• 제목/요약/키워드: environment involvement

검색결과 303건 처리시간 0.028초

농촌여성(農村女性)의 건강실태(健康實態)에 관한 연구(硏究) (The Health Status of Rural Farming Women)

  • 박정은
    • 농촌의학ㆍ지역보건
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    • 제15권2호
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    • pp.97-106
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    • 1990
  • 1. Background Women's health and their involvement in health care are essential to health for everyone. If they are ignorant, malnourished or over-worked, the health &-their families as well as their own health will suffer. Women's health depends on broad considerations beyond medicine. Among other things, it depends upon their work in farming. their subordination to their families, their accepted roles, and poor hygiene with poorly equipped housing and environmental sanitation. 2. Objectives and Contents a. The health status of rural women : physical and mental complaints, experience of pesticides intoxication, Farmer's syndrome, experiences of reproductive health problems. b. participation in and attitudes towards housework and farming c. accessibility of medical care d. status of maternal health : fertility, family planning practice. induced abortion, and maternal care 3. Research method A nationwide field survey, based on stratified random sampling, was conducted during July, 1986. Revised Cornell Medical index(68 out of 195 items). Kawagai's Farmers Syndrome Scale, and self-developed structured questionnaires were used to rural farming wives(n=2.028). aged between 26-55. 4. Characteristics of the respondents mean age : 40.2 marital status : 90.8% married mean no. of household : 4.9 average years of education : 4.7 yrs. average income of household : \235,000 average years of residence in rural area : 36.4 yrs average Working hours(household and farming) : 11 hrs. 23 min 5. Health Status of rural women a. The average number of physical and mental symptoms were 12.4, 4.7, and the rate of complaints were 22.1%, 38.8% each. revealing complaints of mental symptomes higher than physical ones. b. 65.4% of rural women complained of more than 4 symptoms out of 9, indicating farmer's syndrome. 11.9 % experienced pesticide overdue syndrome c. 57.6% of respondents experienced women-specific health problems. d. Age and education of respondents were the variables which affect on the level of their health 6. Utilization of medical services a. The number of symptoms and complaints of respondents were dependent on the distance to where the health-care service is given b. Drug store was the most commonly utilized due to low price and the distance to reach. while nurse practitioners were well utilized when there were nurse practitioner's office in their villages. c. Rural women were internalized their subordination to husbands and children, revealing they are positive(93%) in health-care demand for-them but negative(30%) for themselves d. 33.0% of respondents were habitual drug users, 4.5% were smokers and 32.3% were alcohol drinkers. and 86.3% experienced induced-abortion. But most of them(77.6%) knew that those had negative effects on health. 7. Maternal Health Care a. Practice rate of contraception was 48.1% : female users were 90.9% in permanent and 89.6% in temporary contraception b. Induced abortions were taken mostly at hospital(86.3%), while health centers(4.7%), midwiferies(4.3%). and others(4.5%) including drug stores were listed a few. The repeated numbers of induced abortion seemed affected on the increasing numbers of symptoms and complaints. c. The first pre-natal check-up during first trimester was 41.8%, safe delivery rate was 15.6%, post-natal check-up during two months after delivery. Rural women had no enough rest after delivery revealing average days of rest from home work and farming 8.3 and 17.2. d. 86.6% practised breast feeding, showing younger and more educated mothers depending on artificial milk 8. Recommendations a. To lessen the multiple role over burden housing and sanitary conditions should be improved, and are needed farming machiner es for women and training on the use of them b. Health education should begin at primary school including health behavior and living environment. c. Women should be encouraged to become policy-makers as well as administrators in the field of women specific health affairs. d. Women's health indicators should be developed and women's health surveillance system too.

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사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로 (A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore)

  • 정승기;이기호;이인성;김진우
    • Asia pacific journal of information systems
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    • 제19권2호
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 - (A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective -)

  • 신영철;정승렬
    • 인터넷정보학회논문지
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    • 제14권5호
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    • pp.101-117
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    • 2013
  • 오늘날 온라인 콘텐츠 시장이 위축되고 모바일 콘텐츠 시장이 활성화 되는 시점에서 온라인 콘텐츠시장에서 성공과 매출증대를 위해서는 어떠한 노력이 필요한가? 온라인 콘텐츠 사업에 관련된 연구에서는 고객 충성도의 증가가 사업 성공의 주요한 요인임을 제안하고 있다. 온라인 환경에서 사용자 행동에 대한 연구에 따르면, 이용자는 온라인서비스를 이용하면서 몰입(Flow)을 경험하게 되며, 몰입 상태에 이르면 이용자는 서비스를 지속적으로 이용하게 된다. 온라인 게임에 대한 고객충성도가 높다는 것은 이 온라인 게임을 앞으로도 계속 이용하겠다는 의지가 높다는 것을 의미한다. 이에, 본 연구에서는 소비자가 온라인 게임을 플레이하면서 자연스럽게 몰입을 할 수 있는 요소가 무엇이며, 게임의 재미를 더 할 수 있는 온라인 게임의 속성이 무엇인지를 밝히며 이러한 요소들이 고객 충성도를 높이기 위한 중요한 요소임을 검증하고, 온라인 게임을 개발 또는 서비스하는 업체의 매출증대를 위하여 소비자가 원하는 재미있는 게임의 중요 요소가 무엇이며 어디에 촛점을 맞추어 개발을 진행해야 하는지 방향성을 제시하는데 목적이 있다고 할 수 있다.

Bacillus sp. MR2에 의한 망간단괴의 생물용출 (Bioleaching of Mn(II) from Manganese Nodules by Bacillus sp. MR2)

  • 최성찬;이가화;이홍금
    • 미생물학회지
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    • 제45권4호
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    • pp.411-415
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    • 2009
  • 비황화광물인 망간단괴에서 일부 미생물은 비효소학적 과정을 통해 간접적으로 망간(II)을 용출시킬 수 있다. 이때 환원적 용해를 일으킬 수 있는 대사산물의 생성을 위해 제공되는 탄소 및 에너지원인 glucose, sucrose, galactose 등은 생물용출 기술의 장점인 경제성을 저하시키는 원인이 되고 있다. 본 연구에서는 저렴한 탄소 및 에너지원으로 corn starch를 이용하면서 망간(II) 용출능력을 지닌 종속영양 미생물로서 Bacillus sp. MR2에 의한 망간(II)의 용출 특성을 알아보았다. 망간(II)의 용출은 MR2의 생장에 수반되어 일어났으며[25.6 g Mn(II) $kg^{-1}$ nodule $day^{-1}$], 24시간 이후에는 생성된 망간(II)의 일부가 망간단괴 입자에 다시 흡착되는 경향을 보였다. 분쇄물을 dialysis tube (MWCO 12,000)에 넣어 MR2와의 접촉을 막았을 때도 유사한 정도의 결과[24.6 g Mn(II) $kg^{-1}$ nodule $day^{-1}$]를 보여 세포와 망간단괴의 직접적 접촉이 필요 없이 세포외 분비물질에 의해 환원적 용해가 일어남을 알 수 있었다. 실험에 적용된 영향요인들의 범위에서 최적 용출조건을 분석한 결과, $25\sim35^{\circ}C$, pH 5~7, 접종밀도 1.5~2.5% (v/v), 분쇄물의 농도 2~3 g/L 및 입자크기 <75 ${\mu}m$일 때가 가장 효율이 높았다. 비록 입자의 크기가 작을수록 망간(II) 용출속도가 증가했지만 분쇄에 더 많은 에너지가 요구되므로 경제성을 고려한다면 <212 ${\mu}m$가적절한 수준으로 제시될 수 있었다. 이상의 효율적인 망간단괴의 용출 조건 규명은 기존의 물리화학적 금속 회수기술에 비해 적은 비용과 에너지가 요구되는 환경친화적 생물용출 기술의 진보에 도움을 줄 것으로 기대된다.

인도네시아 현대미술에 있어서의 설치미술 - 미디엄과 사회적 공간을 위한 탐색 (Installation Art In Indonesian Contemporary Art; A Quest For Medium and Social Spaces)

  • A. 릭릭 쿠스마라
    • 미술이론과 현장
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    • 제5호
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    • pp.217-229
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    • 2007
  • Many historical research and facet about modern art in Indonesia which formulating background of contemporary Indonesian Art. Indonesian art critic Sanento Yuliman states that Modern art has been rapidly developing in Indonesia since the Indonesian Independence in 1945. Modern Art is a part of the super culture of the Indonesian metropolitan and is closely related to the contact between the Indonesian and Western Cultures. Its birth was part of the nationalism project, when the Indonesian people consists of various ethnics were determined to become a new nation, the Indonesian nation, and they wished for a new culture, and therefore, a new art. The period 1960s, which was the beginning of the creation and development of the painters and the painters associations, was the first stage of the development of modern art in Indonesia. The second stage showed the important role of the higher education institutes for art. These institutes have developed since the 1950s and in the 1970s they were the main education institutes for painters and other artists. The artists awareness of the medium, forms or the organization of shapes were encouraged more intensely and these encouraged the exploring and experimental attitudes. Meanwhile, the information about the world's modern art, particularly Western Art; was widely and rapidly spread. The 1960s and 1970s were marked by the development of various abstractions and abstract art and the great number of explorations in various new media, like the experiment with collage, assemblage, mixed media. The works of the Neo Art Movement-group in the second half of the 1970s and in the 1980s shows environmental art and installations, influenced by the elements of popular art, from the commercial world and mass media, as well as the involvement of art in the social and environmental affairs. The issues about the environment, frequently launched by the intellectuals in the period of economic development starting in the 1970s, echoed among the artists, and they were widened in the social, art and cultural circles. The Indonesian economic development following the important change in the 1970s has caused a change in the life of the middle and upper class society, as has the change in various aspects of a big city, particularly Jakarta. The new genre emerged in 1975 which indicates contemporary art in Indonesia, when a group of young artists organized a movement, which was widely known as the Indonesian New Art Movement. This movement criticized international style, universalism and the long standing debate on an east-west-dichotomy. As far as the actual practice of the arts was concerned the movement criticized the domination of the art of painting and saw this as a sign of stagnation in Indonesian art development. Based on this criticism 'the movement' introduced ready-mades and installations (Jim Supangkat). Takes almost two decades that the New Art Movement activists were establishing Indonesian Installation art genre as contemporary paradigm and influenced the 1980's gene ration like, FX Harsono, Dadang Christanto, Arahmaiani, Tisna Sanjaya, Diyanto, Andarmanik, entering the 1990's decade as "rebellion period" ; reject towards established aesthetic mainstream i.e. painting, sculpture, graphic art which are insufficient to express "new language" and artistic needs especially to mediate social politic and cultural situation. Installation Art which contains open possibilities of creation become a vehicle for aesthetic establishment rejection and social politics stagnant expression in 1990s. Installation art accommodates two major field; first, the rejection of aesthetic establishment has a consequences an artists quest for medium; deconstruction models and cross disciplines into multi and intermedia i.e. performance, music, video etc. Second aspect is artists' social politic intention for changes, both conclude as characteristics of Indonesian Installation Art and establishing the freedom of expression in contemporary Indonesian Art until today.

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주거빈곤기간이 청소년의 주관적 행복감에 미치는 영향 (The effects of housing poverty on adolescents' subjective well-being)

  • 임세희;김선숙
    • 한국아동복지학
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    • 제56호
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    • pp.133-164
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    • 2016
  • 본 연구는 아동기의 주거빈곤기간이 청소년의 주관적 행복감에 어떻게 영향을 미치는지 확인하고자 한다. 특히 기존연구를 통해 청소년의 주관적 행복감의 주요 영향요인으로 알려져 있는 가족관계나 또래관계, 그리고 학교적응이 주거빈곤기간과 청소년의 행복감 사이를 매개하는지 살펴보고자 한다. 이를 통해 아동 청소년이 행복한 사회가 되기 위한 사회적 노력의 일환으로써 주거복지정책은 어떠한 방향으로 수립되어야 하는지 기초자료를 제공하고자 한다. 이를 위하여 한국복지패널 제1,4,7차년도 자료를 이용하였으며, 7차년도 아동부가조사에 최종 조사 완료한 512명의 고등학교 연령대 청소년을 대상으로 하였다. 분석을 위하여 구조방정식 모형을 사용하였으며, 주거빈곤기간은 최저주거기준미달기간과 주거비과부담기간을 통해 측정하였다. 매개변수로 사용한 가족관계는 부모의 교육참여, 부모의 지도 감독, 가족갈등을 통해 측정하였으며, 학교적응은 학교환경과 학교유대감, 그리고 또래관계는 친구애착과 친한 친구의 또래애착으로 측정하였다. 종속 변수는 청소년의 주관적 행복감 척도를 통해 측정하였으며, 청소년의 성별과 가구소득의 영향을 통제하였다. 분석 결과, 최저주거기준미달 기간이 길수록 가족관계와 청소년의 주관적 행복감에 부정적 영향을 미치는 것으로 나타났다. 또한 최저주거기준미달로 인한 부정적 가족관계는 청소년의 학교 적응과 또래관계에도 영향을 미쳐 청소년의 주관적 행복감에 부정적 영향을 주고 있었다. 주거비과부담기간의 경우 주거비과부담기간이 길어질수록 아동의 주관적 행복감이 직접적으로 부정적 영향을 받았다. 요컨대 최저주거기준미달기간의 경우 가족관계를 통한 간접적 효과가 있는 반면에 주거비과부담기간의 경우 아동의 주관적 행복감에 직접적으로 부정적 효과가 확인되었다. 주거빈곤기간이 길수록 아동권리보장의 최종상태라 할 수 있는 주관적 행복감에 부정적이라는 본 연구결과는 아동 청소년 가구의 주거빈곤문제를 감소시키기 위한 사회적 노력을 요구하고 있다.

수분스트레스 하에 있는 버팔로그래스에서 검출된 무성생식체의 생리학적 조정 (Inter-ramet Physiological Integration Detected in Buffalograss(Buchloe dactyloides (Nutt.) Engelm.) under Water Stress)

  • 뀐용퀴앙;이다이엥;한레이;주관쉥;류준샹;위주잉;선젠얀
    • 아시안잔디학회지
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    • 제23권2호
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    • pp.331-344
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    • 2009
  • Buffalograss는 내한, 내서, 그리고 내한발에 우수한 주요 잔디 종 중 하나이다. 다양한 환경에서 buffalograss의 생리학적 조정(integration)을 이해하는 것은 균일한 잔디의 질을 도모하고 경종적 재배방법의 개발에 도움이 된다. 본 연구의 목적은 물 부족의 스트레스 처리에서의 buffalograss의 생리학적 조정과정에서 lipid peroxidation과 산화방지제의 연관성을 평가하였다. 한 실험에서 buffalograss는 네 개의 구분된 칸막이 성장 유닛의 중심에서 재배되었고, 일주일에 한번(+), 일주일에 두 번(-) 관수처리와 모래(S) 또는 피트(P)와를 혼합한 다섯 가지 토양 조합으로 처리하였다(P+S-P-S+, P+P+P+P+, S-S-S-S-, P-P-P-P-, and S+S+S+S+). 그 결과, 균일하게 혼합된 상토에서 생장한 줄기의 수가 네개의 단일 상토에 정착한 것보다 더 많았다. 두 번째 실험에서는 Hoagland 용액($S_o$), 또는 20% PEG-6000이 함유된 Hoagland용액($S_s$) 안에 하나의 라미트(무성생식체) 혹은 연결된 라마트를 다음과 같은 여러 가지 처리와 비교 실험하였다. 연결된 라미트들의 처리는 Hoagland 용액안의 어린 라미트($Y_{os}$)와 20%PEG-6000가 함유된 Hoagland 용액안의 성숙한 라미트($O_{os}$), Hoagland 용액 단독에 성숙한 라미트($O_{ys}$), 20%PEG-6000 함유된 Hoagland 용액안의 어린 라미트($Y_{ys}$)였다. Lipid peroxidation, antioxidants, proline은 각기 다른 수분 stress 정도에서 라미트들 간의 생리학적 활성을 보여 주었다. Superoxide dismutase (SOD), Guaiacol peroxidase (G-POD), malondi aldehyde (MDA), free proline의 활성도 처리 후 시간에 따라 상대적인 생리학적 활성을 보였다.

기수산물벼룩 Diaphanosoma celebensis의 미세플라스틱 노출에 따른 크기 의존적 Cytochrome P450 유전자의 발현 양상 (Size-dependent Transcriptional Modulation of Genes Involved in Cytochrome P450 Family in the Brackish Water Flea Diaphanosoma celebensis Exposed to Polystyrene Beads)

  • 전민정;유제원;이영미
    • 한국해양생명과학회지
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    • 제8권2호
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    • pp.104-114
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    • 2023
  • 플라스틱은 전세계적으로 사용량이 증가함에 따라 해양 환경으로 유입되는 플라스틱 쓰레기의 양도 꾸준히 증가하고 있으며, 미세플라스틱은 해양 생물에 의해 섭취되어 소화관에 축적됨에 따라 성장과 생식에 유해한 영향을 미친다. Cytochrome P450 (CYP)는 환경 오염물질을 대사하는 해독효소로 알려져 있으나 지각류에서는 그 기능에 대해서는 잘 알려져 있지 않다. 본 연구에서는 기수산 물벼룩 Diaphanosoma celebensis에서 clan 2, 3, 4에 각각 속하는 CYP 유전자 9종(clan 2: CYP370A4, CYP370C5; clan 3: CYP350A1, CYP350C5, CYP361A1; clan 4: CYP4AN-like, CYP4AP2, CYP4AP3, CYP4C33-like1)의 서열에 대해 진화적으로 보존된 서열의 유사도를 분석하고 계통분석을 실시하였다. 또한 3종류의 서로 다른 크기의 polystyrene beads (0.05-, 0.5-, 6-㎛ PS beads; 0.1, 1, and 10 mg/L)에 48시간 노출된 기수산 물벼룩에서 이들 9종의 CYP 유전자의 발현을 real time reverse transcription polymerase chain reaction (RT-PCR)로 분석하였다. 결과적으로 기수산 물벼룩 CYP 유전자는 모두 진화적으로 보존된 motif를 가지고 있으며 계통분석 결과 각각 clan 2, 3, 4에 속하는 것으로 확인되었다. 이는 기능적으로 보존되어 있음을 의미한다. CYP 유전자 중 clan 2에 속하는 CYP370C5와 clan 3에 속하는 CYP360A1, 그리고 clan 4에서는 CYP4C122 유전자의 발현이 0.05-㎛ PS beads에 노출되었을 때 유의하게 증가하는 양상을 보였으며, 이는 이들 유전자가 PS 대사에 관여한다는 것을 의미한다. 본 연구는 미세플라스틱이 해양 무척추 동물에 미치는 생물 영향을 분자적 수준에서 이해하는데 도움이 될 것이다.

흰점박이꽃무지 유충 추출물의 RAW264.7 세포 활성화에서 TLR4-JNK/NF-κB 신호전달 경로의 관여 (Involvement of TLR4-JNK/NF-κB signaling pathway in RAW264.7 cell activation of Protaetia brevitarsis seulensis larvae extracts)

  • 박주휘;채종범;이준하;한동엽;남주옥
    • Journal of Applied Biological Chemistry
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    • 제66권
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    • pp.447-454
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    • 2023
  • 인간이 살아가는 환경에는 인체에 침입하여 건강한 삶을 영위하는 것을 방해하는 다양한 항원들이 존재하며, 면역 체계는 복잡한 기전을 통하여 이를 인식하고 제거한다. 대식세포는 선천 면역체계에 관연하는 면역세포로 체내 널리 분포하고 있으며, inducible nitric oxide synthase로 유도된 산화질소, cyclooxygenase-2로 유도된 prostaglandin E2 그리고 tumor necrosis factor-alpha 등의 전염증성 사이토카인 같은 다양한 면역 조절 물질을 생산한다. 흰점박이꽃무지유충은 미래 식량 수급 문제에 대한 대안으로 등장한 식용 곤충의 일종으로, 기존 mitogen activated protein kinases 및 nuclear factor-kappa B (NF-κB) 신호전달 경로를 경유하는 RAW264.7 대식세포의 활성화를 통한 면역 조절 효과가 보고되었다. 본 연구에서는 RAW264.7 세포에서 흰점박이꽃무지유충 추출물에 의해 유도된 면역 조절 물질의 발현이 toll-like receptor 4, mitogen activated protein kinases 및 nuclear factor-kappa B 신호전달 경로의 약리학적 억제제에 의해 어떻게 변화되었는지 확인하였다. 그 결과, 흰점박이꽃무지유충 처리에 의해 증가된 면역 조절 물질의 발현이 c-Jun N-terminal kinase (JNK) 억제제 및 NF-κB 억제제 처리에 의해 감소하는 것을 확인하였다. 또한, toll-like receptor 4(TLR4) 억제제 처리에 의해서는 흰점박이꽃무지유충 추출물 처리에 의해 증가된 면역 조절 물질의 발현과 JNK 및 NF-κB의 인산화 감소를 확인하였다. 우리의 이러한 연구는 흰점박이꽃무지유충이 TLR4-JNK/NF-κB 신호전달의 관여에 의해 RAW264.7 세포를 활성화하는 것을 시사한다.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.