• Title/Summary/Keyword: relative gratification

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What Brings Customer Gapjil? The Intertwined Effects of Perceived Economic Mobility, Self-Other Referent Priming, and Temporal Focus

  • Kwon, Yongju;Yi, Youjae
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.1-24
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    • 2020
  • The current research brings the spotlight onto customer Gapjil toward service employees. In an attempt to understand what brings Gapjil, the present article investigates the intertwined effects of perceived economic mobility (PEM), self-other referent priming (SORP), and temporal focus on Gapjil. Study 1 shows that PEM increases Gapjil among self-referent primed people, but not among other-referent primed people. Study 2 examining the role of temporal focus (present vs. future) reveals that the effect found in study 1 is replicated in the present focus, but the effect is reversed in the future focus. We explain this dynamic pattern of the 3-way interaction effect with a relative gratification and a motivation to attune the self to the perceived norm of the high class. We also discuss how to create a social atmosphere to lessen Gapjil in public and corporate communication strategies.

Predictors of Children's and Adolescents' Game Addiction : Impulsivity, Communication with Parents and Expectation about the Internet Games (충동성, 부모와의 의사소통 및 인터넷 게임에 대한 기대가 아동, 청소년의 게임 중독에 미치는 영향)

  • Choi Na-Ya;Han Eu-Gene
    • Journal of Families and Better Life
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    • v.24 no.2 s.80
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    • pp.209-219
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    • 2006
  • The purpose of this study was to investigate the relative effect of individual-, parents-, and game-related variables on game addiction. Totally, 1065 10 to 18-year-olds participated and completed questionnaires. Male students had more tendency to game addition than female students. No difference in the level of addiction, however, was appeared among elementary, junior-high, and high school groups, which means that many young children are already Same-addicted. More severely addicted children and adolescents showed higher level of impulsivity, more difficulties in communication with their parents, and more expectation of psychological gratification and interpersonal relationship through the internet games. The relative effects of these independent variables to game addiction were different among gender*school groups. Firstly, impulsivity was significant only in boys of elementary group. Secondly, for the junior-high group, communication with father and mother was important to boys and girls, repectively. Lastly, expected gratification from gaming itself mainly predicted high school students' game addiction, irrespective of gender. The findings of this study suggest that earlier intervention to young garners should be carried out. It is also indicated that parents' and teachers' role for guidance of the internet games would be different with children's gender and developmental stages.

A Study of the Easterlin Paradox: with Special References to Satiation Point (이스털린 역설에 대한 연구 -만족점의 존재여부를 중심으로-)

  • Moon, Jin-Young
    • Korean Journal of Social Welfare
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    • v.64 no.1
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    • pp.53-77
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    • 2012
  • The Easterlin Paradox is widely accepted as a pioneer of happiness study in social science disciplines including Economics, Psychology, and Sociology. Moreover, it should be noted, the paradox has abundant implications on many social issues such as 'economic growth or social equity', 'basic income' and so forth. It is in this regard that this paper purports to understand debates around the paradox. For this purpose, the chapter two examines the theoretical perspectives of the Easterlin Paradox, and accordingly the chapter three examines the Easterlin Paradox debates since the early 1990s. In the context of the Easterlin paradox debates, the chapter four scrutinizes the debates around satiation point in income-happiness nexus and duly concludes with some social welfare implications.

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