• 제목/요약/키워드: Social Change Relationship

검색결과 535건 처리시간 0.023초

Wearable Device Users' Behavior Change: Does Persuasive Design Matter?

  • Wan, Lili;Zhang, Chao
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.218-225
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    • 2020
  • Purpose Wearable devices are widely used in our daily life. The purpose of this study is to investigate the relationship between persuasive designs of fitness trackers and users' physical activity behavior. Methods To test the research model, data was collected from a web-based survey in China, resulting in an effective sample of 166 usable questionnaires. The survey was restricted only to respondents who wear a fitness tracker. Results The sample surveyed in this study indicated that half of the respondents had been wearing a smart fitness tracker shorter than one year, and only 27% were long-time users (longer than two years). Dialogue support and social support strategies were both proved to be effective in increasing users' workout behavior intention. Social support strategies had a greater effect on behavior change than dialogue support strategies. Conclusion The findings from this study make several contributions to the practice. Wearable devices developers can employ the result from this study to help them design devices, which can persuade people to do more exercises and preserve a healthier life.

근대 이후 상례(喪禮)의 변화에 대한 연구 (A Study on the Changes in Funeral Rituals Since the Modern Period)

  • 이철영
    • 산업진흥연구
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    • 제9권2호
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    • pp.163-174
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    • 2024
  • 본 연구는 사회변화와 의례 변화의 관계성을 분석하고 그 연관성에 의해 유교상례와 현대의례의 차이점을 밝히고자 하는 데 목적이 있다. 또한 시대별 의례의 변화과정을 제도의 변화와 연결하여 살펴보았다. 상례의 시대구분을 전근대기 '유교상례'와 일제강점기를 통한 '근대 상례기' 그리고 1999년 건전가정의례준칙의 시행과 함께 의례 자본에 의한 '현대 상례기'로 구분하여 분석하였다. 의례의 이해는 시대구분을 통해 전통의 계승이라는 논리적 모순에서 벗어나 전근대에서 근대상례, 현대상례로 이어지는 과정을 통해 이해되어야 할 것이다. 본 연구에서는 한국인의 죽음에 대한 인식은 의례의 변화와 지속이라는 관점에서 볼 때 시대상을 반영하여 지속되고 있음을 고찰하는 데 의의가 있다.

청소년 일탈행동의 형성과 변화에 대한 고찰 (The formation and change of adolescents' delinquent behavior)

  • 박영신;김의철
    • 한국심리학회지 : 문화 및 사회문제
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    • 제9권1호
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    • pp.81-114
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    • 2003
  • 이 글은 청소년이 왜 일탈행동을 하는가? 하는 관심으로부터 출발한다. 이를 위해 주된 문화와 질적으로 다른 하위 문화에 대한 접근 논리를 모색하고, 청소년 일탈행동 형성에 대한 개념모형을 설정하였다. 이 연구의 주된 목적은 청소년 일탈행동의 형성과 변화과정을 이해하는데 있다. 이러한 목적을 위해 이 연구에서 다룬 내용은 두가지로 요약된다. 첫째, 청소년 일탈행동의 형성과정에 대한 이해를 위해, 환경특성으로서 가정환경과 학교환경 및, 개인특성으로서 청소년의 심리특성과 행동특성이 청소년의 일탈행동과 어떠한 관련이 있는지를 검토하였다. 둘째, 청소년기 동안 일탈행동이 어떠한 변화를 거치는가를 횡단자료 뿐만 아니라 종단 자료에 기초하여 살펴보았다. 특히 청소년기동안 경험하는 환경적 변화와 개인특성 변화의 맥락에서 청소년 일탈행동의 변화를 이해하려는 시도를 하였다. 이러한 연구내용에 관련된 선행연구 결과들에 토대하여, 종합 논의를 시도하였다.

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The Longitudinal Study on Structural Relationship between Parental Attitude and Adolescent's Self-Esteem - Application of Latent Growth Model -

  • Park, Hwieseo
    • 한국컴퓨터정보학회논문지
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    • 제24권5호
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    • pp.157-161
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    • 2019
  • This study is to suggest some theoretical and policy implications through investigating the relationships between parental attitude and adolescent's self_esteem. This study analyzed some data including parental attitude and self_esteem from KCYPS. Parental attitude was supposed not to change as time goes by. The analytical results are the followings. First, the change rate and intercept of adolescent's self-esteem were significant, which means the change pattern of self-esteem depends on adolescent. Second, positive parental attitudes influence on the change pattern of adolescent's self-esteem significantly. Third, negative parental attitude influence on the change pattern of adolescent's self-esteem significantly. This study suggests some policy implications basing on these analytical results.

소셜 네트워크 서비스 사용 시기에 따른 사용자 이용패턴 연구: 페이스북을 중심으로 (Analysis of the Usage patterns of Social Network Service Users)

  • 박상혁;오승희;성행남
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.251-265
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    • 2013
  • The emergence of social network services, is changing the foundation of human relationship formation and method of communication of individuals through sharing of free information. Social network service is a service to support or facilitate an on-line extension of off-line network among people by helping them to share personal profile. History of social network services very short. But users of the various layers is increasing rapidly and ripple effect social as a result is very large. The focus of existing research was mainly devoted to motivation of use and acceptance of social network services. Currently the use of SNS was maturing. Thus, in-depth research on the use pattern of SNS users is needed. The purpose of this study is that, for Facebook in social network services, to analyze the changes in the initial stage of use, medium-term, usage patterns at the current time. Results of the study by analyzing the characteristics of the change in the pattern of usage of user of Facebook, it can be used as basic materials for SNS researchers and service provider.

Organizational Usage of Social Media for Corporate Reputation Management

  • Becker, Kip;Lee, Jung Wan
    • The Journal of Asian Finance, Economics and Business
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    • 제6권1호
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    • pp.231-240
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    • 2019
  • The paper aims to investigate the relationship between firm size and organizational actions on adopting social media for corporate reputation management. The sample group of 198 companies is selected with a simple random sample method from the New York Stock Exchange (NYSE) listings: Sixty nine companies were from the Fortune 500 listings, seventy one companies from the NYSE midsize capitalization and fifty eight companies from the NYSE small capitalization listings. This study employs cross tabulations and Chi-square analysis, and the Kruskal-Wallis that enables the comparison of three samples that are independent. The results of the study show that (1) large firms have more social media ownership than small firms, (2) large firms respond to social media posts at a greater frequency and quickly than small firms, and (3) firm size is less likely associated with response styles to social media for online reputation management. The results show that reply time and response styles of organizations to social media customers in the 2015 survey has no significant change compared to that of 2011. There appears to be a pervasive lack strategic framework as most firms in the study were found not to be adequately monitoring or leveraging social media communication for their reputation management.

관계발전에 따른 서비스 고객참여의 변화 - 잠재성장모형의 적용 - (The Change of Customer Participation in Service by the Development of Relationship : Application of Latent Growth Modeling)

  • 안진우;박세정
    • 경영과정보연구
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    • 제38권1호
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    • pp.121-139
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    • 2019
  • 본 연구는 고객-종업원 간 관계의 발전에 따라 서비스 산업에서 필수적으로 요구되는 고객참여(CP)의 변화를 종단자료에 의해 잠재성장모형으로 분석하여 고객참여의 변화를 확인하고자 하였다. CP가 관계속에서 이해될 필요가 있다는 사실에 기초하여 본 연구에서는 관계의 발전에 따른 CP의 변화를 확인하고자 하였다. 관계의 역동성을 고려하여 CP가 관계속에서 변화하는 궤적을 종단자료를 통해 밝힘으로써 기존의 횡단적 연구의 한계를 극복하고자 하였다. 또한 관계속에서 어떤 변수들이 고객참여의 변화를 촉진할 수 있는 지에 대해 살펴보고자 하였다. 연구의 결과, 잠재성장모형을 통해 분석한 CP는 관계의 발전에 따라 유의하게 변화하는 것으로 나타났다. 이것은 CP가 관계속에서 이해될 필요가 있다는 사실을 확인한 것이라고 말할 수 있다. 또한, 관계지향성과 의존성은 CP의 초기값에는 긍정적으로 유의하게 영향을 미치지만, CP의 변화를 촉진하는 것으로는 규명되지 못하였다. 결론적으로, 관계의 역동성을 고려한다면, CP 역시 역동적이라는 사실을 인지해야 한다. 본 연구는 횡단적이고 조각적인 CP에 대한 이해에서 벗어나 CP가 역동성을 지니고 있음을 이해하고 이를 통해 서비스기업의 고객관리 프로그램이 운영될 필요가 있음을 지적하고자 하였다. 관계의 변화와 발전에 따라 CP를 유도하는 전략이 달라져야 하며, 이를 통해 관계발전단계별 적절한 CP의 수준이 달성될 수 있는 서비스접점의 성공을 이끌어낼 수 있게 되는 것이다.

온라임 게임의 전유가 게임 성과에 미치는 영향 : 대규모 다중사용자 온라인 역할수행게임을 중심으로 (The Influence of Appropriation and on Performance in Online Game: Focusing on MMORPG)

  • 이응규;권정일
    • Asia pacific journal of information systems
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    • 제16권4호
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    • pp.103-119
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    • 2006
  • One of the most important reasons for using online game is intrinsic motivation which relates the drive to perform a behavior for perceptions of pleasure and satisfaction from the behavior itself. Therefore, most studies for using online game have been based on theories for intrinsic motivation such as flow. However, such theories have some limitations for explaining social aspects of online games such as Massively Multiplayer Online Role Game (MMORPG), which provides a society for game players by using a virtual space for playing games so called 'persistent world'. Adaptive structuration theory (AST) is one of trying to capture the change of using IT due to social interactions between users and system. In order to explain online game players' behavior considering social interaction, we suggest a research model based on AST. Our model aims to investigate the relationship between appropriation which is determined by faithfulness of appropriation (FOA) and consensus on appropriation (COA) and performance which is represented by the relationship among perceived winning, flow, and intention of reuse. An empirical test of our model for 125 MMORPG users which is analyzed by Partial Least Square method shows very satisfactory and interesting results. While hypotheses suggested in our model are supported, the influence of COA on game performance is shown to be stronger than that of FOA.

재가노인의 우울증 예방 프로그램 개발과 효과성 연구 : 사회복지관 이용노인을 중심으로 (Development and Evaluation of Preventive Mental Health Program for Depression among the Elderly in Community : Focused on the Community Welfare Center User)

  • 김미혜;정순둘;이금룡
    • 한국사회복지학
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    • 제44권
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    • pp.318-345
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    • 2001
  • The purpose of this research was to develop and evaluate a preventive mental health program for the depression among the elderly in community. Based on the review of literature, intervention program for preventing depression among the elderly was developed. In particular, the program focuses on enhancing the sense of control which is from social cognitive theory. The preventive mental health program consists of two parts: Tan-Hak and Social intervention program. Tan-Hak was oriented to cognitive change and activities, while social intervention program dealt with some social skills for relationship, stress management, motivation of social activities (volunteer activities), positive future designing, etc. For the evaluation of this program, we employed depression scale and medical measurement such as hormone test before and after the program, and in-depth interview of subjects. Overall, this program was successful in some points. First, through the pre and post test, this program has positive effect on strengthening the sense of control, and consequently, lowering depression level. Secondly, 18 people started this program called "smile class" at first time, and none of them turned out until the end of the program. This implies that the program was interesting to the elderly.

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The Effect of Social Marketing on Customer Behavior: An Empirical Study of Tourism Companies in Baghdad, Iraq

  • AL-KUBAISI, Hiba Ammar;IBRAHIM, Noor Khalil
    • The Journal of Asian Finance, Economics and Business
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    • 제8권8호
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    • pp.191-203
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    • 2021
  • Social marketing seeks to develop and integrate marketing concepts with other approaches to social change and aims to influence behaviors that benefit individuals and societies for the social good. The study investigates the type and level of influence of social marketing on customer behavior in tourism companies in Baghdad (Iraq). The sample size of the study is 135 people comprising directors, assistant directors, and marketing staff in tourism companies in Baghdad. A questionnaire was used as a tool to collect data and information, and was prepared by the researcher after it underwent validity, stability, and arbitration tests. The data was analyzed using the statistical program (SPSS v. 25, AMOS v.23) and statistical methods have been used to process the data represented by the arithmetic mean, standard deviation, coefficient of variation, correlation coefficient (Person), simple and multiple regression equations. The research showed significant results represented by a positive and strong relationship between the research variables. This result indicates that there is an effect on the customer's behavior. Moreover, the results of the study showed positive effects that extend from social marketing to customer behavior in the long term.