• Title/Summary/Keyword: Youth play

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A Study on the Text of Conflict-Oriented Youth Play Education (배봉기 희곡에 드러난 청소년의 갈등 양상 연구)

  • Oh, Pan-Jin
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.137-161
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    • 2020
  • In this article, I examined the conflict of youth reflected in Bae Bong Ki's plays based on theory of 'conflict'. Bae Bong Ki has been questioning the 'youth rights' in determining the content of performances, along with 'the magnetic field of college entrance examination' where most of the youth feel under huge pressure in his play. In the and , I focused on the students with the highest grade and the students with the lowest grade in the context of university entrance examination. Students who are struggling to keep the grades up are captured in this play as the educational reality of adolescents in distress. The situation of the top and bottom students is different, but both top and bottom students were too stressful to go to school. And 'the rights of the youth in deciding the content of the performance' in was a difficult topic because it collides with the right for the teacher to educate. It is expected that many plays will be created reflecting the conflict of youth in the future, and youth theater as well as discussions upon it will be enriched.

A Study on the Acceptance of Pop Musician's Image among Korean Adolescent: - Focusing on Subculture, Fan Costume play - (대중가수 이미지의 청소년 수용에 관한 연구 -팬코스프레 집단을 중심으로-)

  • 한자영;유송옥
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.5
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    • pp.570-581
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    • 2004
  • The purpose of this study is to analyze the acceptance and interpretation of pop musician's image in the Korean youth subculture, Fan Costume play(Fancos). Fancos subculture took the most active attitude to accepts of the pop musician's image and therefore was assumed to have various and differential acceptance aspects. The ethnographic method was used in order to approach more closely from their point of view. The cultural activity of Fancos subculture was imitation and reappearance of pop musician's appearance. Actually Fancos is a kind of fan-culture which idolized Korean pop music star. The acceptance of musician's appearance in Fancos is found out in two aspects. One is passive acceptance aspects that inforces conformity of star fashion and follows servilely ideal body image which promoted by cultural industry. The other is unique acceptance aspects that Fancos members interpret the musician's image in their own way. Those members experience pleasure through their own meaning. And homology of their appearance makes a distinction between of themselves from other youth and intensifies their group identity. As above analyzed, Fancos subculture has differential acceptance of pop music star's image comparing to other youth and even their stylistic appearance reflects not only their fandom but also their own meaning. Consequently, pop musician's image as a popular cultural text is accepted not equal to all populace but dissimilar along with contexts and trails of the acceptance group.

Psychedelic Image expressed in costume (복식에 나타난 싸이키델릭 이미지)

  • 안선경;양숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.1
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    • pp.147-158
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    • 1999
  • This study focused on situational simularity of psychedelic expressed in the mid-1960s with culture including costume in the end of 20th century. So this study is composed of psychedelic concept and the comparision of temporal background and general characteristics of psychedelia in the 1960s and 1990s and relationship with Art-Nouveau which has originated psychedelia and psycheelic image including mysticism play illusionism and narcissism. The New psychedelic revival of the early 1980s came at a time when as in the mid-1960s the world's attentions were firmly focused on British youth. The same could be said of the mid-1990s when 'BriPop' once again has international appeal and the result has been a kind of New New Psychedelic revival with all manner of British youth styles from the 1960s blended together. The swirling patterns hallucinogenic colors and space-aged designs of the psychedelics have become a symbolic representation of cocktail of youth sex and optimism

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The Role of Children in Daesoon Jinrihoe, a Korean New Religion

  • PALMER, Susan J.;GREENBERGER, Jason
    • Journal of Daesoon Thought and the Religions of East Asia
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    • v.1 no.1
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    • pp.81-102
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    • 2021
  • This study attempts to investigate the role of children in the Korean new religious movement, Daesoon Jinrihoe. The research method combined archival studies with qualitative research; interviews with two members involved in educating youth through the establishment of Youth Camps and Donggeurami, the order's youth magazine. Our four research questions were: 1. Do children play a central role in the millennial vision of this NRM? 2. Are children separated from the world? 3. Have Daesoon childrearing methods been challenged by secular authorities or anticult groups? 4. Are there procedures to educate children in the religious beliefs and values of their parents and the community? Our results found that Daesoon Jinrihoe appears to be a religion designed for adults. Children do not usually participate in religious activities. On the other hand, since 2005 there has been a strategic effort to educate the children in the faith of their parents, through the establishment of Youth Camps and the youth magazine, Donggeurami.

Convergence study to improve a game regulation for youth (청소년 게임 규제 정책 개선을 위한 융합적 연구)

  • Kim, Yu-Na;Lee, Hwan-Soo
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.59-67
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    • 2015
  • As online game addiction of youth becomes a serious social problem, various regulations restricting their game play have been introduced. However, it is considered that forced shut-down, selective shut-down, and other regulations have no effect, and theoretical debates about the necessity of regulations also continue. Therefore, this study theoretically re-examines the necessity of youth game regulations by the discussion on domestic and international policy trends and existing research. In order to confirm empirical evidence of the effectiveness of regulations, this study compares and analyses the change of youth's game play time and patterns before and after the regulations. According to the results, the effect of the regulations is inadequate so this study proposes reasonable improvement ways of them through convergent approach including legal, political, and technological perspective.

An Ethnographic Study on CosPlay Group in Korea II - Analysis on CosPlay Culture in Korea and Japan - (한국 코스프레 집단의 문화기술지적 연구 II - 한국과 일본의 코스프레 문화에 대한 비교 분석 -)

  • Koh, Ae-Ran;Shin, Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.14 no.1
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    • pp.1-15
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    • 2006
  • This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.

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A Review on Brain Imaging Studies of Suicide in Youth (청소년기 자살에 대한 뇌영상 연구)

  • Lee, Suji;Kim, Shinhye;Yoon, Sujung
    • Korean Journal of Biological Psychiatry
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    • v.28 no.2
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    • pp.36-49
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    • 2021
  • Suicide is a leading cause of death worldwide, especially among adolescents and young adults. Considering this fact, it is imperative that we understand the neural mechanisms underlying suicidal thoughts and behaviors in youth from a neurodevelopmental perspective. In this review, we focused on the magnetic resonance imaging studies that examined the neural correlates of suicidal ideations (SI) or attempts (SA) in youth. We reviewed twenty-three cross-sectional studies reporting the structural and functional alterations in association with SI or SA among adolescents and young adults with various mental disorders. The previous literature suggests that the dorsolateral prefrontal cortex, anterior cingulate cortex, and ventral frontolimbic circuit, may play an important role in the pathophysiology of suicidal behavior in youth through altered top-down control over emotion and impulsivity. Future studies with a longitudinal design and using multimodal imaging techniques may be of help to identify novel therapeutic targets specific for youth with suicidal thoughts and behaviors.

Differences between Design Guidelines and Use Behavior abort Play Facilities of Children\\` Playguound in Multi-Family Housing Site (공동주택단지 어린이놀이시설의 설계의도와 이용형태와의 차이점)

  • 김홍규;노정실;고원용
    • Journal of the Korean Institute of Landscape Architecture
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    • v.24 no.4
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    • pp.39-58
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    • 1997
  • This study aims to find out differences between designer's design guidelines and user's actual behavior about play facilities of children playground in multifamily housing site by using the method of Post-Occupancy Evaluation. Korea National Housing Cooperation developed the 18 play facilities and constructed them into children' playground of Bun-dong and Junggae-dong housing site in Seoul. The results are as follows: First, user's behaviors which differed from designer's guidelines were influenced by mechanical and technical problems rather than design. Second, users adjusted their brahvior to play facilities which have a little operational problems. Third. users tried to make dangrous activity instead of designer's guidelines based on the safety. It infers that users want to make creative activities from play facilities. Fourth. designers should have developed play facilities for infants and youth. Fifth. users liked to play more complicated play facilities rather than single facility.

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Factors of the Happiness of Youth Generations by Work-Life Balance: A Cross-National Comparison Utilizing the Better Life Index and World Value Survey (청년세대의 일-삶 균형 수준과 행복 요인: OECD '더 나은 삶의 지수(Better Life Index)'와 '세계가치관조사(World Value Survey)'를 활용한 다국가 비교)

  • Park, Mee Sok;Kim, Mi Young;Kim, Kyoung-A;Chun, JeeWon
    • Journal of Family Resource Management and Policy Review
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    • v.23 no.2
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    • pp.79-97
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    • 2019
  • This study aimed for in-depth observation of the status quo of the youth generation's happiness utilizing the Better Life Index and the World Value Survey. To serve this purpose, the study selected 11 of the Organization for Economic Cooperation and Development(OECD) member countries (Australia, Estonia, Germany, Japan, Korea, Mexico, New Zealand, Poland, Sweden, Turkey, United States) that overlapped with the subject countries of the World Value Survey. The results of the observation first revealed that among the work-life balance levels of youth generations from across the 11 studied countries, the level for Korean youth was in a very poor state. Second, the happiness level of Korean youth also sat among the bottom ranks, with the aspects of politics, friendship, and career casting a heavy influence on importance to life; specifically, the youth generations of Turkey and Germany showed high levels of life purpose, while Korean youth displayed outstanding results in the challenge aspect. The third finding of this study reported that family, religion, power, benevolence, and challenge were commonly related to the happiness level of youth generations in countries with a higher work-life balance. The results of this study are expected to contribute to the much needed attention and support for improving the happiness level of the Korean youth generation, who will eventually play the leading role in our future society.

A study on the formation of Youth's Fashion based on Street Fashion (스트리트 패션을 근원으로 한 영 패션의 형성에 대한 연구)

  • 신혜영
    • Journal of the Korean Society of Costume
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    • v.27
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    • pp.5-16
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    • 1996
  • In today's fashion Street is a birthplace of new generation fashion and Street Fashion have frequently influenced on high fashion. From this view point this study is a meaningful approach to forecast future fashion trend by examining the street style of youth who are regarded as Street Fashion leaders. The purpose of this study is to examine the Youth Fashion style in early 1990s and to pro-vide a reference to fashion designer and mer-chandiser in trend forecasting and product plan-ning. This study is focused on 1990s Youth Fashion style through the historical Street Fashion : 1950s Teddy boys & Mods 1960s Hippies & Skinhead and 1970s Punk. There were mainly two popular Street Fashion phenomena in early 1990s. There were mainly two popular Street Fashion phenomena in early 1990s. One is grunge fashion created by new gener-ation in opposition to existing generation society and impacting on hish fashion leaders. The other is Remix style that is mixed : sub culture fashion originated by young group in 1950-1970s with 1990s sensitivity. Both fashion styles origionated and led by youth of street have influenced on famous high fashion designeres as well as the general public. Street Fashion will continue to play an import-ant role in future fashion and more study and interest on Street Fashion should be taken by fashion forecaster and related.

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