• Title/Summary/Keyword: play characteristics

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아버지의 유아기 자녀양육 참여 (Fathers′ Involvement on Their Infant Care)

  • 김영희
    • 한국농촌생활과학회지
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    • 제5권1호
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    • pp.43-56
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    • 1994
  • This study examines the father involvement during the infancy period. In order to explore the influence of the father's characteristics, the infant's characteristics and the contextual sources of stress and support on reports of father-infant interaction and paternal responsibility 500 fathers are studied. Results show that fathers in this sample are not regularly involved in the caretaking and the play tasks. The caretaking tasks are most significantly associated with fathers' emotional reaction while indirectly with the first baby, the difficult baby, and the marital satisfaction. The play tasks differ somewhat by their work hours and the marital satisfaction.

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사회경제발전에 따른 한민족 아동 놀이와 놀이 노래의 특성 (A comparative analysis of play songs and lyrics among children of Han heritage in the context of socioeconomic development)

  • 이순형
    • 한국심리학회지 : 문화 및 사회문제
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    • 제17권1호
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    • pp.155-174
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    • 2011
  • 한민족 아동의 놀이는 사회의 경제발전 시기에 따라서 차이가 있을 것이라는 가정 아래 한국, 중국과 북한에 거주하는 한민족 아동의 놀이와 놀이가사를 조사한 자료를 분석하여 아동의 놀이가 사회의 경제발전에 따라서 소박한 신체놀이에서 점차 인터넷 게임 등 영상놀이로 이행되는 공통적 변화 양상을 밝혔다.

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<포켓몬스터>게임 플레이의 이중적 특성 연구 (A study on the dual characteristics play of Pokémon game)

  • 김은정
    • 한국게임학회 논문지
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    • 제17권4호
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    • pp.63-70
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    • 2017
  • 전 세계인의 인기를 얻었던 증강현실 모바일 게임 포켓몬고가 출시된 지 1년이 지났다. 지난 1년간 포켓몬고 게임은 사회적 현상이 될 정도로 큰 반향을 일으켰다. 그러한 열풍 속에서 본 연구는 원작 포켓몬스터 게임이 갖고 있는 이중적 게임성을 분석하였다. 캐주얼과 하드코어, 두 특성을 모두 아우를 수 있어 보다 넓은 플레이어 층을 확보하고 20년간 인기를 꾸준히 누리고 있는 포켓몬스터 게임은 캐주얼 게임의 장점인 쉽고 편한 접근성이라는 조건을 충족한다. 또한 포켓몬스터 게임의 레이팅 배틀 시스템은 캐주얼 플레이를 하드코어한 플레이로 변화시킨다. 본 논문은 포켓몬스터와 같이 장수하는 게임이 갖고 있는 이중적 플레이 특성을 분석함으로써 경쟁이 심화되고 있는 게임시장에서 장기적으로 살아남을 수 있는 게임 개발의 전략과 방향성을 제시하고자 하였다.

MZ세대의 모바일 음악재생에 대한 유희적 경험 연구 (A Study on the amusement Experience of Mobile Music Play in the MZ Generation)

  • 이지수;최종훈
    • 한국융합학회논문지
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    • 제12권12호
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    • pp.177-183
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    • 2021
  • 새로운 소비 주체로 떠오르는 MZ세대는 기성세대의 가치 중심적인 성향과 달리 소비를 일종의 놀이로 인식해 개인의 행복과 만족감을 중요시하며 타 세대에 비해 유희적 특성이 명확하게 드러나는 세대이다. 이에 본 연구는 MZ세대의 보편적인 유희 활동 중 하나인 음악 스트리밍 앱의 핵심 기능인 재생화면의 유희적 자극을 줄 수 있는 인터랙션 요소에 대한 사용자들의 니즈를 파악했다. 선행 연구를 통해 MZ세대의 유희적 특성뿐만 아니라 인간의 유희적 특징과 유희와 예술의 관계성을 파악하고 유희적 요소로 활용할 수 있는 마이크로인터랙션과 게이미피케이션의 개념과 특징을 정리하였다. 또한 기존 음악 앱의 재생화면 사례 분석을 통해 현황을 파악하고 맥락적 조사 방법을 통해 사용자 인터뷰를 진행하였다. 이후 사용자 행동 패턴 분석을 바탕으로 재생화면에 유희적 요소를 적용하는 것에 대한 긍정적인 니즈를 파악하고 이를 바탕으로 유희적 인터랙션을 통한 몰입감 있는 음악 감상 경험제공에 대한 가능성을 확인했다.

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

  • 고애란;신미란
    • 복식문화연구
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    • 제14권1호
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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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유아의 실내놀이행동 군집에 따른 예측변인 연구 (Clusters of Preschoolers' Play Behaviors)

  • 신나리;이형민
    • 아동학회지
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    • 제37권2호
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    • pp.79-94
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    • 2016
  • Objective: This study aimed to examine the predictors of indoor play behaviors using cluster analyses. Methods: Data from 963 children (age 4 years) who participated in the $5^{th}$ phase of the Panel Study of Korean Children, their parents, and their teachers were analyzed using K-means clustering analyses, F-tests and multinomial logistic regression analyses. Results: The clustering analyses revealed three distinctive profiles: positive-theme oriented, general-exploratory/manipulative, and negative-exploratory/manipulative groups. Child characteristics, including cognition, language, and social level, and teachers' age were significantly associated with the groups in a different way; the clusters were partially different in the gender and creativity of children, interaction level of teachers' interaction, classroom environment, and program types that children attended. Conclusion: Findings revealed three clusters of play behaviors and highlighted the importance of the ecological variables that determined the clusters.

만4세 유아의 놀이에 나타난 관계적 공격성에 관한 질적연구 (A Qualitative Research of Relational Aggression of 4-year-olds' Play)

  • 정은희
    • 수산해양교육연구
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    • 제29권1호
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    • pp.242-256
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    • 2017
  • The purpose of this study was to describe and understand the characteristics of morphological, contextual as relational aggression among 4-year old children during free play periods. The ethnographic methods included participants observation of children's play interaction behaviors, field notes, video taping and analysis of transcribed date. The results are as exclusion occurred by group power taking the relational attribute, including direct language, while the other would not be revealed easily other than being in line with real relation. Also as follows; proactive relational aggression was more frequently observed in girls, and their major strategies employed against someone they disliked were ignoring them, distorting play-rules, and so on. Major strategies of reactive relational aggression in girls were largely manipulative in nature, for example, 'threatrning their friend' and 'withdrawal of friendship'.

패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로- (Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory-)

  • 박신영;이윤경;이미아
    • 한국의류학회지
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    • 제45권1호
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

어머니의 과보호와 유아의 놀이 중 또래상호작용: 사회적 미성숙과 위축의 매개역할을 중심으로 (Maternal Overprotection and Young Children's Interactions with Peers During Play: The Mediating Roles of Social Immaturity and Withdrawal of Children)

  • 변수빈;신나리
    • 한국보육지원학회지
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    • 제17권1호
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    • pp.105-124
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    • 2021
  • Objective: The purpose of this study was to explore the pathway from mothers' overprotective parenting to their child's peer play interactions mediated by internalizing problems, that is, social immaturity and withdrawal. Methods: Surveys were conducted on mothers and teachers of 341 children aged three to five. SPSS 22.0 was used to analyze the data using descriptive statistics. Structural modeling analysis was also implemented to test theoretical model using AMOS 21.0. Results: Maternal overprotective parenting, which increased social immaturity of their child, indirectly reduced the child's positive interactions with peers during play. Mothers' overprotection led to a higher level of withdrawal of their child while the effect of children's withdrawal on their peer play interaction was not significant. Because overactive parenting of mothers had no direct effect on peer play interaction, the complete mediation model representing a path from maternal overprotection to children's peer play interaction via their internalizing problems was partially supported. Conclusion/Implications: This study shows that overprotective mothers hinder their child to experience confident and mature manners, and eventually lead their child to be socially unskillful and incompetent. It was suggested to explore more individual characteristics of mothers and children to help overprotective mothers to take a step back.

덕트의 설계 조건에 따른 오디오 음향환경 개선에 관한 연구 (A Study on the improvement of the audio acoustic characteristics by the condition of the duct design)

  • 김대근
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2000년도 전력전자학술대회 논문집
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    • pp.70-73
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    • 2000
  • In this paper we conducted research about the speaker's acoustic characteristics by the condition of the duct. It is expanding the bass ton play frequency as interfere two frequencies each other which originate from the speaker's back and front side using duct as attach the duct of round shaped or square at the encloser. This is not making of bass ton range using interference,. The structure of the duct which using the experiment is round shape. And we confirmed that can expand the limit of bass ton play as compare the actual experimental wave that after simulation of play frequency range as lenth change

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