• Title/Summary/Keyword: Self-world

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The Influence of Self-discrepancy in Virtual and Cross Worlds on Individuals' Activities in Online Communities (가상세계 및 공간간의 자기차이가 온라인 커뮤니티 활동에 미치는 영향에 관한 연구)

  • Lee, Ju-Min;Shin, Kyung-Shik;Suh, A-Young
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.23-45
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    • 2011
  • People could possess different self-identity under virtual world from physical world because of anonymity of the virtual world and this difference could influence their behavior in the virtual world. Based on self-discrepancy theory, this research proposes that continuous use model in self-expression goal. We defined the difference bet ween actual self~identity and ideal self~identity in the virtual world as "self-discrepancy in virtual world", and the difference between actual self-identity in the physical world and actual self-identity in the virtual world as "cross-world self-discrepancy". Before testing hypothesis, we compare the actual self-identity in the online community with the actual self-identity in the physical world, and with ideal self-identity in the virtual world. We derived an index for two different types of self-identity in terms of Personal Self-identity and Social Self-identity through factor analysis. Our results show that online community members have a higher level of ideal self-identity than actual self-identity in online community, and they have better personal self-identity in online community than physical world while a lower level of social self-identity in online community than physical world. The results of the hypothesis testing analysis based on 300 respondents showed that "self-discrepancy in virtual world" negatively influenced perceived usefulness for self-expression while "cross-world self-discrepancy" positively influenced perceived usefulness for self-expression. The perceived usefulness for self-expression and ease of use positively influence both continuous use and knowledge contribution. Specially, the effect of perceived usefulness for self-expression on knowledge contribution is much bigger than the effect of ease of use. This study extends self-discrepancy theory to virtual worlds by suggesting various types of self-discrepancy and by applying the effect of self-discrepancies in online community. Also, this study extends technology acceptance model in the personal goal in terms of self-expression. This study hopes to offer practical insights by suggesting positive effect of self-discrepancy on behavior in the online community.

Social Self Image and Avatar Image in the Virtual World: Focus on Ideal-Self Image and Actual-Self Image (사회적 자기이미지와 가상공간에서의 아바타 이미지 - 이상적 이미지와 실제적 이미지를 중심으로 -)

  • Youn, Sonn-Ie;Park, Ju-Yeon;Lee, Kyu-Hye
    • Journal of the Korean Society of Costume
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    • v.61 no.9
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    • pp.1-14
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    • 2011
  • The purpose of this study was to understand the relationship between one's social-self image and Online Avatar image. Influence of these virtual images on one's attitude toward real world and commitment to the virtual world was examined. In addition, the gender difference was examined. A structural equation model with social self image as exogenous variable and influence of Avatar as endogenous variable was designed. Real and ideal Avatar images were the mediating variable in the model. Survey questionnaire was developed and data from 425 respondents were analyzed. Results indicated that the conceptual model was a good fit to the data. Respondents who perceived their social self-images importantly were likely to have real images of Avatars. Ideal image and real image had significant on commitment to virtual world and attitudes toward the real world. For male respondents, social self image had stronger influence on real image of Avatar and ideal image had stronger influence on commitment to virtual world than female respondents.

The effect of perceived gender discrimination on belief in a just world: Gender collective self-esteem as a moderator (성차별경험이 정당한 세상에 대한 믿음에 미치는 영향: 성별집단자존감을 조절요인으로)

  • Eunha Kim;Hansol Park
    • Korean Journal of Culture and Social Issue
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    • v.24 no.3
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    • pp.429-449
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    • 2018
  • The purpose of this study was to examine whether gender collective self-esteem would moderate the relationship between perceived gender discrimination and belief in a just world (BJW) after controling the effect of personal self-esteem. For this, we measured perceived gender discrimination, personal self-esteem, gender collective self-esteem, and BJW in a sample of 300 women and conducted hierarchical regression analysis. The results revealed that, after controlling the effect of personal self-esteem, gender collective self-esteem moderated the association between perceived gender discrimination and BJW. That is, as gender collective self-esteem became greater, the negative effect of perceived gender discrimination on BJW decreased. In addition, we tested if four aspects of gender collective self-esteem (e.g. membership, private, public, identity) moderated the relationship between perceived gender discrimination and BJW. It was found that all of the four aspects except identity had significant moderating effects. Finally, we discussed limitations, suggestions for future research and clinical implications.

The Structural Relationship among Personal Belief in a Just World, Presence of Meaning in Life, Self-Control, and Aggression in College Students: Multigroup Analysis across Gender (대학생의 개인적 공정세상신념, 삶의 의미 발견, 자기통제력, 공격성의 구조적 관계: 성별 간 다집단 분석)

  • Kim, Bo-mi;Lee, Eun-ji;Lee, Seung-yeon
    • Korean Journal of Culture and Social Issue
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    • v.27 no.1
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    • pp.95-112
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    • 2021
  • This study examined the structural relationship among personal belief in a just world, presence of meaning in life, self-control, and aggression in college students. For this research, self-reported data from 427 college students were analyzed by gender, using structural equation modeling. Results indicated that personal belief in a just world predicted aggression regardless of gender. The mediating effect of self-control was non-significant among both women and men groups. The mediating effect of presence of meaning in life and self-control was significant among only women. It means that personal belief in a just world predicted presence of meaning in life and self-control, which consequently contributed to aggression among women. It is noteworthy that this study examined the concrete mechanism to reduce aggression by gender. Based on these findings, intervention strategies were discussed.

Netizen's Self-Enhancing Emotional Experiences in Avatar Consumption - Using Ethnographic Interviews (네티즌의 아바타 소비에서의 자기고양 정서경험 -민속지적 면접을 이용하여)

  • Song, Hyun-Ju;Yoon, Jung-Hai
    • Journal of Families and Better Life
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    • v.25 no.4
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    • pp.151-168
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    • 2007
  • It is necessary to understand netizen's emotional experiences in avatar consumption. We studied the emotional experience through ethnographic interviews with six informants. In this study, we used the descriptive questions, structural questions, and comparative questions. Netizen's self-enhancing emotional experience were divided into two emotional experiences: emotional experiences in one's world and emotional experiences in relationship with others. First, emotional experience in one's world included self-satisfaction, releasing stress, catharsis, immersion, desire of change, and sense of achievement. Second, emotional experiences in relationship with others were divided into self-enhancing emotional experiences and self-humbling emotional experience. Self-enhancing emotional experiences included the relative satisfaction, the desire of showing off/distinction, and the desire of conformity. Self-humbling emotional experience included the feeling of inferiority.

A study of contempt characters for storytelling (스토리텔링을 위한 모멸형 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.777-784
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    • 2013
  • A novel is a conversation between self and the real world. They are not only sensitive act to the real world, but also a pattern of the real through the converse between self and the real world without making the real his own. This analysis on the works of Son and his essence shows that he tried to express his self-denial aesthetics and human-denial aesthetics as well as self-closing aesthetics.

The Effects of Death Anxiety on Quality of Life in Rural Elderly -Focusing on the Mediating Effects of Self-Integration- (농촌거주 노인의 죽음불안이 삶의 질에 미치는 영향 -자아통합감의 매개효과를 중심으로-)

  • Nam, Hee-Soo;Jin, Bong-Hee;Lee, Eong-Im
    • Journal of Agricultural Extension & Community Development
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    • v.29 no.2
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    • pp.81-98
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    • 2022
  • The purpose of this study is to examine the mediating effect of a sense of self-integration in the relationship between death anxiety and death anxiety on the quality of life for the elderly living in rural areas. First, death anxiety among the elderly living in rural areas was found to have a negative effect on the quality of life, and among the sub-elements of death anxiety, the anxiety of loss of existence and the anxiety of the death process were negative on the quality of life. Second, it was found that there is a positive effect on the sense of self-integration, which is a parameter such as anxiety about loss of existence, anxiety about the death process, and anxiety about post-mortem outcomes. Third, it was confirmed that the sense of self-integration mediates between death anxiety and quality of life. Based on the results of this study, several discussions and suggestions were made to improve the quality of life of the elderly living in rural areas by improving the sense of self-integration and reducing death anxiety.

The Clever Hare in Torobo Folklore

  • Ashdown, Shelley
    • Cross-Cultural Studies
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    • v.28
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    • pp.87-114
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    • 2012
  • The Maa speaking Torobo people inhabiting the southern portion of the Mau Escarpment in Kenya approach both individual and community survival from a relational orientation focused on ethnic identity and responsibility. This social responsibility to the tribe is in stark contrast to Torobo relationships with other ethnic groups. The purpose of the research is twofold. First, the paper explores how folkloric language through a trickster image reflects important cultural and social ideals, understandings, and patterns of thought in Torobo world view. A second purpose is to offer ethnographic information to scholars and students' alike necessary for world view studies of eastern Africa specifically focused on the interplay between anthropomorphic tales and the social context in which these stories are utilized. The key research question for this analysis asks how the trickster image in Torobo folklore conceptualize the life experience. A Torobo folktale entitled, The Clever Hare, is the text chosen for analysis with the hare character as the protagonist. A second query explores the importance of the trickster image in understanding Torobo world view categories of Self and Other. The analysis contributes an ethnographic perspective for the world view categories of Self and Other as well as trickster folklore by examining the nature of Torobo-ness using the tale of the cunning hare as a research tool.

The Emergence of Lifestyles in On-line Game World : Understanding Self and Others, Aesthetics of Diversity (게임 세계에서 만드는 삶의 방식과 현실 인간의 persona : 같음과 다름의 배움, 차이의 미학)

  • Whang, Sang-Min;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.492-500
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    • 2008
  • This research was conducted in an attempt to understand human lifestyles in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 82 behavior statements, 6 types of on-line game lifestyle were found : Self -Enhancer, Self -Expressionist, Relation-Oriented, Isolation -Antisocial, Social Contributor, and Self-Interest. The behavior patterns of the 6 types were then compared to identify similarities and differences amongst them in psychological meanings and values in the on-line game life. The results showed that the lifestyles in on-line game world encompass both the reflection of the lifestyles in the real world and also the creation of new life patterns that players desire. The process of developing lifestyles in the online game world illustrates the emergence and evolution of human life on new social environment which is established by digital technology. On-line game world can be defined as new life space in which people is able to create new identity and new culture.

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How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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