• Title/Summary/Keyword: Social and Group Identity

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Mediation Roles of Goal Types and Emotion in the Effects of Social Identity-Based Self-Discrepancy Type on Compensatory Consumption

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.12 no.6
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    • pp.75-88
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    • 2021
  • Purpose: This research aimed at exploring the functions of consumers' perceiving approach and avoidance roles and their feeling anger and disgust in the effect of the two types of self-discrepancy at social identity such as the ideal self-discrepancy and the ought self-discrepancy on within-self domain versus across-self domain consumption. Research design, data, and methodology - This study divided the self-discrepancy group into the ideal self-discrepancy and the ought self-discrepancy group as experimental groups for empirical study. Self-discrepancy type between-subjects design was used to develop two types of questionnaire according to the type of experimental groups. The platform, 'questionnaire stars' of 'WeChat' in China was used to collect 103 data from the ideal self-discrepancy group and 102 from the ought self-discrepancy group for empirical study. T-test and the structural equation model in Amos 21 were used to verify hypotheses developed through theoretical review. Results - First, ideal self-discrepancy positively affected the role-approaching goal and anger. Second, ought self-discrepancy positively affected the role-avoiding goal and disgust. Third, the role-approaching goal and anger positively influenced on the within- versus across- domain consumption. Fourth, the disgust negatively influenced on the within- versus across- domain consumption, however the role-avoiding goal did not influence on the consumption. Fifth, there was the mediation roles of anger (disgust) in the effects of ideal (ought) self-discrepancy on the consumption. Conclusions - When consumers feel anger at the ideal self- discrepancy induced by in-group, it is necessary for the marketers to promote their product brand used by the in-group. They should develop and advertise the messages priming the ideal self-discrepancy and the anger to increase the intent to purchase or use their product brand when the in-group members have used the brand by relating the brand to their social identity concerned with the ideal self-discrepancy. However, marketers should help consumers feel disgust by developing and advertising the messages expressing the ought self-discrepancy to lead the consumers to the place of purchasing or using their product brand when the members have used the brand based on keeping the consistence between the brand and other social identity not related to the ought self-discrepancy.

Social Identity and Regulatory Focus: Can Collective Orientation Influences Consumers' Message Evaluation?

  • Park, Sangwoo;Heo, Dakyeong;Shin, Dongwoo
    • Asia Marketing Journal
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    • v.21 no.1
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    • pp.89-112
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    • 2019
  • To investigate the interplay between individual and collective self-regulations, the authors propose a dialectic process that describes the changes in the locus of self-regulations between individual self and collective self. The results from three studies display a strong support for the two sets of hypotheses drawn from the proposed process. Our findings demonstrate that consumers can move the locus of self-regulation from individual-self to collective-self when a social identity is activated (preliminary study and study1). Further examination of regulatory swing between individual and collective regulatory orientations revealed group identification as a key variable in determining the locus of self-regulation (study2). While a consumer with a high level of group identification changes her locus of self-regulation from an individual to a collective (a regulatory shift) and evaluated messages and products framed consistent with their group orientation, a consumer with low level of group identification maintains her locus of self-regulation in her personal level of self (a regulatory preservation) and evaluated messages and products framed consistent with their personal regulatory focus.

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

  • Park, Eunhee
    • Journal of Fashion Business
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    • v.16 no.5
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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).

Metro-sexual Consumption in Accordance with Identity of Gender Roles, Self-esteem and Cultural-Social Attitude Toward Appearance (성역할정체성, 자아존중감, 외모에 대한 사회문화적 태도에 따른 메트로섹슈얼 소비)

  • Nam, Su-Jung
    • Korean Journal of Human Ecology
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    • v.19 no.1
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    • pp.91-102
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    • 2010
  • This study conducted a survey with 300 male respondents in their 20s to 50s, in order to examine the influence of personal variables, identity of gender roles, self-esteem and social-cultural attitude towards appearance on metro-sexual consumption. The findings are as follows: First, the majority of respondents experienced metro-sexual consumption in passive ways, such as purchasing cosmetics or perfume. Second, self-esteem differed by classification of identity of gender roles and the self-esteem was the most highly rated in non-classified, followed by in femininity, masculinity and androgyny. On the other hand, the non-classified group appeared to have the most highly social and cultural attitude toward appearance. Lastly, when examining the effect of personal variables, identity of gender roles, self- esteem and social-cultural attitude toward appearance on metro-sexual consumption, the results showed that the younger respondents who spend the highest monthly expenses on appearance, belong to the androgynous group and have the social-cultural attitude, are more likely to have a greater tendency towards metro-sexual consumption.

The Ethnicity and National Identity among Transmigrant: The Acehnese Community in Jakarta (이주민 집단의 종족과 국가에 대한 인식: 자카르타의 아쩨인 공동체 사례연구)

  • Jeong, Jeonghun
    • The Southeast Asian review
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    • v.22 no.2
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    • pp.133-170
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    • 2012
  • This thesis aims to analyze the political, social, and cultural activities of the Acehnese ethnic group living in Jakarta, Indonesia. Based on analysis, this thesis examines how their ethnicity and national identity have been formed and expressed. For this purpose, this study deals with Taman Iskandar Muda (hereinafter referred to as TIM), a group of Acehnese transmigrants living in Jakarta. The immigration of the Acehnese to Jakarta started in the 1950s and the number of Acehnese people living in Jakarta persently amounts to 100,000. TIM, which was organized by the first generational of immigrants, functions to group Acehnese immigrants of various generations and class. Forum Keprihatinan Untuk Aceh(hereinafter referred to as Forka), an organization designed to solve the political problems of TIM, undertook various activities to maintain the peace of Aceh as the representative of TIM. Through those activities, TIM and Forka were able to confirm the feeling of homogeneity among the Acehnese who were living in their hometown and also strengthen their identity within the organizations. However, the fact that TIM and Forka put their focus on humanitarian activities paradoxically shows the political limitations that they sustain. TIM and Forka take care not to make their humanitarian activities seem as if they intend to openly strengthen their Acehnese identity and deny their Indonesian one. These political characteristics of Forka's identity are commonly found in groups that practice long-distance nationalism, as transmigrants in diaspora circumstances do. In the organization of TIM, there exists the menasah, which is a space where discussions of the ethnicity and the nation are practiced. As it is the space for local exchange, menasah reveals the identity of TIM through educational/social activities and public services. Menasah functions as the public arena where people practice ethnic identity on the basis of national integration. As a minority ethnic group living in Jakarta and its neighborhood, they are accustomed to double and selective political activities, social activities, and cultural practices. In order to adapt themselves to the double circumstance that they are faced with, they should live extemporaneously, and this life may be the fate that minority ethnic and transmigrants should endure.

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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    • v.15 no.1
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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.

Combating Identity Threat of Machine: The effect of group-affirmation on humans' intellectual performance loss (기계의 정체성 위협에 대항하기: 집단 가치 확인이 인간의 지적 수행 저하에 미치는 효과)

  • Cha, Young-Jae;Baek, Sojung;Lee, Hyung-Suk;Bae, Jonghoon;Lee, Jongho;Lee, Sang-Hun;Kim, Gunhee;Jang, Dayk
    • Korean Journal of Cognitive Science
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    • v.30 no.3
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    • pp.157-174
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    • 2019
  • Motivation of human individuals to perform on intellectual tasks can be hampered by identity threat from intellectual machines. A laboratory experiment examined whether individuals' performance loss on intellectual tasks appears under human identity threat. Additionally, by affirming alternative attributes of human identity, researchers checked whether group-affirmation alleviate the performance loss on intellectual tasks. This research predicted that under high social identity threat, individuals' performance loss on the intellectual tasks would be moderated by valuing alternative attributes of human identity. Experiment shows that when social identity threat is increased, human individuals affirmed alternative human attributes show higher performance on intellectual tasks than individuals non-affirmed. This effect of human-group level affirmation on performance loss did not appear in the condition of low social identity threat. Theoretical and practical implications were discussed.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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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.

The Role of Social Capital and Identity in Knowledge Contribution in Virtual Communities: An Empirical Investigation (가상 커뮤니티에서 사회적 자본과 정체성이 지식기여에 미치는 역할: 실증적 분석)

  • Shin, Ho Kyoung;Kim, Kyung Kyu;Lee, Un-Kon
    • Asia pacific journal of information systems
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    • v.22 no.3
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    • pp.53-74
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    • 2012
  • A challenge in fostering virtual communities is the continuous supply of knowledge, namely members' willingness to contribute knowledge to their communities. Previous research argues that giving away knowledge eventually causes the possessors of that knowledge to lose their unique value to others, benefiting all except the contributor. Furthermore, communication within virtual communities involves a large number of participants with different social backgrounds and perspectives. The establishment of mutual understanding to comprehend conversations and foster knowledge contribution in virtual communities is inevitably more difficult than face-to-face communication in a small group. In spite of these arguments, evidence suggests that individuals in virtual communities do engage in social behaviors such as knowledge contribution. It is important to understand why individuals provide their valuable knowledge to other community members without a guarantee of returns. In virtual communities, knowledge is inherently rooted in individual members' experiences and expertise. This personal nature of knowledge requires social interactions between virtual community members for knowledge transfer. This study employs the social capital theory in order to account for interpersonal relationship factors and identity theory for individual and group factors that may affect knowledge contribution. First, social capital is the relationship capital which is embedded within the relationships among the participants in a network and available for use when it is needed. Social capital is a productive resource, facilitating individuals' actions for attainment. Nahapiet and Ghoshal (1997) identify three dimensions of social capital and explain theoretically how these dimensions affect the exchange of knowledge. Thus, social capital would be relevant to knowledge contribution in virtual communities. Second, existing research has addressed the importance of identity in facilitating knowledge contribution in a virtual context. Identity in virtual communities has been described as playing a vital role in the establishment of personal reputations and in the recognition of others. For instance, reputation systems that rate participants in terms of the quality of their contributions provide a readily available inventory of experts to knowledge seekers. Despite the growing interest in identities, however, there is little empirical research about how identities in the communities influence knowledge contribution. Therefore, the goal of this study is to better understand knowledge contribution by examining the roles of social capital and identity in virtual communities. Based on a theoretical framework of social capital and identity theory, we develop and test a theoretical model and evaluate our hypotheses. Specifically, we propose three variables such as cohesiveness, reciprocity, and commitment, referring to the social capital theory, as antecedents of knowledge contribution in virtual communities. We further posit that members with a strong identity (self-presentation and group identification) contribute more knowledge to virtual communities. We conducted a field study in order to validate our research model. We collected data from 192 members of virtual communities and used the PLS method to analyse the data. The tests of the measurement model confirm that our data set has appropriate discriminant and convergent validity. The results of testing the structural model show that cohesion, reciprocity, and self-presentation significantly influence knowledge contribution, while commitment and group identification do not significantly influence knowledge contribution. Our findings on cohesion and reciprocity are consistent with the previous literature. Contrary to our expectations, commitment did not significantly affect knowledge contribution in virtual communities. This result may be due to the fact that knowledge contribution was voluntary in the virtual communities in our sample. Another plausible explanation for this result may be the self-selection bias for the survey respondents, who are more likely to contribute their knowledge to virtual communities. The relationship between self-presentation and knowledge contribution was found to be significant in virtual communities, supporting the results of prior literature. Group identification did not significantly affect knowledge contribution in this study, inconsistent with the wealth of research that identifies group identification as an important factor for knowledge sharing. This conflicting result calls for future research that examines the role of group identification in knowledge contribution in virtual communities. This study makes a contribution to theory development in the area of knowledge management in general and virtual communities in particular. For practice, the results of this study identify the circumstances under which individual factors would be effective for motivating knowledge contribution to virtual communities.

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Effect of Health Education Program on the Ego-identity, Social problem-solving ability and Self-leadership of Health college students

  • Choi, Ye-Sook;Oh, Eun-Young
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.141-148
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    • 2017
  • In this paper, we propose that Health Education Program can be a competency strengthening program based on the training of excellent healthcare professional in the future by confirming that this paper is effective in improving social problem solving ability and self-leadership in health college students. Methods: This study was designed using the nonequivalent control group pre-posttest design. Sixty students were assigned either to the experimental group (30 students) or control group (30 students). Data were analyzed with $x^2-test$ and t-test using SPSS/WIN 20.0 program. Results: The experimental group showed significant higher scores for social problem-solving ability (t=2.12, p=.038) and self-leadership (t=2.91, p=.007) compared to the control group 5 weeks after the program finished was supported by significant differences in the scores between the two groups. Conclusion: These findings showed that the Health Education program has a significant effect on improving social problem-solving ability and self-leadership in nursing college students and the program can be used as a tool to promote the social problem-solving ability and self-leadership of Health college students. Further studies are warranted to examine long term effects of health education.