• 제목/요약/키워드: escapism

검색결과 45건 처리시간 0.02초

캐릭터 패션에 관한 연구(硏究) - 캐릭터 모티프의 의복(衣服)을 중심(中心)으로 - (A Study on Character Fashion - Concentrating on the Motive of the Character Appeared on Apparel -)

  • 김성희;조규화
    • 패션비즈니스
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    • 제1권2호
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    • pp.31-45
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    • 1997
  • The purpose of this study is to examine the state of the character fashion which is worn everyday by people regardless of their sex, class, and age after the 1960's, and to look at its significance. Under the influence of mass media, TV, film, comic and popular music exercised its power over the modern living after the 1960's. Such culture has its character in youth, aspiration of wide spread and overflow of the visual image. While active life style and increase of time spent on sports and leisure created the casual trend in fashion. In addition to Pop Art leads to the usage of sign and symbol on clothes, and this created a trend called 'character fashion'. Character fashion can be divided into 'motive' and 'expression'. Motive then is segmented by the 'person' that includes an impersonated figure and 'symbol' of picture or figure with a special meaning. However, expression can be classified by 'one's belonging' which can be a sports team, school or a group. Also, by the 'message' of the phrase or letter. The meaning contained in character fashion by the various motive and expression can be classified as unisex, ego screaming, and escapism.

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1990년대(年代) Hair Style과 Head Dress의 키치특성(特性)에 관(關)한 연구(硏究) (A Study on the Kitsch Characteristics of Hair Style and Head Dress in the 1990s)

  • 구인숙
    • 패션비즈니스
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    • 제5권2호
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    • pp.73-86
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    • 2001
  • This study aims at reviewing the Kitsch aesthetics, grasping the relation between the Kitsch and consumption culture, and pursuing the intrincis meanings and expressive characteristics of Kitsch in the hair style and head dress in the 1990s. Kitsch generally implies a vulgarity, and a bad taste, and can be considered to be a kind of vicarious experience, the aesthetic deception and self-deception. In spite of these negative inplications of Kitsch, the aesthetic categories of Kitsch have been spread to public and been accepted by the public, with the help of the powerful promotion of the modern day mass media. 1. The intrincis meanings of Kitsch convey 1) escapism, 2) conformity, 3) amusements, 4) identification. 2. The expressive characteristics of Kitsch represent 1) aesthetic inadequacy: hair style and head dress showing the imperpectness, accumulation(superfluous ornaments), vulgarity, untidines. 2) resistance: hair style and head dress featuring deconstructional and violent forms revealing the uneasiness, and unsatisfaction of the given regularity. 3) humor: hair style and head dress featuring the innocence, humor, and fun for a relaxation and diversion. 4) hedonism: hair style and head dress with the erotic and sexual feelings. 5) retro, romantism: hair style and head dress featuring the elegance, femininity, folklore, ethnic, and nostalgia.

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휴대폰 중독적 사용 청소년의 MMPI 특성 (Characteristics of MMPI of Adolescent Cellular Phone Addicts)

  • 박순천;백경임
    • 대한가정학회지
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    • 제42권9호
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    • pp.135-147
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    • 2004
  • The purposes of this study were to investigate the actual conditions and deal with the psychological characteristics of adolescent cellular phone addicts through the Minnesota Multiphase Personality Inventory (MMPI). The subjects of this study were 407 senior high school students (male 185, female 222) in 2nd grade in Daegu. The cellular phone addiction inventory (CPAI) was designed on the basis of an interview process, referring to the Young's Internet Addiction Self Diagnosis Scale. SPSS version 10.0 was employed for data analysis. The mean score of the adolescent addict group was significantly higher than the non-addict group in Scale Pd, Pa, Pt, Sc and Ma. This result indicates that the cellular phone addict group is likely to suffer from more serious pathological disorders than the non-addict group. The rate of addictive adolescents was significantly higher in the addict group than in the non-addict group in psychological problematic score ranges in Scale Sc (Schizophrenia) and Ma (Hypomania). The study result suggests that adolescents who addictively use a cellular phone will be more likely to show immaturity, instability, impulsive personality, excessive activities, and escapism.

관광체험요소가 관광지의 기억, 만족 충성도에 미치는 영향에 관한 연구 (A Study on the Influence of Tourism Experience Factors on the Memory, Satisfaction and Loyalty of Tourist Attractions)

  • 박완규;김용범;최유진
    • 대한안전경영과학회지
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    • 제19권2호
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    • pp.147-157
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    • 2017
  • The tourism experience factor is an essential source of competitive advantage in the tourism industry and is an important factor for predicting future tourism behavior. Tourism experience elements can be composed of areas of education, entertainment, aesthetics and deviance (Pine and Gilmore, 1998). This study examines the effect of tourist experience factors on tourist loyalty and it is meaningful to see if the experiential economic theory of Pine and Gilmore (1999) is applicable. In order to achieve the purpose of this study, we conducted a questionnaire survey on tourists using experiential tourism factors. As a result, it was found that recreational experiential factors had a significant effect on memory. Memory has a significant effect on both visitor satisfaction and tourist loyalty. This study has academic significance because it focuses on the tourism experience factor which is the core of experiential economic theory. Practical significance is that a lot of experiential contents should be found in order to better match the tourist experience factor to the requirements of visitors to the tourist site. As a result, it is expected to generate revenue and improve its competitiveness.

인터넷 게임 사용 실태에 따른 게임 중독 경향의 차이에 관한 연구 (A Study on Difference of Internet Game Addiction Tendency According to The Game with Use)

  • 정혜명;이동수
    • 한국컴퓨터정보학회논문지
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    • 제13권2호
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    • pp.159-166
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    • 2008
  • 본 연구의 주요 목적은 대학생들의 인터넷 게임 이용실태를 알아보고 이용실태에 따른 중독 경향을 분석하고 자기 통제력 요인들과 인터넷 게임 중독과는 어떠한 관계가 있는지를 알아보는 것이다. 그 결과 일일 인터넷 게임 이용시간과 인터넷 게임 지속시간은 인터넷 게임 중독경향과 유의하다고(p<0.05) 나타났고 자기 통제력 관련 요소인 학업에 지장을 주는 문제, 인간관계의 상실문제, 현실세계와 가상세계의 혼란문제, 현실도피에 관한 문제들과는 모두 강한 정(+)의 상관관계가 있는 것으로 분석되었다.

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국립공원 탐방객의 등산로 선택모형 -계룡산 국립공원을 중심으로- (A Choice Model of Visitor's at National Park in the Case of Mt. Kyeryong)

  • 박청인
    • 한국조경학회지
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    • 제29권1호
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    • pp.11-21
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    • 2001
  • This study investigates how motivations, preferences, and past experiences vary by each hikers trail choice at the Mt.Keyryong National Park. The purpose of this study is to find out the factors influencing behavioral choice in the recreation areas, and establish the fundamental theory for the efficient management of the resource and visitors. For this study, we have collected 472 respondents by on-site self-administrated questionnaire from the hikers in the park. The collected data were analyzed by the descriptive statistics and the discriminant analysis. The motivations variable of hiking participation on mountain trail were categorized three types; close-nature, escapism, and physical improvement. The preferences for trail environment were classified as four categories by factor analysis; preference for nature, safety, use density, and facilities. In descriptive statistics, the study showed that the experienced hikers prefer natural trials and hikers who have preference for close-nature select longer and deeper forest trails. The results of discriminant analysis indicate that the level of past experience is the most affectable in classification of trail choice. Such variables as motivation for close-nature and preference for nature were also appeared as affecting factors on classification of trail choice. Two discriminant functions were available, and 90.5 percent of analysis sample were correctly classified. In the validity analysis, 89 percent of holdout sample were correctly classified. These hit ratios ensures an accuracy by Press Q test. The result of this study is to be useful knowledge of the choice of detailed use environments in the same recreation areas.

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모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석 (Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games)

  • 풍정위;이홍매;김치용
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

한국 한의서를 중심으로 살펴본 '비훈(鼻熏)요법'의 활용에 대한 연구 (A Study on the Use of Bihoon (鼻熏) Therapy, which focuses on Korean traditional medicine)

  • 김동율;이지영
    • 한국의사학회지
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    • 제36권2호
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    • pp.99-113
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    • 2023
  • This paper is a study to find the philological basis of Bihoon (鼻熏) therapy. There is no separate philological study of Bihoon therapy to date, and for this reason, there is no clear definition or specific treatment manual. In this study, a related database was created and analyzed by examining literature data related to Bihoon therapy, focusing on Korean traditional medical books. There were about 1,000 data points related to Bihoon therapy in 45 kinds of medical books. They were largely classified into 1. Acute diseases such as insensitivity, 2. Diseases that occur in the upper human body such as nose, head, eyes, and throat, 3. Women's diseases related to childbirth, 4. Treatment of skin diseases and prevention of infectious diseases. In the case of insensitivity treatment, the focus was on awakening the patient's mind, and the treatment of diseases such as the nose, head, eyes, etc. was focused on resolving each symptom. Symptoms related to childbirth were mainly treated for uterine escapism or fainting after childbirth, while skin diseases were mainly treated for diseases that did not heal well, such as amniotic fluid. If a multifaceted approach to non-discipline therapy is added in the future, it is expected that clinical utilization will also be increased.

지각된 쇼핑가치차원이 점포태도, 쇼핑과정에서의 정서적 경험, 점포충성도에 미치는 영향에 관한 연구 (The Effect of Perceived Shopping Value Dimensions on Attitude toward Store, Emotional Response to Store Shopping, and Store Loyalty)

  • 안광호;이하늘
    • Asia Marketing Journal
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    • 제12권4호
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    • pp.137-164
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    • 2011
  • 본 연구는 경험가치척도(EVS; Experiential Value Scale)를 바탕으로 측정된 쇼핑가치차원이 쇼핑점포에 대한 소비자 반응에 미치는 효과를 분석하는데 그 목적이 있다. 또한 각 쇼핑가치차원이 쇼핑점포에 대한 소비자반응에 미치는 상대적 효과가 백화점과 할인점에 따라 다르게 나타나는지도 분석했다. 실증분석결과 점포에서 제공하는 실용적 쇼핑가치와 쾌락적 쇼핑가치는 점포에 대한 호의적 태도와 점포에 대한 감정적 반응에 긍정적인 영향을 미치는 것으로 나타났다. 구체적으로 실용적 쇼핑가치의 하위차원인 서비스우수성, 효율성, 경제적 가치가 증가할수록, 소비자들의 점포에 대한 호의적 태도가 증가하는 것으로 나타났다. 그리고 쾌락적 쇼핑가치의 하위차원인 시각적 매력, 오락적 가치, 일상탈출, 내재적 즐거움이 높은 것으로 지각할수록, 쇼핑과정에서 소비자들의 긍정적인 감정이 증가하는 것으로 나타났다. 또한 쾌락적 쇼핑가치는 소비자들이 점포에 대한 호의적 태도를 형성하는데 있어서 직접적 영향이 아닌 점포에 대한 소비자들의 감정적 반응을 통해 간접적으로 영향을 미치는 것으로 나타났으며, 점포에 대한 호의적 태도와 점포에 대한 긍정적 감정형성은 점포충성도에 긍정적인 영향을 미치는 것으로 나타났다. 흥미롭게도 쾌락적 쇼핑가치가 점포에 대한 긍정적 감정반응에 미치는 영향은 백화점보다 할인점에서 높게 나타났다.

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1960년대 록 스타 패션의 도상학적 해석 (Iconological Interpretation of the Fashion of Rock Stars in the 1960's)

  • 이정원;금기숙
    • 복식
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    • 제58권6호
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    • pp.69-84
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    • 2008
  • Considering that star reflects the image of current society, analyzing fashion of celebrity is to read ideal type and demands of beauty of the era. Especially the rock music-represents youth culture that last on present day-born in 1960's, and it is considered to a significant decade in pop music history. Thus this research will analysis rock star's fashions in iconological view of E. Panofsky. The aim of this document is Clarifying how the fashion of pop stars appeared and what formed its worth. As a result of analyzing fashions of rock star in 1960's, it is available to find these sameness and difference. The Mods borrowed images of the past, and introduce the elite modernism and shows very urban style. The Folky and the Psychedelic showed post-structuralism propensity against industrial society, in the case of the Folky it induced styles that symbolize labor class to realize social worth. And as an aftereffect of war and repulsion of commercial worth, they embody nature-returning peasant look so that it shows pastoral mood in total. The Psychedelic express somewhat struggling escapism and it generated illusionary images with quests to superego and glorification to psychedelic status. The Folky and the Psychedelic are same in the side of introducing existentialism, this occurred by using ethnic factor. But the Folky showed plain outlook by pop propensity, on the other hand, the Psychedelic showed magnificent outlook such as optical art, pop art, and futurism ought to express merrymaking culture. And common feature of these is introduction of unisex mod which is came after the change of gender role. Thus each star or group has professed special ideology into their culture and it is reflected to acts which is including music and dress style. This affair is analyzed like these two things. The mass of people schemes their identity with inducing special ideology to their culture at the first. And the purpose to archive cultural hegemony in inter-social class at the next.