• 제목/요약/키워드: structured differences analysis

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우리나라 직장인 스트레스의 역학적 특성 (Epidemiology of Psychosocial Distress in Korean Employees)

  • 장세진;강명근;차봉석;박종구;현숙정;박준호;김성아;강동묵;장성실;이경재;하은희;하미나;고상백
    • Journal of Preventive Medicine and Public Health
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    • 제38권1호
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    • pp.25-37
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    • 2005
  • Objective : To estimate the magnitude of psychosocial distress and examine eligible factors associated with the development of psychosocial distress in Korean employees, using a nationwide sample. Methods : A total of 6,977 workers were recruited from 245 companies. A structured questionnaire was used to assess sociodemographics, health-related behaviors, job characteristics, social support at work, personality traits (locus of control, type A behavior pattern), self-esteem, and psychosocial distress. Results : The results showed that 23 % of workers were categorized as high stress, 73% as moderate, and 5% as normal. Hierarchical multiple regression analysis showed that psychosocial distress was more common in younger workers, both male and female. Regular exercise was negatively associated with increase of psychosocial distress. In job characteristics, as expected, low decision latitude, high job insecurity, and low social support at work were related to high psychosocial distress. Personality traits such as locus of control and type A behavior pattern, and self-esteem were more powerful predictors of psychosocial distress than general characteristics, health-related behavior, and job characteristics. There were some gender differences. While men who are less educated and single (unmarried, divorced, and separated) experienced higher levels of psychosocial distress than those who are educated and married, women who feel high job demand experienced higher levels of psychosocial distress than those who feel low job demand. Conclusions : The proportion of the high stress group was higher than expected, and psychosocial factors like social support and personality characteristics (e. g. locus of control, type A behavior pattern and self-esteem) were more significant factors for psychosocial distress than other variables. This finding suggests that some psychosocial factors, especially inadequate social support, low self-esteem and lack of internal locus of control for the development of psychosocial distress, will also operate as an intervention strategy in the worksite stress reduction program. It is strongly required that worksite stress reduction programs should be established in at both occupational and level as well as in individual levels.

제주도 공공 관정 지질주상도 DB 구축 소개 (Study of Geological Log Database for Public Wells, Jeju Island)

  • 박성현;고기원;박준범;문덕철;윤우석
    • 자원환경지질
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    • 제48권6호
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    • pp.509-523
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    • 2015
  • 제주도 수문지질 종합 해석시스템 구축 연구의 일환으로 수행된 제주도 공공 관정 지질주상도 데이터베이스 구축결과를 소개한다. 1970년대부터 개발된 제주도 전역의1,200여 개 공공 관정의 지질주상도를 수문지질 조사소(炤)${\Pi}$$^{\circ}$ 범용할 수 있도록 6개의 속성 테이블로 구분하여 세부 정보를 데이터베이스화하여 분석을 수행한 결과, 기존 공공 관정지질주상도 이용에 다음과 같은 문제점이 있는 것으로 나타났다. 즉, (1) 지질주상도 암석명의 통일성 결여, (2) 화산쇄설층 및 사력층 개념 정립 필요, (3) 대수층 정보 불포함, (4) 상당수 관정에 대한 스크린설치 구간 심도 미기재, (5) 지질주상도 작성자별 기재 사항 및 내용상의 상이성 등이다. 연구팀은 상기와 같은 문제점들을 개선하기 위해 지질주상도상의 화산암 및 퇴적암 명칭을 재정립함과 아울러, 상용화된 데이터베이스 형식의 지질주상도 프로그램을 이용해 표준화된 입력과 출력형식 생성이 가능한 제주도 공공 관정 지질주상도 데이터베이스를 구축하였다. 새롭게 설계된 입력 테이블을 이용한 지질주상도 프로그램은 데이터베이스 입력 형식 기반을 가지고 있어, 사용자가 지정한 표준화된 입력 구조를 통해 지질, 관정 시추 및 시험 데이터들을 저장하여 데이터베이스화 함과 동시에 지질주상도와 단면도 출력에도 이용할 수 있다. 또한 지하수 관측 및 양수시험 결과 등의 새로운 자료도 데이터베이스 구조의 변경없이 쉽게 추가될 수 있다. 본 연구를 통해 구축된 지질주상도 데이터베이스는 향후 개발되는 관정들의 표준 데이터베이스 기준으로 활용됨으로써, 일관성 있는 지질주상도 작성과 수문지질 종합연구에 크게 도움이 될 전망이다. 또한, 현재 추진 중인 제주도 수문지질 해석시스템 개발과 기후변화에 대응한 통합수자원관리계획 기반기술을 뒷받침해 주는 초석이 될 것으로 기대된다.

병원 구성원들의 직종별 조직몰입의 영향요인에 관한 연구 (Factors affecting the Organizational Commitment of Industrial Accident Hospital Employees by Job Category)

  • 방용주;하호욱;손태용
    • 한국병원경영학회지
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    • 제7권4호
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    • pp.24-56
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    • 2002
  • The purpose of this study was to analyze the characteristics of socio-demographic, organizational culture, organizational conflict and organizational commitment, and to examine the interrelation of influential factors in the organizational commitment. The data for this study were collected through a self-administrated survey with a structured questionnaire to 1,027 subjects from several medical doctor staff members, nursing staff members, administration staff members, pharmacist, and technical expert of eleven hospitals. The data were collected by self-reporting questionnaire from July 29 to September 7, 2002. In this analysis frequency test, t-test, ANOVA, multiple regression were used. The main results of this research is as following; 1. According to socio-demographic characteristics the respondents' level of the organizational commitment was higher in a administration staff members than others, for males than females, and for employees aged more than forty, as working for longer time, and as higher level of the working position. 2. According to the organizational culture characteristics the progressive culture, affiliative culture, and task-focused culture among many types of organizational culture were moderately and positively correlated with the level of the organizational commitment while the hierarchical culture was negatively correlated. 3. According to the organizational conflict characteristics as the respondents who got less conflict experience in the organization, their level of the organizational commitment was higher. And, technical conflict experiences were expressed greater than hierarchical conflict experiences. 4. According to the job satisfaction characteristics as his or her satisfaction that is about the promotion, working itself, salary, and fellowship in the organizational was higher, the level of the organizational commitment was higher. The most important factor of the satisfactions was the fellowship among the respondents while the level of job satisfaction for the promotion and salary was average. 5. Overall, according to the result of Multiple Regression as older age and longer working hours, the level of the organizational commitment was higher and as a higher level of the satisfaction for the promotion, working itself, salary, and fellowship in the organization, it caused more effective factors for the organizational commitment. 6. According to the result of Multiple Regression for the doctor staff members in special hospitals rather than general hospitals the hierarchical culture and task focused culture was positively correlated with the satisfaction of working itself while hierarchical conflict factors in the organizational conflict characteristics was negatively correlated with the organizational commitment. For the nursing staff members the affiliative culture and the job satisfaction for the promotion, working itself, salary, and fellowship were positively correlated with the organizational commitment. For the administration staff members as the job satisfaction for the fellowship was positively correlated with the organizational commitment. For medical and pharmacy staff members as more working experience, correlation with the organizational commitment was positive. Besides, as he or she has a high perception of the affiliative culture, it caused statistically more effective factors for the organizational commitment. For the skill and technicians, male worker expressed greater organizational commitment in the organization than female worker. And also older age along with higher education also showed higher organizational commitment. Moreover, the job satisfaction for the fellowship was positively correlated with the organizational commitment. This study identified the major effective factors of the organizational commitment and analyzed the differences among the job category. In that respect, it is significant for the study to be able to provide a reference for managing hospital of industrial accident and organizational development. However, this study has a problem, which is not to identify a valuable model for examining the relationship between organizational factors such as organizational culture, conflict, satisfaction, and commitment. Therefore, further study is needed and strengthened in the field of organizational commitment for hospital for industrial accident.

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후기노인의 허약, 사회적 지지, 건강관련 삶의 질 간의 관계 (The Relation between Frailty, Social Support, and Health-related Quality of Life in Old-Old Elderly)

  • 이정화;김은휘;서순림
    • 한국노년학
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    • 제38권4호
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    • pp.891-903
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    • 2018
  • 본 연구는 허약의 고위험군인 후기노인의 건강관련 삶의 질 향상을 위한 기초자료를 제공하고자 허약, 사회적 지지 및 건강관련 삶의 질 간의 관계를 조사하였다. 서술적 조사연구인 본 연구를 위하여 2016년 03월 01일부터 03월 31일까지 K군에 소재하는 노인복지시설에서 75세 이상 노인을 대상으로 구조화된 설문지를 이용하는 일대일 면담을 통해 총 211명의 자료를 수집하였다. 수집된 자료는 SPSS/WIN과 Amos 18.0 프로그램으로 t-test, Pearson's correlation coefficient 및 경로분석을 사용하여 분석하였다. 80세를 기준으로 한 연령집단 간 차이검정결과, 80세 이상인 경우 유의하게 허약수준이 더 높고(t=-2.51, p=.013), 건강관련 삶의 질이 낮았으나(t=3.29, p=.001), 사회적 지지는 유의한 차이를 보이지 않았다(t=1.28, p=.201). 허약, 사회적지지, 건강관련 삶의 질 간의 상관관계 분석결과, 허약수준이 높을수록 사회적 지지(r=-.21, p=.003)와 건강관련 삶의 질이 유의하게 낮았고(r=-.65, p<.001), 건강관련 삶의 질은 사회적 지지가 높을수록 유의하게 높았다(r=.18, p=.010). 사회적 지지와 건강관련 삶의 질 사이에서 허약의 매개효과를 조사한 결과, 사회적 지지는 허약에(${\beta}=-.21$, p=.016) 허약은 건강관련 삶의 질에 유의한 직접효과를 미치나(${\beta}=-.06$, p=.004), 사회적 지지는 건강관련 삶의 질에 유의한 직접효과를 미치지 않고(${\beta}=.00$, p=.562) 허약을 매개하여 유의한 간접효과를 미쳐(${\beta}=.01$, p=.012) 사회적 지지와 건강관련 삶의 질 사이에서 허약의 완전매개효과가 있었다. 사회적 지지는 허약을 예방하고 허약수준의 개선은 건강관련 삶의 질을 증진시킨다. 그러므로 후기노인의 건강관련 삶의 질 제고를 위해 연령별 사회적 지지 방안을 포함하는 다면적인 허약 예방 프로그램의 개발이 필요하다.

웹 기반 한국판 섭식장애진단척도 DSM-5의 개발 및 타당화 연구 (A Development and Validation Study of the Web-based Korean Version of the Eating Disorder Diagnostic Scale DSM-5)

  • 이혜린;곽경화;이유경;한수완;김율리
    • 정신신체의학
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    • 제28권2호
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    • pp.185-193
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    • 2020
  • 연구목적 본 연구의 목적은 한국판 섭식장애 진단척도 DSM-5 (Korean version Eating Disorder Diagnostic Scale, K-EDDS)를 웹 기반 진단 시스템으로 개발하고 타당도를 검증하는 데 있다. 방 법 본 연구는 섭식장애 환자(38명)와 대학생(81명)을 포함하여 총 119명이 참여하였다. 모든 참가자는 지필 섭식장애 스크리닝 검사인 Sick, Control, One, Fat, Food (SCOFF) 후 별도의 사이트에서 웹 기반 K-EDDS, 섭식장애검사(Eating Disorder Examination-Questionnaire, EDE-Q), 임상손상평가(Clinical Impairment Assessment Questionnaire, CIA)를 작성했다. SCOFF 점수가 2점 이상인 사람을 대상으로 EDE (Eating Disorder Examination Interview) 면담을 진행하였다. 검사 후 2주 이내에 웹 기반 K-EDDS, EDE-Q, CIA를 재실시하였다. 결 과 탐색적 요인분석 결과, 신체불만족, 폭식행동, 폭식빈도, 보상행동의 4가지 요인이 추출되어 총 분산의 82.4%를 설명하였다. 웹 기반 K-EDDS의 4개 하위요인은 EDE-Q의 4개 하위요인과 각각 유의미한 상관관계가 있었으며, 우수한 내적 일치도를 보였다(Cronbach's alpha=0.93). 웹 기반 K-EDDS와 EDE의 진단 일치도는 96.83%, 웹 기반 K-EDDS의 검사-재검사 진단 일치도는 92.86%로 우수하였다. 웹 기반 K-EDDS와 CIA에서 환자군과 정상군 간 차이가 유의하게 나타나, 본 척도의 판별 타당도를 검증하였다. 결 론 본 연구를 통해 웹 기반 K-EDDS는 임상 및 연구 현장에서 DSM-5를 기반으로 한 섭식장애 진단에 유용하게 사용할 수 있는 타당한 도구임을 확인하였다.

간호대학생의 의사소통능력, 임상수행능력, 인수인계 경험이 인수인계 자기효능감에 미치는 영향 (The Effects of Communication Competence, Clinical Competence and Experience of Handover on Self-efficacy of Handover Reporting among Nursing Students)

  • 오효숙
    • 한국엔터테인먼트산업학회논문지
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    • 제14권4호
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    • pp.321-331
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    • 2020
  • 본 연구는 간호대학생의 의사소통능력, 임상수행능력, 인수인계 경험, 인수인계 자기효능감을 파악하고 인수인계 자기효능감에 영향을 미치는 요인을 규명하여 인수인계 교육프로그램을 개발하는데 기초자료를 제공하고자 수행되었다. 연구방법은 서술적 조사연구로서 G시에 소재한 4년제 2개교 간호대학생 255명을 2019년 6월부터 9월까지 구조화된 설문지를 통해 자료수집하였다. 자료분석은 t-test, ANOVA, Pearson's correlation coefficents 그리고 단계적 다중회귀분석을 활용하였다. 연구결과, 간호대학생들의 의사소통능력은 57.3점(100점 만점에 76.4점), 임상수행능력은 69.8점(100점 만점에 73.5점), 인수인계 자기효능감은 33.8점(100점 만점에 51.2점)으로 나타났다. 간호대학생의 인수인계 자기효능감은 성(F=4.60, p<.001), 연령(F=16.72, p<.001), 학년(t=-6.39, p<.001), 임상실습 만족도(F=3.68, p=.027), 인수인계 교육 경험(t=26.44, p<.001), 인수인계 경험(t=4.84, p<.001), 인수인계에 대한 두려움(F=16.97, p<.001), 환자안전에 있어서 인수인계 중요도(F=6.42, p=.002)에 따라 유의한 차이를 보였다. 간호대학생의 의사소통능력, 임상수행능력, 인수인계 자기효능감 간의 상관관계를 분석한 결과, 인수인계 자기효능감은 의사소통능력(r=.249, p<.001)과 임상수행능력(r=.426, p<.001) 간에 유의한 순 상관 관계가 있었다. 간호대학생의 인수인계 자기효능감에 영향을 미치는 요인으로 인수인계에 대한 두려움(β=-.294, p<.001), 임상수행능력(β=.252, p<.001), 학년(β=.191, p=.001), 인수인계 경험(β=.185, p<.001), 성별(β=.150, p=.003), 인수인계 교육 경험(β=.126, p=.017)순으로 모형의 설명력은 40.0%이었다. 결론적으로 간호대학생들의 인수인계 자기효능감을 높이기 위해서는 임상수행능력을 향상시키고 임상실습 시 인수인계 경험을 포함한 인수인계 교육을 제공하여 인수인계 두려움을 감소시키는 인수인계 교육프로그램의 개발이 필요하다.

지속적 관여도 및 인지된 위험이 소비자의 온라인 상인선택 프로세스에 미치는 영향에 관한 연구: 요구신뢰 수준 개념을 중심으로 (How Enduring Product Involvement and Perceived Risk Affect Consumers' Online Merchant Selection Process: The 'Required Trust Level' Perspective)

  • 홍일유;이정민;조휘형
    • Asia pacific journal of information systems
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    • 제22권1호
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    • pp.29-52
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    • 2012
  • Consumers differ in the way they make a purchase. An audio mania would willingly make a bold, yet serious, decision to buy a top-of-the-line home theater system, while he is not interested in replacing his two-decade-old shabby car. On the contrary, an automobile enthusiast wouldn't mind spending forty thousand dollars to buy a new Jaguar convertible, yet cares little about his junky component system. It is product involvement that helps us explain such differences among individuals in the purchase style. Product involvement refers to the extent to which a product is perceived to be important to a consumer (Zaichkowsky, 2001). Product involvement is an important factor that strongly influences consumer's purchase decision-making process, and thus has been of prime interest to consumer behavior researchers. Furthermore, researchers found that involvement is closely related to perceived risk (Dholakia, 2001). While abundant research exists addressing how product involvement relates to overall perceived risk, little attention has been paid to the relationship between involvement and different types of perceived risk in an electronic commerce setting. Given that perceived risk can be a substantial barrier to the online purchase (Jarvenpaa, 2000), research addressing such an issue will offer useful implications on what specific types of perceived risk an online firm should focus on mitigating if it is to increase sales to a fullest potential. Meanwhile, past research has focused on such consumer responses as information search and dissemination as a consequence of involvement, neglecting other behavioral responses like online merchant selection. For one example, will a consumer seriously considering the purchase of a pricey Guzzi bag perceive a great degree of risk associated with online buying and therefore choose to buy it from a digital storefront rather than from an online marketplace to mitigate risk? Will a consumer require greater trust on the part of the online merchant when the perceived risk of online buying is rather high? We intend to find answers to these research questions through an empirical study. This paper explores the impact of enduring product involvement and perceived risks on required trust level, and further on online merchant choice. For the purpose of the research, five types or components of perceived risk are taken into consideration, including financial, performance, delivery, psychological, and social risks. A research model has been built around the constructs under consideration, and 12 hypotheses have been developed based on the research model to examine the relationships between enduring involvement and five components of perceived risk, between five components of perceived risk and required trust level, between enduring involvement and required trust level, and finally between required trust level and preference toward an e-tailer. To attain our research objectives, we conducted an empirical analysis consisting of two phases of data collection: a pilot test and main survey. The pilot test was conducted using 25 college students to ensure that the questionnaire items are clear and straightforward. Then the main survey was conducted using 295 college students at a major university for nine days between December 13, 2010 and December 21, 2010. The measures employed to test the model included eight constructs: (1) enduring involvement, (2) financial risk, (3) performance risk, (4) delivery risk, (5) psychological risk, (6) social risk, (7) required trust level, (8) preference toward an e-tailer. The statistical package, SPSS 17.0, was used to test the internal consistency among the items within the individual measures. Based on the Cronbach's ${\alpha}$ coefficients of the individual measure, the reliability of all the variables is supported. Meanwhile, the Amos 18.0 package was employed to perform a confirmatory factor analysis designed to assess the unidimensionality of the measures. The goodness of fit for the measurement model was satisfied. Unidimensionality was tested using convergent, discriminant, and nomological validity. The statistical evidences proved that the three types of validity were all satisfied. Now the structured equation modeling technique was used to analyze the individual paths along the relationships among the research constructs. The results indicated that enduring involvement has significant positive relationships with all the five components of perceived risk, while only performance risk is significantly related to trust level required by consumers for purchase. It can be inferred from the findings that product performance problems are mostly likely to occur when a merchant behaves in an opportunistic manner. Positive relationships were also found between involvement and required trust level and between required trust level and online merchant choice. Enduring involvement is concerned with the pleasure a consumer derives from a product class and/or with the desire for knowledge for the product class, and thus is likely to motivate the consumer to look for ways of mitigating perceived risk by requiring a higher level of trust on the part of the online merchant. Likewise, a consumer requiring a high level of trust on the merchant will choose a digital storefront rather than an e-marketplace, since a digital storefront is believed to be trustworthier than an e-marketplace, as it fulfills orders by itself rather than acting as an intermediary. The findings of the present research provide both academic and practical implications. The first academic implication is that enduring product involvement is a strong motivator of consumer responses, especially the selection of a merchant, in the context of electronic shopping. Secondly, academicians are advised to pay attention to the finding that an individual component or type of perceived risk can be used as an important research construct, since it would allow one to pinpoint the specific types of risk that are influenced by antecedents or that influence consequents. Meanwhile, our research provides implications useful for online merchants (both online storefronts and e-marketplaces). Merchants may develop strategies to attract consumers by managing perceived performance risk involved in purchase decisions, since it was found to have significant positive relationship with the level of trust required by a consumer on the part of the merchant. One way to manage performance risk would be to thoroughly examine the product before shipping to ensure that it has no deficiencies or flaws. Secondly, digital storefronts are advised to focus on symbolic goods (e.g., cars, cell phones, fashion outfits, and handbags) in which consumers are relatively more involved than others, whereas e- marketplaces should put their emphasis on non-symbolic goods (e.g., drinks, books, MP3 players, and bike accessories).

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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.

가맹본부의 리더십 행동유형과 가맹사업자의 관계결속에 관한 실증적 연구 - 가맹사업자의 자기효능감의 조절효과를 중심으로 - (An Empirical Study in Relationship between Franchisor's Leadership Behavior Style and Commitment by Focusing Moderating Effect of Franchisee's Self-efficacy)

  • 양회창;이영철
    • 한국유통학회지:유통연구
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    • 제15권1호
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    • pp.49-71
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    • 2010
  • 본 연구는 가맹사업자의 자기효능감에 주목하여 정부가 예비가맹사업자들을 보호하기 위해 가맹본부에 다양한 규제와 정책을 사용하는 것이 최선의 방법이 아니라는 것에 관심을 두고 있다. 본 연구에서는 경로-목표이론(path-goal theory)에서 제시한 가맹본부의 리더십 행동 유형과 가맹사업자의 관계결속의 영향관계에 있어서 가맹사업자의 특성으로 자기효능감의 조절효과를 규명하고, 실증 분석한 결과 다음과 같은 연구의 시사점을 발견할 수 있었다. 첫째, 가맹본부의 리더십 행동유형이 관계결속에 긍정적 효과를 가져 온다는 사실이 확인됨으로써 가맹본부는 가맹사업자에게 맞는 리더십 행동유형을 적용할 수 있도록 하여야 한다. 둘째, 가맹사업자의 자기효능감이 관계결속에 긍정적 효과가 있을 뿐만 아니라, 리더십 행동유형과 관계결속 사이에 상당한 조절효과가 있기 때문에 가맹본부는 가맹사업자들의 개인차(individual difference) 관리가 필요하다. 셋째, 정부는 가맹본부를 규제할 것만이 아니라 가맹본부가 가맹사업자들의 특성을 확실하게 파악하고 기업의 목표달성을 위한 정당한 통제가 가능하도록 제도적 지원을 해야 할 것이다.

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