• Title/Summary/Keyword: psychological types

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Effects of the types of incentive system and individualism-collectivism on pay satisfaction (개인주의-집합주의 성향과 성과급 형태가 임금만족에 미치는 효과)

  • Kwangsu Moon;Jaehee Lee;Shezeen Oah
    • Korean Journal of Culture and Social Issue
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    • v.20 no.3
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    • pp.235-262
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    • 2014
  • The purpose of this study was to examine the effect of individual tendency of individualismcollectivism and the type of incentive system on pay satisfaction. Data were collected from 243 workers employed in a variety of organizations and a hierarchical regression and MANOVA was conducted to test hypothesis. The results of regression indicated that the interaction between the type of incentive and tendency of collectivism has positive influence on pay satisfaction. In addition, the results of MANOVA indicated that the interaction between individual tendency of individualismcollectivism and the type of incentive system has significant effect on pay satisfaction Specifically, the tendency of individualism has positive influence on the pay satisfaction under the individual incentive condition. However, the tendency of collectivism has negative influence on the pay satisfaction partially under the individual incentive condition. In addition, the tendency of collectivism has positive influence on the pay satisfaction under the group incentive condition. These results suggest that careful consideration in the organization need to decide for the use of individual incentive system, when we regard the Korean culture as high tendency of collectivism. In other words, individual incentive system may could not provide pay satisfaction to the employees who have high level collectivism. However, to generalize these results, more studies were examined in the future.

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The Influence of Husbands' Sex Role Stereotype, Intercultural Sensitivity, and the Acceptance of Their Wives' Culture on Their Wives' Acculturation and Marital and Life Satisfaction in Multicultural Family: Daegu and Gyeongbuk Area (남편의 성역할 고정관념, 다문화 감수성 및 아내문화수용이 결혼이주여성의 문화적응, 결혼 및 삶의 만족에 미치는 영향: 대구경북지역 다문화 가정)

  • Hyun-Ran Sung
    • Korean Journal of Culture and Social Issue
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    • v.17 no.2
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    • pp.219-239
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    • 2011
  • The objective of this study is to investigate the influence of husbands' sex role stereotype, intercultural sensitivity, and the acceptance of wife's culture on immigrant women's acculturation, marital satisfaction and life satisfaction in multi-cultural family in Korea. The data of 100 immigrant women and their husbands were analyzed. Husbands' mean age was 41.6 and wifes' mean age was 29.6. The results of this study are as follows. The first, husbands' sex role stereotype, intercultural sensitivity and the acceptance of wives' culture together explain only marginalization among wives' acculturation(integration, assimilation, segregation, and marginalization) significantly, but individual variable's effect was not significant. The second, husbands' acceptance of wives' culture explain marital and life satisfaction significantly. Third, only marginalization among four types of acculturation explain significantly marital and life satisfaction significantly. integration explain only life satisfaction significantly. Husbands' sex role stereotype is related with the acceptance of their wives' culture and their intercultural sensitivity negatively. In wives' acculturation, there is low positive correlation between assimilation and integration and moderate negative correlation between assimilation and marginalization. This study revealed that the marital and life satisfaction of immigrant women in intercultural family in Korea are explained by acculturation which was influenced by their husband's acceptance of wives' culture and they are not only immigrant wife's problem but multicultural problem.

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Mental Representation for Family in Abused Children: Focusing on Types of Child Abuse (피학대 아동의 가족에 대한 정신적 표상: 성, 연령 및 학대유형별 비교를 중심으로)

  • Kyung-Sook Lee;Jin-Ah Park;Eun Jeong Oh
    • Korean Journal of Culture and Social Issue
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    • v.14 no.3
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    • pp.1-19
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    • 2008
  • The purpose of this study is to examine the family perception according to abused children's sex, age, and abusive type. The subjects were 45 abused children including 15 physically abused, 15 neglected, and 15 physically and emotionally abused children from age 7 to 14. The results were that boys showed more noncomplient behaviors to their parents, more concerns and more rejective behaviors to examination. Girls perceived their mothers as stressors more than those of boys. School-aged children perceived their mothers as allies than those of adolescents. Adolescents showed more rejective behaviors to examination and more anger. Physically and emotionally abused children experienced more family conflicts and showed more negative resolutions, and more noncomplient behaviors than those of abused children. Neglected children showed more depressive mood than those of abused children.

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Effects of Time Pressure and Induced-Anger on Driving Performance: A Simulation Study (시간압력 스트레스와 유도된 분노가 운전 수행에 미치는 영향: 운전 시뮬레이션 연구)

  • Woo-Il Sung;Jaesik Lee
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.547-563
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    • 2009
  • This study was conducted to examine the stress effects of time pressure and induced driver-anger on driving performance. The participants in the four different stress conditions(i.e., control condition, time pressure, induced anger, and mixed condition where induced-anger and time pressure were combined) were asked to drive the driving simulator, and their driving performances(i. e., lane crossing, signal violation, speeding, and deviation form designated path) were measured as the dependent variable. The results can be summarized as followings. (1) Induced-anger alone and the mixed driver stresses tended to yield deteriorated driving performances as well as awareness for designated path, (2) Time pressure alone appeared to have only limited effect both on the driving and path awareness. And (3) the effects of induced-anger alone and the mixed condition on driving performance and path awareness did not show ant significant difference. The results of the present study indicated that drivers' basic vehicle control and keeping awareness to destination could be affected differently by the types of driver stress.

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Estimating the Accuracy of Polygraph Test (폴리그라프 검사의 정확도 추정)

  • Jin-Sup Eom ;Hyung-Ki Ji ;Kwangbai Park
    • Korean Journal of Culture and Social Issue
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    • v.14 no.4
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    • pp.1-18
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    • 2008
  • The present study examined the accuracy of polygraph tests through two types of statistical methods with unknown ground truth. One method evaluated the accuracy based on the rates of agreements between polygraph test results of crime suspects and prosecutors' indictment decisions for them. Those crime suspects were tested with polygraph by the Prosecutors' Office of the Republic of Korea between 2000 and 2004. The other method estimated the accuracy by using the latent class analysis based on the frequency distributions of the polygraph results and indictments during 2006. Excluding cases that were 'inconclusive' on the polygraph test, the study showed that the accuracy of the polygraph tests is .914 (SE=.004) for the 2000-2004 data, and .885 (SE=.021) for the 2006 data. With the inclusion of 'inconclusive' cases in the 2006 data, the results from the latent class analysis showed the accuracy in the range between .707 and .734 (SE=.027~.031), with false positives between .078 and .087 (SE=.019~.023), and false negatives between .029 and .078 (SE=.010~.023). The probability that the polygraph test correctly classifies subjects appeared to be in the range between .912 and .925 (SE=.013-.016) for those who lie, and in the range between .867 to .955 (SE=.011-.040) for those who tell the truth.

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A Study on Factors Related to Men's Thinking and attitudes on Prostitution and Gender: Based on the Previous Experience of Buying Sex (성인 남성의 성구매 경험에 따른 성매매와 성 관련변인에 대한 연구)

  • Eunjin Lee
    • Korean Journal of Culture and Social Issue
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    • v.15 no.3
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    • pp.377-398
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    • 2009
  • The purpose of this study was to examine the differences in men's thinking and attitude on prostitution and gender based on the previous experience of buying sex. It was an exploratory survey for planning future studies and movements for changing a way of thinking in relation to prostitution. A total of 1328 male adults(above 19 years) completed a questionnaire consisting of general thinking of buying sex, tolerance limit of sexual behavior, and sex role egalitarianism. The respondents answered differently in the probability of paying for sex in future and the way how to get a sex information according to the previous experience of buying sex. Those respondents who had paid for sex, had higher scores on three types of sex attitude measures than those who did not. The previous experience of buying sex was significantly correlated with sub-factors of buying sex, tolerance limit of sexual behavior, and sex role egalitarianism except for the sub-factor on recognizing a sex worker as a victim (factor 4 of buying sex). These results suggest that men who had paid for sex had more traditional gender-stereotypes and attitudes. Implications and limitations of this study were discussed in a feminist perspective.

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Effects of Violent PC-Games and Aggressive Personality on Aggressive Behavior and Aggressive Intention (폭력적 PC게임의 경험과 공격적 성격특성이 공격행동과 공격의도에 미치는 영향)

  • Ji Hwan Kim
    • Korean Journal of Culture and Social Issue
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    • v.11 no.4
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    • pp.45-66
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    • 2005
  • This study verified the effects of violent PC games and aggressive personality on aggressive behavior and aggressive intention as predicted by GAM in Anderson and Bushman (2002), and a correlational study and experimental research were carried out to corroborate a differences of the effects of the two variables according to the developmental levels. The correlational study showed that aggressive personality was an explanatory variable for aggressive behavior; however, exposure to violent PC games was not a significant factor, contrary to the predictions by GAM. It has been clarified that the effects of the two variables influenced aggressive behavior in a different way according to the developmental levels. Further, no positive relation existed between repetitive (chronic) violent PC game plays and aggressive personality. The experimental research analyzed the differences of aggressive intention in each of the experimental conditions designed with a 2(PC games types: violent vs. non-violent) x 2(aggressive personality: high vs. low) x 2 (developmental levels: middle school boys and college students) between-subjects factorial design. As a result, violent PC games had an effect on aggressive intention for the middle school boy group, while it was supported that aggressive personality had an effect on aggressive intention for both middle school and college students. Noticeably, the primary hypothesis in the study has been supported that the effects of violent PC games and aggressive personality on aggressive intention vary according to different age groups. In conclusion, the effects of violent PC games and aggressive personality as predicted by GAM have been confirmed in parts; however, future studies on GAM must be necessarily supplemented with the developmental perspectives, as it has been ascertained that the effects of the variables vary according to the developmental levels.

The Crime Effect on Societal Anxiety (범죄발생이 사회불안 지각에 미치는 영향)

  • Beom Jun Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.3
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    • pp.127-153
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    • 2007
  • The study aims to examine the effects of crime on societal anxiety. For this purpose, two studies were conducted. In study 1, the data were collected from 286 students(male 160, female 126) regarding perceived seriousness of crime, estimation of crime occurrence, societal anxiety, and estimation of change in these 3 variables every 3 years from 1993 to 2011. The means of the 3 variables were higher than the midpoint of the scale. And the means of all the 3 variables gradually increased from 1993 to 2011 and the change patterns were very similar. Furthermore, the estimation of crime occurrence and perceived seriousness of crime were significant predictors of societal anxiety. Study 2 was conducted to explore the effect of frequency estimation of the criminal acts on the societal anxiety. The data from 259 subjects(male 141, female 118) were analysed. The occurrence of frequency of 7 types of crimes including 25 criminal acts were estimated and societal anxiety was measured. The results of study 2 showed that only the major crime was significant a predictor of societal anxiety, and among the major crimes, arson was a significant predictor of the dependent variable. Implications and limits of the studies are discussed.

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Effects of Family Violence during Childhood on Early Adulthood Adaptation. - Focusing on 'experienced violence' and 'observed violence' - (성장기 가정 내 폭력 경험이 성인 초기 적응에 미치는 영향 - 부모간의 폭력 관찰 경험과 자신에 대한 폭력 행동 경험을 중심으로 -)

  • Gwi-Yeo-Roo Ahn;Kyung-Hyun Suh
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.83-100
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    • 2007
  • It is the aim of present paper to examine the effects of experienced violence and observed violence in original family on adaptation in college students. In addition, the degree of contribution of two types of aggression in family were examined. Participants were 220 college students. Among them, those who have experienced violence from mother are 60.3%. And 52.3% reported violence from father. Those who have observed their parents violent behavior are 28.8%. These childhood 'experienced violence' and 'observed violence' was significantly associated early adulthood adaptation. But its effect is dependent on participant's sex. Experienced violence from mother is positively related to confidence in scholastic achievement in female. Experienced violence from father is positively related to trumatic symptoms and trait anxiety in male. On the other hand, observed violence showed significant relationship with traumatic symptoms, impulsivity, depression, self-esteem and trait anxiety. Most importantly, multiple regression analysis showed observed violence explains early adulthood adaptation more significantly than experienced violence. The discussion addressed implications of the findings for future research and for clinical practice.

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The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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