• Title/Summary/Keyword: social play

Search Result 1,303, Processing Time 0.03 seconds

Board of Directors Attributes and Sustainability Performance in the Energy Industry

  • GARDAZI, Syeda Saba Nazir;HASSAN, Ahmad Fahmi Sheikh;JOHARI, Jalila Binti
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.12
    • /
    • pp.317-328
    • /
    • 2020
  • The board of directors play an important role in corporate climate strategy-making and decisions but might also compromise environmental policies to minimize agency cost. This study critically investigates the relationship between the attributes of the board of directors and the degree of sustainability performance for the energy sector as discussed in the literature. Our study cumulates existing knowledge offering important characteristics for a balanced board structure to increase the board's effectiveness in adopting sustainable initiatives that could reduce the adverse impact of an energy corporation's operation on the environment. Crucial attributes of the board of directors deemed to be positively associated with the commitment to reduce carbon footprint in the environment have been identified. Based on our extensive analysis of the literature we propose a conceptual framework that measures the influence of the board of directors' attributes on corporate environmental and social sustainability performance. The proposed framework will be useful as an initial step for top management and regulators to gain a better understanding of the balanced board structure required to achieve the social and environmental sustainability performance of corporations. Further, this paper contributes to a body of knowledge about how the board of directors could play a crucial role in monitoring social and environmental threats.

Relationship between the Interpersonal Disposition and Interactive Characteristics of Nursing College Students: A Social Network Analysis (간호대학생들의 상호작용 특징과 대인관계성향의 관계: 사회연결망 분석을 중심으로)

  • Piao, Mi-Hwa;Kang, Moon-Jung;Park, Changseung
    • Korean Parent-Child Health Journal
    • /
    • v.19 no.1
    • /
    • pp.25-32
    • /
    • 2016
  • Purpose: The purpose of this study was to use the social network analysis to verify the relationship between the interpersonal disposition and interactive characteristics of nursing college students. Five classes, a total of 117 nursing students were included in the study. Methods: The study interaction network centralization, density and in-degree & out-degree centrality were used as indicators for measuring students' study interaction. Also, the students' interpersonal disposition was measured using verified tool. Results: The results indicated that the ordinary type which gave and took the information generally showed the highest proportions in the study interaction network. Also, the empathic-acceptable tendency of social relation domain showed the highest proportions in the interpersonal disposition. Moreover, the students who play the isolate and the carrier role in the study interaction network had no relation with the expression tendency, and the transmitter role play students had no relation with the role tendency. Conclusion: Based on the results, the tutors should consider the students' interpersonal relationship disposition when implementing the instructional strategy in PBL curriculum.

  • PDF

The Effect of the Intergenerational Exchange Program for Older Adults and Young Children in the Community Using the Traditional Play (전래놀이를 활용한 지역사회 노인과 아동을 위한 세대교류 프로그램의 효과)

  • Choi, Min-Jung;Sohng, Kyeong-Yae
    • Journal of Korean Academy of Nursing
    • /
    • v.48 no.6
    • /
    • pp.743-753
    • /
    • 2018
  • Purpose: This study aimed to explore the effects of a community-based first and third Intergenerational Exchange Program (IGEP) on older adults' health-related quality of life (HRQoL), loneliness, depression, and walking speed, and on 4~5-year-old preschool children's learning-related social skills. Methods: This study employed a non-equivalent control group pre-post-test design. The experimental group included 42 older adults and 42 children who participated in the IGEP for 8 weeks, and the control group included 39 older adults. The experimental group participated in the IGEP once a week for 8 weeks. It comprised a traditional play program based on the intergroup contact theory. Results: Compared to the control group, there was a significant increase in scores on the HRQoL-Visual analogue scale (VAS) and a decrease in loneliness and depression in older adults in the experimental group (p<.05). Children who participated in the IGEP showed an improvement in their learning-related social skills (p<.001). Conclusion: These results confirm that the IGEP is an effective intervention to improve HRQoL-VAS, loneliness, and depression among older adults and learning-related social skills among preschool children in the community.

The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games (소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.89-100
    • /
    • 2015
  • This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.

An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game (모바일 소셜게임의 시장동향 및 수익모델 분석 - 일본 모바일 소셜게임을 중심으로 -)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
    • /
    • v.6 no.4
    • /
    • pp.82-92
    • /
    • 2012
  • Recently people who enjoy social game via mobile devices significantly are increasing depending on the rapid adoption of smart phones and the development of the network such as LTE. Most of them are enjoying the casual gaming mobile social games that you are able to play easily, but social issues like health problems due to long play time are emerging. The users, however, do not last long because of the simplicity of the game, and there are few people who actually buy game items even though they play it long time. This study has been conducted aiming to overcome such difficulties. This study suggests ways to generate constantly revenue avoiding short-term box-office after the release of mobile social games based on the analysis for market trend and profitability of the mobile social game. In addition, by applying profitability model analyzed to Japan's most successful game practices, this paper suggests the concrete methods about the commitment of the users. For summarizing the main achievements of this paper, providing the latest market information about mobile social games, analysis of profitability, practical implications for the commitment of the users are presented.

The Effect of STEAM-based Unplugged Play Activities Using Robots on the Improvement of Children's Creative and Social Personalities (STEAM교육 접근에 의한 언플러그드 로봇 놀이프로그램이 유아의 창의적 및 사회적 인성 함양에 미치는 효과)

  • Chun, Hui Young;Park, Soyeon
    • Korean Journal of Childcare and Education
    • /
    • v.16 no.5
    • /
    • pp.1-26
    • /
    • 2020
  • Objective: This study investigated 5-year-old children's developmental levels for creative and social personalities according to gender, and whether participation in STEAM-based unplugged robotic activities can improve their creative and social personalities. Methods: Participants were 5-year-old children (N=125) from 11 child care centers. The experimental group included 29 boys and 24 girls enrolled in classrooms that implemented an unplugged activities curriculum over five weeks. The control group consisted of 38 boys and 34 girls. Data were analyzed using a t-test and analysis of covariance, and Hedges' g was used to measure effect size. Results: First, the participating children's mean scores on creative and social personalities were 3.20 and 3.53 on a 5-point Likert scale, respectively. Girls scored higher than boys in sensitivity-various interests and imagination-playfulness domains of creative personality and all three domains of social personality. Second, children in the experimental group showed improvement in all domains of social personality and the effect size was large. They also improved in three domains (openness-humor, imagination-playfulness, independency-immersion) of creative personality, although the effect size was small. Conclusion/Implications: The results imply that implementing a robotics curriculum with unplugged play activities in early childhood classrooms contributes to 5-year-old children's development of creative and social personalities.

Group Music Therapy Involving Creation of a Musical Play to Improve Self-Esteem, Self-Expression, and Social Skills in Children (음악극 창작활동이 지역아동센터 아동의 자아존중감, 자기표현력, 사회성에 미치는 영향)

  • Bae, Sungjin;Kim, Kyungsuk
    • Journal of Music and Human Behavior
    • /
    • v.17 no.1
    • /
    • pp.51-70
    • /
    • 2020
  • The purpose of this study was to examine the effects of group music therapy involving the creation of a musical play on the self-esteem, self-expression, and social skills of children. The participants were 14 first through third graders and 14 fourth through sixth graders from a children's center. Half of the children from each grade band (Grades 1-3 and 4-6) were assigned to the experimental group and the other half to the control group, for a total of 14 children in each group. The experimental group who participated in music therapy sessions focused on creating a musical play. The experimental group selected themes, made a script, composed song lyrics and music, and performed the completed musical play. The Self-Esteem Scale, Self-Expression Scale, and Social Skills Rating System (SSRS) were administered before and after the intervention. The experimental group exhibited significantly higher scores than the control group on all of the scales except subscales of the Self-Expression scale and the SSRS. The results of this study suggest that group music therapy can facilitate children's engagement in group work and that playing an important role in the group can positively impact their perceptions of themselves.

The Effect of Korean Traditional Outdoor Play on Children's Emotional Intelligence (실외 전래놀이가 유아의 정서지능에 미치는 영향)

  • Kim, Yeong-Joo;Lee, Jin-Sook;Oh, Mi-Sook
    • Korean Journal of Human Ecology
    • /
    • v.12 no.5
    • /
    • pp.635-645
    • /
    • 2003
  • To examine the effect of traditional outdoor play on children's emotional intelligence, the effectiveness of the traditional outdoor play program was evaluated in the kindergarten. Participants were 44 kindergartners randomly divided into two groups: experimental group and control group. The activities of traditional outdoor play were carried out twice in a week in the experimental group, and only the regular activities of kindergarten program in the control group for 12 consecutive weeks. The data were analyzed by paired t-test, independent t-test. Major findings are as follows: First, the program affected on the children's emotional recognition and expression about the self identity and importance, while there were no significant differences in the children's emotional regulation and self-motivation. Second, traditional outdoor play program affected on the children's emotional recognition and empathy in others, relationship and social skill significantly. These results showed that educational and funny traditional outdoor play contributes to children's emotional intelligence and development.

  • PDF

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

  • Park, Shin Young;Lee, Yoon Kyung;Lee, Mi Ah
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.1
    • /
    • pp.73-93
    • /
    • 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.

Social-Cultural Adjustment of North Korean Defectors by Self-Esteem and Internal Attribution (새터민의 자아존중감 및 내적귀인성향에 따른 사회문화적 적응)

  • Chin, Mee-Jung;Lee, Soon-Hyung
    • Journal of the Korean Home Economics Association
    • /
    • v.44 no.7 s.221
    • /
    • pp.141-152
    • /
    • 2006
  • This study explores the social-cultural adjustments of North Korean defectors with respect to their self-esteem and internal attribution. The data were obtained from a survey of 195 North Korean defectors who had recently entered South Korea. The respondents had moderate difficulties in their social-cultural adjustment consisting of social activity restriction, discrimination, and social exclusion. Their social-cultural adjustment was positively associated with internal attribution. Those with internal attribution tended to have fewer problems in adjusting to the social systems and culture of South Korea. The findings of this study imply that psychological resources play a role in enhancing the social-cultural adjustment of North Korean defectors.