• Title/Summary/Keyword: social play

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Research Trends of Young Children's Play Using the Semantic Network Analysis (언어네트워크분석을 통한 유아놀이 관련 연구동향 탐색)

  • Kim, Jong-Hoon;Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.296-303
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    • 2020
  • The purpose of this study was to examine the keywords of studies related to young children's play in the selected registered and candidate academic journals and the network of the keywords by conducting a semantic network analysis. The selected journals were published over the past decade in diverse fields of study that included social sciences and life sciences such as education and early childhood education. The findings of the study were as follows: First, there was a great increase in the studies related to early childhood play over the last five years in comparison with the first term(2009-2013). As a result of analyzing how many studies were included in the journals by field, the largest numbers of the studies were published in the field of education, followed by early childhood education, and life sciences. Second, when the network of the keywords was analyzed, the major keywords in the first term were playfulness, role play, young children, creativity, play, and peer play interaction. In the second term(2014-2018), playfulness was also the most frequently exhibited keyword, followed by young children, play, and peer play behavior. Keywords such as teacher-child interaction, language skills, happiness, cognitive ability, early childhood education newly appeared.

Analysis of the Effects of Positive and Negative VR Game Contents on Enhancing Environmental Awareness Based on Self-Reliant and Team-Based Play Styles (개인 플레이와 협동 플레이 방식에서 긍정적 및 부정적 VR 콘텐츠가 환경 인식 개선에 미치는 영향)

  • Jihun Chae;Seungeun Yoo;Youngsung Lee;Yunsub Kim;Hyeonjin Kim;Daseong Han
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.137-147
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    • 2023
  • This paper presents a motion-capture-based projection VR system to explore the effectiveness of gamification in improving environmental awareness. We examine the key components of positive and negative VR game content and analyze the impact of individual and cooperative play methods on promoting sustainable behaviors. Our findings are as follows. Firstly, we discovered that the use of positive content in individual play mode was effective in improving awareness of the importance of recycling. Secondly, we confirmed that the use of positive content in cooperative play mode and the use of negative content in individual play mode were each effective in enhancing awareness of the seriousness of environmental pollution. Thirdly, we found that experiencing positive content first, followed by negative content, in individual play mode was effective in increasing interest in the environment. Based on these findings, we determined that adjusting the order of use of positive and negative content is more effective than simply using positive or negative content alone for improving environmental awareness. Moreover, considering the importance of recycling, the seriousness of environmental pollution, and the level of interest in the environment, we confirmed that individual play mode is effective and cooperative play mode can be more effective depending on the measure.

A Study of the Symbolism of Ornaments and Props Used in Traditional Korean Mask Plays: Based on Tongyeong Ogwangdae (전통가면극에서 착용한 장신구 및 소도구의 상징성에 관한 연구: 통영오광대를 중심으로)

  • Kim, Cho-Young;Kim, Eun-Jung
    • Journal of the Korean Home Economics Association
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    • v.50 no.3
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    • pp.83-93
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    • 2012
  • In Tongyeong Ogwangdae, the characters use many ornaments and these ornaments represent different meanings. The following results were observed from the analysis that was carried out, to find the symbolic meanings of ornaments and props, and they- were used in Tongyeong Ogwangdae. The ornaments and props used in the traditional mask play are used to effectively represent the roles, characters, situations, and certain parts of body. They put each character in a psychological mood that enables him or her to perform his or her role more realistically. This in turn moves the audience. The ornaments and the props that were used in Tongyeong Ogwangdae help the audience to understand the characters and the hidden meaning of the play. These ornaments and props can be classified into three categories namely, one representing the character's social status, one representing the role of the character, and one indicating the flow of the play.

The Influence of Gamers' Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory (게이머 특성이 창발적 파티 플레이에 미치는 영향 - 조직시민행동 이론을 중심으로 -)

  • Ahn, Ji Hoon;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.7-16
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    • 2014
  • This empirical study is to investigate the influence of MMORPG player's social as well as individual characteristics on the emergent party play. First, we have tested our research model by surveying 231 active players of Lineage 2. The results demonstrate that both the personal values, such as self-efficacy and job satisfaction, and also the organizational values, such as task interdependence and trust, have significant influences on the organizational citizenship behaviors among the party players. This study suggests both theoretical and practical implications on how to encourage gamers' altruistic concern and organizational adaptation in MMORPG.

A Study of the Impact of Display on Decision Making Process of Consumers in Apparel Buying Situation (의복구매시 소비자의 의사결정과정에서 디스플레이의 역할)

  • 강경자
    • Journal of the Korean Society of Costume
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    • v.25
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    • pp.171-181
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    • 1995
  • The purpose of this study was to evaluate the display as an information source use, and to find out the reaction of adult women to dis-play and perceived risk and influence of it in apparel buying. 511 college students, housewives and work-ing women living in Masan, Jinju and Sam-chunpo were selected as samples for this re-search. The result of this research can be sum-marized as follows : 1. Display was in the second place as infor-mation sources use exercising influence on ap-parel buying. The most important imformation sources use was the apparels of other persons. The other's apparels provide valuable aid as an imformation sources use for housewives, and display are important for college students and working women. 2. The ways of response were different ac-cording to the sample. Working women said that looking at the display gives pleasure to them, and they were attracted to sight of dis-play and housewives usually walk into the dis-play room. The point of interest in display were also different according to the samples. 3. All respondent said they perceived some kinds of risks in display. Howsewives reco-gnized social and psycological risk and working women recognized the economic risk and fashionability loss. 4. In apparel buying, college students showed impulsive purchase, but housewives and working women made comparision with other shopping place before they buy it.

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A Comparative Study on Costume design of Mask Play -Focusing on Korean Mask Play and Italian 'Commedia dell'arte'- (가면극 공연 의상 디자인 비교 연구 -한국 가면극과 이탈리아 코메디아 델 아르떼(Commedia dell'arte)를 중심으로-)

  • Im, Jeong Mi;Soh, Hwang Oak
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.124-137
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    • 2014
  • The purpose of this study is to produce an essential guideline for making costumes for traditional Korean mask plays by doing a comparative analysis between traditional Korean mask plays and Italian 'Commedia dell'arte'. The results of this study are as follow. The costumes of Korea's mask plays were mainly used to show difference in social status. Analysis showed that costume features, such as color, fabric, and silhouette, were not important to the traits of the character. On the other hand, the costumes in the Italian 'Commedia dell'arte' were used to express the characters' traits. The colors, fabric and silhouettes were exaggerated compared to everyday wear. This enhanced the looks of the character, and it kept on developing with the demands of the culture consumer. This study was performed to support further development and success of traditional Korean mask plays.

The Analysis of the Type and Characteristics of Playable Furniture for Preschool Children (미취학 아동의 놀이가구 유형 및 특성 분석)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.189-199
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    • 2012
  • The interest and expenditure for children is increasing than in the past because the number of nuclear family is growing, the children's space is configured independently in most homes from infancy, therefore, the market of children's furniture is expanding in spite of the reduction in the population of children. There are not many products considering age, gender, and play behavior in children's furniture market in Korea. The bed, desk, chair, and closet for children under 2 years hold a large majority of children's furniture, there are not a lot of preschool children's furniture for the children aged 4 to 7. As the children aged 4 to 7 experience physical, emotional, and cognitive growth at the same time, the space configuration and furniture choice for these children is educationally very important. Therefore, in this study, we present the importance and necessity of playable furniture to promote the physical, social, emotional, linguistic, and cognitive development of the children aged 4 to 7 among preschool children. We found the concept and basic condition of playable furniture to collect the base data for developing playable furniture and provided the basic data for the development of an ideal playable furniture by comparing and analyzing the cases of 157 items of 14 domestic playable furniture companies and 365 items of 30 overseas in aspect of play functions, forms, materials and colors.

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The Determinants of Marital Quality among Married Immigrant Women in Korea : The Importance of Life Stress and Social Support (결혼이주여성의 결혼의 질의 결정요인 : 생활스트레스와 사회적 지지의 중요성을 중심으로)

  • Kim, Hyun-Suk;Kim, Hee-Jae;Oh, Joon-Hwan
    • Korea journal of population studies
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    • v.34 no.1
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    • pp.27-51
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    • 2011
  • The purpose of this study was to examine how the social support was related to the relationships between marital quality and stress from life events among married immigrant women. The subject of this study included 182 married immigrant women lived in Busan. The results of this study were as follows: First, life stress and social support had a independently significant effect on marital quality. Second, social support had a negative effects when the relationship between life stress and marital quality mediated by social support. In varying forms and degrees, social support may play significant roles in relation to life stress and marital quality, but like married immigrant women, limited social support may be no/low effect on the relationship between life stress and marital quality. In this article, we examined the effect of social support related to life stress and marital quality and discuss the implications for research.

The Effect of Social Support on Job Satisfaction and the Mediating Role of Burnout (사회적 지원이 직무만족에 미치는 영향: 소진의 매개효과를 중심으로)

  • Son, Hyeong-jun;Jung, Sung-cheol
    • Journal of Venture Innovation
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    • v.2 no.1
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    • pp.81-92
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    • 2019
  • The purpose of this study was to identify the mediating effect of burnout on the relationship between social support and job satisfaction. Social support should be noted as an important environmental factor that can affect job satisfaction. This study surveyed 1,147 workers of domestic companies and collected data, and the results of the study are as follows. First, social support and job satisfaction were shown to have a positive correlation. Second, social support and burnout were found to have a negative correlation. Finally, burnout was found to play a mediating role in the relationship between social support and job satisfaction. This results demonstrate that, while social support has a direct positive impact on job satisfaction, it has also a indirect on job satisfaction via burnout. Therefore, organizations should consider ways to strengthen the organization's social support and lower the level of individual burnout in order to improve job satisfaction. Implications and limitations of this study and future research tasks are described.

A Study on the Effects of Corporate Social Responsibility Assessment on Corporate Brand Image and Favorability : Focusing on the moderating effect of ordinary interest in CSR (기업의 사회적 책임 평가가 기업브랜드 이미지와 호감도에 미치는 영향에 관한 연구 : CSR에 대한 평소 관심의 조절효과를 중심으로)

  • Kang, So Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.206-221
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    • 2021
  • The demand of social responsibility for corporate is increasing gradually. The corporate can't secure the royal customers only with the effort of securing the competitiveness through the product, service quality. The corporate should act actively in order to satisfy the social expectation required by customers. With this background, this study conducted the survey that can verify the effect of how usual interest in corporate social responsibility interacts in order to investigate the difference depending on the characters of customers and how the corporate social responsibility has led the brand performance. As a result, the legal and economic responsibilities were found to have significant influence in forming the corporate brand image and the favorability. The ethic responsibility was found to play a key role in forming the reliable image but have the negative impact in forming the achievement image, innovative image. In terms of the effect of social responsibility on the corporate brand performance, the usual interest on the social responsibility was found to have no impact as a regulatory effect.