Journal of Korea Society of Industrial Information Systems
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v.23
no.1
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pp.109-122
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2018
Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.13
no.5
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pp.131-154
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2018
While strong investments on startup and venture ecosystem prosper worldwide, growing interest on nurturing startup ecosystem in Korea is also on its way. However, korean entrepreneurial ecosystem currently results few successful business models with those continuous development of itself compared to the one in China, which is breeding more than 50% of unicorns internationally. Accordingly, this study examined how people in the venture ecosystem, especially in IT industry feel about themselves and startup itself and compared startup ecosystem in Seoul, Korea to the one in Chengdu, China considering each of economic, social and administrational environment. The study tried to provide an implication about the future orientation of Korea's starup and venture ecosystem to policy makers and the ones inside the environment to make a better one. Therefore, the study choose Seoul, Korea and Chengdu, China as geological specimens of startup ecosystem and conduct qualitative study by interviewing selected ones who work in startup incubator, accelerator specified to IT industry and started their own business in IT industry funded by startup reward program. The study categorize the result in social, economic, and administrative parts and screens whether the interviewees from both Korea and China have similar opinions toward each of questions and can be translated to have tendency or not in each part of study. According to the study, the national recognition of startup should be moved from means of maintenance such as restaurants, franchise business to IT startup especially based on software business for the sustainable flourish in Korean venture ecosystem. Investors including accelerator, Angel investors and VCs should be less risk-aversion and therefore prefer stake purchase to solely giving subsidies. The role of governors should be limited to be a middleman of the network, connecting each people in need inside the ecosystem and their reward program should focus on nurturing the growing ones, not just multiplying the numbers of startups to expand the size of entrepreneurial ecosystem. Since this study indicated that entire revision of startup ecosystem should be applied to make a better one, it could be used to design future entrepreneurial infrastructure and the ways of activating startup ecosystem elsewhere in Korea.
This study is aimed at examining the rights of students who are under social work field practicum, as trainees, in the aspect of the rights to learn and the rights to work, in particular. This study utilized FGI method, and a total of 18 trainees participated. As a result, awareness of students who joined social work field practicum was reduced to five categories in total and 19 sub-categories. The results is as following. First, social work field trainees did not aware of their rights. Second, the field trainees were taking the role with double positions as a trainee and a worker, and experiencing confusion and difficulties thereof. Third, they were not provided proper instructions as trainees, and feeling burden therefrom. Fourth, even though the students were providing actual labor at the field, they felt anxiety and unfairness because they were not properly protected when they were faced with issues regarding reasonable reward and safety. Fifth, due to such difficulties, students were demanding that field organizations and schools make positive efforts to improve awareness about protection of the rights. Based on such results, offered basic data for field training improvement plans and intended to explore alternative plans for improvement of social work field practicum.
This paper is a theoretical attempt to analyze and understand Yeonjulmang and Yeongyeolmang, which are terms for social networks with negative and positive connotation respectively in Korean Sociology. To do that, we analyze a social network where unilateral help are reciprocated. A social network in this context is a network where the past behaviors of its members are transmitted. With the information how the members behaved before, a social norm can emerge in the network, which facilitate the indirect reciprocation of unilateral help. In this norm, an agent's helping now will be rewarded by his being helped in the future. Since the reward happens in the future, this norm may not be sustained even if it is efficient. To sustain the reciprocation of the help, a norm can evolve to punish the violation of the norm more severely. If the punishment becomes too severe, the reciprocation of the help can be sustained even if it is not efficient any more in that the cost of help exceeds the benefit. If we allow the exit of the network, members have incentive to do it as belonging to the network is not beneficial any more. Then the social network may collapse. To avoid the collapse of the network, the exclusive norm, which exclude even mutually beneficial relationship with outsiders, may emerge. This can explain the emergence of Yeonjulmang, or a closed network, which is inefficient in double senses; 1) it may sustain inefficient reciprocation of help, and 2) the mutually beneficial relationship is excluded between an insider and an outsider of the network.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.97-105
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2022
This study deals with the credibility of citizens when investing in uncertain project companies, as well as the Social Performance Compensation Project (SIB) and the IT sharing economy. This allows the convergence of the three sectors to address investment inequalities in economic effectiveness and social security. Activates the model of the overall Social Impact Bond (SIB) process that successfully activates the exchange of information. The empirical presentation of the operations and techniques for social IT service finance examines how the innovation ecosystem can be created with social performance and reward projects. The analysis shows that small sharing institutions or citizens can participate directly to create the ability to connect with private investors, identify the possibility of recognizing non-shared barriers to participation, and show the great impact of citizen trust in IT sharing projects in uncertain areas. As a result, for the sake of social sharing and IT cooperation promoted by the City of Seoul, before the project has the ability to design directly, it will be responsible for reliability and safety in the planning of the project. Therefore, non-shared citizens can also participate in the platform that has been effectively constructed and created.
As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.
The purpose of this study was to identify the specific and empirical contents in terms of first-married stepmother about her stress and efforts to adapt to her stepfamily. This studies relied on the qualitative research method in order to approach stepmother's subjective experience. There were 6 stepmother respondents who were 6 first-marrieds living in Seoul or Kyoungki area. The data was collected by in-depth personal interview.‘Open coding process’, a part of grounded theory procedures were used to analyzed the data. The major findings can be summarized as follows: 1. When focused o stressors, the stress of stepmothers were categorized into 4 categories. Those were the following: 1 When focused on stressors, the stress of stepmothers were categorized into 4 categories. Those were the following: (1) Stepmother's own problem such as stepmother' identity problem; (2) Problems within stepfamily such as problems about relations with husbands, stepchildren, and her own children; (3) Problems of stepmother family's kin such as relational problems with former spouses, in-laws, and her parent; (4) Problems of social relationship such as isolation and alienation in social relationship and neighbors' prejudice about stepmother. 2. In overcoming stress from stepfamily life and adapting to it, 4 categories were identified as important. Contents of 4 categories were such like this: (1) Stepmother's own efforts - (a) give a positive meaning to marriage or remarriage (b) flexible personality (c) situation-accepting attitude (d) exclusive management of household income (e) job (f) perseverance for time to adaptation; (2) Positive feedback within stepfamily - (a) supportive husband (b) sense of unity as a couple (c) psychological reward from stepchildren (d) existence of stepmother's own child (e) behavior for family solidarity (f) family-centered religious life; (3) Stepfamily's relationship with former spouses such as breakdown in relationship with ex-wives or ex-husbands; (4) Support from stepmothers' kin and people in social network with stepmothers. It was concluded that to reduce stress and to help adapt to stepfamily, stepmother should make an effort, and that her stepfamily and her kin should cooperate and support. In addition, negative stereotype of stepmother and stepfamily should disappeared. It was suggested that studies on stepfamily should be vitalized and that programs for preparing remarriage and counseling for stepfamily should be spread.
The main purpose of this study is to examine the rewards for "Family Care" from the Japanese Long-Term care policy, to investigate the effects of "The commodification of Family Care" after the introduction of "The Long-Term Care Insurance", and to find out the institutionalization of reward system for "Family Care". First of all, the socialization of "The Long-Term Care" is redefined to be the commodification of family care in this study. Based on this definition, the commodification of family care and the government's involvement are analyzed in conjunction with considering the role of family in the process of Long-Term Care supply, the social evaluation for family care, the family carers' home environment and the position in the labor market. In result, the commodification structure of family care in the Japanese Long-Term Care policy is found, and it helps to understand the reason why the cash payments was just partially introduced.
In this study, the changes in fashion consumption culture in the post-COVID-19 era were examined through big data analysis. Considering that the Chinese market plays a pivotal role in the global fashion industry, big data was collected in the most famous and professional fashion network in China, LADYMAX.cn. As a result of text mining and social network analysis, three major changes were identified as the emerging fashion consumption culture in the post-COVID-19 era. First, as a trend in new media consumption, COVID-19 disease and the development of digital technology tended to encourage consumers to put more importance on the relationship between bloggers and fans than previously. Second, as a trend in reward consumption, consumers tended to be rewarded for their hard work to relieve and comfort their high stress caused by spending a long time worrying about the prolonged COVID-19 situation. Third, as a trend in home-economy consumption, consumers tended to prefer homewear and sportswear more because they were spending longer times at home as the social distancing period was prolonged.
The present research examined the interesting but less attended effects of pride- and surprise-tagged money on consumers' spending decisions. Focusing on the unexpected money received in their daily life, we explored recipient's judgments and responses toward pride-tagged money versus surprise-tagged, and identified differences in types of recipient's consumption and spending behaviors between the pride- tagged money and the surprise-tagged money. Consumers tend to use the money associated with pride (vs. surprise) to reward their invested effort; as a result, they were more likely to buy a personal gift. Moreover, in the context of self-gift, consumers with pride-tagged money have showed a bigger positive difference between the intent to buy individual self-expressive products and the intent to buy social self-expressive products than those with surprise-tagged money. And the receipt of pride-tagged money activates motivation to express one's individual self. Consumers who have received a sum of extra money tend to add the money into the current spendable income account and broaden the array of product category. And consumers with high arousal level of surprise triggered by receiving a sum of unpredictable money because of good luck show a smaller difference between the intent to buy individual self-expressive product and the intent to buy social self-expressive product than those with low level arousal in pride. Therefore, marketers should advertise their products in the respects of individual self-expression when their customers have pride-tagged money, and should advertise their products in the respects of social self-identity when they have surprise-tagged money by winning a large sum of unpredicted money like lottery winning.
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