• Title/Summary/Keyword: Social Interaction

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The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games (모바일 소셜네트워크 게임에서 콘텐츠요인이 지속적 사용의도에 미치는 영향)

  • Lee, Han-Ho;Kim, Si-Sung;Lee, Min-Seop
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.17-26
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    • 2015
  • The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.

Influence of Interaction Social Interaction Anxiety on Interpersonal Relation of Female College Students (여대생의 대인불안과 대인관계)

  • Jeong, Kyeong-Sook;Oh, Eun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.475-482
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    • 2017
  • This study examined the factors influencing interpersonal anxiety in female interpersonal relationships of female college students to establish baseline data for appropriate interventions. The study participants were 231 female college students in B and K city. The data were collected from questionnaires gathered between September 3rd, 2014 and September 17th of the same year, and analyzed by a t-test, ANOVA, Scheffe's test, Pearson correlation coefficients, and Stepwise multiple regression using the SPSS 21.0 Program. According to the results, the participants' social interaction anxiety and interpersonal relations showed a negative correlation and statistically significant differences according to the satisfaction level for the major, perceived economic level, number of friends, boyfriend, and recently experienced emotion. The factors affecting the interpersonal relations was social interaction anxiety and social interaction anxiety; this was explained by 30.1%. Therefore, the collected data are expected to be useful for establishing baseline data for the development of an intervention program that can help female college students lower their social interpersonal anxiety and improve their ability for interpersonal relationships.

The Effects of Scientific Inquiry Experiments Emphasizing Social Interaction (사회적 상호작용을 강조한 과학 탐구실험의 효과)

  • Kim, Ji-Young;Seong, Suk-Kyoung;Park, Jong-Yun;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.22 no.4
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    • pp.757-767
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    • 2002
  • This study investigated the effects of scientific inquiry experiments emphasizing social interaction on the academic achievement, the ability for science inquiry and the learning motivation of the students. To examine the differences among the classes of scientific inquiry experiments according to the way of organizing small groups, the effects of the group in homogeneous cognitive level and the group in heterogeneous cognitive level were compared. 255 7th-graders were grouped into the treatment group and the control group. After the treatment group received the scientific inquiry experimental lessons emphasizing social interaction and the control group received traditional lessons for one year, academic achievement, ability for scientific inquiry, and learning motivation were examined. These inquiry experiments were composed of four steps which are eliciting, familiarizing, constructing and bridging. And students can interact with peers and teachers through the process of relating observed phenomena to concept, constructing experiment procedure, and eliciting results. The ANCOVA results revealed that there were significant effects of science inquiry experiments emphasizing social interaction on the academic achievement, the ability for scientific inquiry and the learning motivation of the students. The significant academic achievement of the students in most of the cognitive levels, if not all, was found and degree of improvement in the ability for scientific inquiry was lower than that in the academic achievement. Concerning the effects according to the way of organizing small groups, there were significant improvement in academic achievement and learning motivation of the group in homogeneous cognitive level compared to the group in heterogeneous cognitive level. These results indicate that social interaction in learning is important and it has positive influences on the improvement in academic achievement and ability for scientific inquiry of students.

Characteristics of Social Interaction in Scientific Modeling Instruction on Combustion in Middle School (연소의 과학적 모형형성 수업에서 나타난 중학생의 사회적 상호작용 특징)

  • Park, HyunJu;Kim, HyeYeong;Jang, Shinho;Shim, Youngsook;Kim, Chan-Jong;Kim, Heui-Baik;Yoo, Junehee;Choe, Seung-Urn;Park, Kyung-Mee
    • Journal of the Korean Chemical Society
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    • v.58 no.4
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    • pp.393-405
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    • 2014
  • The purpose of this study was to investigate the characteristics of social interaction on cultural aspects, verbal interaction, and discussion maps in scientific modeling instruction on combustion in middle school. Revised-CLEQ (Cultural Learning Environment Questionnaire), verbal interaction framework, discussion maps analysis were implemented for this study. The results of study follow respectively. First, the characteristics on cultural aspects of middle school students showed cooperation rather than competition in terms of collectivism. Students' attitudes to learning science tended to depend on others' idea, and students were passive and reluctant to present their comments when they were modeling work. Second, for the characteristics of verbal interaction, they simply presented knowledge related to build a model. The response to comments and feedback was relatively few. Third, discussion maps showed a lot of interaction for reponses that was alternatively brought the concept of commenters, which students were depended on a specific one, and responses. There were not many interaction for elaboration, which were described to have new presented ideas, corrections, and reasons when they exchange their ideas. In this study the model type of interaction affecting the formation of the students understanding of and in our country, it makes a lot of social interactions as the basis for teaching system could be utilized.

Social Authority as Perceived by Children and Adolescents Removed from Illegally Built Shacks (철거촌 아동과 청소년의 권위 대상에 대한 인지)

  • Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.13 no.1
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    • pp.65-79
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    • 1992
  • The present study investigated perception of social authority by children and adolescents removed from illegally built shacks 181 children and adolescents from illegally built shacks and 200 comparative respondants of middle socioeconomic status were investigated. Perception of the social authority figures was classified by 5 categories(self, family member, neighbor, teacher and peer. social authority, collective member) in terms of contactable possibility and psychological distance. The data were analyzed by Hest. The results showed that (1) compared with their middle class peers(M group) children and adolescents from illegally built shacks(S group) perceived social authority figures positively, while they perceived their own family members less favorably. (2) The S group regarded their teachers as more valuable and able than M group. (3) The S group perceived social authority figures, i. e., statemen. polices. national assembly members. public servants and enterprisers, less favorably than their family members. (4) There were main effects of the age and sex variables of respondants. (5) There was an interaction effects between the age. sex and SES variables and was also interation effect between age. sex and task variables in cognition for the social authority figures. There was also an interaction effect between age and SES variables in perception for the personal traits of the social authority figures.

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Residents' Awareness of Assisted Living Facility(ALF) as a 'Home': Cases of Virginia, U.S.A. (미국 노인보호주택 거주자들의 '집'으로서의 속성에 관한 사례 연구)

  • Kim Young-Joo
    • Journal of Families and Better Life
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    • v.23 no.4 s.76
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    • pp.67-77
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    • 2005
  • The purpose of this study was to identify housing attributes that make residents feel 'at home' in ALFs in Southwest Virginia. For this purpose, residents' needs, experiences, and opinions of the physical environment, the social environment and the organizational environments such as policies and programs of ALFs were identified. As a multi-case study, five ALFs in Southwest Virginia were studied using constant comparative methods of data analysis. In addition to face-to-face interviews with 25 residents and 5 administrators of five ALFs, observations were conducted with personal journal. Each facility was designed to be a single-family house or multi-family dwelling in outside appearance. Most of the respondents were satisfied with their current dwelling as a 'home' in terms of homelike attributes such as 'autonomy/ privacy', personalization,' safety and security,' services and care,' independence,' social interaction/friendship,' family support,' and 'rules and regulations.' In spite of high satisfaction with the facility, however, many people did not think of their current dwelling as a real 'home'. As the biggest difference between living in their own homes and living in the ALF, people feinted out a lack of independence and social interaction. Residents of ALFs may have reordered their priorities in their current life situation so that safety, security, and caie were more important to them than fooling "at home."

Empirical Study on The Interaction Degree between Social Welfare Management Systems (사회복지 관리체제간의 상호작용수준에 관한 실증적 연구)

  • Kim, Jong-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.213-219
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    • 2009
  • This study is that internal members of social welfare are divided into the first organization directly controlling and managing subjects and the second organization supporting and assisting the first one, and both organizations are analyzed through the empirical study about cooperation degree on the basis of interaction degree related with cooperation relationship from interorganizational relationship theories. That is because organic cooperation between both sides is essential element to effectively approach the ultimate purpose which subjects and related people need because of the social welfare business. This result suggests that both sides broadly recognize the need about cooperation between management systems and that it must come first to establish values and behaviors about the cooperation among the persons in charge on the organizational internal level for organic cooperation between organizations.

A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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Identifying Influential People Based on Interaction Strength

  • Zia, Muhammad Azam;Zhang, Zhongbao;Chen, Liutong;Ahmad, Haseeb;Su, Sen
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.987-999
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    • 2017
  • Extraction of influential people from their respective domains has attained the attention of scholastic community during current epoch. This study introduces an innovative interaction strength metric for retrieval of the most influential users in the online social network. The interactive strength is measured by three factors, namely re-tweet strength, commencing intensity and mentioning density. In this article, we design a novel algorithm called IPRank that considers the communications from perspectives of followers and followees in order to mine and rank the most influential people based on proposed interaction strength metric. We conducted extensive experiments to evaluate the strength and rank of each user in the micro-blog network. The comparative analysis validates that IPRank discovered high ranked people in terms of interaction strength. While the prior algorithm placed some low influenced people at high rank. The proposed model uncovers influential people due to inclusion of a novel interaction strength metric that improves results significantly in contrast with prior algorithm.

The Effects of Types of Self-Identity on Quasi-social Interactions and Information Sharing Intentions with Facebook Opinion Leaders (자아정체성의 유형이 페이스북 의견 지도자와의 준사회적 상호작용 및 정보공유 의도에 미치는 효과)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.225-232
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    • 2021
  • Nowadays, opinion leaders influence the formation of public opinion on various issues in social network services. There has been a lack of research on the personal characteristics that inspire users to interact with opinion leaders and show intent to act. This paper verifies how the disposition of Facebook users' self-identity affects the quasi-social interaction with opinion leaders on Facebook and the intention to share information. As the perception and behavior of users on social media platforms differ depending on the type of issue, an online survey was conducted by classifying issue types into life culture and political sectors. Research found that personal identity had a significant positive effect on quasi-social interactions in the life culture and politics sectors, while group identity negatively affected quasi-social interactions. In addition, the intention to share information was confirmed to have a significant effect only in the life and culture areas of self-identity (social and group identity). Quasi-social interaction was confirmed to have a significant positive effect on all issue areas. The results of this study suggest the need to consider variations in opinion leader marketing strategies based on the types of self-identity of Facebook users in the future. In addition, the study shows that raising the level of quasi-social interaction at the corporate level without distinction of issue types can lead to effective results.