• 제목/요약/키워드: social internet activity

검색결과 107건 처리시간 0.028초

인터넷 사용유형에 따른 청소년의 사회성과 자기효능감 (Social Development and Self-Efficacy on Use of the Internet in Adolescence)

  • 안선정;최보가
    • 아동학회지
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    • 제29권1호
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    • pp.33-48
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    • 2008
  • This study analyzed social development and self-efficacy in use of internet in adolescents. Subjects were 510 7th, 8th, 10th, and 11th grade students in Daegu. Instruments were the modified Activities Questionnaire for Students (Heitner & Erica, 2(02), the Personality Inventory for Youth (Heitner & Erica, 2002) and the Self-Efficacy Scale (Song, 1998). Findings were that (1) male students use more synchronous (multi-game) but female students use more asynchronous (e-mail) and asocial (web-surfing) internet activity. (2) Synchronous social internet (multi-game) users were more social and more efficient than asynchronous (e-mail) and asocial (web-surfing) internet users.

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A Comparative Study of the Effects of Consumer Innovativeness, Self-esteem, and Need for Cognition on Online Activity before and after COVID-19

  • Myung Gwan Lee;Sang Hyeok Park;Seung Hee Oh
    • Journal of Information Technology Applications and Management
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    • 제30권5호
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    • pp.121-139
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    • 2023
  • This study tried to identify factors affecting online activity before and after the COVID-19 pandemic. To this end, the effects of consumer innovativeness, self-esteem, and need for cognition on the activity of online media such as Internet and social media were investigated, and whether privacy concerns had a moderating effect. For this study, survey data from 2019(before the outbreak of COVID-19) to 2021(after the outbreak of COVID-19) of the 'Korea Media Panel Survey' surveyed by the Korea Information Society Development Institute was used for analysis. The research results that affect Internet activity are as follows. Before the outback of COVID-19, it was found that hedonic innovativeness and social innovativeness had a positive effect and cognitive innovativeness had a negative effect on increasing Internet activity. There was no moderating effect on privacy concerns. The period after the outbreak of COVID-19, need for cognition was found to have a positive effect on increasing social media activity. In addition, the moderating effect of privacy concerns was found in the relationship between need for cognition and Internet activity. There was no privacy concern effect before the outbreak of COVID-19, and the privacy concern effect appeared on functional innovation and need for cognition after the outbreak of COVID-19. This study aims to present various implications for companies to understand the characteristics of online consumers using the Internet and social media after the pandemic.

노인의 인터넷활용이 생활만족도에 미치는 영향 -사회활동의 매개효과를 중심으로- (The Effects of Internet Utilization on the Life Satisfaction of the Elderly -The Mediating Effect of Social Activity-)

  • 정규형;윤지희;김종성
    • 사회복지연구
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    • 제44권2호
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    • pp.359-385
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    • 2013
  • 본 연구의 목적은 노인의 인터넷활용(인터넷활용빈도 및 인터넷활용능력)이 생활만족도에 미치는 영향력을 검증하고, 이 관계에서 사회활동의 매개효과를 분석하는 것이다. 연구에서 활용한 자료는 서울시복지재단에서 실시한 서울시 복지패널조사자료 중 2010년도 가구원용 데이터이며, 1862명이 분석대상이다. 연구방법은 빈도분석, 기술분석, 상관관계분석을 통해 대상자의 일반적 특성 및 주요 변수의 특성을 살펴보았으며, 구조방정식으로 연구모형을 검증하고, Sobel test를 통해 사회활동의 매개효과를 분석하였다. 분석 결과 첫째, 노인의 인터넷활용빈도는 생활만족도에 영향요인이 아닌 것으로 나타났고 반대로 인터넷활용능력은 생활만족도에 영향을 주는 것으로 나타났다. 둘째, 노인의 인터넷활용능력과 생활만족도의 관계에서 사회활동은 부분매개효과를 가지는 것으로 나타났다. 이러한 연구결과를 바탕으로, 노인 인터넷활용 활성화에 대한 이론적·실천적 함의를 제시하였다.

사회공헌활동 기사 맥락과 뉴스형태 및 광고종류에 따른 광고효과 (A study of advertisement effect according to the context, news type, and advertisement type of social contribution activity article)

  • 김은희;유승엽
    • 디지털융복합연구
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    • 제10권9호
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    • pp.253-262
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    • 2012
  • 기업의 많은 이슈들은 뉴스가치를 부여 받으며 인터넷에 기사화되고 있다. 이러한 관점에서 웹 콘텐츠 내에 게재된 기사의 맥락과 배너광고의 노출 그리고 뉴스의 형태에 따라 광고태도와 기업이미지에는 어떠한 차이가 있는지 확인하고자 하였다. 연구결과 다음과 같다. 첫째, 인터넷의 사회공헌활동 기사 맥락과 뉴스형태에 따른 광고태도는 상호작용효과가 확인되었으며, 인터넷 기사의 맥락이 부정적일 때는 사진과 기사를 함께 제공한 뉴스형태에서 광고태도가 더 효과적인 것으로 확인되었다. 이러한 결과는 인터넷의 사회공헌활동 기사 게재 시 사진과 기사가 함께 제공되어 혼잡도가 더 높아짐에 따라 인터넷 기사의 부정적 맥락이 상쇄되는 것으로 유추된다. 둘째, 사회공헌활동 기사의 뉴스형태와 광고종류에 따른 광고태도는 상호작용효과가 확인되었으며, 인터넷 뉴스기사 게재 시 기사와 사진을 함께 제공하는 뉴스형태에서는 기업광고가 제품광고보다 광고태도가 더 효과적인 것으로 확인되었다. 셋째, 사회공헌활동의 뉴스형태와 광고종류에 따른 기업이미지는 상호작용효과가 있는 것으로 확인되었다. 인터넷 기사 게재 시 기사와 사진을 함께 게재한 뉴스형태에서는 기업광고 보다 제품광고를 게재할 경우 기업이미지에 더 효과적인 것으로 확인되었다.

The Impact of Social Network Service, Trust and Cognition on Customer Loyalty in Internet Shopping

  • Sun, Han-Gil
    • 정보관리연구
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    • 제42권2호
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    • pp.211-234
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    • 2011
  • The development of information technology improves the globalization of the world economy. This change was able to expand the cyber space, and the online community known as the cyber community is made within the existing offline community. From the cyber community's activity, the concept of social network services created, and recently developed social computing. Social computing is the current situation and the next step in the online community. Currently, most CIOs are using social computing for workplace empowerment. As online transactions become more active, the strategy to increase customer loyalty in Internet shopping is an effective tool to increase profit for the company, and as a method to maintain competitive. With the growth of electronic commerce, through insurance of customer loyalty on the Internet, a company can establish a long-term relationship with customers, so for this, it is important to have reliable relationship with customers. Also, through advertisement and commercial information, the cognition of Internet shopping looks can be effective in retaining customers. In this study, it explores how social computing and trust and cognition of Internet shopping are effective in maintaining customer loyalty. As the result of study, the trust and cognition of Internet shopping are significantly effective on customer loyalty, but the sense of social computing. Still, social computing has not matured enough to be as effective in retaining customer loyalty. However, it does indicate that social computing has significantly increased the trust and cognition in Internet shopping. In this study, as the concepts of the social network service and social computing are applied in Internet shopping, which are actively discussed by scholars, it is expected that the basis of the study could improve and present the idea of social shopping.

협력학습을 위한 소셜러닝 플랫폼의 설계 (Design of Social Learning Platform for Collaborative Study)

  • 조병호
    • 한국인터넷방송통신학회논문지
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    • 제13권5호
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    • pp.189-194
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    • 2013
  • 소셜러닝은 미래 지식정보사회의 새로운 학습모델로 기존의 학습과 달리 개인의 능동성과 타인과의 협력학습을 중시한다. 협력학습을 위한 소셜러닝 플랫폼 구축에 기존 소셜미디어 서비스를 활용하는 것이 유용하다. 본 논문에서는 기존 소셜미디어 서비스 및 소셜플랫폼을 조사분석하여 소셜미디어 서비스를 활용한 효과적인 소셜러닝 플랫폼을 제시하고자 한다. 또한 새로운 소셜러닝 플랫폼의 구조 및 설계화면을 통해 소셜러닝 플랫폼의 동작 방법과 다른 소셜 플랫폼에 비해 차이점과 우수성을 제시하고자 한다.

서울지역 장·노년층의 인터넷활용능력, 대인관계능력, 사회활동에 관한 연구: 잠재평균분석을 활용한 집단비교 (The Research of Ability to Use Internet, Interpersonal Skill, and Social Activity among the 50's and 60's in Seoul: Latent Mean Analysis)

  • 김동배;김상범;김세진
    • 한국노년학
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    • 제31권3호
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    • pp.733-749
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    • 2011
  • 본 연구의 목적은 정보화시대 장·노년층의 인터넷활용능력과 사회활동의 관계에서 대인관계능력의 매개효과를 검증하는데 있다. 또한 장·노년층 세대 내 정보화격차를 고려하여 50대와 60대 간의 인터넷활용능력, 대인관계능력 및 사회활동의 차이를 밝히고자 하였다. 연구에 활용된 자료는 서울시복지재단에서 실시한 2008년 서울시복지패널조사이며, 50대 644명과 60대 297명이 최종분석대상으로 추출되었다. 연구방법은 대상자의 특성, 집단 간 평균비교와 신뢰도 검증을 위해 기술 분석, t-test, 신뢰도분석을 실시하였다. 또한 구조방정식을 활용한 매개모형의 검증과 50대와 60대 간의 평균비교를 위해 잠재평균분석을 실시하였다. 연구결과 첫째, 인터넷활용능력과 사회활동의 관계에서 대인관계능력은 부분매개효과를 가지는 것으로 나타났다. 둘째, 집단 간 잠재평균분석 결과 50대는 인터넷활용능력이 높으며 60대는 사회활동이 높은 것으로 나타났다. 따라서 본 연구는 정보화시대 장·노년층의 정보화교육은 노년기 사회활동을 증대할 수 있는 인터넷커뮤니케이션 활용기술과 관련되어 진행되어야 할 것이며, 세대 내 인터넷활용능력에 대한 고려가 필요함을 입증하였다.

노년기 소비자의 정보화 여가활동 연구와 의미 분석 (The Information Leisure Activity of the Aging Generation and the Analysis of Meaning)

  • 김연정
    • 가족자원경영과 정책
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    • 제14권4호
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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Chaotic Phenomena in Addiction Model for Digital Leisure

  • Bae, Youngchul
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제13권4호
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    • pp.291-297
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    • 2013
  • Chaotic dynamics have been studied by many researchers in the fields of biology, physics, and engineering. Interest in chaos is also expanding to the social sciences such as politics, economics, and others, including the prediction of societal events. The concept of leisure has developed from a passive concept correlated with relaxation, entertainment, and ideology formation into a positive concept that assumes a more active role. As information and communications technology develops, digital leisure activity is expected to continue spreading. This expansion of digital leisure function correctly, as well as. Traditional leisure activity functions correctly more, whereas digital leisure activity is predicted to function incorrectly more often. In this paper, we propose a mathematical addiction model of digital leisure that deals with its dysfunctions such as addiction to digital leisure, including computer games, internet search, internet chatting, and social media. Herein, to solve addiction to digital leisure, we propose a model derived from a nicotine addiction.

청소년문화복지 지역격차연구 - 충청지역을 중심으로 - (A study on Regional Disparity of Youth Cultural Welfare)

  • 김민정;송주미
    • 대한가정학회지
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    • 제42권11호
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    • pp.61-84
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    • 2004
  • The purpose of this study is to present foundational data to promote the cultural welfare status of youth. The actual condition of the youth's cultural welfare was investigated by investigating the degree of youth's cultural welfare satisfaction and needs by regional groups. A total of 1486 questionnaires were used for the final data analysis. The analysis revealed the following results. 1. Actual conditions of adolescents cultural welfare. 1) Among various cultural activities, adolescents find leisure and social activity, artistic, mass media and video-media activities very boring and one-sided, Instead, they have greater interest in computer- and Internet-related activities, such as getting and sharing information and communication. 2) While adolescents living in urban areas benefit from well developed social infra-structure, those living in rural areas seldom take advantage of it. 3) The obstacles against cultural welfare of the youth can be categorized as: 'lack of money,' 'lack of time,' and 'lack of cultural facilities. ' In urban areas 'lack of time' becomes an issue, whereas in rural areas 'lack of money' and 'lack of cultual facilities' are important. 2. Degree of cultural welfare satisfaction of the youths. Youths generally appear either 'unsatisfied' or 'neutral' concerning their satisfaction degree about leisure and social activity parts, and art and play-activity paris. On the other hand, they appear 'neutral' concerning their satisfaction degree about computer- and Internet-related information and communication parts, and mass- and video-media activity parts. In addition, urban youths show a higher degree of satisfaction than rural youths. 3. What the youths need To improve their culture welfare status, they need a lot of supplements for cultural activity in the form of cultural infra-structure. Regarding the cultural infra-structure, rural youths need more than urban youths.