• Title/Summary/Keyword: Socializing

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An Exploratory Study on Modalities and Harmful Effects of 'Chinmokjil(Socializing Behavior)' (온라인 커뮤니티에서의 '친목질'의 행태와 폐해에 대한 탐색적 연구)

  • Jung, Seung-Hwan;Kim, Hee-Eun;Kim, Shinwoo
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1471-1480
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    • 2018
  • This study explored what the phenomenon of 'Chinmokjil(Socializing Behavior)', which online community is seriously wary of, implies and actually affects the online community. Interviews were conducted for 13 people who had experienced Chinmokjil in online communities, and the results were analyzed by qualitative analysis. First, Chinmokjil is conceptualized as 'privatization or privately organizing of online community' Second, the actual phenomenons of Chinmokjil are sub-categorized as 8 categories Third, the ultimate negative impacts of Chinmokjil are sub-categorized as 3 categories. Based on the results, it can be explained that the unique norms of communities in online are different from those in offline.

Instant Messaging Usage and Interruptions in the Workplace

  • Chang, Hui-Jung;Ian, Wan-Zheng
    • International Journal of Knowledge Content Development & Technology
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    • v.4 no.2
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    • pp.25-47
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    • 2014
  • The goal of the present study is to explore IM interruption by relating it to media choices and purposes of IM use in the workplace. Two major media choice concepts were: media richness and social influence; while four purposes of IM use were: organization work, knowledge work, socializing, and boundary spanning activities. Data (N = 283) were collected via a combination of convenience and snowball sampling of "computer-using workers" in Taiwan, based on the Standard Occupational Classification system published by the Taiwan government. Results indicated that media choice works better than purpose of IM use to explain IM interruption. Among them, social influence was the best predictor to IM interruption in the workplace. In addition, instant feedback and personalization provided by IM, and IM usage for the purposes of knowledge work and socializing, also relate to IM interruption in the workplace.

A Study on the Cultural Space for Socialization of Elementary School Students (초등학교 학생의 사회성발달을 위한 문화 공간 연구)

  • Kang, Jung-Hee;Lee, Jae-Rim
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.9 no.2
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    • pp.19-29
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    • 2010
  • Elementary school is the beginning step of personal relationships. However, the recent social phenomenon shows that the communication and intimate fellowship between the children are decreasing. This is due to the increase in Internet uses their parents' excessive protection caused by a low birthrate. School performs an important role in educating and socializing students. Students get intellectual and emotional satisfactions while they spend most of a day there. This research is aimed to understand cultural school environment for students, to help socializing and to improve the necessary cultural environment. Also, this research has guided to the understanding of the expanded socializtion, including improving school cultural environment for students and has presente the direction to improve the necessary cultural environment. The next was obtained from a survey of Elementary school students.

Streamer Motives and User-Generated Content on Social Live-Streaming Services

  • Friedlander, Mathilde B.
    • Journal of Information Science Theory and Practice
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    • v.5 no.1
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    • pp.65-84
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    • 2017
  • Three most popular information services, Periscope, Ustream, and YouNow, vicarious for all Social Live-Streaming Services (SLSSs), are investigated to analyze their streamers' motivations and the user-generated content. Additionally, we collected demographic data (gender and age). More than 7,500 streams by users from the U.S., Germany, and Japan were observed. Main streamer motivations on SLSSs are boredom, socializing, the need to reach a specific group, the need to communicate, and fun. Important content categories on all three SLSSs are chatting, sharing information, 24/7, and 'slice of life.' We were able to identify differences between users from the U.S., Germany, and Japan as well as between the users of Periscope, Ustream, and YouNow. The main motive to stream in the U.S. is to reach a specific group, while in Japan it is socializing, and in Germany boredom. The top content category for both, YouNow as well as Periscope, is to chat; on Ustream it is 24/7 (i.e., webcams).

Understanding Motivations and Engagement Outcomes of Social Media Television Coviewing

  • Wu, Di;Kim, Eunice Eun-Sil
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.1-13
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    • 2021
  • In today's media environment, TV programmers and advertisers must strive ever harder to attract the attention of audiences. Yet what may be even more crucial is engaging audiences in conversations on social media and nourishing stronger relationships. To provide insights into how to improve audience experiences through social media television coviewing (STVC) behaviors, this study investigates audience motivations for using social networking sites (SNSs) while watching sports program (i.e., social media television coviewing-STVC) and examines relationships between identified motivations and key audience engagement outcomes. The results reveal four motivations for STVC behaviors: sports-related interaction seeking, information seeking, convenience seeking, and socializing. Further, results reveal that sports-related interaction seeking, information seeking, and socializing motivations are significant predictors of satisfaction, investment, and commitment to the program. Audience engagement outcomes are not predicted, however, by convenience seeking or by variables pertaining to SNS-use regarding STVC behaviors.

Different Effects of Price Discounts on Game Purchase: Comparison between Single and Multi-Games (소비자들의 게임 이용에 가격할인이 미치는 영향; 싱글게임과 멀티게임 비교)

  • Choi, Kang-Jun;Hwang, Ji-Hyeon;Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.561-571
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    • 2021
  • As the game industry grows, the companies are promoting price discounts to increase game sales and profits. Consumers generally feel guilt when they are purchasing games. Previous studies argue that consumers feel less guilty and justify their consumption more easily when they are purchasing hedonic products at discounted price. In this study, we argue that there are different types of games; multi-game where consumers socialize each other and single games not supporting socializing. In the multi-game, consumers make social relationship which can provide substantial benefits. Since multi-games are promoting consumers' socializing expected to have those benefits. Although most of game consumptions bring a sense of guilty feeling, purchasing multi-game may not cause guilt much because the benefits of socializing justify the consumption. To support my hypothesis, we collect the data from global game platform Steam to analyze the relationship between price promotion and number of consumers. As a result, price promotion has significantly different relationship between multi-and single game. The results of this study suggest several managerial implications.

Social Network Anaylsis of Collaborative Activity in Rural Community - Case study of Hong-Dong area in Chungman Province, South Korea - (농촌 공동체 협업활동의 사회연결망분석 - 충남 홍성군 홍동 지역을 중심으로 -)

  • Hwang, Baram
    • Journal of Korean Society of Rural Planning
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    • v.23 no.2
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    • pp.9-17
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    • 2017
  • Rural development policy has changed from hardware based development to community revitalization. The purpose of this study is to analyze social network of collaborative activity among rural organizations as fundamental of community. The material used in this study is a record of collaborative activites in the community newsletter of Hong-Dong area. 161 of collaborative activities (links) and 75 of organizations (nodes) are investigated in network. 6 collaborative activity type ('Education', 'Socializing', 'Meeting', 'Culture', 'Event' and 'Labor') is classified. 'Socializing' is inclusive of approximately half of whole network (50.67%). Closeness centraization, degree centralization and betweenness centralization are measured on top in 'Education', 'Meeting' and 'Event' type. Scatter plot analysis using degree and betweenness centrality index, 'Maeul Revitalization Center', 'Balmak Library', 'Woori-Maeul Medical Co-op', 'Support Center for Female Farmers', 'Hongdong Middle School' and 'Mundang Sustainable Agriculture Education Center' are resulted as the core organization in network. Geographical distribution of collaborative activity is not only concentated in Hong-Dong Myeon but also networked with adjacent administrative district. This study finds its purpose in the detailed analysis of network characteristics of collaborative activity within Hong-Dong area which is representative developed rural community in Korea.

The Effects of Social Activity Types on the Happiness of Korean Older Adults by Age Groups (노년기 연령집단에 따라 사회활동 유형이 행복감에 미치는 영향)

  • Kim, Jung-Hyun;Chun, Miae
    • 한국노년학
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    • v.38 no.2
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    • pp.329-349
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    • 2018
  • The objective of this study is to examine whether there are differences in participation in social activities and the effects of social activity types on the levels of happiness of the Korean older adults by age groups. The 5th wave(2014) of the Korean Longitudinal Study of Ageing (KLoSA) was used and a total of 3,273 elderly were selected from the 5th wave, who were 65 years old and older and who were not living with their offsprings. Chi-square test, ANOVA, and hierarchical multiple regression analysis were used. The rate of participation in economic activities declined with age and the levels of participation in leisure activities was higher in the young-old group in comparison to the middle- and the oldest- old groups. The levels of participation in family activities was higher in the middle- and the oldest-old groups in comparison to the young-old group. Socializing activities and religious activities measured by the frequencies of activities were not significantly different among the age groups. The results of a regression analysis of social activity types and their effects on happiness by age groups are the followings: 1) Leisure, socializing, religious, and family activities all (with the exception of economic activities) significantly affected the level of happiness of older persons in the young-old group. 2) However, only socializing and family activities in the middle-old age group, and only family activities in oldest-old group, had a statistically significant impact on the levels of happiness. These results support that the rates of participation in the five types of social activities and their effects on the levels of happiness were different by age groups. The implication of this study was to report that needs and the interests of older individuals are different by age groups based on empirical evidences.

Effects of Facebook on Language Learning

  • SUNG, Minkyung;KWON, Sungho
    • Educational Technology International
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    • v.12 no.2
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    • pp.95-116
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    • 2011
  • This study examines effects of Facebook on language learning in terms of facilitating interaction and collaboration by applying Facebook in a Korean language class. Forty one exchange students from seventeen countries who participated in the study used Facebook to exchange information and complete group projects. Results show that Facebook was effective in sharing class materials, engaging in class community and collaborating to complete assignments. Students also comment that socializing with peers was helpful, yet more activities and discussion to draw active participation is needed. This study also points out the important role of instructors who implement social media and manage the class.

Factors Associated with the Time Use in Leisure Activity and Social Gathering of the Youth - Focused on the Effects of Engaging Role Types of the Youth - (청년의 여가시간과 교제시간에 대한 영향요인 탐색 -청년 역할유형의 영향을 중심으로-)

  • Joung, Eun-Hee;Joo, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.623-639
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    • 2020
  • This study explores the factors associated with the amount of time use in leisure and social gathering activities. The analysis shows that the engaging role types of the youth, for example housekeeping and care giving, or working on the paid job are associated with the amount of time use in leisure activities. However, the factors related to time use in social gathering activities are the engaging role types of youth as well as the socializing opportunity. Compared to the other role types of the youth, the youth who are preparing for a job and is not engaged in employment, education, and training(NEET) spend more time in media leisure, travel and cultural activities, sports and reports activities, however spend less time in social gathering compared to students. The youth who have a job spend the least time in all of the leisure activities except travel and cultural activities for a weekend. Policy should remove the barriers in leisure activities and increase the opportunities for socializing.