• Title/Summary/Keyword: social play

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The Effect of Social Support on Adolescents' School-Related Adjustments: The Mediation Effect of Life Satisfaction (사회적지지가 남녀청소년의 학교적응에 미치는 영향: 삶의 만족도의 매개효과)

  • Choi, Mi-Kyung
    • Human Ecology Research
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    • v.52 no.6
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    • pp.651-668
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    • 2014
  • The main purpose of this study was to examine the relationship between social support, life satisfaction, and school-related adjustments of adolescents. The participants were 260 junior high school students (140 male and 120 female students) from the Seoul area. They completed questionnaires on social support, life satisfaction, and school-related adjustments. The collected data were analyzed using basic descriptive statistics, Pearson's correlation, and a multiple regression analysis. Baron and Kenny's method was used and examined, and the Sobel test was performed to determine the mediating model's significance. It was adapted to SPSS ver. 19.0 for Windows. The major findings were as follows: first, social support (parents/teacher/friend) was positively correlated with the adolescents' school-related adjustment. Second, the adolescents' life satisfaction was also positively correlated with the adolescents' school-related adjustments. In addition, social support was positively correlated with life satisfaction. It was further found that the adolescents' life satisfaction tended to play a perfectly/partially mediating role between social support and school-related adjustment; that is, social support (parents/teacher/friend) was shown to have not only a direct effect, but also an indirect effect through the adolescents' life satisfaction, on the school-related adjustments. These results clearly indicated that adolescents' life satisfaction plays a crucial role in the relationship between social support and the adolescents' school-related adjustments.

Relations among Toddlers' Temperament, Maternal Parenting, and Social Withdrawal and Aggression (걸음마기 아동의 기질 및 어머니의 양육행동과 사회적 위축 및 공격성 간의 관계)

  • Park, Bo-Kyung
    • Journal of Families and Better Life
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    • v.31 no.6
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    • pp.67-81
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    • 2013
  • This study examined the relations among toddlers' temperament, maternal parenting, and toddlers' social withdrawal and aggression. One hundred and two mothers of two-year-old children (49 boys and 53 girls) completed questionnaires and Q-sort. Data were analyzed by correlation analyses and regression analyses. First, toddlers' pleasure was negatively related to social withdrawal, while social fearfulness was positively related to social withdrawal. Also, toddlers' activity level and anger proneness were positively related to aggression. Second, the encouragement of independence in maternal parenting was negatively linked to toddlers' social withdrawal, and maternal rejection was positively linked to toddlers' aggression. Third, toddlers' pleasure and interest/persistence were positively associated with mothers' encouragement of independence, and toddlers' activity level and anger proneness were positively associated with mothers' rejection. Finally, mothers' encouragement of independence acted as a mediator between toddlers' pleasure and social withdrawal. Also, toddlers' activity level and anger proneness influenced aggression through maternal rejection. These results indicate that toddlers' temperament and maternal parenting play crucial roles in the development of toddlers' maladaptive behaviors such as social withdrawal and aggression.

The Study on Factors Affecting Inter-agency Coordination in Family Violence (가정폭력 관련 기관들의 서비스 연계실태와 관련 요인)

  • Kim, Jae-Yop;Park, Soo-Kyeong
    • Korean Journal of Social Welfare
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    • v.47
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    • pp.107-147
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    • 2001
  • In the 1990s, with enacting of the laws on the family violence in Korea, agencies such as helpline 1366, counseling center and shelter for the female victims have been rapidly increasing in number. Also police and medical center have been viewed as having major responsibility for delivering services and social workers in community welfare center and public social worker have been expected play a role in community-based delivery systems for the female victims. The purpose of this study is to measure the level of the inter agency coordination and to find out the factors affecting the inter-agency coordination in family violence and to make policy implications for a better delivery system. The data were obtained from a social survey of family violence agencies, counselling center/shelter/helpline 1366, police, medical center, social workers of community center and of public sector in Seoul and Kyeongi area. The major results are as follows: 1) the level of inter-agency coordination is low, specially the referal cases of police and medical center is very poor. 2) The type of inter-agency coordination is referals and information sharing among agencies. 3) the factors affecting inter-agency coordination is agency type, wills and efforts of agency, information sharing, experience of family violence education. The current findings suggest that the delivery system to promote inter-agency coordination efforts and for police and medical center, social worker in private and public agency to respond promptly and properly would be built up.

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Convergence Learning Program based on Childhood's Sociopsychological Development and Design Thinking

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.176-183
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    • 2020
  • This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.

Effect of the Brotherhood Group Sensory Integration Intervention to Social Interaction of the Children With Pervasive Developmental Disorders (형제그룹 감각통합치료가 전반적 발달장애 아동의 사회적 상호작용에 미치는 효과)

  • Park, Ji-Hoon;Kim, Su-Kyeong
    • The Journal of Korean Academy of Sensory Integration
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    • v.10 no.1
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    • pp.21-31
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    • 2012
  • Objective : This study aims to examine the Effect of the Brotherhood Group Sensory Integration intervention to Social Interaction of the Children with Pervasive Developmental Disorders. Methods : The Group Sensory Integration intervention was implemented for 8 weeks period from July to September 2011 targeting 2 children of 7~8 ages diagnosed Pervasive Developmental Disorders. For the study A-B-A' design among Single subject research design was used, while baseline A 3 phases, intervention B 16 phases, baseline A' 3 phases in total 22 phases were applied. The Quality of Social Interaction was measured through ESI(Evaluation Social interaction) during the baseline between A and A' period, and the Frequency of Social Interaction was measured under the condition that non-availability of intervention during baseline period, while during intervention period, it was measured by utilizing Interval recording method upon filming by video of 10 minutes free-play after every intervention. Results : The Quality of Social interaction indicated a statistical significance by all targeted children after intervention. Also a statistical significance was indicated in the Frequency of Social interaction as there appeared consecutively more than two of the values of baseline A average and Standard deviation band from all targeted children at the free-play implemented after each intervention of every phase. Conclusion : It could be verified that Brotherhood Group Sensory integration intervention has a positive effect to Social interaction of the Children with Pervasive Developmental Disorders. Therefore, the Brotherhood Group Sensory integration intervention can be effectively applicable as being a therapy to improve Social interaction toward Children with Pervasive Developmental Disorders at the clinic.

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The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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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.

Assessment of Physical Activity, Activity Coefficient of Preschool Children and Actual Condition of Daycare Center Outdoor Play (미취학아동의 1일 활동량, 활동계수 평가 및 유아보육시설의 실외놀이 실태)

  • Kim, Jae-Hee;Kim, Eun-Kyung
    • Korean Journal of Community Nutrition
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    • v.14 no.6
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    • pp.777-788
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    • 2009
  • The purpose of this study was to assess physical activities and activity coefficient of preschool children and was to give some concrete information to activate outdoor play and to probe the suggestions to activate outdoor play. 42 preschool children (17 boys and 25 girls) were included. Body weight and height were measured and one-day activity diaries were collected by interviewing with their parents and kindergarten teachers. To measure physical activity during outdoor play, this study was researched the current conditions and content of outdoor play activity in daycare centers, and teacher's perceptions of that outdoor play. The average age of the subjects was 5.0 years. Average height, weight, body fat and body muscle of subjects were 108.9 cm, 18.9 kg, 17.7% and 26.8%, respectively. The subjects spent about 10 hours 39 minutes sleeping; 4 hours 16 minutes personal hygiene and computer working. They spent 88.2% of 24 hours (one day) in "very light activities" and 11.3% in "light activities". Activity coefficient (1.34) of weekday was significantly higher than that of weekend (1.21). And in this study, it was found that most of daycare centers (87.7%) have outdoor play space, 95.2% of them were garden. The teachers recognized that have a outdoor play frequency everyday (48%), three or four times (46%) in a week but they have three or four times (38%), one or two times (30%) because of various indoor program. Also, they recognized that have a outdoor play expending time 21-30 minutes (48%), 31-40 minutes (26%) but they have 21-30 minutes (64%). They answered that have frequency and expending time less than their recognition of outdoor play. Most of daycare center teachers perceived outdoor play to be as important as indoor play, and the teachers believed outdoor play supports children's physical, cognitive, social, and language development. The results of this study may be used to utilize as a basic data for estimate physical activity for preschool children and developed that exercise program to increase physical activity of daycare center outdoor play.

A Study on the Analysis of Mediated Effects of Father's Play Participation in the Relationship Between Father's Play Belief and Child's Playfulness (아버지의 놀이신념과 유아 놀이성 관계에서 아버지의 놀이 참여도의 매개효과 분석)

  • Choi, Tae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.333-342
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    • 2020
  • Children grow and develop through play. Play is being used as a friend and a learning material and tool in everyday life of children. It is a research study aimed to empirically analyze the effects of father's play belief and play participation on child's playfulness. A survey was carried out for the selected 284 children aged 5 years and older attending kindergarten located in D-gu, Seoul in order to achieve the goal of this study. Frequency analysis, descriptive statistics, reliability verification, correlation analysis, and regression analysis were conducted on the data collected through the survey by using the SPSS program, and the research results were derived as below. First, it showed that father's play belief and play participation have a positive effect on child's playfulness of physical spontaneity, social spontaneity, cognitive spontaneity, expression of joy, and a sense of humor. Second, father's play participation had a significant effect as a partial parameter in the relationship between father's play belief and child's playfulness. Thus, it was drawn the conclusion that father's play belief and play participation are important variables that can predict child's playfulness. Therefore, It will be necessary to promote children's playfulness development by continuously providing parent education programs on creating an atmosphere of various interaction at home through plays in the relationship between father and child and a desirable role of father in the play activities with child at the level of preschool educational institutions.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

Workplace Violence and Social Network Service Addiction

  • Choi, Young-Keun
    • The Journal of Industrial Distribution & Business
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    • v.8 no.7
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    • pp.21-29
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    • 2017
  • Purpose - The purpose of this study is to investigate the impact of organizational politics on employees' social network service addiction and how it influences their job satisfaction and organizational citizenship behavior. And this study explores if leader-member exchange can moderate the relationship between organizational politics and social network service addiction. Research, design, data, and methodology - For this, this study collected data from 305 employees in Korean companies through a survey method and uses SPSS 18.0 for hierarchical regression analysis in the hypothesis test. Results - First, organizational politics increases immersion, compulsion and association among the sub-factors of social network service addiction. Second, each phenomena of social network service addiction such as salience, compulsion and association decrease each relevant factors of job satisfaction and organizational citizen behavior. Third, compulsion and association among the sub-factors of social network service addiction play the mediating roles between organizational politics and each relevant factors of job satisfaction/organizational citizen behavior. Finally, some of sub-factors of leader-member exchange decrease the effect of each characteristics of organizational politics on immersion, compulsion and association among the sub-factors of social network service addiction. Conclusions - This study provides some of managerial implications to corporate executives who try to manage organizational attitude.