 평가 및 표출 도구로 구성되어 있다. 지표 DB는 RCP(Representative Concentration Pathways) 4.5와 8.5로 모의된 총 455개의 미래 기후자료, 대기 환경자료, 기타 인문사회통계 자료와 그에 따른 메타데이터 정보를 포함한다. 표출 도구는 각 취약성 평가의 결과에 대한 공간분포, 편향성, 도표화 등 다양한 분석 기능을 제공함으로써 편의성을 극대화 하였다. VESTAP를 활용하여 세종특별자치시에 대한 미세먼지에 의한 건강 취약성 평가를 시범적으로 수행하였으며, 부강면이 상대적으로 취약성이 가장 높은 수치를 나타냈다. 개발된 도구를 활용하여 각 지자체는 보다 쉽고, 편리하게, 그리고 과학적 증거에 기반한 기후변화 적응 시행대책을 수립할 수 있을 것으로 기대한다.

Comparison of the Formula of PSA, Age, Prostate Volume and Race Versus PSA Density and the Detection of Primary Malignant Circulating Prostate Cells in Predicting a Positive Initial Prostate Biopsy in Chilean Men with Suspicion of Prostate Cancer

  • Murray, Nigel P;Reyes, Eduardo;Fuentealba, Cynthia;Orellana, Nelson;Morales, Francisca;Jacob, Omar
    • Asian Pacific Journal of Cancer Prevention
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    • 제16권13호
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    • pp.5365-5370
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    • 2015
  • Background: Combining risk factors for prostate cancer into a predictive tool may improve the detection of prostate cancer while decreasing the number of benign biopsies. We compare one such tool, age multiplied by prostate volume divided by total serum PSA (PSA-AV) with PSA density and detection of primary malignant circulating prostate cells (CPCs) in a Chilean prostate cancer screening program. The objectives were not only to determine the predictive values of each, but to determine the number of clinically significant cancers that would have been detected or missed. Materials and Methods: A prospective study was conducted of all men undergoing 12 core ultrasound guided prostate biopsy for suspicion of cancer attending the Hospital DIPRECA and Hospital de Carabineros de Chile. Total serum PSA was registered, prostate volumecalculated at the moment of biopsy, and an 8ml blood simple taken immediately before the biopsy procedure. Mononuclear cells were obtained from the blood simple using differential gel centrifugation and CPCs identified using immunocytchemistry with anti-PSA and anti-P504S. Biopsy results were classed as positive or negative for cancer and if positive the Gleason score, number of positive cores and percent infiltration recorded. Results: A total of 664 men participated, of whom 234 (35.2%) had cancer detected. They were older, had higher mean PSA, PSA density and lower PSA-AV. Detection of CPCs had high predictive score, sensitivity, sensibility and positive and negative predictive values, PSA-AV was not significantly different from PSA density in this population. The use of CPC detection avoided more biopsies and missed fewer significant cancers.Conclusions: In this screening population the use of CPC detection predicted the presence of clinically significant prostate cancer better than the other parameters. The high negative predictive value would allow men CPC negative to avoid biopsy but remain in follow up. The formula PSA-AV did not add to the predictive performance using PSA density.

더러브렛 경주마의 주파기록에 대한 유전모수 추정과 연도별 개량량 분석 (Estimation of Genetic Parameters and Annual Trends for Racing Times of Thoroughbred Racehorses)

  • 오승윤;박종은;이정란;이진우;오희석;김희발
    • Journal of Animal Science and Technology
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    • 제51권2호
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    • pp.129-134
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    • 2009
  • 본 연구는 1990년부터 2008년까지 서울경마공원과 부산 경마공원에서 활동한 경주마 13,458두의 총 245,979개의 경주관측기록을 이용하여 국내 더러브렛 경주마의 유전능력과 연도별 개량량을 분석하였다. 모든 관측치들의 주파기록을 1400m 경주거리에 맞추어 보정하고, 기수와 조교사에 대해 평균수득상금의 순위에 따라 번호를 부여하였으며, 후보 설명변수들에 대해 AIC, BIC를 사용한 단계적 변수 선발법을 적용하였다. 19년간 국내에서 활동한 경주마들의 주파기록에 대한 유전력과 반복력은 각각 0.322, 0.332로 추정되었고, 연평균 표현형 개량량과 유전적 개량량은 -0.166초, -0.161초로 산출되었다. 경주마의 유전모수와 개량량의 추정 연구에 있어 무엇보다 설명력 높은 개체모형의 수립이 중요하다고 생각되며, 이는 실제 경주마의 능력을 효과적으로 반영하는 반응변수의 설정과 통계학적 기법을 활용한 체계적인 설명변수의 선발을 통해 가능하다

경극(京劇) $\ll$독목관(獨木關)$\gg$의 연개소문(淵蓋蘇文) 무대의상(舞台衣裳) 디자인 연구(硏究) - 무대의상(舞台衣裳)의 상징적(象徵的) 의미(意味)를 중심(中心)으로 - (A Study on Stage Costume of Yean-GaeSoMoon(Korean) in the Peking Opera <> - Focusing on Symbolic Meaning of Stage Costume -)

  • 신경섭;조규화
    • 패션비즈니스
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    • 제2권3호
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    • pp.121-136
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    • 1998
  • The purpose of this study was to present a new research method of stage costume by designing and making the stage costume of Yean-GaeSoMoon(淵蓋蘇文) in Peking Opera Du Mu Guan (Korean; Dog Mog Guan, 獨木關). The stage costume of Peking Opera was formed on the basis of the Chinese traditional stage costume in the Qing period, however the style of stage costume was beautified the costume of Ming period and here contained the factors of successive costumes. But the stage costume of Peking Opera didn't have the same rank system with real history costume and didn't have demarcation according to period and history. In the stage costume of Peking Opera, the color is cultural language that can inform spectators of sex, age, personality, position of characters. The pattern of decoration also symboled the personality and characteristic of the character. Yean-GaeSoMoon in the play wore green armour (Chinese; ru ying kao 綠硬靠), red pants (Chinese; hong ku 紅褲), red mustache (Chinese; hong ran kou 紅髥口), crown (Chinese; da e zi 大額子), shoes (Chinese; hou di xue 厚底靴) and Xue RenGui wore white armour (Chinese; baikao 白靠), red pants (Chinese; hong ku 紅褲), shoes (Chinese; hou di xue 厚底靴), hat (Chinese; za jin 扎巾). By historical materials, Yean-GaeSoMoon was a nationalist who uphold national sprit and the greatest hero of the age and a charismatic politician who combines literatural arts with military arts. Considering these reviews, defined the thema of his new costumes' image as "the flying bird which has three legs"(三足鳥), the bird which symbolized the sun and immortality in Koguryo fresco. On the basis of this image, presented three types of Yean-GaeSoMoon's stage costume. Yean-GaeSoMoon as the minister in the court wore black gown (Chinese; mang pao 蟒袍) of dargon pattern which symbolizes harisma who opening the heaven. He as the general who directs war wore red mantle (Chinese; dou peng 斗蓬) which symbolizes the blue dragon that soaring into the sky, as the officer who fights the enemy's general wore green armour (Chinese; gai liang jia 改良甲), red pants (Chinese; hong ku 紅褲) which symbolizes the flying Sward that blowing violently. By wearing these stage costumes, the image of Yean-GaeSoMoon could changed from the fierce general of minority race who likes to fight, to the Koguryo general who fights against enemy at the risk of his life for Koguryo's autonomy. Through this study once again we could realized that stage costume played very mportant part In outstnding the characteristic of actor in the Peking Opera.

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Associations Between Body Fat Percentage and Fitness among Police Officers: A Statewide Study

  • Violanti, John M.;Ma, Claudia C.;Fekedulegn, Desta;Andrew, Michael E.;Gu, Ja K.;Hartley, Tara A.;Charles, Luenda E.;Burchfiel, Cecil M.
    • Safety and Health at Work
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    • 제8권1호
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    • pp.36-41
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    • 2017
  • Background: Police work is generally sedentary although there may be situations that require physical endurance and strength, such as foot chases and arresting suspects. Factors such as excessive body fat can impede an officer's physical ability to deal with such occurrences. Our objective was to examine associations between officers' body fat percentage (BF%) and performance on a standardized fitness protocol. Methods: Data were obtained from fitness screening among 1,826 male and 115 female officers in a large US police agency. The screening consisted of a 2.4-km run, push-ups, sit-ups, and sit-and-reach test. Sex-specific body fat percentages were estimated from skinfold thickness measured using calipers. Linear regression models were used to examine unadjusted and adjusted mean scores of fitness tests across BF% tertiles. Results: The prevalence of overall fitness was 4.3 times greater in male officers and 3.6 times greater in female officers having the lowest BF% tertile compared with the highest tertile (30.3% vs 7.1% and 46.0% vs 12.8%, respectively). BF% was linearly and positively associated with the time of 2.4-km run (p < 0.001), and linearly and inversely associated with the number of push-ups (p < 0.001), sit-ups (p < 0.001), and the distance of sit-and-reach (p < 0.001) in men. Similar associations were observed in women with the exception of sit-and-reach (p = 0.122). Associations were independent of age, race/ethnicity, rank, and duty station. Conclusion: Overall, BF% was inversely associated with fitness levels in male and female officers. Future longitudinal studies should be initiated to explore the potentially causal relationship between BF% and fitness in law enforcement officers.

해양스포츠 이벤트 관람자의 이미지, 만족도가 재방문 및 추천의도에 미치는 영향: 2015부산컵 세계여자매치레이스 요트대회를 중심으로 (The Effect of Marine Sport Event Visitors' Satisfactions and City Image on Revisit and Recommendation: Focusing on 2015 Busan Cup Women's International Match Race)

  • 김찬룡;이재빈;장승현
    • 한국체육학회지인문사회과학편
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    • 제56권1호
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    • pp.53-65
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    • 2017
  • 본 연구는 2015 부산컵 세계여자매치레이스 관람자의 이미지, 만족도가 재방문 및 추천의도에 미치는 영향을 살펴보는데 그 목적이 있다. 이를 위해 관람자의 사회통계학적 특성을 분석하고 도시이미지, 만족도, 재방문 및 추천의도간의 영향관계를 살펴보았다. 그 결과 첫째, 요트대회 관람자의 동반자는 '가족 및 친척'이 가장 많았으며, 대회정보 획득 경로는 '기타' 즉, 현장에서 직접 알게 되었다는 응답이 가장 많았고, 교통수단은 '승용차'가 가장 많았다. 또한 관람목적은 '지역관광'이 가장 많았으며, 체류기간은 '당일'이 가장 많았다. 둘째, 요트대회 관람자의 이미지와 만족도는 재방문 및 추천의도에 유의한 영향을 미치는 것으로 나타났다. 구체적으로는 만족도의 하위요인인 프로그램만족도와 진행용원만족도가 재방문 및 추천의도에 유의한 정적영향을 미치고 있었다. 이러한 연구결과를 통해 본 대회의 미흡함(홍보부족, 연계성, 매력성 부족)을 확인할 수 있었고 지속가능한 대회로 거듭나기 위해서는 어떠한 부분들이 개선되어야할지를 알 수 있었다.

특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로 (An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia)

  • 이인성;최지웅;김소령;이기호;김진우
    • Asia pacific journal of information systems
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    • 제19권1호
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

미국 위탁아동의 친권상실선고 이후 입양 결정요인에 관한 생존분석 (Timing and Risk Factors of Adoption for Legally-Free Foster Children after Having Parental Rights Terminated in the U. S.)

  • 송민경
    • 한국사회복지학
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    • 제59권1호
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    • pp.301-327
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    • 2007
  • 본 연구의 목적은 미국에서 친권상실이 선고된 위탁아동의 입양률 추이를 살펴보고, 입양결정에 영향을 미치는 주된 요인을 규명하는 데 있다. 본 연구는 미국 위탁보호와 입양에 관한 패널데이터 FY1999-FY2002를 이용하여 1998년 10월부터 2002년 9월까지 32개 주를 추출하여 총 26,895명을 분석에 활용하였다. 사건사 분석의 Kaplan-Meier 분석과 비례적 위험회귀모형(Cox proportional hazards regression model)을 이용하여 친권상실선고 이후 소요되는 위탁기간에 따른 입양률 추이와 위험 입양배율(hazard ratios for adoption)를 산출하였다. 본 연구의 주요 결과로는 친권상실선고 이후 3개월-19개월까지 입양률이 급속히 증가하다가 20개월이 지나면서 오히려 감소추세를 보이고 있었다. 입양여부와 관련한 주요 요인으로서는 백인아동일 경우, 나이가 어릴수록, 선입양가족, 도시소재의 위탁보호일 경우, 양부모 위탁가족, 또는 인종적으로 동일한 위탁부모에 의해 위탁보호 될 경우 입양가능성이 상대적으로 높게 나타났다. 또한, 아동이 지체나 장애가 있을 경우, 신체학대나 성학대를 경험한 경우, 친부모의 양육능력부족으로 위탁보호 된 경우 상대적으로 낮은 입양가능성을 보이고 있다. 본 연구결과 친권상실 이전에 발생한 위탁보호 원인이 친권상실 이후에도 입양에 영향을 미치고 있으며, 입양촉진방안으로 친권상실선고 이후 제공된 위탁서비스 활용과 적극적 지원방안 모색의 필요성이 제기되었다. 끝으로 본 연구결과를 바탕으로 한국사회에서 요보호아동의 친권개입의 정책적 방향과 항구적 보호마련을 위한 함의와 제언을 개괄적으로 제시하였다.

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구매자의 관여도 수준에 따라 가격할인이 지각가치, 구매의향, 탐색의도에 미치는 영향 (The Impact of Price Discount on Perceived Value, Willingness to Buy, and Search Intentions according to the Level of Consumers' Involvement)

  • 윤남수;김재영;박영균
    • 유통과학연구
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    • 제9권1호
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    • pp.39-48
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    • 2011
  • 본 연구는 가격할인이 관여도의 수준에 따라 가치지각 간에 미치는 영향의 경로가 서로 상이하다는 가정 하에 관여도에 따른 지각가치와 구매의향 및 탐색의도 간의 관계를 실험적으로 검증하였으며, 그 결과는 다음과 같다. 첫째, 고관여의 경우는 지각거래가치가 지각획득가치에 긍정적인 정(+)의 영향을 미치는 것으로 나타났다. 또한, 고관여 구매자의 지각획득가치는 구매의향에 긍정적인 정(+)의 영향을 미치는 것으로 나타난 반면, 지각획득가치가 탐색의도에 미치는 영향은 통계적으로 유의하지 않은 것으로 나타났다. 둘째, 저관여의 경우에도 고관여와 같이 구매자의 지각거래가치는 구매의향에 긍정적인 정(+)의 영향을 미치는 것으로 나타났다. 반면, 지각획득가치가 탐색의도에 대하여 부(-)의 영향을 미치지 못한 것으로 판단된다. 이는 가격할인에 따른 거래가치 향상에도 불구하고 지각품질 수준이 하향되면서 품질에 대한 의심이 생겨 추가정보 탐색의 필요성이 생김에 따른 것으로 풀이된다. 이러한 연구결과는 소비자는 관여도에 따라 획득가치 또는 거래가치에 대하여 중요하게 인지하지만 소비자가 어떤 지각가치에 더욱 의존하여 구매행동을 결정짓는가에 따라 이에 부합하는 가치 향상전략을 수립해야 한다는 시사점을 제시하고 있다.

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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.