• 제목/요약/키워드: social compensation hypothesis

검색결과 10건 처리시간 0.036초

온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰 (A Review of Major Issues on Research for Online Video Game Use and Sociability)

  • 신민정;이경민;유제광
    • 인지과학
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    • 제31권3호
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    • pp.55-76
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    • 2020
  • 사회성은 인간 삶의 고유 영역이자 종합적인 능력으로서 중요한 가치를 지닌다. 일반 통념상 사회성 부족이 게임 이용의 대표적인 문제점으로 지적되는 가운데, 본 문헌 고찰에서는 비디오 게임 중 온라인 비디오 게임을 대상으로 사회적 역량과의 관계를 살펴본 연구들을 분석했다. 해당 분야에는 현재 온라인 게임 안의 관계가 실제 관계를 대체하거나 보완하여 사회성 발달을 저해할 것이라는 견해와 온라인 비디오 게임이 직접적으로 사회성에 악영향을 미치지 않으며 오히려 사회적 학습의 공간을 제공함으로써 유익한 결과를 낼 수 있다는 주장이 팽팽하게 맞서고 있다. 또한 온라인 게임 이용과 심리특성 및 사회적 역량을 측정한 대규모 설문 조사에서도 게임 이용과 사회성 저하 간의 뚜렷한 관계성이 관찰되지 않았다. 이에 본 문헌 고찰 연구를 통해 온라인 게임 플레이가 사회성 저하를 초래한다는 고정관념에서 벗어날 것과 관련 연구의 타당성을 높이기 위한 노력이 필요함을 제안한다.

추운 사람의 따뜻한 사람 선호: 사회적 배제가 따뜻한 색과 연합된 사람 선호에 미치는 효과 (Cold persons' preference for warm persons: Effects of social exclusion on preference for persons depicted in warm colors)

  • 이국희
    • 인지과학
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    • 제29권4호
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    • pp.221-241
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    • 2018
  • 선행연구들은 사회적 배제를 경험한 사람은 체온과 환경온도 지각이 낮아지고, 이를 보충하기 위해 따뜻한 음료나 따뜻한 물 샤워 같은 물리적 따뜻함을 추구함을 관찰해왔다. 본 연구는 이러한 선행연구의 결과를 색 감성 혹은 색 상징의 차원으로 확장하기 위한 목적에서 이루어졌다. 이를 위해 사람들에게 따뜻한 색 혹은 차가운 색을 입힌 인물 사진을 보여준 후, 해당 인물에 대한 호감을 평가하게 할 때, 사회적 배제 지각에 따라 호감이 달라지는지 네 가지 실험을 통해 확인하였다. 결과적으로 사회적 배제를 지각한 사람은 따뜻한 색과 연합된 인물에 대한 호감이 차가운 색과 연합된 인물에 대한 호감보다 강했지만, 사회적 배제를 지각하지 않은 사람들은 두 색에 연합된 인물에 대한 호감에 차이가 없었다. 본 연구는 심리적 손실을 외적 목표 추구를 통해 상쇄하려 한다는 보충가설을 물리적 차원에서 감성적, 상징적 차원으로 확장했다는 측면에서 중요하다. 또한 심리상담소와 같은 사회적 배제를 경험한 사람들을 치료하는 현장에 따뜻한 감성이 필요함을 제안한다는 측면에서도 시사점을 가진다.

공유경제서비스의 이용경험과 사회적 상호작용의 조절효과: 자전거공유서비스를 중심으로 (Users' Experience of Sharing Economy Service and Moderating Effect of Social Interaction: Focused on Bicycle-Sharing Service)

  • 윤아영;김성민;구철모
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권4호
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    • pp.87-106
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    • 2017
  • Purpose The main purpose of this study is to examine whether the expectations and outcomes of the bicycle-sharing service significantly influence users' expectation disconfirmation, satisfaction, and continuous intention to use. In addition, we will verify the moderating effect of social interaction in bicycle-sharing service on the relationship between satisfaction and continuous intention to use. Design/methodology/approach Based on previous studies dealing with determinants of bicycle use, users' expectations and outcomes of the bicycle-sharing service were measured by three variables; accessibility, convenience, and safety. To collect the data, we conducted a survey of undergraduates at a university located in Seoul for three weeks, beginning March 6. Participants completed the first questionnaire, which measured expectations of the bicycle-sharing service based on the attributes and social interaction before using the BSS. After a few weeks, the same participants completed the second questionnaire, which measured outcomes of the outcome, disconfirmation, satisfaction, and continuous intention to use the BSS. Only participants who completed both surveys received monetary compensation. In order to test hypothesis, the Smart Partial Least Square (SmartPLS) modeling technique was applied. Findings In terms of main effects, based on the expectation disconfirmation theory, the results indicated that there were significant relationship among expectation, performance, disconfirmation, and satisfaction. In particular, it was verified that disconfirmation completely plays a mediating role between performance and satisfaction. In addition, the moderating effect of social interaction was examined. There was a significant interaction effects of social interaction and satisfaction on the continuous intention to use for leisure purpose. Finally, this study is expected to contribute to the study of resource sharing in the field of tourism and provide baseline information for future research.

비정규직 여성근로자의 고용특성 및 건강에 미치는 인자: 산재보험패널조사 (Effect of Temporary Employees and Health Characteristics Female Non-Regular Female Workers)

  • 최길용;양경수
    • 보건의료산업학회지
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    • 제10권3호
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    • pp.235-244
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    • 2016
  • Objectives : Using several waves of the Panel Study of Worker's Compensation Insurance(PSWCI), this study analyzed the effect of female workers on the health and lifestyles of korean workers in the sample year of 2014 (The first survey was completed in August-October 2013;, the second survey was completed in August-October 2014.) Methods : The research subjects were 24,672 women among workers who responded to the 2014 PSWCI panel report. Statistical analyses were performed with SAS version 9.4 (SAS Institute Inc., Cary, NC, USA). Results : According to the results of the analysis, women showed differences in female temporary workers, working conditions, classification of occupation, working period, and health conditions based on work-time conditions. The results show that female workers with disabilities have a direct positive effect on life satisfaction as we anticipated in the hypothesis. Conclusions : Female workers should focus on factors identified in this study when developing employment interventions to improve a health promoting lifestyle for their work environment.

산업재해 남성 근로자의 작업환경의 특성에 관한 연구: 산재보험패널조사 (A Study on the Characteristics of Injured Workers Rate and Work Environment of Male Workers for over 40 years)

  • 최길용;양경수
    • 보건의료산업학회지
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    • 제10권1호
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    • pp.131-142
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    • 2016
  • Objectives : Using several waves of the Panel Study of Worker's Compensation Insurance(PSWCI), this study analyzed the effect of work hours on health and lifestyle of Korean workers in a sample from the 2013~2014 year (The first survey was completed in August-October 2013; the second survey was completed in August-October 2014). Methods : The research subjects were 1,312 men from among employees who responded to a 2013 PSWCI panel report. Statistical analyses were done with SAS version 9.3 (SAS Institute Inc., Cary, NC, USA). Results : According to the results of the analysis, the male subjects had differences in economic activity and health conditions based on the length of working hours. There was a significant relationship among working hours and life satisfaction, and the correlation coefficients were statistically significant. The results show that workplace conditions has a direct positive effect on life satisfaction as we anticipated in the hypothesis. Conclusions : Management should focus on the factors identified in this study when developing employment interventions programs to improve the the promotion of healthy lifestyles for adults over the age of 40.

The Feasible Linkage between Pay Dispersion and Job Performance in the Case of U.S. Retail Sales Workers

  • KANG, Eungoo;HWANG, Hee-Joong
    • 유통과학연구
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    • 제20권4호
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    • pp.111-119
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    • 2022
  • Purpose: This study seeks to address the omission through examining the manner in which demographic similarity affects the responses of employees in the retail sector towards horizontal pay dispersion. Through doing so the study will be effective in bolstering the recent efforts of more careful exploration of conditions. Research design, data, and methodology: Scant past studies are available to guide for practitioners in retail sector which compensation strategy might lead adequate job performance for retail sales workers. To suggest possible solution, the present authors used variables of pay dispersion and obtained 317 US retail sale workers in distribution channels to measure the association between pay dispersion and employee job performance. Results: The statistical findings indicated both first and second hypothesis could be acceptable with favorable Beta and T values, resulting high degree of pay dispersion leads a low level of job performance, while a low degree of pay dispersion can motivate retail sales workers to improve their performance. Conclusions: The findings of this study raises an argument that processes of social comparison work in a more vigorous manner. This is thus a representation of the propensity of a retail sales worker to voluntarily resign from an organization when dispersion rates are higher.

Can Threatened Moral Self Make People Prefer Ecological Product? - An Eye Tracking Research based on Chinese Face Consciousness

  • Shi, Zhuomin;Zheng, Wanyi;Yang, Ning
    • Asia Marketing Journal
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    • 제17권4호
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    • pp.21-42
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    • 2016
  • Purpose: Social influence has a decisive role in shaping a person's cognition and behavior. Chinese face consciousness, including moral component, is an important part of Chinese traditional culture, which influences people to implement moral behavior. With both eye-tracking technology and traditional questionnaire, this research aims to explore people's moral psychology and the psychological processing mechanisms of Chinese face consciousness, as well as the impact of Chinese face consciousness on the preference for the ecological product. Method and Data: 75 college and MBA students' eye movement data were collected when they read different kinds of moral materials, as well as data from the subsequent questionnaires. To test the hypothesis, ANOVA analysis and Heat Map analysis were performed. Besides, the PROCESS of bootstrap was used to test mediation effect. Findings: The results reveal that: 1. Compared to the moral-situation reading, when subjects read immoral situations, they need more processing time due to the moral dissonance and cognitive load. 2. Compared to the control condition, when threatened moral self is primed, subjects prefer to choose ecological product. 3. Protective face orientation is the mediator between threatened moral self and preference to ecological product. Key Contributions: First, this study broadens the use of eye-tracking technology in marketing and demonstrates a better understanding of the relationship between morality and consumer behavior in a more scientific way. Second, this study not only distinguishes the meanings between "protective face orientation" and "acquisitive face orientation", but also innovatively validates that when moral self is threatened, consumers tend to choose ecological product as moral compensation in order to protect their face. It can shed light on the promotion of ecological product in practical applications.

확정오퍼가설 관점에서 바라 본 대위중재의 허용여부 (Admissibility of Subrogation Arbitration in the view of Firm Offer Hypothesis)

  • 조정곤
    • 통상정보연구
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    • 제15권4호
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    • pp.287-311
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    • 2013
  • 본 연구는 대위중재에서의 당사자적격성과 관련하여 복잡하게 전개될 수 있는 시비를 해결할 수 있는 방향의 설정에 대해 고찰하였다. 결함문제를 해결하기 위해 전례를 분석해 본 결과, 대위중재로 중재판정에 이른 사례는 찾아볼 수 있지만 대위중재 그 자체에 대한 판정이유는 불분명하다. 기존의 법원판례는 대위중재를 허용하는 듯 안 하는 듯 애매모호하고 대위중재의 허용여부에 대한 직접적인 법원의 판례는 찾아보기 힘들다. 또한 어느 한 국가의 판례로는 국제거래에서 발생하는 대위중재에 대해 단정할 수도 없다. 대위중재가 자동으로 허용되는지 아닌지 분명하지 않으면 전략적 차원에서 볼 때 분쟁해결절차의 경우의 수는 너무나 많아 수많은 사회적 비용을 치르게 된다. 따라서 향후 대위중재의 허용여부에 대한 국제적 통일지침의 확정이 긴요한 바, 본고에서는 자동차 대위중재제도, 공백과 상호주의 그리고 코즈정리의 관점에서 고찰한 결과 확정오퍼가설에 입각한 대위중재의 제도정립이 바람직하다는 결론에 이르렀다. 대위중재사건을 맡은 중재인들이나 판사들, 그리고 관련자들이 확정오퍼가설에 입각하여 대위중재에서의 당사자적격성을 판단한다면 본고에서 살펴본 대위중재와 관련한 문제점들을 대부분 해결할 수 있을 것으로 기대된다. 또한 국제적으로도 대위중재에 대한 확정오퍼가설이 확산됨으로써 대위중재의 일관된 해결원리가 확정오퍼가설로 수렴되기를 기대한다.

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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.

감정노동자의 이직의도 결정요인에 관한 연구 -강원지역 대형숙박서비스업을 중심으로- (A Study on the Determinants of Employees' Turnover Intention of Emotion Workers -Focused the large accommodation services on the Gangwon Province-)

  • 이덕수
    • 한국산학기술학회논문지
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    • 제17권7호
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    • pp.154-164
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    • 2016
  • 본 논문은 최근 사회적 이슈가 되고 있는 감정 노동자의 이직의도 결정 요인에 관한 연구로서, 서비스 산업에 종사하는 감정 노동자의 서비스 품질 향상에 영향을 미치는 이직 의도를 결정하는 요인이 무엇인지에 대해 실증적인 연구를 통해 조사 분석한 것이다. 독립 변수로 설정한 감정 노동자의 직무특성 및 직무환경, 조직문화, 감정노동행위 등이 종속 변수인 이직 의도에 어떤 영향을 미치는지 실증 조사하였으며, 이러한 독립 변수들이 직무만족을 매개로 감정 노동자의 이직 의도에 어떻게 영향을 미치는지에 대해 실증적으로 살펴보았다. 연구 대상으로는 주로 강원권의 대형 숙박 서비스업에 종사하는 감정 노동자를 대상으로 하였으며 직무특성 및 직무환경 요인 중에서는 직무다양성 요인과 내외적 보상 요인이 이직 의도에 영향을 미치고 있었고, 조직문화 요인으로는 인적 자원 문화, 개방 체계 문화, 위계 질서 문화 요인이 이직의도에 영향을 미치고 있었으며, 감정노동 행위 중에서는 표면행위, 진심행위 요인이 이직의도에 영향을 미치고 있는 것으로 실증적으로 조사되었다. 또한 직무만족을 매개로 한 가설검증에서는 직무다양성 요인 등 몇몇 요인들이 영향을 미치고 있었으며, 향후에는 독립변수 요인으로 정규직 비정규직 여부를 하나의 요인으로 두고 실증조사를 해보면 좀 더 유익한 결론을 얻을 수 있을 것 같다.