• 제목/요약/키워드: Social Identity

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소셜 네트워킹 사이트에서 네트워크 외부성이 지식공유 의도에 미치는 영향: 사회적 자본과 온라인 정체성 관점 (An Effects of Network Externalities for Knowledge Sharing Intention in Social Networking Sites: Social Capital and Online Identity Perspective)

  • 이정민;정남호
    • 지식경영연구
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    • 제13권3호
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    • pp.1-16
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    • 2012
  • Nowadays, many first-time Internet users start off heavily using SNSs (Social Network Sites), such as Cyworld, Facebook, and Twitter. The reason for the growth of SNS use is closely related to the various services of gaming, playing, using entertainment items, sharing knowledge etc., provided by the SNS; technically, the most important of the services provided would be the behavior of sharing knowledge among people connected and networked in the site. In sum, we assume that the users may communicate well with each other and pay attention to building a close social network using the abovementioned activities. However, researchers have just begun to focus on the issues explaining why Internet users rush into SNSs and enjoy their time there. Therefore, we investigated the reasons for posting and sharing knowledge voluntarily on the SNS and how others respond to the posted knowledge and are actually affected by the behavior. We applied social identity theory and social capital theory in this study to find which network externalities in SNSs may affect online identity-based attachment and cause them to produce a knowledge sharing generation. We found that people's online identity in SNSs is closely related to and influences knowledge sharing. This empirical study resulted in the importance of social relations in SNSs, which leads to sharing knowledge.

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헨리 제임스의 『비둘기의 날개』 : 자유와 정체성의 문제 (Henry James's The Wings of the Dove: Free Self and Identity)

  • 김경아
    • 영미문화
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    • 제9권1호
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    • pp.27-50
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    • 2009
  • Henry James tries to describe minutely in The Wings of the Dove the process in which a bad faith grows, is practiced in one's self, and spreads to a society. Through this fictional specificity, he embodies an analogy between a bad faith and social role-playing. That is, he shows, through the main characters such as Milly Theale and Merton Densher, how self interacts with the other and a society. In this interaction, there is some essential element, namely, an organic relationship between a self identity and a social role-model, which James describes very meticulously. Therefore, the characters are depicted as seeking to define self identity and eventually distorting it. Thus, The Wings of the Dove can be seen as a tragedy in which the characters who have this wrongly distorted self identity come to experience its effects. The distorted self identity appears to function as a social role. Milly distorts her true self identity by internalizing a dove-image for it. This results in a bad faith. Moreover, the American girl Milly utilizes it as a convenient social role-model which makes it easy for her to interact and engage with the others in the European society. Merton also evades adventurous and painful self-reflection and self-criticism by sticking to the mannerisms of gentlemanship and imitates the sublimity which Milly shows him. Thus, Milly and Merton clearly omit self-inspection and self-inquiry for the contact between a free self and a society, which is essential to obtain social objectivity, namely, intersubjectivity.

사회적 지원기능이 브랜드 개설 SNS 페이지 소비자 수용에 미치는 영향에 관한 연구 (The Influence of Social Supports on Intention to Use of Brands' SNS Page)

  • 이윤재;이정훈
    • Journal of Information Technology Applications and Management
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    • 제22권1호
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    • pp.17-36
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    • 2015
  • Many companies are now trying to utilize SNS (social network service) by building it as marketing communication platform that delivers marketing messages and builds customer relationship. This study investigates the factors affecting consumers' intention to use of brand's SNS identity page (e.g., fan page in Facebook). It specifically focuses on four social support functions -self-esteem, informational, emotional and social networking support-in virtual space. Research model attempts to explore the impact of social supports on brands' SNS identity page adoption with modified technology acceptance model which includes perceived usefulness, ease of use and enjoyment. Empirical study adopts SEM (structural equation modelling) to test research model. The result indicates that perceived ease of use is influenced by informational support, and perceived usefulness is influenced by informational, emotional, and self-esteem support. And perceived enjoyment is influenced by emotional support. In addition, it reveals that there were no significant effects of social networking support on both perceived usefulness and enjoyment. These findings provide managerial implications for attracting potential and actual customers to brand's SNS identity page. And it also suggests the importance of managing sociability in brand's SNS identity page to make it as marketing communication platform.

성역할 정체성과 성경험 (Study on the Relationships between Gender role Identity and Sexual Intercourse Experience)

  • 염순교
    • 여성건강간호학회지
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    • 제9권3호
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    • pp.309-318
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    • 2003
  • Purpose : This investigation was carried out to understand how various gender role identity in adolescence affect sexual intercourse. In addition, it was done to support and encourage gender role identity which can protect themselves from physical, psychological, social sexuality. Method : From 2003 7.1 to 7.19, questionnaire made by Lee BS(2002) was distributed to 1172 girl high school students in Seoul. Its reliability was as high as 0.80 and it was analysed by SPSS. Result : In the 3 kinds of gender role identity, girls who had sexual relations showed higher feminity and masculinity and did not show any difference in social desirability. in the 4 kinds of gender role identity, girls with sexual experience showed higher frequency in oder of androgyny and undifferentiated. In 8kinds, bisexuality was higher and girls with experience showed undifferentiated of low social desirability. There were no difference between the gender role identity and the age of the first sexual experience. The factors that affected gender role identity were school, grade, economic standard and whether they have a girlfriend or boyfriend. Conclusion : Programs that focus on problem solving of sexual education for androgyny of sexually high experienced and undifferentiated of low social desirability, should be provided.

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Purchase Intention of Certified Coffee: Evidence from Thailand

  • UT-THA, Veenarat;LEE, Pai-Po;CHUNG, Rebecca H.
    • The Journal of Asian Finance, Economics and Business
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    • 제8권8호
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    • pp.583-592
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    • 2021
  • This study examines social identity and self-identity as the antecedents of the theory of planned behavior (TPB) model in predicting purchase intention of certified coffee, whereas perceived trustworthiness (PT) is evaluated whether it directly affects intention and/or indirectly through attitude. In addition, ethics and luxury are investigated as the salient beliefs affecting attitude formation in this regard. A face-to-face survey was conducted with 727 coffee consumers in Thailand. Confirmatory factor analysis is applied to assess the adequacy of the model, followed by structural equation modeling to evaluate the hypotheses proposed for the relationships between constructs in an extended TPB model. The results confirm that self-identity is the most influential antecedent on attitude when compared to social identity, and attitude, in turn, is the strongest determinant in predicting purchase intention. PT has a direct positive effect on purchase intention, meanwhile, ethical, luxury beliefs, and PT are confirmed to portrait the attitude formation. As such the marketing campaigns can address manipulating consumers' beliefs on both ethical and luxury aspects as well as PT, along with consumers' social identity and self-identity to fortify a positive attitude toward certified coffee. Then the actual purchase behavior can be foreseen based on empirical evidence.

한국가족복지정책에서의 여성정체성 (Women's Identity in the Korean Family Welfare Policies)

  • 박미석;송인자;한정원
    • 대한가정학회지
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    • 제41권2호
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    • pp.155-170
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    • 2003
  • By analysing women's identity rooted in Korean families and welfare policies related to families, this research aims to explore more gender-equal family welfare policies for the future. This research examines the change of families along with social changes, women's identity in families, the present family welfare policies, and women's identity in the family welfare policies. Social changes and the demand of market make influence on function and form of families. However, the broad social format of patriarchy persists and women's gender identity and gender role in families make little differences as ever. These women's gender role and gender identity are found in welfare policies related to families as they are. The women is regulated as dependent on male partner with the primary responsibilities on child rearing and elderly care. In addition, only focusing on families in need, Korean family policies are not generally established. Therefore, now, it is strongly suggested that Korean family policies concerning more diverse families should be launched with the gender-sensitive perspective.

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.

성역할정체감에 따른 체면민감성과 외모관리행동 (Social Face Sensitivity and Appearance Management Behaviors according to Sex Role Identity)

  • 박은희
    • 패션비즈니스
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    • 제16권5호
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    • pp.164-177
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    • 2012
  • The purpose of this study was to classify sex role identity into groups and analyze the difference of social face sensitivity and appearance management behaviors by sex role identity. Questionnaires were administered to 306 people in their twenties and thirties living in Daegu Metropolitan City and Kyoungbuk province. The data was analyzed by using frequency, factor analysis, credibility, ${\chi}^2$-test, ANOVA, Duncan-test, and t-test. The findings were as follows. Sex role identity were classified into four groups (androgyny, masculineness, feminineness, and undifferentiation). Men in androgyny group showed the highest rate of 41.3% followed by undifferentiation(24.7%), masculineness(21.3%), and feminineness(12.7%). Women in undifferentiation group showed the highest rate of 35.9% followed by feminineness(24.4%), androgyny(23.7%), and masculineness(16.0%). Social face sensitivity were composed of four factors (consciousness of being embarrassed, social formality, other consciousness, and prestige). Appearance management behaviors were composed of six factors (skin management, fashion image management, plastic surgery management, weight management, hair management, and health management). According to the result of a significant difference between social face sensitivity and appearance management behaviors by sex role identity, male showed significant difference between the sub-variables of social face sensitivity factors (consciousness of being embarrassed, social formality, and other consciousness). Both of the male and female showed a significance of difference in consciousness of being embarrassed, and social formality. Male showed significant difference between the sub-variables of appearance management behaviors factors (fashion image management, weight management, hair management, and health management). Both of the male and female showed a significance of difference in fashion image management. Gender of twenties and thirties showed distinction between the sub-variables of social face sensitivity factors (consciousness of being embarrassed, and prestige) and appearance management behaviors (skin management, fashion image management, plastic surgery management, weight management, and hair management).

The Effects of Hispanics' Social TV Participation on Ethnic Identifications

  • Natascha Ginelia, Perez-Rios;Eunice (Eun-Sil), Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.243-253
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    • 2023
  • Social television encompasses the social media aspect of television viewing. This study attempts to investigate how social television influences Hispanic and national ethnic identification as well as social presence. Based on the theoretical framework of Tajfel and Turner's Social Identity Theory (SIT), this study focuses on the potential influence of social television on Hispanics' ethnic identifications and social presence. With a sample of 100 Hispanic students, we conducted a lab experiment to measure the effects of exposure to ethnic and non-ethnic related Twitter feeds on Hispanic and national ethnic identification along with social presence. Findings reveal that there was no significant difference between those exposed to the ethnic-identity related Twitter feed compared to those exposed to the non-ethnic identity related Twitter feed, followed by the control group not exposed to the Twitter feed at all. Implications were discussed.

사회복지사의 전문직 정체성이 직무만족과 조직몰입에 미치는 영향-직무환경의 매개효과를 중심으로 (Effects of Professional Identity of Social Workers on Job Satisfaction and Organizational Commitment : Focused on Mediated Effect of Working Environment)

  • 안태숙
    • 한국콘텐츠학회논문지
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    • 제20권10호
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    • pp.554-565
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    • 2020
  • 본 연구의 목적은 사회복지사의 전문직 정체성이 직무만족과 조직몰입에 미치는 영향력을 살펴보고, 그 과정에서 직무환경이 어떠한 매개효과를 나타내는지 검증하는 것이다. 이를 위해 경기도 소재의 사회복지기관에서 근무하는 사회복지사를 대상으로 설문조사를 실시하였으며 최종 연구대상은 205명이다. 수집된 자료는 구조방정식 모형을 이용하여 분석하였으며 그 연구결과는 다음과 같다. 첫째, 전문직 정체성은 직무만족에 매우 유의한 정적(+)인 영향을 미치는 것으로 나타났다. 둘째, 전문직 정체성은 조직몰입에 정적(+)으로 유의한 영향을 미치는 것으로 나타났다. 셋째, 직무환경은 전문직 정체성과 직무만족, 전문직 정체성과 조직몰입 간의 관계에서 부분적인 매개효과를 보였다. 이러한 결과는 사회복지사의 직무만족과 조직몰입의 향상은 전문직 정체성을 높이는 것에 기반을 두며 직무환경에 의해 조직몰입이 더 높아질 수 있음을 확인한 것이다. 이를 토대로 본 연구에서는 사회복지사의 직무만족과 조직몰입을 높이기 위한 실천적 방안을 논의하였다.